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someone help me with this when activating the SCALEFORM
else if ( c->Weapon[1].Type==MODEL_HELPER+5 && c->SafeZone) // ´ÙÅ©½ºÇǸ´ ¸¶À»¿¡¼ Á¤Áö »óÅ { SetAction ( &c->Object, PLAYER_DARKLORD_WALK ); }
else if (c->SafeZone && c->m_PetInfo->m_dwPetType == PET_TYPE_DARK_SPIRIT) // -> Fix Dark Raven { SetAction(&c->Object, PLAYER_DARKLORD_WALK); }
S3 downgrade 30%
i can help you https://mega.nz/file/CGpnHIba#UfCOaFzJqzc2m3c9eJ2N0ayYtsIUrNNpCmieEpWVR_8Go through the header links. A file must not be called more than once.
It can also be the same struct.
A lot of time spent looking for a bug.
Try an older version.
Does anyone working on adding 6.3 stuff to 5.2? Would be pretty cool to a get few people to work together on this.
Started working on it few days ago. Pretty much I'm messing around with it just to get familiarized with the code first.
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If there's any on-going serious project which I can join, I'll be glad to.
I'm still working on it. I already have RF fully integrated. I am working now with the idea of Mu Helper.
You can use the .map of the Main s6.2 Thai here posted to try decompiling and reconstructing the mu helper
https://forum.ragezone.com/f508/development-map-main-exe-season-1163032/
void SEASON3B::CNewUICharacterInfoWindow::ResetEquipmentLevel()
{
ITEM *pItem = CharacterMachine->Equipment;
Hero->Weapon[0].Level = (pItem[EQUIPMENT_WEAPON_RIGHT].Level>>3)&15;
Hero->Weapon[1].Level = (pItem[EQUIPMENT_WEAPON_LEFT ].Level>>3)&15;
Hero->BodyPart[BODYPART_HELM ].Level = (pItem[EQUIPMENT_HELM].Level>>3)&15;
Hero->BodyPart[BODYPART_ARMOR].Level = (pItem[EQUIPMENT_ARMOR].Level>>3)&15;
Hero->BodyPart[BODYPART_PANTS].Level = (pItem[EQUIPMENT_PANTS].Level>>3)&15;
Hero->BodyPart[BODYPART_GLOVES].Level = (pItem[EQUIPMENT_GLOVES].Level>>3)&15;
Hero->BodyPart[BODYPART_BOOTS].Level = (pItem[EQUIPMENT_BOOTS].Level>>3)&15;
CheckFullSet(Hero);
}
void SEASON3B::CNewUICharacterInfoWindow::ResetEquipmentLevel()
{
ITEM *pItem = CharacterMachine->Equipment;
Hero->Weapon[0].Level = (pItem[EQUIPMENT_WEAPON_RIGHT].Level>>3)&15;
Hero->Weapon[1].Level = (pItem[EQUIPMENT_WEAPON_LEFT ].Level>>3)&15;
Hero->BodyPart[BODYPART_HELM ].Level = (pItem[EQUIPMENT_HELM].Level>>3)&15;
Hero->BodyPart[BODYPART_ARMOR].Level = (pItem[EQUIPMENT_ARMOR].Level>>3)&15;
Hero->BodyPart[BODYPART_PANTS].Level = (pItem[EQUIPMENT_PANTS].Level>>3)&15;
Hero->BodyPart[BODYPART_GLOVES].Level = (pItem[EQUIPMENT_GLOVES].Level>>3)&15;
Hero->BodyPart[BODYPART_BOOTS].Level = (pItem[EQUIPMENT_BOOTS].Level>>3)&15;
CheckFullSet(Hero);
g_csItemOption.init();
}
case 0x00: // ˝şĹČ»ýĽş Ľş°ř
if(fruit >=0 && fruit <= 4)
{
#ifdef KWAK_FIX_COMPILE_LEVEL4_WARNING_EX
int index = 0;
#else // KWAK_FIX_COMPILE_LEVEL4_WARNING_EX
int index;
#endif // KWAK_FIX_COMPILE_LEVEL4_WARNING_EX
switch ( fruit )
{
case 0: // żˇłĘÁö.
CharacterAttribute->Energy += point;
index = 168;
break;
case 1: // ĂĽ·Â.
CharacterAttribute->Vitality += point;
index = 169;
break;
case 2: // ąÎø.
CharacterAttribute->Dexterity += point;
index = 167;
break;
case 3: // Čű.
