[Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

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  1. #241
    Valued Member wahaha is offline
    MemberRank
    Apr 2015 Join Date
    147Posts

    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    someone has the server source?

  2. #242
    Account Upgraded | Title Enabled! Odisk is offline
    MemberRank
    Apr 2009 Join Date
    VenezuelaLocation
    208Posts

    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Dead project ?

  3. #243
    Member laudaicat is offline
    MemberRank
    Oct 2008 Join Date
    86Posts

    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Odisk View Post
    Dead project ?
    No, pp are working on this. Private project, nothing to show off here.

  4. #244
    Enthusiast meteor427 is offline
    MemberRank
    Jun 2006 Join Date
    qqqLocation
    40Posts

    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Kiosani View Post
    Good, it's time to contrubute with something... this is my upgraded version of: 1.00.98 Original Webzen GameServer Sources to: 1.01.03, it's possible that this shit is not complete and etc, but at least is possible compile and have attached a detailed ChangeLog, maybe can be useful (to some person), less work or something how this...

    GameServer 1.01.03 Rebuided-Partially Src:

    https://www.mediafire.com/file/6im7j...rTeam.rar/file

    PS: ChangeLog it's on source but anyways:

    https://pastebin.com/DcJ8vQBe

    https://pastebin.com/6BhL7eF1

    PS 2: Since I only add all features that I know of Season 6.1/6.2/6.3 but is unfinished... maybe is lacking Master Skill Tree Passive Buffs and etc shits.
    Can you provide the 6.3 season corresponding to your source code and the 6.3 client patch you can log in? Thank you for sharing

  5. #245
    Apprentice zbzalex is offline
    MemberRank
    Jul 2021 Join Date
    23Posts

    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Hi there.
    I'm develop own client for linux platform.
    I successed remove gfx (slaceform), in game shop, shop ui and more.. i'm look good work on clean opengl without winapi.
    https://imgur.com/uQx9ncj

  6. #246
    if(!caffeine) continue; leorond is offline
    MemberRank
    Jul 2012 Join Date
    Czech RepublicLocation
    479Posts

    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Hi, has anyone gotten a dexterity problem?

    I tried to solve the problem and found a solution in the AttackSpeed ​​and MagicSpeed ​​settings.

    PHP Code:
    void SetAttackSpeed()
    {
        
    float AttackSpeed1 = (CharacterAttribute->AttackSpeed/15) * 0.004f;    // ±â»ç, ŔϹݰř°Ý
        
    if (GetBaseClass(CharacterAttribute->Class) == CLASS_KNIGHT)
        {
            
    AttackSpeed1 = (CharacterAttribute->AttackSpeed/15) * 0.008f;
        }
        
    float MagicSpeed1  = (CharacterAttribute->MagicSpeed/15) * 0.004f;    // żäÁ¤
        
    float MagicSpeed2  = (CharacterAttribute->MagicSpeed/15) * 0.002f;    // ąý»ç
        
    float RageAttackSpeed = (CharacterAttribute->AttackSpeed/15) * 0.01f;
        if (
    GetBaseClass(CharacterAttribute->Class) == CLASS_WIZARD)
        {
            
    MagicSpeed2  = (CharacterAttribute->MagicSpeed/15) * 0.002f;    // ąý»ç
        
    }
        else if (
    GetBaseClass(CharacterAttribute->Class) == CLASS_SUMMONER)
        {
            
    MagicSpeed2  = (CharacterAttribute->MagicSpeed/15) * 0.02f;    // ąý»ç
        
    }

    #ifndef _VS2008PORTING            // #ifndef
        
    int i;
    #endif // _VS2008PORTING
        // ÁÖ¸Ô°ř°
         
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_FIST].PlaySpeed 0.6f AttackSpeed1;
        
    // ŔϹݰř°Ý
    #ifdef _VS2008PORTING
        
    for(int i=PLAYER_ATTACK_SWORD_RIGHT1i<=PLAYER_ATTACK_RIDE_CROSSBOWi++)
    #else // _VS2008PORTING
        
    for(i=PLAYER_ATTACK_SWORD_RIGHT1i<=PLAYER_ATTACK_RIDE_CROSSBOWi++)
    #endif // _VS2008PORTING
        
    {
               
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.25f AttackSpeed1;
        }
        
