New Jewels for 1.03k Main (1.03.11)

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  1. #31
    Account Upgraded | Title Enabled! aspire219 is offline
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    Re: New Jewels for 1.03k Main (1.03.11)

    so what gonna be the id's of this new jewels in items? they should have id's in items.txt

  2. #32
    Proficient Member Young is offline
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    Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by aspire219 View Post
    so what gonna be the id's of this new jewels in items? they should have id's in items.txt
    Item.txt:
    Code:
    14
    ...
    	180	-1	0	1	1	1	1	0	"Jewel of Exelent"			0	0
    	181	-1	0	1	1	1	1	0	"Jewel of Divinity"			0	0
    	182	-1	0	1	1	1	1	0	"Jewel of Luck"				0	0
    	183	-1	0	1	1	1	1	0	"Jewel of Assembly"			0	0
    	184	-1	0	1	1	1	1	0	"Jewel of Skill"			0	0
    end
    If you use and like my sources, please use the Like button ;)

  3. #33
    Account Upgraded | Title Enabled! aspire219 is offline
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    Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by Young View Post
    Item.txt:
    Code:
    14
    ...
    	180	-1	0	1	1	1	1	0	"Jewel of Exelent"			0	0
    	181	-1	0	1	1	1	1	0	"Jewel of Divinity"			0	0
    	182	-1	0	1	1	1	1	0	"Jewel of Luck"				0	0
    	183	-1	0	1	1	1	1	0	"Jewel of Assembly"			0	0
    	184	-1	0	1	1	1	1	0	"Jewel of Skill"			0	0
    end
    If you use and like my sources, please use the Like button ;)
    thanks bro i will try this now

  4. #34
    Valued Member Marin_scp is offline
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    Re: New Jewels for 1.03k Main (1.03.11)

    @Young:

    You helped me a lot with your researches and code, so I decided share some of my researches (regarding your project) too...

    This function, at offset 0x5C16D2 (1.03K JPN) is the responsible for playing the sound of the item on drop.

    Code:
    int __cdecl sub_5C16D2(int a1, int a2, int a3, int a4)	// Play sound
    {
      double v4; // st7@89
      int v6; // [sp+4h] [bp-58h]@61
      int v7; // [sp+10h] [bp-4Ch]@44
      signed int v8; // [sp+14h] [bp-48h]@39
      signed int v9; // [sp+18h] [bp-44h]@34
      int v10; // [sp+20h] [bp-3Ch]@89
      int v11; // [sp+24h] [bp-38h]@89
      float v12; // [sp+28h] [bp-34h]@89
      int v13; // [sp+2Ch] [bp-30h]@89
      int v14; // [sp+30h] [bp-2Ch]@89
      int v15; // [sp+34h] [bp-28h]@89
      int v16; // [sp+38h] [bp-24h]@89
      int v17; // [sp+3Ch] [bp-20h]@89
      int v18; // [sp+40h] [bp-1Ch]@89
      int v19; // [sp+44h] [bp-18h]@89
      int v20; // [sp+48h] [bp-14h]@32
      int v21; // [sp+4Ch] [bp-10h]@5
      float v22; // [sp+50h] [bp-Ch]@16
      int v23; // [sp+54h] [bp-8h]@1
      int v24; // [sp+58h] [bp-4h]@1
    
      v24 = sub_5093D0(a2);
      v23 = a1 + 2;
      *(_WORD *)(a1 + 2) = v24;
      if ( v24 == 7183 )
      {
        *(_DWORD *)(v23 + 2) = *(_BYTE *)(a2 + 4) + (*(_BYTE *)(a2 + 2) << 8) + (*(_BYTE *)(a2 + 1) << 16);
        *(_BYTE *)(v23 + 22) = 0;
        *(_BYTE *)(v23 + 23) = 0;
        if ( a4 )
          sub_64DB05(31, 0, 0);		// Money Drop
      }
      else
      {
        *(_DWORD *)(v23 + 2) = *(_BYTE *)(a2 + 1);
        *(_BYTE *)(v23 + 22) = *(_BYTE *)(a2 + 2);
        *(_BYTE *)(v23 + 23) = *(_BYTE *)(a2 + 3);
        *(_BYTE *)(v23 + 24) = *(_BYTE *)(a2 + 4);
        *(_BYTE *)(v23 + 65) = 0;
        LOBYTE(v21) = 16 * (*(_BYTE *)(a2 + 5) & 8) >> 7;
        *(_BYTE *)(v23 + 65) = v21 != 0;
        if ( a4 )
        {
          if ( v24 != 7181 && v24 != 7182 && v24 != 7184 && v24 != 6159 && v24 != 7190 && v24 != 7199 )
          {
            if ( v24 == 7209 )
              sub_64DB05(721, a1 + 96, 0);	// GemStone Drop
            else
              sub_64DB05(30, a1 + 96, 0);	// Item Drop
          }
          else
          {
            sub_64DB05(69, a1 + 96, 0);	// Jewels Drop
          }
        }
      }
    As you can see, the function at 64DB05 is the responsible for playing the Sound,the first arg is the SoundId, loaded previously, I left commented the sounds the main plays.

