Neo Source

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  1. #511
    Infraction Banned crossbows is offline
    MemberRank
    Aug 2011 Join Date
    Havoc ServerLocation
    577Posts

    Re: Neo Source

    Quote Originally Posted by prisonmx View Post
    Attachment 142336

    OH So new?
    If this is true share it dont be show off to us..
    dont post non related to threads

  2. #512
    Member Hotdog is offline
    MemberRank
    Jun 2013 Join Date
    81Posts

    Re: Neo Source

    @Assendure kindly accept my super friend request? One favor :( Help me with my vehicle window when i click it no one is popping and my dual slot its changing but i dont have slot :( thanks post here or pm me your feedback thanks

  3. #513
    荷希 (糖糖姐姐) AsenDURE is offline
    MemberRank
    Mar 2012 Join Date
    MalaysiaLocation
    758Posts

    Re: Neo Source

    Quote Originally Posted by harlem321 View Post
    Nope..... but i will code it soon... and will share it here.... some ppl here are SELFISH

    Im busy in work :)

    CHARACTER / VEHICLE / PET + DUAL SLOT WEAPON

    CharacterWindow.cpp
    Code:
    #include "StdAfx.h"
    #include "./CharacterWindow.h"
    #include "DxGlobalStage.h"
    #include "./GLCharClient.h"
    #include "./GLFactEffect.h"
    #include "./GLGaeaClient.h"
    
    #include "../EngineUILib/GUInterface/BasicTextBox.h"
    #include "../EngineUILib/GUInterface/BasicProgressBar.h"
    #include "../EngineUILib/GUInterface/BasicButton.h"
    #include "../EngineLib/DxCommon/d3dfont.h"
    #include "GLCharacter.h"
    #include "DxGameStage.h"
    #include "../RanClientUILib/Interface/InnerInterface.h"
    
    #include "../Interface/BasicTextButton.h"
    #include "../Interface/UITextControl.h"
    #include "../Interface/GameTextControl.h"
    #include "../RanClientLib/G-Logic/GLGaeaClient.h"
    #include "BasicComboBox.h"
    #include "BasicComboBoxRollOver.h"
    
    #include "DxEffectMan.h"
    #include "DxEnvironment.h"
    #include "DxSurfaceTex.h"
    #include "DxGlowMan.h"
    #include "DxPostProcess.h"
    #include "DxCubeMap.h"
    #include "DxSkyMan.h"
    #include "DxEffGroupPlayer.h"
    #include "../EngineLib/DxCommon/DxViewPort.h"
    #include "../EngineLib/DxCommon/DxFontMan.h"
    #include "../EngineLib/DxCommon/DxInputDevice.h"
    #include "../EngineLib/DxCommon/DxLightMan.h"
    #include "DxSkinChar.h"
    
    #include "BasicLineBox.h"
    #include "BasicTextBoxEx.h"
    #include "InventoryPageWear.h"
    #include "InventoryPageWearEx.h"
    #include "VehicleWindow.h"
    #include "PetWindow.h"
    
    #ifdef _DEBUG
    #define new DEBUG_NEW
    #endif
    
    CCharacterWindow::CCharacterWindow () :
    	m_pNameText ( NULL ),
    	m_pLevelText ( NULL ),
    	
    	m_pButtonOk ( NULL ),
    	m_pButtonCancel ( NULL ),
    
    	m_pPageWear( NULL ),
    	m_pPageWearEx( NULL ),
    	m_pPetWindow( NULL ),
    	m_pPointText ( NULL ),
    	
    	//Left
    	m_pPowText ( NULL ),
    	m_pDexText ( NULL ),
    	m_pSpiText ( NULL ),
    	m_pIntText ( NULL ),
    	m_pStrText ( NULL ),
    	m_pStaText ( NULL ),
    
    	//Right
    	m_pPowTextUp ( NULL ),
    	m_pDexTextUp ( NULL ),
    	m_pSpiTextUp ( NULL ),
    	m_pIntTextUp ( NULL ),
    	m_pStrTextUp ( NULL ),
    	m_pStaTextUp ( NULL ),
    	m_pClubText ( NULL ),
    
    	m_pNewPow ( 0 ),
    	m_pNewDex ( 0 ),
    	m_pNewSpi ( 0 ),
    	m_pNewStr ( 0 ),
    	m_pNewSta ( 0 ),
    	m_pNewPoint ( 0 ),
    	nIndex ( 0 ),
    
