Hello
By using the Skill Five Shot of the elf jumps me this error in the gameserver
Help!Code:error-L3 D:\SERVERTEAM\ForeignSeason4.5\Main\Src\Mu Project\GameServer\protocol.cpp 15706
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Hello
By using the Skill Five Shot of the elf jumps me this error in the gameserver
Help!Code:error-L3 D:\SERVERTEAM\ForeignSeason4.5\Main\Src\Mu Project\GameServer\protocol.cpp 15706
any fix to put in my souce?
hi all
Has found in ACG Groop Source This Fix for Panda.
//Hook JGPGetCharInfoEx
BYTE CharWingsEx1[] = { 0x0F, 0x8D, 0xA3, 0x1D };
BYTE CharWingsEx2[] = { 0xD5, 0x1D, 0x00, 0x00 };
BYTE CharWingsEx3[] = { 0xE9, 0xA5, 0x1E, 0x00 };
BYTE CharWingsEx[] = { 0x8D, 0xBD, 0xEC, 0xFE, 0xFF, 0xFF, 0x57, 0xFF, 0x75, 0x08, 0xFF, 0xB5, 0x94, 0xFE, 0xFF,
0xFF, 0xFF, 0x15, 0x00, 0xB2, 0x71, 0x00, 0xE9, 0x37, 0xE2, 0xFF, 0xFF, 0x8A, 0x8D, 0xE8,
0xFE, 0xFF, 0xFF, 0x88, 0x8D, 0xD5, 0xFE, 0xFF, 0xFF, 0x6A, 0x07, 0x8D, 0x95, 0xD4, 0xFE,
0xFF, 0xFF, 0x52, 0x8D, 0x85, 0xEC, 0xFE, 0xFF, 0xFF, 0x50, 0xE8, 0x3C, 0xA1, 0x1E, 0x00,
0x83, 0xC4, 0x0C, 0x8B, 0x8D, 0xE8, 0xFE, 0xFF, 0xFF, 0x51, 0x8D, 0x95, 0xEC, 0xFE, 0xFF,
0xFF, 0x52, 0x8B, 0x85, 0xE0, 0xFE, 0xFF, 0xFF, 0x50, 0xE8, 0xDE, 0x86, 0xFD, 0xFF, 0x83,
0xC4, 0x0C, 0x5F, 0x5E, 0x5B, 0x8B, 0xE5, 0x5D, 0xC3 };
memcpy((int*)0x0042CE88,CharWingsEx,sizeof(CharWingsEx));
memcpy((int*)0x0042B0FA,CharWingsEx1,sizeof(CharWingsEx1));
memcpy((int*)0x0042B0CA,CharWingsEx2,sizeof(CharWingsEx1));
memcpy((int*)0x0042B032,CharWingsEx3,sizeof(CharWingsEx1));
Research all offsets for GameServerCS When I do Switch Character GS Crash Why?