    //˝şĹł°ř°Ý
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD1].PlaySpeed 0.30f AttackSpeed1// ł»·ÁÂď±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD2].PlaySpeed 0.30f AttackSpeed1// Â±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD3].PlaySpeed 0.27f AttackSpeed1// żĂ·Áġ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD4].PlaySpeed 0.30f AttackSpeed1// µą·Áġ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD5].PlaySpeed 0.24f AttackSpeed1// şŁ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_WHEEL ].PlaySpeed 0.24f AttackSpeed1// Č¸żŔ¸®şŁ±â
    #ifdef YDG_ADD_SKILL_RIDING_ANIMATIONS
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_WHEEL_UNI   ].PlaySpeed 0.24f AttackSpeed1;// Č¸żŔ¸®şŁ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_WHEEL_DINO  ].PlaySpeed 0.24f AttackSpeed1;// Č¸żŔ¸®şŁ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_WHEEL_FENRIR].PlaySpeed 0.24f AttackSpeed1;// Č¸żŔ¸®şŁ±â
    #endif    // YDG_ADD_SKILL_RIDING_ANIMATIONS

        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_ONETOONE].PlaySpeed 0.25f AttackSpeed1;    // şí·Îżě
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SPEAR].PlaySpeed 0.30f AttackSpeed1;    // Ă˘Â±â

        // Ĺ» °Í Ĺş »óĹÂ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_RIDER].PlaySpeed      0.3f AttackSpeed1;    // ˝şĹĎ, ˝şĹĎÁ¦°Ĺ, Ĺő¸í, Ĺő¸íÇŘÁ¦, ¸¶łŞÁő°ˇ, ş¸Á¶¸¶ąý ŔĎ˝ĂÁ¦°Ĺ, ·ąŔ̵彸    
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_RIDER_FLY].PlaySpeed  0.3f AttackSpeed1;    // ˝şĹĎ, ˝şĹĎÁ¦°Ĺ, Ĺő¸í, Ĺő¸íÇŘÁ¦, ¸¶łŞÁő°ˇ, ş¸Á¶¸¶ąý ŔĎ˝ĂÁ¦°Ĺ, ·ąŔ̵彸

        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_TWO_HAND_SWORD_TWO].PlaySpeed 0.25f AttackSpeed1;    // ĆÄżö˝˝·ˇ˝¬

        //Ȱ°ř°Ý
    #ifdef _VS2008PORTING
        
    for(int i=PLAYER_ATTACK_BOW;i<=PLAYER_ATTACK_FLY_CROSSBOW;i++)
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
        for(
    int i=PLAYER_ATTACK_RIDE_BOW;i<=PLAYER_ATTACK_RIDE_CROSSBOW;i++)
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
    #else // _VS2008PORTING
        
    for(i=PLAYER_ATTACK_BOW;i<=PLAYER_ATTACK_FLY_CROSSBOW;i++)
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
        for(
    i=PLAYER_ATTACK_RIDE_BOW;i<=PLAYER_ATTACK_RIDE_CROSSBOW;i++)
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
    #endif // _VS2008PORTING
        //żäÁ¤¸¶ąý
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_ELF1].PlaySpeed 0.25f MagicSpeed1;

        
    //ŔϹݸ¶ąý
    #ifdef _VS2008PORTING
        
    for(int i=PLAYER_SKILL_HAND1i<=PLAYER_SKILL_WEAPON2i++)
    #else // _VS2008PORTING
        
    for(i=PLAYER_SKILL_HAND1i<=PLAYER_SKILL_WEAPON2i++)
    #endif // _VS2008PORTING
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.29f MagicSpeed2;
        
    //±âŸ¸¶ąý
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_TELEPORT].PlaySpeed 0.30f MagicSpeed2// Ľř°ŁŔ̵ż
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_FLASH   ].PlaySpeed 0.40f MagicSpeed2// ľĆÄíľĆÇĂ·ˇ˝¬
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_INFERNO ].PlaySpeed 0.60f MagicSpeed2// ŔÎĆ丣łë
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_HELL    ].PlaySpeed 0.50f MagicSpeed2// ÇďĆÄŔĚľî
        
    Models[MODEL_PLAYER].Actions[PLAYER_RIDE_SKILL    ].PlaySpeed 0.30f MagicSpeed2// Ĺ» °Í Ĺş »óĹÂżˇĽ­ ľ˛´Â ˝şĹł

        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_HELL_BEGIN].PlaySpeed            0.50f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_STRIKE].PlaySpeed            0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_STRIKE].PlaySpeed       0.2f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_HORSE_SWORD].PlaySpeed  0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_ATTACK_FLASH].PlaySpeed 0.40f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_ATTACK_MAGIC].PlaySpeed 0.3f MagicSpeed2;