    	//Left
    	m_pDamageHighText ( NULL ), //¤ÇÒÁáçÊÙ§ÊØ´
    	m_pDamageLowText ( NULL ),	//¤ÇÒÁáçµèÓÊØ´
    	m_pDefenseText ( NULL ),	//»éͧ¡Ñ¹
    	m_pReqPaText ( NULL ),		//¶¹Ñ´
    	m_pReqSaText ( NULL ),		//àÅç§
    	m_pReqMaText ( NULL ),		//¾Åѧ§Ò¹
    	m_pHitRateText ( NULL ),	//â¨ÁµÕ
    	m_pAvoidRateText ( NULL ),	//ËźËÅÕ¡
    	m_pHPText ( NULL ),			//HP
    	m_pMPText ( NULL ),			//MP
    	m_pSPText ( NULL ),			//SP
    
    	//Right
    	m_pDamageHighTextUp ( NULL ), //¤ÇÒÁáçÊÙ§ÊØ´
    	m_pDamageLowTextUp ( NULL ),	//¤ÇÒÁáçµèÓÊØ´
    	m_pDefenseTextUp ( NULL ),	//»éͧ¡Ñ¹
    	m_pReqPaTextUp ( NULL ),		//¶¹Ñ´
    	m_pReqSaTextUp ( NULL ),		//àÅç§
    	m_pReqMaTextUp ( NULL ),		//¾Åѧ§Ò¹
    	m_pHitRateTextUp ( NULL ),	//â¨ÁµÕ
    	m_pAvoidRateTextUp ( NULL ),	//ËźËÅÕ¡
    	m_pHPTextUp ( NULL ),			//HP
    	m_pMPTextUp ( NULL ),			//MP
    	m_pSPTextUp ( NULL ),			//SP
    
    	m_pFireText ( NULL ),		//ä¿
    	m_pColdText ( NULL ),		//¹éÓá¢ç§
    	m_pElectricText ( NULL ),	//ä¿¿éÒ
    	m_pPoisonText ( NULL ),		//¾ÔÉ
    	m_pSpiritText ( NULL ),		//àÇ·Âì
    
    	m_pPKStateText ( NULL ),
    	m_pGradeText ( NULL ),		//ª×èÍàÊÕ§
    	m_pGradeValue ( NULL ),		//ª×èÍàÊÕ§
    	m_pBrightSlider ( NULL ),	//¤ÇÒÁ´Õ
    	m_pActivityPointText ( NULL ),	//¼Å§Ò¹
    	m_pActivityPointValue ( NULL ),	//¼Å§Ò¹
    	m_pAcademy_Department ( NULL ),	//ʶҺѹ	//ÊÒÂÍÒªªÕ¾
    	m_pd3dDevice ( NULL ),
    	m_pMobileText( NULL ),
    	m_pSkinChar(NULL)
    {
    	memset ( m_pPageButton, 0, sizeof ( m_pPageButton ) );
    	memset ( m_pPageButton, 0, sizeof ( CBasicTextButton* ) * nMAXPAGENEW );
    
    	memset ( m_pButtonPlus, 0, sizeof ( m_pButtonPlus ) );
    	memset ( m_pButtonMinus, 0, sizeof ( m_pButtonMinus ) );
    	D3DXMatrixIdentity( &m_matTrans );
    }
    
    CCharacterWindow::~CCharacterWindow ()
    {
    }
    
    
    CBasicTextBox* CCharacterWindow::CreateStaticControl ( char* szControlKeyword, CD3DFontPar* pFont, int nAlign, const UIGUID& cID )
    {
    	CBasicTextBox* pStaticText = new CBasicTextBox;
    	pStaticText->CreateSub ( this, szControlKeyword, UI_FLAG_DEFAULT, cID );
    	pStaticText->SetFont ( pFont );
    	pStaticText->SetTextAlign ( nAlign );	
    	RegisterControl ( pStaticText );
    
    	return pStaticText;
    }
    
    CBasicTextButton*  CCharacterWindow::CreateTextButton23 ( const char* szButton, UIGUID ControlID, const char* szText )
    {
    	const int nBUTTONSIZE = CBasicTextButton::SIZE23;
    	CBasicTextButton* pTextButton = new CBasicTextButton;
    	pTextButton->CreateSub ( this, "BASIC_TEXT_BUTTON23", UI_FLAG_XSIZE, ControlID );
    	pTextButton->CreateBaseButton ( szButton, nBUTTONSIZE, CBasicButton::RADIO_FLIP, szText ,_DEFAULT_FONT_SHADOW_FLAG );
    	RegisterControl ( pTextButton );
    	return pTextButton;
    }
    