//Hook JGPGetCharInfoEx
BYTE CharWingsEx1[] = { 0x0F, 0x8D, 0xA3, 0x1D };
BYTE CharWingsEx2[] = { 0xD5, 0x1D, 0x00, 0x00 };
BYTE CharWingsEx3[] = { 0xE9, 0xA5, 0x1E, 0x00 };
BYTE CharWingsEx[] = { 0x8D, 0xBD, 0xEC, 0xFE, 0xFF, 0xFF, 0x57, 0xFF, 0x75, 0x08, 0xFF, 0xB5, 0x94, 0xFE, 0xFF,
0xFF, 0xFF, 0x15, 0x00, 0xB2, 0x71, 0x00, 0xE9, 0x37, 0xE2, 0xFF, 0xFF, 0x8A, 0x8D, 0xE8,
0xFE, 0xFF, 0xFF, 0x88, 0x8D, 0xD5, 0xFE, 0xFF, 0xFF, 0x6A, 0x07, 0x8D, 0x95, 0xD4, 0xFE,
0xFF, 0xFF, 0x52, 0x8D, 0x85, 0xEC, 0xFE, 0xFF, 0xFF, 0x50, 0xE8, 0x3C, 0xA1, 0x1E, 0x00,
0x83, 0xC4, 0x0C, 0x8B, 0x8D, 0xE8, 0xFE, 0xFF, 0xFF, 0x51, 0x8D, 0x95, 0xEC, 0xFE, 0xFF,
0xFF, 0x52, 0x8B, 0x85, 0xE0, 0xFE, 0xFF, 0xFF, 0x50, 0xE8, 0xDE, 0x86, 0xFD, 0xFF, 0x83,
0xC4, 0x0C, 0x5F, 0x5E, 0x5B, 0x8B, 0xE5, 0x5D, 0xC3 };
memcpy((int*)0x0042E7E8,CharWingsEx,sizeof(CharWingsEx)); <- Here Crash GS
memcpy((int*)0x0042CA5A,CharWingsEx1,sizeof(CharWingsEx1));<- Here Crash GS
memcpy((int*)0x0042CA2A,CharWingsEx2,sizeof(CharWingsEx1));
memcpy((int*)0x0042C992,CharWingsEx3,sizeof(CharWingsEx1));
Ragezoners For GameServerCS This true.
0042E7E8 8DBD ECFEFFFF LEA EDI,DWORD PTR SS:[EBP-114]
0042E7EE 57 PUSH EDI
0042E7EF FF75 08 PUSH DWORD PTR SS:[EBP+8]
0042E7F2 FFB5 94FEFFFF PUSH DWORD PTR SS:[EBP-16C]
0042E7F8 FF15 00B27100 CALL DWORD PTR DS:[71B200]
0042E7FE ^E9 37E2FFFF JMP GameServ.0042CA3A
0042E803 8A8D E8FEFFFF MOV CL,BYTE PTR SS:[EBP-118]
0042E809 888D D5FEFFFF MOV BYTE PTR SS:[EBP-12B],CL
0042E80F 6A 07 PUSH 7
0042E811 8D95 D4FEFFFF LEA EDX,DWORD PTR SS:[EBP-12C]
0042E817 52 PUSH EDX
0042E818 8D85 ECFEFFFF LEA EAX,DWORD PTR SS:[EBP-114]
0042E81E 50 PUSH EAX
0042E81F E8 9CDD2100 CALL GameServ.0064C5C0
0042E824 . 83C4 0C ADD ESP,0C
0042E827 . 8B8D E8FEFFFF MOV ECX,DWORD PTR SS:[EBP-118]
0042E82D . 51 PUSH ECX
0042E82E > 8D95 ECFEFFFF LEA EDX,DWORD PTR SS:[EBP-114]
0042E834 . 52 PUSH EDX
0042E835 . 8B85 E0FEFFFF MOV EAX,DWORD PTR SS:[EBP-120]
0042E83B . 50 PUSH EAX
0042E83C E8 A672FDFF CALL GameServ.00405AE7
0042E841 . 83C4 0C ADD ESP,0C
0042E844 . 5F POP EDI
0042E845 . 5E POP ESI
0042E846 . 5B POP EBX
0042E847 . 8BE5 MOV ESP,EBP
0042E849 . 5D POP EBP
0042E84A . C3 RETN
BYTE CharWingsEx[] = { 0x8D, 0xBD, 0xEC, 0xFE, 0xFF, 0xFF, 0x57, 0xFF, 0x75, 0x08, 0xFF, 0xB5,
0x94, 0xFE, 0xFF, 0xFF, 0xFF, 0x15, 0x00, 0xB2, 0x71, 0x00, 0xE9, 0x37,
0xE2, 0xFF, 0xFF, 0x8A, 0x8D, 0xE8, 0xFE, 0xFF, 0xFF, 0x88, 0x8D, 0xD5,
0xFE, 0xFF, 0xFF, 0x6A, 0x07, 0x8D, 0x95, 0xD4, 0xFE, 0xFF, 0xFF, 0x52,