        
    //^ Ć渱 °řĽÓ °ü·Ă(Áßżä : °ř°Ý ĽÓµµżÍ °ü·Ă)
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK].PlaySpeed                0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_DARKLORD_STRIKE].PlaySpeed 0.2f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_DARKLORD_SWORD].PlaySpeed    0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_DARKLORD_FLASH].PlaySpeed    0.40f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_TWO_SWORD].PlaySpeed        0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_MAGIC].PlaySpeed            0.37f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_CROSSBOW].PlaySpeed        0.30f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_SPEAR].PlaySpeed            0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_ONE_SWORD].PlaySpeed        0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_BOW].PlaySpeed            0.30f AttackSpeed1;
        
        
    // Č°·Î Çϴ÷ΠÇâÇϴ °ř°Ý
    #ifdef _VS2008PORTING
        
    for ( int i=PLAYER_ATTACK_BOW_UPi<=PLAYER_ATTACK_RIDE_CROSSBOW_UP; ++)
    #else // _VS2008PORTING
        
    for ( i=PLAYER_ATTACK_BOW_UPi<=PLAYER_ATTACK_RIDE_CROSSBOW_UP; ++)
    #endif // _VS2008PORTING
        
    {
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
        }

        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_ONE_FLASH].PlaySpeed 0.4f AttackSpeed1;    // ±â¸¶°Ë ŔĎĽ¶°ř°Ý
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RUSH].PlaySpeed        0.3f AttackSpeed1;            // ±â»ç µą°Ý ˝şĹł.
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_DEATH_CANNON].PlaySpeed 0.2f AttackSpeed1;
        
        
    // ˝˝¸ł
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SLEEP].PlaySpeed            0.3f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SLEEP_UNI].PlaySpeed        0.3f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SLEEP_DINO].PlaySpeed        0.3f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SLEEP_FENRIR].PlaySpeed    0.3f MagicSpeed2;

        
    // ¶óŔĚĆ®´× żŔşę
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_ORB].PlaySpeed            0.4f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_ORB_UNI].PlaySpeed        0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_ORB_DINO].PlaySpeed        0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_ORB_FENRIR].PlaySpeed    0.25f MagicSpeed2;

        
    // ĂĽŔζóŔĚĆ®´×
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_CHAIN_LIGHTNING].PlaySpeed        0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_CHAIN_LIGHTNING_UNI].PlaySpeed    0.15f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_CHAIN_LIGHTNING_DINO].PlaySpeed    0.15f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_CHAIN_LIGHTNING_FENRIR].PlaySpeed 0.15f MagicSpeed2;

        
    // µĺ·ąŔζóŔĚÇÁ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAIN_LIFE].PlaySpeed            0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAIN_LIFE_UNI].PlaySpeed        0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAIN_LIFE_DINO].PlaySpeed    0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAIN_LIFE_FENRIR].PlaySpeed    0.25f MagicSpeed2;

    #ifdef YDG_ADD_SKILL_GIGANTIC_STORM
        // ±â°ŁĆ˝˝şĹč
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIGANTICSTORM].PlaySpeed 0.55f MagicSpeed1;
        
    // ÇÁ·ąŔÓ˝şĆ®¶óŔĚĹ©
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_FLAMESTRIKE].PlaySpeed 0.69f MagicSpeed2;
    #endif // YDG_ADD_SKILL_GIGANTIC_STORM
    #ifdef YDG_ADD_SKILL_RIDING_ANIMATIONS
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIGANTICSTORM_UNI].PlaySpeed        0.55f MagicSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIGANTICSTORM_DINO].PlaySpeed        0.55f MagicSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIGANTICSTORM_FENRIR].PlaySpeed    0.55f MagicSpeed1;
    #endif    // YDG_ADD_SKILL_RIDING_ANIMATIONS
    #ifdef YDG_ADD_SKILL_LIGHTNING_SHOCK
        // ¶óŔĚĆ®´×ĽîĹ©
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_SHOCK].PlaySpeed 0.35f MagicSpeed2;
    #endif    // YDG_ADD_SKILL_LIGHTNING_SHOCK

        // ĽĹ¸Ő
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SUMMON].PlaySpeed            0.25f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SUMMON_UNI].PlaySpeed        0.25f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SUMMON_DINO].PlaySpeed    0.25f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SUMMON_FENRIR].PlaySpeed    0.25f;
        