CharacterAttribute->Strength += point;
index = 166;
break;
case 4: //: ĹëĽÖ
CharacterAttribute->Charisma += point;
index = 1900;
break;
}
CharacterAttribute->AddPoint += point;
//unicode::_sprintf(strText, GlobalText[379], GlobalText[index], point, GlobalText[1412]);
//SEASON3B::CreateOkMessageBox(strText);
// ---- FIX ----------------------------------------------------------------------
g_pCharacterInfoWindow->ResetEquipmentLevel();
CharacterMachine->CalculateAll();
// --------------------------------------------------------------------------------
}
break;
void ReceiveLevelUp( BYTE *ReceiveBuffer )
{
LPPRECEIVE_LEVEL_UP Data = (LPPRECEIVE_LEVEL_UP)ReceiveBuffer;
CharacterAttribute->Level = Data->Level;
CharacterAttribute->LevelUpPoint = Data->LevelUpPoint;
CharacterAttribute->UpPoint = Data->UpPoint;
CharacterAttribute->LifeMax = Data->MaxLife;
CharacterAttribute->ManaMax = Data->MaxMana;
CharacterAttribute->Life = Data->MaxLife;
CharacterAttribute->Mana = Data->MaxMana;
CharacterAttribute->ShieldMax = Data->MaxShield;
CharacterAttribute->SkillManaMax = Data->SkillManaMax;
// Ăß°ˇµÇ´Â ˝şĹÝ Á¤ş¸.
CharacterAttribute->AddPoint = Data->AddPoint;
CharacterAttribute->MaxAddPoint = Data->MaxAddPoint;
// ż¸Ĺ °¨ĽŇ Ć÷ŔÎĆ® Á¤ş¸
CharacterAttribute->wMinusPoint = Data->wMinusPoint; // ÇöŔç °¨ĽŇ Ć÷ŔÎĆ®
CharacterAttribute->wMaxMinusPoint = Data->wMaxMinusPoint; // ĂÖ´ë °¨ĽŇ Ć÷ŔÎĆ®
unicode::t_char szText[256] = {NULL, };
WORD iExp = CharacterAttribute->NextExperince - CharacterAttribute->Experience;
sprintf(szText,GlobalText[486], iExp);
g_pChatListBox->AddText("", szText, SEASON3B::TYPE_SYSTEM_MESSAGE);
CharacterMachine->CalculateNextExperince();
OBJECT *o = &Hero->Object;
if(IsMasterLevel(Hero->Class) == true)
{
// OBJECT *o = &Hero->Object;
CreateJoint(BITMAP_FLARE,o->Position,o->Position,o->Angle,45,o,80,2);
for ( int i=0; i<19; ++i )
{
CreateJoint(BITMAP_FLARE,o->Position,o->Position,o->Angle,46,o,80,2);
}
}
else
{
for ( int i=0; i<15; ++i )
{
CreateJoint(BITMAP_FLARE,o->Position,o->Position,o->Angle,0,o,40,2);
}
CreateEffect(BITMAP_MAGIC+1,o->Position,o->Angle,o->Light,0,o);
}
PlayBuffer(SOUND_LEVEL_UP);
// ---- Fix -------------------------------------------------------------------
g_pCharacterInfoWindow->ResetEquipmentLevel();
CharacterMachine->CalculateAll();
// ----------------------------------------------------------------------------
#ifdef CONSOLE_DEBUG
g_ConsoleDebug->Write(MCD_RECEIVE, "0x05ąŢŔ˝[ReceiveLevelUp]");
#endif // CONSOLE_DEBUG
}
AccessModel(MODEL_SWORD+35, "Data\\Item\\", "GloveMaleBloodyDragon"); // ÇÇľî˝Ěşí·ąŔ̵ĺ
AccessModel(MODEL_SWORD_35_LEFT, "Data\\Item\\", "GloveMaleBloodyDragonL");
AccessModel(MODEL_SWORD_35_RIGHT, "Data\\Item\\", "GloveMaleBloodyDragonR");
OpenTexture(MODEL_SWORD+35, "Item\\"); // ÇÇľî˝Ěşí·ąŔ̵ĺ
OpenTexture(MODEL_SWORD_35_LEFT, "Item\\");
OpenTexture(MODEL_SWORD_35_RIGHT, "Item\\");
m_cItemEqualType.SetModelType(MODEL_SWORD+35, MODEL_SWORD_35_LEFT, MODEL_SWORD_35_RIGHT);
m_mapItemEqualType.insert(tm_ItemEqualType::value_type(m_cItemEqualType.GetModelType(), m_cItemEqualType));
MODEL_SWORD_35_LEFT,
MODEL_SWORD_35_RIGHT,
MODEL_SWORD_35_WING,
else if(Type == MODEL_SWORD+35)
{
Position[0] += 0.08f; // X
Position[1] -= 0.08f; // Y