0x8D, 0x85, 0xEC, 0xFE, 0xFF, 0xFF, 0x50, 0xE8, 0x9C, 0xDD, 0x21, 0x00,
0x83, 0xC4, 0x0C, 0x8B, 0x8D, 0xE8, 0xFE, 0xFF, 0xFF, 0x51, 0x8D, 0x95,
0xEC, 0xFE, 0xFF, 0xFF, 0x52, 0x8B, 0x85, 0xE0, 0xFE, 0xFF, 0xFF, 0x50,
0xE8, 0xA6, 0x72, 0xFD, 0xFF, 0x83, 0xC4, 0x0C, 0x5F, 0x5E, 0x5B, 0x8B,
0xE5, 0x5D, 0xC3
};
Disable all log write to HDD (only show on GS interface) for GS only
If you want make it for GS_CS, need to research :P
Credit: Me :thumbup1:Code://Disable Log Create File
SetRetn (0x004024E1);
SetNop (0x004024E2,4);
//Disable Log Datechange Create File
SetRetn (0x004076D0);
SetNop (0x004076D1,4);
//Disable write Log Normal
SetNop (0x004C0F2E,2);
//Disable write Log Color
SetNop (0x004C1020,2);
//Disable write Log DateTime
SetNop (0x004C11B0,2);
BC and DS for all classes
Code:
void WriteMemoryInt(DWORD Offset, DWORD bValue, DWORD bValueMax, DWORD OffsetLen)
{
HANDLE hProc = GetCurrentProcess();
if(bValue > bValueMax) bValue = bValueMax;
WriteProcessMemory(hProc, (LPVOID)Offset, &bValue, OffsetLen, NULL);
}
#define GS_BCMASTERCLASSC1 (0x0057FDB3)
#define GS_BCMASTERCLASSC2 (0x0057FE6D)
#define GS_DSMASTERCLASSC1 (0x00460396)
void BC_DS_SETALLCLASS()
{
WriteMemoryInt(GS_DSMASTERCLASSC1, JMP, 255, 1);
WriteMemoryInt(GS_BCMASTERCLASSC1, 0x33, 255, 1);
WriteMemoryInt(GS_BCMASTERCLASSC1+1, 0xC0, 255, 1);
WriteMemoryInt(GS_BCMASTERCLASSC1+2, NOP, 255, 1);
WriteMemoryInt(GS_BCMASTERCLASSC2, 0x33, 255, 1);
WriteMemoryInt(GS_BCMASTERCLASSC2+1, 0xC0, 255, 1);
WriteMemoryInt(GS_BCMASTERCLASSC2+2, NOP, 255, 1);
}
hahas... Sexy
// [Fix] Blood Castle Phonoman PK Level Entrance
SetByte(0x0046227E, 0x07); // Enter
SetByte(0x00460A20, 0x07); // Time
SetByte(0x005A5714, 0x07); // NPC
// [Fix] Devil Square Phonoman PK Level Entrance
SetByte(0x0045FF36, 0x07); // Enter
SetByte(0x00460957, 0x07); // Time
SetByte(0x005A444E, 0x07); // NPC
// [Fix] Party PK IN Shop
SetByte(0x004450EE, 0xEB);
// [Fix] Marder Move;
SetByte(0x00560C90, 0x06);
exl items in cashshop
005F799B C645 A8 00 MOV BYTE PTR SS:[EBP-58],0 --> 3F
005F799F C645 A4 00 MOV BYTE PTR SS:[EBP-5C],0 --> 3F
005F79ED C645 B8 00 MOV BYTE PTR SS:[EBP-48],0 --> 3F
For GS only
Credit: MeCode:SetNop(0x0053F5CE,7); //Kun Dun Drop ANC + Luck Fix
SetNop(0x0049E008,7); // Fix Maya Hand Drop Luck
SetNop(0x0049E378,7); // Fix NightMare Drop Luck
SetNop(0x0049DC81,7); // Fix Balgas Drop Luck
SetNop(0x0049D881,7); // Fix Dark Elf Crywolf Drop Luck
SetNop(0x0049AA55,7); // Fix Green Ribbon Box Drop Luck