    #ifdef CSK_ADD_SKILL_BLOWOFDESTRUCTION
        // Ćı«ŔÇ ŔϰÝ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_BLOW_OF_DESTRUCTION].PlaySpeed 0.3f;
    #endif // CSK_ADD_SKILL_BLOWOFDESTRUCTION

    #ifdef PJH_SEASON4_SPRITE_NEW_SKILL_RECOVER
        // Č¸şą
        
    Models[MODEL_PLAYER].Actions[PLAYER_RECOVER_SKILL].PlaySpeed 0.33f;
    #endif //PJH_SEASON4_SPRITE_NEW_SKILL_RECOVER
    #ifdef KJH_ADD_SKILL_SWELL_OF_MAGICPOWER        // ¸¶·ÂÁő´ë
        // ¸¶·ÂÁő´ë
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SWELL_OF_MP].PlaySpeed 0.2f;        
    #endif // KJH_ADD_SKILL_SWELL_OF_MAGICPOWER

        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_FURY_STRIKE].PlaySpeed 0.38f;        // şĐłëŔÇŔϰÝ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_VITALITY].PlaySpeed 0.34f;                    // ˝şŔٶóŔĚÇÁ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_HELL_START].PlaySpeed 0.30f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_TELEPORT].PlaySpeed 0.28f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_TELEPORT].PlaySpeed 0.3f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_DARKHORSE].PlaySpeed 0.3f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_DARKLORD_TELEPORT].PlaySpeed 0.3f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_REMOVAL].PlaySpeed    0.28f;

    #ifdef WORLDCUP_ADD
        
    Models[MODEL_PLAYER].Actions[PLAYER_KOREA_HANDCLAP].PlaySpeed 0.3f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_POINT_DANCE].PlaySpeed 0.4f;
    #endif // WORLDCUP_ADD
    #ifdef PBG_ADD_NEWCHAR_MONK_SKILL

        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_THRUST].PlaySpeed 0.4f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_STAMP].PlaySpeed 0.4f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIANTSWING].PlaySpeed 0.4f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DARKSIDE_READY].PlaySpeed 0.3f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DARKSIDE_ATTACK].PlaySpeed 0.3f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAGONKICK].PlaySpeed 0.4f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAGONLORE].PlaySpeed 0.3f+RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_ATT_UP_OURFORCES].PlaySpeed 0.35f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_HP_UP_OURFORCES].PlaySpeed 0.35f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_RAGE_FENRIR_ATTACK_RIGHT].PlaySpeed    0.25f RageAttackSpeed;
    #endif //PBG_ADD_NEWCHAR_MONK_SKILL

    This setting reduces the attack speed without compromising the animation speed.
    The result is a debugged attack speed for all spells, leaving the original Player.bmd.

    But beware! Players are not used to this speed.

    It beautifully optimizes PvP and the speed of gaining experience.

    If you have someone a better repair proposal, please. I'm listening.

    To provide you with a complete fix for this problem.

    ZzzCharacter.cpp
    PHP Code:
    void SetAttackSpeed()
    {
        
    float AttackSpeed1 = (CharacterAttribute->AttackSpeed) * 0.004f;    // ±â»ç, ŔϹݰř°Ý
        
    if (GetBaseClass(CharacterAttribute->Class) == CLASS_KNIGHT)
        {
            
    AttackSpeed1 = (CharacterAttribute->AttackSpeed) * 0.008f;
        }
        
    float MagicSpeed1  = (CharacterAttribute->MagicSpeed) * 0.004f;    // żäÁ¤
        
    float MagicSpeed2  = (CharacterAttribute->MagicSpeed) * 0.002f;    // ąý»ç
        
    float RageAttackSpeed = (CharacterAttribute->AttackSpeed) * 0.01f;
        if (
    GetBaseClass(CharacterAttribute->Class) == CLASS_WIZARD)
        {
            
    MagicSpeed2  = (CharacterAttribute->MagicSpeed) * 0.002f;    // ąý»ç
        
    }
        else if (
    GetBaseClass(CharacterAttribute->Class) == CLASS_SUMMONER)
        {
            