    CBasicTextButton*  CCharacterWindow::CreateTextButton24 ( const char* szButton, UIGUID ControlID, const char* szText )
    {
    	const int nBUTTONSIZE = CBasicTextButton::SIZE24;
    	CBasicTextButton* pTextButton = new CBasicTextButton;
    	pTextButton->CreateSub ( this, "BASIC_TEXT_BUTTON24", UI_FLAG_XSIZE, ControlID );
    	pTextButton->CreateBaseButton ( szButton, nBUTTONSIZE, CBasicButton::CLICK_FLIP, szText , _DEFAULT_FONT_SHADOW_FLAG );
    	RegisterControl ( pTextButton );
    	return pTextButton;
    }
    
    CBasicTextButton*  CCharacterWindow::CreateTextButton25 ( const char* szButton, UIGUID ControlID, const char* szText )
    {
    	const int nBUTTONSIZE = CBasicTextButton::SIZE25;
    	CBasicTextButton* pTextButton = new CBasicTextButton;
    	pTextButton->CreateSub ( this, "BASIC_TEXT_BUTTON25", UI_FLAG_XSIZE, ControlID );
    	pTextButton->CreateBaseButton ( szButton, nBUTTONSIZE, CBasicButton::CLICK_FLIP, szText , _DEFAULT_FONT_SHADOW_FLAG );
    	RegisterControl ( pTextButton );
    	return pTextButton;
    }
    
    void CCharacterWindow::CreateSubControl ()
    {
    	CD3DFontPar* pFont6Shadow = DxFontMan::GetInstance().LoadDxFont ( _DEFAULT_FONT, 7, _DEFAULT_FONT_SHADOW_FLAG );
    	CD3DFontPar* pFont8Shadow = DxFontMan::GetInstance().LoadDxFont ( _DEFAULT_FONT, 8, _DEFAULT_FONT_SHADOW_FLAG );
    	CD3DFontPar* pFont = DxFontMan::GetInstance().LoadDxFont ( _DEFAULT_FONT, 9, _DEFAULT_FONT_SHADOW_FLAG );
    	CD3DFontPar* pFont10 = DxFontMan::GetInstance().LoadDxFont ( _DEFAULT_FONT, 10, _DEFAULT_FONT_SHADOW_FLAG );
    
    	const EMCHARCLASS emCharClass = DxGlobalStage::GetInstance().GetGameStage()->GetCharJoinData().m_CharData2.m_emClass;
    	const int nClassType = CharClassToIndex ( emCharClass );
    
    	const int nAlignLeft = TEXT_ALIGN_LEFT;
    	const int nAlignCenter = TEXT_ALIGN_CENTER_X;		
    	const DWORD& dwSilver = NS_UITEXTCOLOR::SILVER;
    	const DWORD& dwWhite = NS_UITEXTCOLOR::WHITE;
    	const DWORD& dwSubTitle = NS_UITEXTCOLOR::PALEGOLDENROD;
    
    	//¾×é¹ËÅѧÊÕ¢ÒÇ
    	{
    		m_bg_white = new CUIControl;
    		m_bg_white->CreateSub ( this, "RNCHARACTER_WINDOW_REGION", UI_FLAG_DEFAULT);	
    		m_bg_white->SetVisibleSingle ( TRUE );
    		RegisterControl ( m_bg_white );
    	}
    
    	CString	strPageKeyword[nMAXPAGENEW] = 
    	{
    		"RNCHARACTER_WINDOW_CHAR_TAP",
    		"RNCHARACTER_WINDOW_VEHICLE_TAP",
    		"RNCHARACTER_WINDOW_PET_TAP",
    	};		
    
    	for ( int i = 0; i < nMAXPAGENEW; i++ )
    	{		
    		m_pPageButton[i] = CreateTextButton23 ( strPageKeyword[i].GetString (), RNCHARACTER_WINDOW_CHAR_TAP + i, (char*)ID2GAMEWORD ( "RNCHARACTER_WINDOW_CHAR_TAP", i ) );
    	}
    		
    
    		