SetNop(0x0049AF25,7); // Fix Blue Ribbon Box Drop Luck
SetNop(0x0049B875,7); // Red Chocolate Box Drop Luck Fix
SetNop(0x0049BD45,7); // Blue Chocolate Box Drop Luck Fix
SetNop(0x0049C695,7); // Vermilion Box Drop Luck Fix
SetNop(0x0049CB65,7); // Deep Blue Box Drop Luck Fix
SetNop(0x004A00A1,7); // GM Box Drop Luck Fix
SetNop(0x004A054D,7); // Green Chaos Box Drop Luck Fix
SetNop(0x004A09DD,7); // Red Chaos Box Drop Luck Fix
SetNop(0x004A0E6D,7); // Puple Chaos Box Drop Luck Fix
Who Have idea How to put Respown Raklion Boss 24 hours?
Mulegend
Change 0x06
Original Idea WebZen Only Murder Enter Chaos Castle.
have offsets Enter IT PK?
SetByte(0x0054EFC6, 0xEB); //Exl Anc
SetByte(0x005C600A, 0xEB); //Joh on Anc
SetByte(0x0054F06F, 0xEB); //Exc Socket
Hey DarkMaster
have Fix Ancient + Socket + exc + jok item opt? :D?
hi all
i need XOR key to decrypt some .bmd files like item.bmd, gate.bmd in client SS 4 :P
anyone have it :D
@Simp1e[BoR]: I need too ;)
3D Camera Offset for 1.03k main JPN
http://img85.imageshack.us/img85/4226/capturedx.jpgCode:// ver.1.03K JPN Main.exe Offsets
float *Camera_Zoom = (float*) 0x006001E9;
float *Camera_RotY = (float*) 0x0088BC78;
float *Camera_RotZ = (float*) 0x0809F150;
float *Camera_PosZ = (float*) 0x0088ACFC;
float *Camera_ClipX = (float*) 0x0088BB18;
float *Camera_ClipY = (float*) 0x005AB4CD;
float *Camera_GlClip = (float*) 0x006D7B35;
Uploaded with ImageShack.us
hmm I create a Sub Server At me 1 GameServer Loads CPU 8-10% 2 GameServer Loads CPU 50+% Only at me? Or at all?
Hi xom1b, the XOR key are:
1) for item.bmd, text.bmd,... array(0xFC, 0xCF, 0xAB)
2) for .att .map array(0xD1, 0x73, 0x52, 0xF6, 0xD2, 0x9A, 0xCB, 0x27, 0x3E, 0xAF, 0x59, 0x31, 0x37, 0xB3, 0xE7, 0xA2)
3) For .bmd 3D file if are encoded need 2 decode first like .att file and 2 like item.bmd (8 first bytes not are used).
Regard,
Magichand
GOOD magichand!! have HOR Key for Mix.bmd?
---------- Post added at 01:30 AM ---------- Previous post was at 01:23 AM ----------
|ARIES|
Which port? UPD?
[QUOTE='Simp1e[BoR];5746966']GOOD magichand!! have HOR Key for Mix.bmd?
is the same as item.bmd but the structure is more complicated, try with me editor online, you can change mix.bmd.
Remember the amount of RulesUsed or MixItemUsed in grid also must be add in input text, can add 10 Rules in grid but if RulesUsed say 2 only use 2 the main.
the url for test, only in spanish for now is http://www.tu-anime.com/editor2/
Regard,
Magichand