    MagicSpeed2  = (CharacterAttribute->MagicSpeed) * 0.02f;    // ąý»ç
        
    }

        
    // -> Fix speed attack ELF & MG
        
    if (GetBaseClass(CharacterAttribute->Class) == CLASS_ELF)
        {
            
    AttackSpeed1 = (CharacterAttribute->AttackSpeed) * 0.008f;
        }

        if (
    GetBaseClass(CharacterAttribute->Class) == CLASS_DARK)
        {
            
    MagicSpeed1  = (CharacterAttribute->MagicSpeed) * 0.006f;    // żäÁ¤
        
    }
        
    //----------------------------------------------------------------------------------------
    #ifndef _VS2008PORTING            // #ifndef
        
    int i;
    #endif // _VS2008PORTING
        // ÁÖ¸Ô°ř°
         
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_FIST].PlaySpeed 0.6f AttackSpeed1;
        
    // ŔϹݰř°Ý
    #ifdef _VS2008PORTING
        
    for(int i=PLAYER_ATTACK_SWORD_RIGHT1i<=PLAYER_ATTACK_RIDE_CROSSBOWi++)
    #else // _VS2008PORTING
        
    for(i=PLAYER_ATTACK_SWORD_RIGHT1i<=PLAYER_ATTACK_RIDE_CROSSBOWi++)
    #endif // _VS2008PORTING
        
    {
               
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.25f AttackSpeed1;
        }
        
    //˝şĹł°ř°Ý
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD1].PlaySpeed 0.30f AttackSpeed1// ł»·ÁÂď±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD2].PlaySpeed 0.30f AttackSpeed1// Â±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD3].PlaySpeed 0.27f AttackSpeed1// żĂ·Áġ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD4].PlaySpeed 0.30f AttackSpeed1// µą·Áġ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SWORD5].PlaySpeed 0.24f AttackSpeed1// şŁ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_WHEEL ].PlaySpeed 0.24f AttackSpeed1// Č¸żŔ¸®şŁ±â
    #ifdef YDG_ADD_SKILL_RIDING_ANIMATIONS
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_WHEEL_UNI   ].PlaySpeed 0.24f AttackSpeed1;// Č¸żŔ¸®şŁ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_WHEEL_DINO  ].PlaySpeed 0.24f AttackSpeed1;// Č¸żŔ¸®şŁ±â
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_WHEEL_FENRIR].PlaySpeed 0.24f AttackSpeed1;// Č¸żŔ¸®şŁ±â
    #endif    // YDG_ADD_SKILL_RIDING_ANIMATIONS

        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_ONETOONE].PlaySpeed 0.25f AttackSpeed1;    // şí·Îżě
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_SPEAR].PlaySpeed 0.30f AttackSpeed1;    // Ă˘Â±â

        // Ĺ» °Í Ĺş »óĹÂ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_RIDER].PlaySpeed      0.3f AttackSpeed1;    // ˝şĹĎ, ˝şĹĎÁ¦°Ĺ, Ĺő¸í, Ĺő¸íÇŘÁ¦, ¸¶łŞÁő°ˇ, ş¸Á¶¸¶ąý ŔĎ˝ĂÁ¦°Ĺ, ·ąŔ̵彸    
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_RIDER_FLY].PlaySpeed  0.3f AttackSpeed1;    // ˝şĹĎ, ˝şĹĎÁ¦°Ĺ, Ĺő¸í, Ĺő¸íÇŘÁ¦, ¸¶łŞÁő°ˇ, ş¸Á¶¸¶ąý ŔĎ˝ĂÁ¦°Ĺ, ·ąŔ̵彸

        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_TWO_HAND_SWORD_TWO].PlaySpeed 0.25f AttackSpeed1;    // ĆÄżö˝˝·ˇ˝¬

        //Ȱ°ř°Ý
    #ifdef _VS2008PORTING
        
    for(int i=PLAYER_ATTACK_BOW;i<=PLAYER_ATTACK_FLY_CROSSBOW;i++)
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
        for(
    int i=PLAYER_ATTACK_RIDE_BOW;i<=PLAYER_ATTACK_RIDE_CROSSBOW;i++)
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
    #else // _VS2008PORTING
        
    for(i=PLAYER_ATTACK_BOW;i<=PLAYER_ATTACK_FLY_CROSSBOW;i++)
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
        for(
    i=PLAYER_ATTACK_RIDE_BOW;i<=PLAYER_ATTACK_RIDE_CROSSBOW;i++)
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
    #endif // _VS2008PORTING
        //żäÁ¤¸¶ąý
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_ELF1].PlaySpeed 0.25f MagicSpeed1;