Vector(-90.f,0.f,0.f,ObjectSelect.Angle);
}
else if(Type == MODEL_SWORD+35)
{
Scale = 0.0035f;
}
else if(g_CMonkSystem.EqualItemModelType(Type) == MODEL_SWORD+35)
Color = 18; // Sacred Fire Glove color
else if((g_CMonkSystem.EqualItemModelType(Type) == MODEL_SWORD+32) // µĺ·ą°ďąŮżî˝ş
|| (g_CMonkSystem.EqualItemModelType(Type) == MODEL_SWORD+33) // ŸŔĚ°ĹŔÇŬ·Î
|| (g_CMonkSystem.EqualItemModelType(Type) == MODEL_SWORD+34)
|| (g_CMonkSystem.EqualItemModelType(Type) == MODEL_SWORD+35)) // <= Add model Phoenix Soul Star
{
b->RenderBody(RENDER_TEXTURE,o->Alpha,o->BlendMesh,o->BlendMeshLight,o->BlendMeshTexCoordU,o->BlendMeshTexCoordV,o->HiddenMesh);
}
else if(Type >= MODEL_SWORD+32 && Type <= MODEL_SWORD+35) // ¸<= Change MODEL_SWORD+34 to 35
{
b->RenderBody(RenderType,Alpha,o->BlendMesh,o->BlendMeshLight,o->BlendMeshTexCoordU,o->BlendMeshTexCoordV);
}
else if(Type >= MODEL_SWORD+32 && Type <= MODEL_SWORD+35) // ¸<= Change MODEL_SWORD+34 to 35
{
b->RenderBody(RenderType,Alpha,o->BlendMesh,o->BlendMeshLight,o->BlendMeshTexCoordU,o->BlendMeshTexCoordV);
}
else if(g_CMonkSystem.EqualItemModelType(Type) == MODEL_SWORD+35)
Color = 76;
Bright *= Alpha;
switch(Color)
// Bloody Dragon Glove
case 76:Vector(
Bright*1.0f, // R
Bright*0.1f, // G
Bright*0.05f, // B
Light // It is not necessary to change this
);
break;
in main I use vs2008 + src Louis upd13 s6 and s4 also works
Hello, Please if someone know how to fix these bugs
First, When I Open more than 1 MU Windows and try to take Screenshot in any one of them.. Both Took Screen Shots
How to seperate Each ScreenShot for current window only
Second, I added RF but I have This Problem
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#ifdef PBG_ADD_NEWCHAR_MONK_ANI
else if (GetBaseClass(c->Class) == CLASS_RAGEFIGHTER)
SetAction(&c->Object, PLAYER_STOP_RAGEFIGHTER); // <= PLAYER_STOP_MALE
#endif //PBG_ADD_NEWCHAR_MONK_ANI
Hello, a question how to debug the inventory, the items do not appear in their place
Hello, a question how to debug the inventory, the items do not appear in their place
else if(Type == MODEL_ARMOR+21) // Great Dragon Armor
{
Position[0] -= 0.03f; // X position
Position[1] += 0.1f; // Y position
Vector(-90.f,0.f,0.f,ObjectSelect.Angle); // Rotation
}
Thx Alot leorond.. Now RF Stands Right.
Do you have idea about this issue (When I Open more than 1 MU Windows and try to take Screenshot in any one of them.. Both Took Screen Shots
How to seperate Each ScreenShot for current window only)
there is new 8 bytes in SKILL_ATTRIBUTE in the end of the struct .. Found them ?
Hi, it's pretty simple.
You have to find the standing animation and replace it with the existing one.
For example, in the ZzzCharacter.cpp file, this definition is in the SetPlayerStop() function
PHP:#ifdef PBG_ADD_NEWCHAR_MONK_ANI else if (GetBaseClass(c->Class) == CLASS_RAGEFIGHTER) SetAction(&c->Object, PLAYER_STOP_RAGEFIGHTER); // <= PLAYER_STOP_MALE #endif //PBG_ADD_NEWCHAR_MONK_ANI
But you probably don't have the right player.bmd.
Easy fix
1. Find and replace in the ZzzCharacter.cpp file all PLAYER_STOP_RAGEFIGHTER animations with PLAYER_STOP_MALE animations.
PLAYER_STOP_RAGEFIGHTER ,
PLAYER_STOP_RAGEFIGHTER = 283,
SetAction(&c->Object, PLAYER_STOP_RAGEFIGHTER);