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Yup tw is working fine with me as well. Also I already noticed the get item it automatically turns the item to nondrop
Big right!
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Join Today!Yup tw is working fine with me as well. Also I already noticed the get item it automatically turns the item to nondrop
Yup tw is working fine with me as well. Also I already noticed the get item it automatically turns the item to nondrop
Yes I tried to read the source and the 2nd wpass gives droppable but it doesn't work so I commented the 2nd wpass out.if you read the code . there are 2 pass on the getitem command . if you use the other one it will turn the item to nondrop automatically but if you use the other one it will generate the item as it is .
anyone fix the tw reward buff into a random buff it always just give the hp reward buff .
Here is a way to read the RCC files.
**NEED USE GameClient.exe TO RUN THE GAME**
GameEmulatorView.cpp
find:
Code:CGameEmulatorView::CGameEmulatorView() : CD3DApplication() , m_bCreated(FALSE) , m_hCursorDefault(NULL) { m_bUseDepthBuffer = TRUE; sCharacter = SCHARSET(); }
replace to:
Code:CGameEmulatorView::CGameEmulatorView() : CD3DApplication() , m_bCreated(FALSE) , m_hCursorDefault(NULL) { m_bUseDepthBuffer = TRUE; sCharacter = SCHARSET(); // SiuMoon: Use the rcc file by default. GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = TRUE; GLOGIC::bENGLIB_ZIPFILE = TRUE; }
-----------
ServerAgent.cpp / ServerField.cpp / ServerLogin.cpp / ServerSession.cpp
find:
Code:BOOL bRCC = FALSE; for ( int i=0; i<strCmdArray.GetCount(); i++ ) { CString strTemp = strCmdArray.GetAt(i); if ( strTemp == "use_rcc" || strTemp == "USE_RCC" ) { bRCC = TRUE; } } //rcc initialize GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = FALSE; GLOGIC::bENGLIB_ZIPFILE = FALSE; if ( bRCC ) { GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = TRUE; GLOGIC::bENGLIB_ZIPFILE = TRUE; }
replace to:
-----------Code:BOOL bRCC = TRUE; // SiuMoon: Use the rcc file by default. for ( int i=0; i<strCmdArray.GetCount(); i++ ) { CString strTemp = strCmdArray.GetAt(i); if ( strTemp == "not_use_rcc" || strTemp == "NOT_USE_RCC" ) { bRCC = FALSE; } } //rcc initialize GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = TRUE; GLOGIC::bENGLIB_ZIPFILE = TRUE; if ( !bRCC ) { GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = FALSE; GLOGIC::bENGLIB_ZIPFILE = FALSE; }
GameClient.cpp
find:
Code:BOOL bRCC = FALSE; for ( int i=0; i<strCmdArray.GetCount(); i++ ) { CString strTemp = strCmdArray.GetAt(i); /*if ( strTemp == "app_run" ) { bAPM = TRUE; }*/ if ( strTemp == "use_rcc" || strTemp == "USE_RCC" ) { bRCC = TRUE; }
replace to:
Code:BOOL bRCC = TRUE; // SiuMoon: Use the rcc file by default. for ( int i=0; i<strCmdArray.GetCount(); i++ ) { CString strTemp = strCmdArray.GetAt(i); /*if ( strTemp == "app_run" ) { bAPM = TRUE; }*/ if ( strTemp == "not_use_rcc" || strTemp == "NOT_USE_RCC" ) { bRCC = FALSE; }
Here's how the encryption things work
for example, you want to change .lev encryption
after doing that, enable the disabled code in GLLevelFile::LoadFile.
