Please share offset in main 1.05D
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Please share offset in main 1.05D
please share me offset for main 1.05D muemu Season 4
could share primary source hook?Quote:
Here my release.. for: Flamberge, Sword Bracker and Imperial Sword (Season 4 Socket Swords) on: 1.04d GMO Effects:
PS: Decompiled from IDA 6.6Code:case 1197: // Flamberge
*(float *)&v448 = 0.80000001;
v449 = 0.60000002;
v450 = 0.2;
sub_544E60(v438, (int)&v440, v437, 11, 0);
sub_7711C0(32002, (int)&v440, 0.60000002, (int)&v448, v436, 0.0, 0);
sub_7711C0(32002, (int)&v440, 0.60000002, (int)&v448, v436, 0.0, 0);
*(float *)&v448 = 0.30000001;
v449 = 0.80000001;
v450 = 0.69999999;
sub_544E60(v438, (int)&v440, v437, 12, 0);
sub_7711C0(32002, (int)&v440, 0.5, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 13, 0);
sub_7711C0(32002, (int)&v440, 0.5, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 12, 0);
sub_7711C0(32002, (int)&v440, 0.30000001, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 13, 0);
sub_7711C0(32002, (int)&v440, 0.30000001, (int)&v448, v436, 0.0, 0);
*(float *)&v448 = 0.89999998;
v449 = 0.1;
v450 = 0.1;
sub_544E60(v438, (int)&v440, v437, 1, 0);
sub_7711C0(32402, (int)&v440, 0.80000001, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 2, 0);
sub_7711C0(32402, (int)&v440, 0.69999999, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 3, 0);
sub_7711C0(32402, (int)&v440, 0.69999999, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 4, 0);
sub_7711C0(32402, (int)&v440, 0.69999999, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 5, 0);
sub_7711C0(32402, (int)&v440, 0.60000002, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 6, 0);
sub_7711C0(32402, (int)&v440, 0.5, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 7, 0);
sub_7711C0(32402, (int)&v440, 0.5, (int)&v448, v436, 0.0, 0);
break;
// -------------------------------------------------------------------------------------------
case 1198: // Sword Bracker
*(float *)&v448 = 0.1;
v449 = 0.89999998;
v450 = 0.1;
sub_544E60(v438, (int)&v440, v437, 1, 0);
sub_7711C0(32402, (int)&v440, 0.60000002, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 2, 0);
sub_7711C0(32402, (int)&v440, 0.5, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 3, 0);
sub_7711C0(32402, (int)&v440, 0.5, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 4, 0);
sub_7711C0(32402, (int)&v440, 0.5, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 5, 0);
sub_7711C0(32402, (int)&v440, 0.40000001, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 6, 0);
sub_7711C0(32402, (int)&v440, 0.30000001, (int)&v448, v436, 0.0, 0);
sub_544E60(v438, (int)&v440, v437, 7, 0);
sub_7711C0(32402, (int)&v440, 0.30000001, (int)&v448, v436, 0.0, 0);
for ( i10 = 1; i10 <= 7; ++i10 )
{
if ( !(sub_9CFA0D(a1, a2) % 4) )
{
*(float *)&v440 = 0.0;
v441 = 0.0;
v442 = 0.0;
sub_544E60(v438, (int)&v440, v437, i10, 0);
sub_74CBE0(a1, a2, 32290, (int)&v440, v437 + 264, (int)&v448, 12, 0.5, v437);
}
}
break;
// -------------------------------------------------------------------------------------------
case 1199: // Imperial Sword
v89 = (double)(sub_9CFA0D(a1, a2) % 15) / 30.0;
v349 = v89 + 0.5;
*(float *)&v440 = 0.0;
v441 = 0.0;
v442 = 0.0;
*(float *)&v448 = 0.1;
v449 = 0.40000001;
v450 = 0.89999998;
sub_545030((void *)v438, (int)&unk_7BC0A20, (int)&v440, (int)&v445, 1);
sub_7711C0(32229, (int)&v445, 0.40000001, v436 + 156, v436, 0.0, 0);
sub_7711C0(32119, (int)&v445, v349, (int)&v448, v436, 0.0, 0);
*(float *)(v436 + 300) = *(float *)&v445;
*(float *)(v436 + 304) = v446;
*(float *)(v436 + 308) = v447;
v346 = 0.0;
v347 = 0.0;
v348 = 0.89999998;
sub_72D060(a1, a2, a3, 32223, (int)&v445, (int)&v445, v436 + 264, 17, v436, 25.0, -1, 0, 0, -1, 0, -1);
sub_545030((void *)v438, (int)&unk_7BC0A50, (int)&v440, (int)&v445, 1);