        
    //ŔϹݸ¶ąý
    #ifdef _VS2008PORTING
        
    for(int i=PLAYER_SKILL_HAND1i<=PLAYER_SKILL_WEAPON2i++)
    #else // _VS2008PORTING
        
    for(i=PLAYER_SKILL_HAND1i<=PLAYER_SKILL_WEAPON2i++)
    #endif // _VS2008PORTING
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.29f MagicSpeed2;
        
    //±âŸ¸¶ąý
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_TELEPORT].PlaySpeed 0.30f MagicSpeed2// Ľř°ŁŔ̵ż
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_FLASH   ].PlaySpeed 0.40f MagicSpeed2// ľĆÄíľĆÇĂ·ˇ˝¬
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_INFERNO ].PlaySpeed 0.60f MagicSpeed2// ŔÎĆ丣łë
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_HELL    ].PlaySpeed 0.50f MagicSpeed2// ÇďĆÄŔĚľî
        
    Models[MODEL_PLAYER].Actions[PLAYER_RIDE_SKILL    ].PlaySpeed 0.30f MagicSpeed2// Ĺ» °Í Ĺş »óĹÂżˇĽ­ ľ˛´Â ˝şĹł

        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_HELL_BEGIN].PlaySpeed            0.50f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_STRIKE].PlaySpeed            0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_STRIKE].PlaySpeed       0.2f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_HORSE_SWORD].PlaySpeed  0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_ATTACK_FLASH].PlaySpeed 0.40f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_ATTACK_MAGIC].PlaySpeed 0.3f MagicSpeed2;

        
    //^ Ć渱 °řĽÓ °ü·Ă(Áßżä : °ř°Ý ĽÓµµżÍ °ü·Ă)
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK].PlaySpeed                0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_DARKLORD_STRIKE].PlaySpeed 0.2f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_DARKLORD_SWORD].PlaySpeed    0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_DARKLORD_FLASH].PlaySpeed    0.40f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_TWO_SWORD].PlaySpeed        0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_MAGIC].PlaySpeed            0.37f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_CROSSBOW].PlaySpeed        0.30f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_SPEAR].PlaySpeed            0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_ONE_SWORD].PlaySpeed        0.25f AttackSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_BOW].PlaySpeed            0.30f AttackSpeed1;
        
        
    // Č°·Î Çϴ÷ΠÇâÇϴ °ř°Ý
    #ifdef _VS2008PORTING
        
    for ( int i=PLAYER_ATTACK_BOW_UPi<=PLAYER_ATTACK_RIDE_CROSSBOW_UP; ++)
    #else // _VS2008PORTING
        
    for ( i=PLAYER_ATTACK_BOW_UPi<=PLAYER_ATTACK_RIDE_CROSSBOW_UP; ++)
    #endif // _VS2008PORTING
        
    {
            
    Models[MODEL_PLAYER].Actions[i].PlaySpeed 0.30f AttackSpeed1;
        }

        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_ONE_FLASH].PlaySpeed 0.4f AttackSpeed1;    // ±â¸¶°Ë ŔĎĽ¶°ř°Ý
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RUSH].PlaySpeed        0.3f AttackSpeed1;            // ±â»ç µą°Ý ˝şĹł.
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_DEATH_CANNON].PlaySpeed 0.2f AttackSpeed1;
        
        
    // ˝˝¸ł
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SLEEP].PlaySpeed            0.3f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SLEEP_UNI].PlaySpeed        0.3f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SLEEP_DINO].PlaySpeed        0.3f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SLEEP_FENRIR].PlaySpeed    0.3f MagicSpeed2;

        
    // ¶óŔĚĆ®´× żŔşę
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_ORB].PlaySpeed            0.4f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_ORB_UNI].PlaySpeed        0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_ORB_DINO].PlaySpeed        0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_ORB_FENRIR].PlaySpeed    0.25f MagicSpeed2;

        
    // ĂĽŔζóŔĚĆ®´×
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_CHAIN_LIGHTNING].PlaySpeed        0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_CHAIN_LIGHTNING_UNI].PlaySpeed    0.15f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_CHAIN_LIGHTNING_DINO].PlaySpeed    0.15f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_CHAIN_LIGHTNING_FENRIR].PlaySpeed 0.15f MagicSpeed2;

        
    // µĺ·ąŔζóŔĚÇÁ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAIN_LIFE].PlaySpeed            0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAIN_LIFE_UNI].PlaySpeed        0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAIN_LIFE_DINO].PlaySpeed    0.25f MagicSpeed2;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAIN_LIFE_FENRIR].PlaySpeed    0.25f MagicSpeed2;

