Episode9 New Weapons (2 Types)

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  1. #1
    c++ CNDev is offline
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    Episode9 New Weapons (2 Types)

    Hi, Somebody ask me to share new weapons, but since i am very kind LOOOL! am i? ahahha well anyway.. i am here to share these episode9 new weapons, i don't know what they called it, i called it almighty weapons in my server.

    if you add the weapon into your client and the position is not correct

    Follow this:
    Guide of GForce The Dancers :)

    Normal Weapons:


    I Don't have preview to the other weapon that have light aura or ice aura they called

    Download Link:
    Episode9 New Weapons Rearrange By Stack Overflow

    Credits:
    Gforce
    SeiferXIIIIIIIIII - BOOO! Hahaha
    Lourence
    Stack Overfow
    Last edited by Cyndaquil; 13-01-14 at 01:37 PM. Reason: Updated Download link.


  2. #2
    Infraction Banned crossbows is offline
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    Re: Episode7 New Weapons (2 Types)

    Epiaode 7? why ep7 nikko this a official items ryt?whats is new?

  3. #3
    c++ CNDev is offline
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    Re: Episode7 New Weapons (2 Types)

    its episode7 items , there are no episode8 nor episode9 versions

  4. #4
    YALL STUPID FOR REAL momongpogs is offline
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    Re: Episode7 New Weapons (2 Types)

    Already fix bugs?

  5. #5
    Enthusiast hammerpoint is offline
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    Re: Episode7 New Weapons (2 Types)

    official called already ep9 expansion of new world
    search in official page
    and youube

  6. #6
    Account Upgraded | Title Enabled! CodeXfire is offline
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    Re: Episode7 New Weapons (2 Types)

    this is already shared by PNF

  7. #7
    c++ CNDev is offline
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    Re: Episode7 New Weapons (2 Types)

    Quote Originally Posted by CodeXfire View Post
    this is already shared by PNF
    the one that he share is not fixed

    WEAPON AND THREAD NAME FIXED!

  8. #8
    Account Upgraded | Title Enabled! EMOLISTA is offline
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    Re: Episode9 New Weapons (2 Types)

    For your to understand what the files included released by TS

    dw = assassin
    as = archer
    sc = scientist
    ks = swordsman
    fs = fighter
    ss = shamman

  9. #9
    Account Upgraded | Title Enabled! TheKiller95 is offline
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    Re: Episode9 New Weapons (2 Types)

    Position not fixed...
    Proof :
    not-fixed.png

  10. #10
    Account Upgraded | Title Enabled! EMOLISTA is offline
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    Re: Episode9 New Weapons (2 Types)

    hmmmm....skin load file failed -_-

  11. #11
    c++ CNDev is offline
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    Re: Episode9 New Weapons (2 Types)

    @TheKiller - hey read dude

    if you add the weapon into your client and the position is not correct

    Follow this:
    Guide of GForce The Dancers :)
    @gaia - version incompatibility

  12. #12
    Quit lourence8 is offline
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    Re: Episode9 New Weapons (2 Types)

    Quote Originally Posted by TheKiller95 View Post
    Position not fixed...
    Proof :
    not-fixed.png
    as TS post

    "if you add the weapon into your client and the position is not correct"



  13. #13
    Account Upgraded | Title Enabled! CodeXfire is offline
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    Re: Episode9 New Weapons (2 Types)

    for the fix position
    better edit at source...

    I used neo source and it can read fix whal slot.

  14. #14
    Account Upgraded | Title Enabled! TheKiller95 is offline
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    Re: Episode9 New Weapons (2 Types)

    I already put those code in my source , and you said this weapon fixed not as PNF's shared.

  15. #15
    zZzZzZz zHadesVII is offline
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    Re: Episode9 New Weapons (2 Types)

    Quote Originally Posted by TheKiller95 View Post
    I already put those code in my source , and you said this weapon fixed not as PNF's shared.
    DxSkinPieceData.cpp

    Code:
    {
        DWORD dwPieceSize;
    
    
        //SFile >> m_fScale;
        SFile >> dwPieceSize;
        if ( dwPieceSize > PIECE_SIZE )        return FALSE;
    
    
        //    Note : มถฐขต้ ทฮตๅ.
        //
        BOOL bExit;
        for ( DWORD i=0; i<dwPieceSize; ++i )
        {
            SFile >> bExit;
            if ( !bExit )
            {
                m_strPIECE[i].clear();
                continue;
            }
    
    
            SFile >> m_strPIECE[i];
        }
    
    
        //    Note : บปฦฤภฯ ภะฑโ.
        //
        SFile >> m_strSkeleton;
    
    
        //    Note :ฟกดฯธภฬผว ภะฑโ.
        //
        DWORD dwAniNum(0);
        SFile >> dwAniNum;
    
    
        m_vecANIFILE.clear();
        m_vecANIFILE.reserve ( dwAniNum );
    
    
        for ( DWORD i=0; i<dwAniNum; ++i )
        {
            //std::string strANIFILE;
            //SFile >> strANIFILE;
    
    
            // GForceFX 17-06-2013 Fix ABL read .cfg extension animation 
            std::string strTEMP ;
            SFile >> strTEMP ;
    
    
            CString strANIFILE;
            bool bCFG;
            bCFG = STRUTIL::ChangeExt ( strTEMP.c_str(), ".cfg", strANIFILE, ".x" );
            if ( !bCFG )
            {
                strANIFILE = strTEMP.c_str();
            }
            m_vecANIFILE.push_back ( strANIFILE.GetString() );
        }
                  
            SFile >> m_fScale;
    
    
        BOOL bExist = FALSE; 
        SFile >> bExist; 
        if( bExist )    
        {
            SFile >> m_fHeight; 
            SFile >> m_fRadius;
        } 
        else            return TRUE;
    
    
        SFile >> m_dwBONE;
    
    
        if ( m_dwBONE > MAX_BONE ) return FALSE; 
    
    
        for ( i=0; i < m_dwBONE ; ++i ) 
        {
            SFile >> m_fBONE1[i]; 
            SFile >> m_fBONE2[i]; 
            SFile >> m_fBONE3[i]; 
            SFile >> m_strBONE[i]; 
        }
    
    
        //    Note : นูฟ๎ตๅ นฺฝบ มคบธ ทฮตๅ.
        //
    
    
        BOOL bBoundBox(FALSE); 
        SFile >> bBoundBox; 
        if ( bBoundBox )
        {
            SFile >> m_vMax;
            SFile >> m_vMin; 
        } 
        else 
        {
            m_vMax = D3DXVECTOR3(7.f,20.f,7.f); 
            m_vMin = D3DXVECTOR3(-7.f,0.f,-7.f); 
        } 
    
    
        bExist = FALSE;
        SFile >> bExist; 
        if( bExist )    SFile >> m_bWorldObj; 
        else            return TRUE; 
    
    
        // Note : ดวม
        SFile >> bExist;
    
    
        //CDebugSet::ToLogFile( "load version_0000 : %d asp okey" );
    
    
    
        return TRUE;
    
    try to change your code to this
    Last edited by zHadesVII; 13-11-13 at 05:46 PM.



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