    Thanks a lot for sharing the sources, If you want anything just contact me!

    cya ;D

  5. #35
    Proficient Member Young is offline
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    Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by Marin_scp View Post
    @Young:

    You helped me a lot with your researches and code, so I decided share some of my researches (regarding your project) too...

    This function, at offset 0x5C16D2 (1.03K JPN)...
    I'm glad to help and I really appreciate the thanks. Thank for the offset and the reverse engineering of the function. I will release an update soon.

    Ps.: OMG ! I can't believe that you are working in reverse engineering of Main functions. It's crazy, dude !!! Good luck !

  6. #36
    Valued Member Marin_scp is offline
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    Re: New Jewels for 1.03k Main (1.03.11)

    No no dude, this is the crazy IDA decompilation using the Hex-Rays analyzer...

    It's not my work, I just use it in order to help me searching the things, its much easier searching for item codes or functions using this pseudo-C++ compilation ^^

    If you don't have the decompiler, I can send you the full main 1.03k decompiled by IDA, it may help you with your work, just tell me if you want

    cya.

  7. #37
    Proficient Member 007jodex is offline
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    Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by Marin_scp View Post
    No no dude, this is the crazy IDA decompilation using the Hex-Rays analyzer...

    It's not my work, I just use it in order to help me searching the things, its much easier searching for item codes or functions using this pseudo-C++ compilation ^^

    If you don't have the decompiler, I can send you the full main 1.03k decompiled by IDA, it may help you with your work, just tell me if you want

    cya.
    Hi marin. Can u share any information about Shine Effect?(Wings)? Thanks ;)

  8. #38
    Darkness Member Kiosani is offline
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    Re: New Jewels for 1.03k Main (1.03.11)

    yes!, can you please share any information about Shine Effect, but not only of: wings, of some items how: Flamberge, Sword Bracker and other items of: Season 4.?

    I have only this about Effects:

    Code:
    void gObjLoadItemImage() //Decompilation from 1.03h
    {
    	LoadItemBmp_MainFunction();
    
    	int i = 45;
    
    	/*for(; i < 53; i++)
    	{
    		if(i == 47 || i == 48) continue;
    
    		if(i == 46 || i == 48 || i == 50 || i == 53) continue; //remove
    
    		LoadSkin(ITEMID(7,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,TRUE);
    	}
    
    	for(i = 45; i < 53; i++)
    	{
    		if(i == 46 || i == 48 || i == 50 || i == 53) continue; //remove
    
    		LoadSkin(ITEMID(8,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    		LoadSkin(ITEMID(9,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    		LoadSkin(ITEMID(10,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    		LoadSkin(ITEMID(11,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    	}*/
    
    	LoadSkin(ITEMID(0,26),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    	LoadSkin(ITEMID(0,27),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    	//LoadSkin(ITEMID(0,28),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    
    	//LoadSkin(ITEMID(2,16),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    	//LoadSkin(ITEMID(2,17),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    
    	//LoadSkin(ITEMID(4,23),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
    Code:
    void CGlowEffect::NewItemGlow_Part1(int iID, float fUnk2, float fUnk3, ST_RGB *stRGB, int iUnk5)
    {
    	char szTemp[256];
    
    	int iGlowID = 0;
    