    #ifdef YDG_ADD_SKILL_GIGANTIC_STORM
        // ±â°ŁĆ˝˝şĹč
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIGANTICSTORM].PlaySpeed 0.55f MagicSpeed1;
        
    // ÇÁ·ąŔÓ˝şĆ®¶óŔĚĹ©
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_FLAMESTRIKE].PlaySpeed 0.69f MagicSpeed2;
    #endif // YDG_ADD_SKILL_GIGANTIC_STORM
    #ifdef YDG_ADD_SKILL_RIDING_ANIMATIONS
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIGANTICSTORM_UNI].PlaySpeed        0.55f MagicSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIGANTICSTORM_DINO].PlaySpeed        0.55f MagicSpeed1;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIGANTICSTORM_FENRIR].PlaySpeed    0.55f MagicSpeed1;
    #endif    // YDG_ADD_SKILL_RIDING_ANIMATIONS
    #ifdef YDG_ADD_SKILL_LIGHTNING_SHOCK
        // ¶óŔĚĆ®´×ĽîĹ©
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_LIGHTNING_SHOCK].PlaySpeed 0.35f MagicSpeed2;
    #endif    // YDG_ADD_SKILL_LIGHTNING_SHOCK

        // ĽĹ¸Ő
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SUMMON].PlaySpeed            0.25f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SUMMON_UNI].PlaySpeed        0.25f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SUMMON_DINO].PlaySpeed    0.25f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SUMMON_FENRIR].PlaySpeed    0.25f;
        
    #ifdef CSK_ADD_SKILL_BLOWOFDESTRUCTION
        // Ćı«ŔÇ ŔϰÝ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_BLOW_OF_DESTRUCTION].PlaySpeed 0.3f;
    #endif // CSK_ADD_SKILL_BLOWOFDESTRUCTION

    #ifdef PJH_SEASON4_SPRITE_NEW_SKILL_RECOVER
        // Č¸şą
        
    Models[MODEL_PLAYER].Actions[PLAYER_RECOVER_SKILL].PlaySpeed 0.33f;
    #endif //PJH_SEASON4_SPRITE_NEW_SKILL_RECOVER
    #ifdef KJH_ADD_SKILL_SWELL_OF_MAGICPOWER        // ¸¶·ÂÁő´ë
        // ¸¶·ÂÁő´ë
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_SWELL_OF_MP].PlaySpeed 0.2f;        
    #endif // KJH_ADD_SKILL_SWELL_OF_MAGICPOWER

        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_SKILL_FURY_STRIKE].PlaySpeed 0.38f;        // şĐłëŔÇŔϰÝ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_VITALITY].PlaySpeed 0.34f;                    // ˝şŔٶóŔĚÇÁ
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_HELL_START].PlaySpeed 0.30f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_TELEPORT].PlaySpeed 0.28f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_TELEPORT].PlaySpeed 0.3f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_DARKHORSE].PlaySpeed 0.3f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_FENRIR_ATTACK_DARKLORD_TELEPORT].PlaySpeed 0.3f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_REMOVAL].PlaySpeed    0.28f;

    #ifdef WORLDCUP_ADD
        
    Models[MODEL_PLAYER].Actions[PLAYER_KOREA_HANDCLAP].PlaySpeed 0.3f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_POINT_DANCE].PlaySpeed 0.4f;
    #endif // WORLDCUP_ADD
    #ifdef PBG_ADD_NEWCHAR_MONK_SKILL

        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_THRUST].PlaySpeed 0.4f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_STAMP].PlaySpeed 0.4f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_GIANTSWING].PlaySpeed 0.4f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DARKSIDE_READY].PlaySpeed 0.3f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DARKSIDE_ATTACK].PlaySpeed 0.3f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAGONKICK].PlaySpeed 0.4f RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_DRAGONLORE].PlaySpeed 0.3f+RageAttackSpeed;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_ATT_UP_OURFORCES].PlaySpeed 0.35f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_SKILL_HP_UP_OURFORCES].PlaySpeed 0.35f;
        
    Models[MODEL_PLAYER].Actions[PLAYER_RAGE_FENRIR_ATTACK_RIGHT].PlaySpeed    0.25f RageAttackSpeed;
    #endif //PBG_ADD_NEWCHAR_MONK_SKILL

    ZzzInformation.cpp
    PHP Code:
    void CHARACTER_MACHINE::CalculateAttackSpeed()
    {
        
    WORD Dexterity;
        
    ///////////////////////////////////////////// Äł¸ŻĹÍ ±âş» ąÎø °č»ę /////////////////////////////////////////////
        
    DexterityCharacter.DexterityCharacter.AddDexterity;

        
    int CharacterClass GetBaseClass Character.Class );

        if ( 
    CharacterClass==CLASS_ELF )    //  żäÁ¤.
        