    	{	
    		// ¾×é¹ËÅѧ µÑÇÅФÃ
    		m_pBackLine1 = new CBasicLineBox;
    		m_pBackLine1->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pBackLine1->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_EQUIP_REGION" );
    		RegisterControl ( m_pBackLine1 );
    
    		//¾×é¹ËÅѧ ¢éÍÁÙÅÊèǹÅèÒ§
    		m_pBackLine2 = new CBasicLineBox;
    		m_pBackLine2->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pBackLine2->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_SCHOOL_REGION" );
    		RegisterControl ( m_pBackLine2 );
    	}
    
    	{
    		m_pStatusLine1 = new CBasicLineBox;
    		m_pStatusLine1->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine1->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT1_REGION" );
    		RegisterControl ( m_pStatusLine1 );	
    	
    		m_pStatusLine2 = new CBasicLineBox;
    		m_pStatusLine2->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine2->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT2_REGION" );
    		RegisterControl ( m_pStatusLine2 );	
    	
    		m_pStatusLine3 = new CBasicLineBox;
    		m_pStatusLine3->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine3->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT3_REGION" );
    		RegisterControl ( m_pStatusLine3 );
    	}
    
    	{
    		m_pStatusLine4 = new CBasicLineBox;
    		m_pStatusLine4->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine4->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT4_REGION" );
    		RegisterControl ( m_pStatusLine4 );
    
    		m_pStatusLine5 = new CBasicLineBox;
    		m_pStatusLine5->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine5->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT5_REGION" );
    		RegisterControl ( m_pStatusLine5 );
    
    		m_pStatusLine6 = new CBasicLineBox;
    		m_pStatusLine6->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine6->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT6_REGION" );
    		RegisterControl ( m_pStatusLine6 );
    	}
    
    	{
    		m_pStatusLine7 = new CBasicLineBox;
    		m_pStatusLine7->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine7->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT7_REGION" );
    		RegisterControl ( m_pStatusLine7 );
    
    		m_pStatusLine8 = new CBasicLineBox;
    		m_pStatusLine8->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine8->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT8_REGION" );
    		RegisterControl ( m_pStatusLine8 );
    
    		m_pStatusLine9 = new CBasicLineBox;
    		m_pStatusLine9->CreateSub ( this, "BASIC_LINE_BOX_SKILL", UI_FLAG_XSIZE | UI_FLAG_YSIZE );
    		m_pStatusLine9->CreateBaseBoxSkill ( "RNCHARACTER_WINDOW_STAT_POINT9_REGION" );
    		RegisterControl ( m_pStatusLine9 );
    	}
    
    		m_pVehicleWindow = new CVehicleWindow;
    		m_pVehicleWindow->CreateSub ( this, "CHARACTER_PAGE_VEHICLE", UI_FLAG_DEFAULT, CHARACTER_VEHICLEWINDOW );
    		m_pVehicleWindow->CreateSubControl ();
    		RegisterControl ( m_pVehicleWindow );
    		
    		m_pPetWindow = new CPetWindow;
    		m_pPetWindow->CreateSub ( this, "CHARACTER_PAGE_PET", UI_FLAG_DEFAULT, CHARACTER_PETWINDOW );
    		m_pPetWindow->CreateSubControl ();
    		RegisterControl ( m_pPetWindow );
    
    	{
    		
    		{
    			m_pPageWear = new CInventoryPageWear;
    			m_pPageWear->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR );
    			m_pPageWear->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWear );
    			
    		}
    		
    		{
    			m_pPageWearEx = new CInventoryPageWearEx;
    			m_pPageWearEx->CreateSub ( this, "RNCHARACTER_WINDOW_WEAR_WINDOW", UI_FLAG_DEFAULT, CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX );
    			m_pPageWearEx->CreateSubControl ( nClassType );
    			RegisterControl ( m_pPageWearEx );
    	
    			SetVisiblePage ( 0 );
    		}
    	}	
    
    		
    		
    		
    	
    		
    			
    	
    			
    	
    	m_pAcademy_Department = CreateStaticControl ( "RNCHARACTER_WINDOW_ACADEMY_DEPARTMENT_TEXT", pFont, nAlignLeft );
    	