this goes to the other encryption you can see in ByteCrypt.h
Here's how the encryption things workfor example, you want to change .lev encryptiongo to GLLevelFileSaveLoad.cppfind this definition "GLLevelFile::SaveFile"below that, look for " SFile.SetEncodeType ( EMBYTECRYPT_LEVEL ); " change to " //SFile.SetEncodeType ( EMBYTECRYPT_LEVEL ); "that way .lev file won't be save with current EMBYTECRYPT_LEVEL crypt, compile the EditorLevel, rename it to EditorLevelNoLoadCrypt, now you can load all your .lev and save it without the current crypt.next method go to definition "GLLevelFile::LoadFile" (still same .cpp)findif ( dwFileVER>=VERSION_BEFORE_ENCODE )SFile.SetEncodeType ( EMBYTECRYPT_OLD );if ( dwFileVER>=VERSION_NEW_ENCODE )SFile.SetEncodeType ( EMBYTECRYPT_LEVEL );change to //if ( dwFileVER>=VERSION_BEFORE_ENCODE )//SFile.SetEncodeType ( EMBYTECRYPT_OLD );//if ( dwFileVER>=VERSION_NEW_ENCODE )//SFile.SetEncodeType ( EMBYTECRYPT_LEVEL );go to ByteCryptDefVer1.h , look for ARRAY_LEVEL_VAR1, below that,change the 16line encryption to your desire encryptionthen go to GLLevelFileSaveLoad.cpp, under the GLLevelFile::SaveFile, enableSFile.SetEncodeType ( EMBYTECRYPT_LEVEL );then compile the EditorLevel, rename to EditorLevelNewCrypt, you can now load & save your No Encryption .Lev files.after doing that, enable the disabled code in GLLevelFile::LoadFile.this goes to the other encryption you can see in ByteCrypt.h
Here is a way to read the RCC files.
**NEED USE GameClient.exe TO RUN THE GAME**
GameEmulatorView.cpp
find:
Code:CGameEmulatorView::CGameEmulatorView() : CD3DApplication() , m_bCreated(FALSE) , m_hCursorDefault(NULL) { m_bUseDepthBuffer = TRUE; sCharacter = SCHARSET(); }
replace to:
Code:CGameEmulatorView::CGameEmulatorView() : CD3DApplication() , m_bCreated(FALSE) , m_hCursorDefault(NULL) { m_bUseDepthBuffer = TRUE; sCharacter = SCHARSET(); // SiuMoon: Use the rcc file by default. GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = TRUE; GLOGIC::bENGLIB_ZIPFILE = TRUE; }
-----------
ServerAgent.cpp / ServerField.cpp / ServerLogin.cpp / ServerSession.cpp
find:
Code:BOOL bRCC = FALSE; for ( int i=0; i<strCmdArray.GetCount(); i++ ) { CString strTemp = strCmdArray.GetAt(i); if ( strTemp == "use_rcc" || strTemp == "USE_RCC" ) { bRCC = TRUE; } } //rcc initialize GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = FALSE; GLOGIC::bENGLIB_ZIPFILE = FALSE; if ( bRCC ) { GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = TRUE; GLOGIC::bENGLIB_ZIPFILE = TRUE; }
replace to:
-----------Code:BOOL bRCC = TRUE; // SiuMoon: Use the rcc file by default. for ( int i=0; i<strCmdArray.GetCount(); i++ ) { CString strTemp = strCmdArray.GetAt(i); if ( strTemp == "not_use_rcc" || strTemp == "NOT_USE_RCC" ) { bRCC = FALSE; } } //rcc initialize GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = TRUE; GLOGIC::bENGLIB_ZIPFILE = TRUE; if ( !bRCC ) { GLOGIC::bGLOGIC_PACKFILE = FALSE; GLOGIC::bGLOGIC_ZIPFILE = FALSE; GLOGIC::bENGLIB_ZIPFILE = FALSE; }
GameClient.cpp
find:
Code:BOOL bRCC = FALSE; for ( int i=0; i<strCmdArray.GetCount(); i++ ) { CString strTemp = strCmdArray.GetAt(i); /*if ( strTemp == "app_run" ) { bAPM = TRUE; }*/ if ( strTemp == "use_rcc" || strTemp == "USE_RCC" ) { bRCC = TRUE; }
replace to:
Code:BOOL bRCC = TRUE; // SiuMoon: Use the rcc file by default. for ( int i=0; i<strCmdArray.GetCount(); i++ ) { CString strTemp = strCmdArray.GetAt(i); /*if ( strTemp == "app_run" ) { bAPM = TRUE; }*/ if ( strTemp == "not_use_rcc" || strTemp == "NOT_USE_RCC" ) { bRCC = FALSE; }
Well, you can try this.
View attachment 169173
Well, you can try this.
View attachment 169173
No, I zipped it up for less size to upload here, you must unzip it to rcc.Thanks
so all .RCC file should be compress using ZIP?
Can you share your all RCC or ZIP file that works?
Thanks
what problem with tyranny buff bro (?)
Try change #define TYRANNY_REWARD_BUFF_NUM this3 to 15 rebuild exe and try play tyranny i hope this work im not never try play tyranny
HOW use command/event_speed_begin + /event_attack_begin and /event_aspeed_begin ??
@aizen00
Bro, Do you manage to make Cryption Work? what i mean is change the cryption then works?
Thanks