    	switch(iID)
    	{
    	case ITEMID(0,28):	iGlowID = 8;	break;
    	case ITEMID(4,23):	iGlowID = 35;	break;
    	case ITEMID(5,30):	iGlowID = 1;	break;
    	case ITEMID(5,31):	iGlowID = 19;	break;
    	case ITEMID(6,20):	iGlowID = 36;	break;
    	case ITEMID(6,21):	iGlowID = 30;	break;
    	default:
    		{
    			int iNewID = iID-ItemStartIndex;
    
    			if(iNewID / 512 >= 7 && iNewID / 512 <= 11)
    			{
    				switch(iNewID % 512) //Item ID
    				{
    				case 1:
    				case 48:
    					iGlowID = 1;
                    break;
    Code:
    float Formula1 = (((int)(( *(float*)0x587C650) * 0.05f )) % 16) / 4;
    			float Formula2 = Formula1 * 0.25f;
    
    			g_ItemEffect.func_5168A0(arg1, 5, 66, Value_5, 5, Value_2, Value_3, Formula2, -1 );
    and this, but well :p

    Code:
    Func2:
    
    void gObjSetItemEffect2(UNK0 * arg1, UNK1 * lpMsg, int iID, float arg4, int arg5, float arg6, int arg7) //Completed
    {
    if(iID == ITEMID(0,26)) //Flameberge
    {
    func_51932D(arg1, arg5, arg4, (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), 5, -1);
    }
    else if(iID == ITEMID(0,27)) //Sword Breaker
    {
    func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(0,28)) //Rune Bastard Sword
    {
    func_5168A0(arg1, 2, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(5,30)) //Deadly Staff
    {
    func_51932D(arg1, arg5, arg4, (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1, arg7);
    
    lpMsg->ukn3[0x94] = 1;
    
    *(float*)(&arg1->ukn[0x48]) = 1.0f;
    *(float*)(&arg1->ukn[0x4C]) = 1.0f;
    *(float*)(&arg1->ukn[0x50]) = 1.0f;
    
    func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(5,32)) //Unknown (weird but Season4.5 have it)
    {
    func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(6,19)) //Frost Barrier
    {
    func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(6,20)) //Guardian Shield
    {
    func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(7,49)) //Seraphim Helm
    {
    func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(7,50)) //Divine Helm
    {
    func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(7,53)) //Unknown (weird but Season4.5 have it)
    {
    func_5168A0(arg1, 2, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(6,21)) //Cross Shield
    {
    func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else
    {
    OriginalEffectFunc2(arg1, lpMsg, iID, arg4, arg5, arg6, arg7);
    }
    }
    
    void gObjSetItemEffect3(UNK0 * arg1, UNK1 * lpMsg, int iID, float arg4, int arg5, float arg6, int arg7) //Completed
    {
    if(iID == ITEMID(0,26)) //Flameberge
    {
    func_51932D(arg1, arg5, arg4, (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), 5, arg7);
    }
    else if(iID == ITEMID(6,19)) //Frost Barrier
    {
    func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(7,49)) //Seraphim Helm
    {
    func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(7,53)) //Unknown (weird but Season4.5 have it)
    {
    func_5168A0(arg1, 2, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else if(iID == ITEMID(7,50)) //Divine Helm
    {
    func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    else
    {
    OriginalEffectFunc3(arg1, lpMsg, iID, arg4, arg5, arg6, arg7);
    } 
    }
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    //Função 1
    else if(iID == ITEMID(6,21)) //Cross Shield
    {
    glColor3f(1.0f, 1.0f, 1.0f); //OpenGL Set Color
    
    func_5168A0(arg1, 0, 2, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    
    arg1->ukn[0x94] = 1; //Unknown value (need check)
    
    func_5168A0(arg1, 1, 70, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), -((int)(*( float*)0x587C650))%2000, -1); //Shield Glass Effect Animation
    func_5168A0(arg1, 2, 66, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    
    //Função 2
    else if(iID == ITEMID(6,21)) //Cross Shield
    {
    func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    Code :
    
    
    //Função 1
    else if(iID == ITEMID(6,21)) //Cross Shield
    {
    glColor3f(1.0f, 1.0f, 1.0f); //OpenGL Set Color
    
    func_5168A0(arg1, 0, 2, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    
    arg1->ukn[0x94] = 1; //Unknown value (need check)
    
    func_5168A0(arg1, 1, 70, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), -((int)(*( float*)0x587C650))%2000, -1); //Shield Glass Effect Animation
    func_5168A0(arg1, 2, 66, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }
    
    //Função 2
    else if(iID == ITEMID(6,21)) //Cross Shield
    {
    func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1);
    }


    Credits: Hermex by decompilation of effects
    Last edited by Kiosani; 14-02-12 at 01:50 PM.