    	CBasicTextBox* pTextBox = CreateStaticControl ( "RNCHARACTER_WINDOW_BRIGHT_TEXT", pFont8Shadow, nAlignLeft );
    	pTextBox->AddText ( ID2GAMEWORD("CHARACTER_SOCIAL_STATIC", 5), dwWhite );
    
    	m_pGradeText = CreateStaticControl ( "RNCHARACTER_WINDOW_CONTRIBUTION_POINT_TEXT", pFont8Shadow, nAlignLeft );
    	m_pGradeValue = CreateStaticControl ( "RNCHARACTER_WINDOW_CONTRIBUTION_POINT_VALUE", pFont8Shadow, nAlignLeft );
    	
    	m_pActivityPointText = CreateStaticControl ( "RNCHARACTER_WINDOW_ACTIVITY_POINT_TEXT", pFont8Shadow, nAlignLeft );
    	m_pActivityPointValue = CreateStaticControl ( "RNCHARACTER_WINDOW_ACTIVITY_POINT_VALUE", pFont8Shadow, nAlignLeft );
    	
    	m_pBrightFrame = CreateControl ( "RNCHARACTER_WINDOW_BRIGHTBAR",CHARACTER_BIRGHTER );		
    	m_pBrightSlider = CreateControl ( "RNCHARACTER_WINDOW_BRIGHTBAR_THUMB" );
    
    	m_pPointTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POINT_TEXT", pFont, nAlignLeft );
    	m_pPointText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POINT_VALUE", pFont, nAlignLeft );
    
    	m_pPointTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_POINT"), dwWhite );
    
    	m_pPowTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POW_TEXT", pFont6Shadow, nAlignLeft );
    	m_pDexTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_DEX_TEXT", pFont6Shadow, nAlignLeft );
    	m_pSpiTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_SPI_TEXT", pFont6Shadow, nAlignLeft );
    	m_pStrTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STR_TEXT", pFont6Shadow, nAlignLeft );
    	m_pStaTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STA_TEXT", pFont6Shadow, nAlignLeft );
    
    	m_pPowTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 0), dwWhite );
    	m_pDexTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 1), dwWhite );
    	m_pSpiTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 2), dwWhite );
    	m_pStrTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 4), dwWhite );
    	m_pStaTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STAT_STATIC", 5), dwWhite );
    
    	m_pPowText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POW_VALUE", pFont6Shadow, nAlignCenter );
    	m_pDexText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_DEX_VALUE", pFont6Shadow, nAlignCenter );
    	m_pSpiText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_SPI_VALUE", pFont6Shadow, nAlignCenter );
    	m_pStrText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STR_VALUE", pFont6Shadow, nAlignCenter );
    	m_pStaText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STA_VALUE", pFont6Shadow, nAlignCenter );
    
    	m_pPowTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_POW_UP_VALUE", pFont6Shadow, nAlignCenter );
    	m_pDexTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_DEX_UP_VALUE", pFont6Shadow, nAlignCenter );
    	m_pSpiTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_SPI_UP_VALUE", pFont6Shadow, nAlignCenter );
    	m_pStrTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STR_UP_VALUE", pFont6Shadow, nAlignCenter );
    	m_pStaTextUp = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_1_STA_UP_VALUE", pFont6Shadow, nAlignCenter );
    
    	CString	strButtonPlus[5] = 
    	{
    		"RNCHARACTER_WINDOW_STAT_POW_PLUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_DEX_PLUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_SPI_PLUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_STR_PLUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_STA_PLUS_BUTTON"
    	};
    
    	CString	strButtonMinus[5] = 
    	{
    		"RNCHARACTER_WINDOW_STAT_POW_MINUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_DEX_MINUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_SPI_MINUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_STR_MINUS_BUTTON",
    		"RNCHARACTER_WINDOW_STAT_STA_MINUS_BUTTON"
    	};
    
    	for ( int i = 0; i < 5; i++ )
    	{	
    		m_pButtonPlus[i] = CreateTextButton24 ( strButtonPlus[i].GetString (), CHARACTER_WINDOW_STAT_POW_PLUS_BUTTON + i, "+" );
    		m_pButtonMinus[i] = CreateTextButton24 ( strButtonMinus[i].GetString (), CHARACTER_WINDOW_STAT_POW_MINUS_BUTTON + i, "-" );
    	}
    
    	m_pButtonOk = CreateTextButton25 ( "RNCHARACTER_WINDOW_STAT_APPLY_BUTTON", CHARACTER_WINDOW_STAT_OK , ID2GAMEWORD("CHARACTER_STAT_APPLY") );
    	m_pButtonCancel = CreateTextButton25 ( "RNCHARACTER_WINDOW_STAT_INIT_BUTTON", CHARACTER_WINDOW_STAT_CANCEL , ID2GAMEWORD("CHARACTER_STAT_INIT") );
    