    {
            
    Character.AttackSpeed Dexterity/50;
            
    Character.MagicSpeed Dexterity/50;
        }
        else if ( 
    CharacterClass==CLASS_KNIGHT || CharacterClass==CLASS_DARK )  //  20 --> 18  ±â»ç. ¸¶°Ë»ç.
        
    {
            
    Character.AttackSpeed Dexterity/15;
            
    Character.MagicSpeed Dexterity/20;
        }
        
        else if ( 
    CharacterClass==CLASS_DARK_LORD )
        {
            
    Character.AttackSpeed Dexterity/10;
            
    Character.MagicSpeed Dexterity/10;
        }
        else if (
    CharacterClass == CLASS_SUMMONER)
        {
            
    Character.AttackSpeed Dexterity/20;
            
    Character.MagicSpeed Dexterity/20;
        }
    #ifdef PBG_ADD_NEWCHAR_MONK
        
    else if(CharacterClass == CLASS_RAGEFIGHTER)
        {
            
    Character.AttackSpeed Dexterity/9;
            
    Character.MagicSpeed Dexterity/9;
        }
    #endif //PBG_ADD_NEWCHAR_MONK
        
    else  //  ąý»ç.
        
    {
            
    Character.AttackSpeed Dexterity/20;
            
    Character.MagicSpeed Dexterity/10;
        }

        
    Character.AttackSpeed Character.AttackSpeed 16.4f// -> 16.8f (Fix 380lvl item)
        
    Character.MagicSpeed Character.MagicSpeed 16.4f// -> 16.8f (Fix 380lvl item)

        
    if (Character.AttackSpeed == 0)
        {
            
    Character.AttackSpeed 1;
        }
        if (
    Character.MagicSpeed == 0)
        {
            
    Character.MagicSpeed 1;
        }
        ...... 
    In this way, items that increase the speed of the attack will also be included in the repair.

    The repair is only up to 65,000 points in dexterity.
    Last edited by leorond; 19-05-22 at 03:36 PM. Reason: Fix 380lvl item & Fix ELF / MG

  7. #247
    if(!caffeine) continue; leorond is offline
    MemberRank
    Jul 2012 Join Date
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    479Posts

    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    I will complete the Fire sream patch for DL ​​on the pet tomorrow.
    If you find a problem with the speed of the attack, please let me know.

  8. #248
    Account Upgraded | Title Enabled! Odisk is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by leorond View Post
    I will complete the Fire sream patch for DL ​​on the pet tomorrow.
    If you find a problem with the speed of the attack, please let me know.
    I like more the idea of downgrading the version, at least for a season 3 with interface, I would only have to work on the interface and maybe on the graphic engine a little bit.

  9. #249
    if(!caffeine) continue; leorond is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    I adapted the client for season 4. but without socket options. I also have a fully functional Rage Fighter character and NPC tasks. However, the speed of the attack must be solved without modification in player.bmd and without restrictions for players so that the server is safe against the use of AGI bug in the game.

  10. #250
    if(!caffeine) continue; leorond is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    For Fire Scream work while riding a pet.

    PHP Code:
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_STRIKE].PlaySpeed 0.175f AttackSpeed1//-> Fire Scream 
    I use this player.bmd

  11. #251
    Account Upgraded | Title Enabled! Odisk is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by leorond View Post
    For Fire Scream work while riding a pet.

    PHP Code:
    Models[MODEL_PLAYER].Actions[PLAYER_ATTACK_RIDE_STRIKE].PlaySpeed 0.175f AttackSpeed1//-> Fire Scream 
    I use this player.bmd
    I see you motivated, keep it up.

  12. #252
    Novice lindagm123 is offline
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    Jun 2022 Join Date
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Thank you for sharing, I have practiced and succeeded
    subway surfers

  13. #253
    Account Upgraded | Title Enabled! Odisk is offline
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    did this ever evolve?

  14. #254
    Proficient Member 007jodex is offline
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    Sure. Like always, in private, As should be.

  15. #255
    Account Upgraded | Title Enabled! Odisk is offline
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    S3 downgrade 30%



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