Perfect Release , Good Job !
(download only jpn and Eng) :P
Perfect Release , Good Job !
(download only jpn and Eng) :P
Sorry for this stupid question but, does this decompiled GS have fixed all the bugs that .90 GS came with? or we'll have to find the offsets for fixing them again?, thanks and great job!
who know)))))
ontopic: crazzy,hermex - great job :)
buffon, use for test, u can´t go now to set up your public server T_T this is development forum
if whey recode all GS from Decomiled source exe Size are´t same
any news on this dev ?
thanks, bcoz i forgot)
they recoded nothing till now, only decomp. size arent same *read_first_post*
and yes,they have soure, and it usefull for them
for us? map file? maybe usefull, but, only for small people range.
so, they have briliant development area now-source.good luck guys.
Posted via Mobile Device
Main thread updated due to Golden Mobs Drop bad decompilation fix :)
No offsets were changed since first release. I believe now it's all ok
may be we leave objstruct after some time =)
Congratulations.
your topic title is irritating ;) Under decompiled files I understand source files.
nvm, gz if u did it.
why need give it for public?for some peoples make new noobs(or leechers) team?)))you are kidding))
Congratulations, this is a great release which will help MU developers to develop this files further
Edit - seems like goeh is alive :D
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Last edited by Denied; 20-07-11 at 08:25 AM.
so , great news to mu community =) -> we sharing full OBJECTSTRUCT of gs90, you can see in first post =)
Great, thanks Crazzy, and Item struct? :)
yep, we forgot
Code:DWORD m_Number; // 0 char m_serial; // 4 short m_Type; // 6 short m_Level; // 8 BYTE m_Part; // A BYTE m_Class; // B BYTE m_TwoHand; // C BYTE m_AttackSpeed; // D BYTE m_WalkSpeed; // E WORD m_DamageMin; // 10 WORD m_DamageMax; // 12 BYTE m_SuccessfulBlocking; // 14 WORD m_Defense; // 16 WORD m_MagicDefense; // 18 BYTE m_Speed; // 1A WORD m_DamageMinOrigin; // 1C WORD m_DefenseOrigin; // 1E WORD m_Magic; // 20 WORD m_BookSpell; // 22 float m_Durability; // 24 WORD m_DurabilitySmall; // 28 float m_BaseDurability; // 2C BYTE m_SpecialNum; // 30 BYTE m_Special[8]; // 31 BYTE m_SpecialValue[8]; // 39 WORD m_RequireStrength; // 42 WORD m_RequireDexterity; // 44 WORD m_RequireEnergy; // 46 WORD m_RequireLevel; // 48 WORD m_RequireVitality; // 4A WORD m_RequireLeaderShip; // 4C WORD m_Leadership; // 4E BYTE m_RequireClass[MAX_TYPE_PLAYER]; // 50 BYTE m_Resistance[MAX_ITEM_SPECIAL_ATTRIBUTE]; // 56 int m_Value; // 60 DWORD m_SellMoney; // 64 DWORD m_BuyMoney; // 68 int m_iPShopValue; // 6C bool m_bItemExist; // 70 int m_OldSellMoney; // 74 int m_OldBuyMoney; // 78 BYTE m_Option1; // 7C Skill BYTE m_Option2; // 7D Luck BYTE m_Option3; // 7E Option BYTE m_NewOption; // 7F ExcellentOption float m_DurabilityState[4]; // 80 float m_CurrentDurabilityState; // 90 bool m_SkillChange; // 94 bool m_QuestItem; // 95 BYTE m_SetOption; // 96 BYTE m_SetAddStat; // 97 bool m_IsValidItem; // 98 BYTE m_SkillResistance[MAX_ITEM_SPECIAL_ATTRIBUTE]; // 99 BOOL m_IsLoadPetItemInfo; // A0 int m_PetItem_Level; // A4 int m_PetItem_Exp; // A8 BYTE m_JewelOfHarmonyOption; // AC WORD m_HJOpStrength; // AE WORD m_HJOpDexterity; // B0 BYTE m_ItemOptionEx; // B2 //Season4 Add-on BYTE m_SocketOptionIndex; //B3 BYTE m_SocketOption[5]; // B4 BYTE m_SocketBonus; //B9
There will be a source published? I also began to decompile 1.00.90 GS and I do not know whether it makes sense to continue that. I have already rewritten 1.00.66:)
Last edited by gravers; 21-07-11 at 06:15 PM.