sub_7711C0(32229, (int)&v445, 0.40000001, v436 + 156, v436, 0.0, 0);
sub_7711C0(32119, (int)&v445, v349, (int)&v448, v436, 0.0, 0);
sub_545030((void *)v438, (int)&unk_7BC0A80, (int)&v440, (int)&v445, 1);
sub_7711C0(32229, (int)&v445, 0.40000001, v436 + 156, v436, 0.0, 0);
sub_7711C0(32119, (int)&v445, 0.40000001, (int)&v448, v436, 0.0, 0);
sub_545030((void *)v438, (int)&unk_7BC0AB0, (int)&v440, (int)&v445, 1);
sub_7711C0(32229, (int)&v445, 0.40000001, v436 + 156, v436, 0.0, 0);
sub_7711C0(32119, (int)&v445, 0.40000001, (int)&v448, v436, 0.0, 0);
*(float *)&v448 = 0.0;
v449 = 0.30000001;
v450 = 0.69999999;
sub_545030((void *)v438, (int)&unk_7BC0900, (int)&v440, (int)&v445, 1);
sub_7711C0(32402, (int)&v445, 1.0, (int)&v448, v436, 0.0, 0);
sub_545030((void *)v438, (int)&unk_7BC0930, (int)&v440, (int)&v445, 1);
sub_7711C0(32402, (int)&v445, 0.80000001, (int)&v448, v436, 0.0, 0);
sub_545030((void *)v438, (int)&unk_7BC0960, (int)&v440, (int)&v445, 1);
sub_7711C0(32402, (int)&v445, 0.60000002, (int)&v448, v436, 0.0, 0);
sub_545030((void *)v438, (int)&unk_7BC0990, (int)&v440, (int)&v445, 1);
sub_7711C0(32402, (int)&v445, 0.40000001, (int)&v448, v436, 0.0, 0);
sub_545030((void *)v438, (int)&unk_7BC09C0, (int)&v440, (int)&v445, 1);
sub_7711C0(32402, (int)&v445, 0.2, (int)&v448, v436, 0.0, 0);
sub_545030((void *)v438, (int)&unk_7BC09F0, (int)&v440, (int)&v445, 1);
sub_7711C0(32402, (int)&v445, 0.1, (int)&v448, v436, 0.0, 0);
break;
PS 2: Here my created: "Legendary Lightning Effects" to: Season 4.6 (JPN) or (ENG) main.exe
PS 3: From this video ->Code:// ----
// Legendary Set
case ITEM2(7, 3):
{
if(rand() %15 <= 2)
{
Vector(1.f,1.f,1.f,Light2);
Vector(1.f,1.f,1.f,Position);
// ---
b->TransformByObjectBone(Position,o,20);
CreateEffect(387,Position,o->Angle,Light2,2,o,-1,0,-2.1f,0,0);
}
}
break;
// ---
case ITEM2(8, 3):
{
if(rand() %15 <= 2)
{
Vector(1.f,1.f,1.f,Light2);
Vector(1.f,1.f,1.f,Position);
// ---
b->TransformByObjectBone(Position,o,19);
CreateEffect(387,Position,o->Angle,Light2,2,o,-1,0,-2.1f,0,0);
}
if(rand() %12 <= 2)
{
float Formula1 = (float)(rand() % 100) / 100.0f;
vec3_t fVal;
Vector( Formula1*0.5f + 4.0f,
Formula1*0.5f + 4.0f,
Formula1*0.5f + 2.0f, fVal );
// ---
Vector(0.f,0.5833f,1.f,Light2);
Vector(1.f,1.f,1.f,Position);
// ---
b->TransformByObjectBone(Position,o,19);
CreateSprite(32002,Position,fVal[1],Light2,o,fVal[0],0);
}
}
break;
// ---
case ITEM2(9, 3):
{
if(rand() %15 <= 2)
{
Vector(1.f,1.f,1.f,Light2);
Vector(1.f,1.f,1.f,Position);
// ---
b->TransformByObjectBone(Position,o,45);
CreateEffect(387,Position,o->Angle,Light2,2,o,-1,0,-2.1f,0,0);
// ---
b->TransformByObjectBone(Position,o,49);
CreateEffect(387,Position,o->Angle,Light2,2,o,-1,0,-2.1f,0,0);
}
}
break;
// ---
case ITEM2(10, 3):
{
if(rand() %15 <= 2)
{
Vector(1.f,1.f,1.f,Light2);
Vector(1.f,1.f,1.f,Position);
// ---
b->TransformByObjectBone(Position,o,36);
CreateEffect(387,Position,o->Angle,Light2,2,o,-1,0,-2.1f,0,0);
}
}
break;
// ---
case ITEM2(11, 3):
{
if(rand() %15 <= 2)
{
Vector(1.f,1.f,1.f,Light2);
Vector(1.f,1.f,1.f,Position);
// ---
b->TransformByObjectBone(Position,o,4);
CreateEffect(387,Position,o->Angle,Light2,2,o,-1,0,-2.1f,0,0);
// ---
b->TransformByObjectBone(Position,o,11);
CreateEffect(387,Position,o->Angle,Light2,2,o,-1,0,-2.1f,0,0);
}
}
break;
// ----
https://www.youtube.com/watch?v=n0Mz37cMngs
PS 4: Here I leave another Research by me on: 1.04d GMO main.exe and 1.03k JPN main.exe:
This is for Allow: Seed Spheres Combination (on Research Master NPC) from the same Types.. this is only for Client Side.. is necesary quit this check functions on your: GameServer Source too.. (is not difficult).Code:0x0074F901 -> JNZ por JMP (1.03k)
0x0082F07C -> JNZ por JMP (1.04d)
Reupload the link please. Thank you!!! I really need the Olly!!