  9. #39
    Proficient Member josesp is offline
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    Mar 2009 Join Date
    186Posts

    Re: New Jewels for 1.03k Main (1.03.11)

    Well is not Blur or Transparency Effects.. but is a start...



    Code:
    void __declspec(naked) Extern_AddShine()
    {
    
    	__asm {
    		MOV EAX, DWORD PTR SS:[EBP+0x10]
    		MOV dItem, EAX
    
    		CMP dItem, 0x1F7B
    		JE AddEffect
    		CMP dItem, ITEMID(14,101)
    		JE AddEffect
    		CMP dItem, ITEMID(14,102)
    		JE AddEffect
    		CMP dItem, ITEMID(14,103)
    		JE AddEffect
    		CMP dItem, ITEMID(14,104)
    		JE AddEffect
    		CMP dItem, ITEMID(14,105)
    		JE AddEffect
    		CMP dItem, ITEMID(14,106)
    		JE AddEffect
    
    		JMP Continue
    		
    Continue:
    		MOV ESI, 0x005C5D0D
    		JMP ESI
    
    AddEffect:
    		MOV ESI, 0x005C5C93
    		JMP ESI
    		
    	}
    }
    
    .-------------.
    
    memset((int*)0x005C5C8A,0x90,9);
    WriteJmp(0x005C5C8A,(DWORD)&Extern_AddShine);
    0x005C4217 -> CMP DWORD PTR SS:[EBP+10],1B69 <--CHECK HERE ^^

  10. #40
    Proficient Member Young is offline
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    Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by josesp View Post
    Well is not Blur or Transparency Effects.. but is a start...

    Where did you found these models ? Can you share it ??

  11. #41
    Proficient Member josesp is offline
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    Mar 2009 Join Date
    186Posts

    Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by Young View Post
    Where did you found these models ? Can you share it ??
    Jewel its a Hydra Jewel but Yellow ^^

    others are from GMO S6

  12. #42
    Proficient Member Young is offline
    MemberRank
    Jul 2005 Join Date
    BrazilLocation
    190Posts

    Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by josesp View Post
    Jewel its a Hydra Jewel but Yellow ^^

    others are from GMO S6
    Can you upload the BMD's and OZJ's ? Thanks !

  13. #43
    Proficient Member josesp is offline
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    Mar 2009 Join Date
    186Posts

    Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by Young View Post
    Can you upload the BMD's and OZJ's ? Thanks !
    of course ^^

    Items.rar

    Enjoy

  14. #44
    Valued Member Crazzy is offline
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    Jun 2009 Join Date
    Moscow, Russia,Location
    106Posts

    Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by mauro07 View Post

    Credits: Hermex and Crazzy by decompilation of effects
    No, credits goes only to Hermex

  15. #45
    Apprentice sylove2101 is offline
    MemberRank
    Mar 2011 Join Date
    11Posts

    cool Re: New Jewels for 1.03k Main (1.03.11)

    Quote Originally Posted by Young View Post
    New Jewels System for 1.03k Main (1.03.11) and 1.00.90 GameServer with exclusive features. Please respect the credits.

    Client Side
    • Loader for the jewels models (BMD/OZJ)
    • Prices configuration (zen)
    • Golden and bold text (inventary/floor) *Exclusive*
    • Text description loaded from Text.bmd
    • Drop control (on/off)
    • Usage enabled for Pendants & Rings *Exclusive*

    Screenshots:


    Server Side
    • Full control of applicable itens *Exclusive*
    • Custom success rate percent
    • Custom player messages
    • GameServer logging (no console shits) *Exclusive*
    • Conditional statements and item names from Item Attribute struct *Exclusive*

    I will work in more improvements for this source (like jewel sound on drop), so please leave this topic open.

    Credits:
    Young (Entire Jewel System + Offsets research)
    Gembrid (Custom Models Load + BMD models)
    -=DarkSim=- (Provide the usage method of new jewels)

    Ps.: I dunno if Gembrid really made this model loader plus models, so if someone knows who is the correct author, please let me know to can I fix this post.
    thanks good



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