    	m_pDamageHighTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MAX_TEXT", pFont6Shadow, nAlignLeft );
    	m_pDamageLowTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MIN_TEXT", pFont6Shadow, nAlignLeft );
    	m_pDefenseTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_DEFENSE_TEXT", pFont6Shadow, nAlignLeft );
    	m_pReqPaTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_FIGHT_TEXT", pFont6Shadow, nAlignLeft );
    	m_pReqSaTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SHOOT_TEXT", pFont6Shadow, nAlignLeft );
    	m_pReqMaTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_STAMINA_TEXT", pFont6Shadow, nAlignLeft );
    	m_pHitRateTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HIT_TEXT", pFont6Shadow, nAlignLeft );
    	m_pAvoidRateTextv = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_AVOID_TEXT", pFont6Shadow, nAlignLeft );
    	m_pHPTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HP_TEXT", pFont6Shadow, nAlignLeft );
    	m_pMPTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_MP_TEXT", pFont6Shadow, nAlignLeft );
    	m_pSPTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SP_TEXT", pFont6Shadow, nAlignLeft );
    	
    	m_pDamageHighTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 14), dwWhite );
    	m_pDamageLowTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 15), dwWhite );
    	m_pDefenseTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 3), dwWhite );
    	m_pReqPaTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 4), dwWhite );
    	m_pReqSaTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 5), dwWhite );
    	m_pReqMaTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 11), dwWhite );
    	m_pHitRateTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 9), dwWhite );
    	m_pAvoidRateTextv->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 10), dwWhite );
    	m_pHPTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 16), dwWhite );
    	m_pMPTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 17), dwWhite );
    	m_pSPTextStatic->AddText ( ID2GAMEWORD("CHARACTER_STATUS_STATIC", 18), dwWhite );
    
    	m_pDamageHighText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MAX_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pDamageLowText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MIN_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pDefenseText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_DEFENSE_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqPaText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_FIGHT_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqSaText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SHOOT_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqMaText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_STAMINA_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pHitRateText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HIT_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pAvoidRateText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_AVOID_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pHPText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HP_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pMPText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_MP_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    	m_pSPText  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SP_VALUE", pFont6Shadow, TEXT_ALIGN_RIGHT );
    
    	/*m_pDamageHighTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MAX_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pDamageLowTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_ATTACK_MIN_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pDefenseTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_DEFENSE_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqPaTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_FIGHT_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqSaTextUp	= CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SHOOT_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pReqMaTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_STAMINA_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pHitRateTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HIT_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pAvoidRateTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_AVOID_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pHPTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_HP_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pMPTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_MP_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );
    	m_pSPTextUp  = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_2_SP_UP_VALUE", pFont8Shadow, TEXT_ALIGN_RIGHT );*/
    
    	m_pFireTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_FIRE_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    	m_pColdTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_COLD_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    	m_pElectricTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_ELECTRIC_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    	m_pPoisonTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_POISON_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    	m_pSpiritTextStatic = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_SPIRIT_RESIST_TEXT", pFont6Shadow, nAlignLeft );
    
    	m_pFireTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 1), dwWhite );
    	m_pColdTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 2), dwWhite );
    	m_pElectricTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 3), dwWhite );
    	m_pPoisonTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 4), dwWhite );
    	m_pSpiritTextStatic->AddText ( ID2GAMEWORD("CHARACTER_RESI_STATIC", 5), dwWhite );
    
    	m_pFireText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_FIRE_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    	m_pColdText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_COLD_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    	m_pElectricText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_ELECTRIC_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    	m_pPoisonText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_POISON_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    	m_pSpiritText = CreateStaticControl ( "RNCHARACTER_WINDOW_STAT_3_SPIRIT_RESIST_VALUE", pFont6Shadow, nAlignLeft );
    
    	m_pLevelText = CreateStaticControl ( "CHARACTER_LEVEL_AND_NAME_TEXT", pFont8Shadow, TEXT_ALIGN_CENTER_X );
    	m_pClubText = CreateStaticControl ( "CHARACTER_CLUB_TEXT", pFont8Shadow, TEXT_ALIGN_CENTER_X );
    
    }
    CBasicTextButton*  CCharacterWindow::CreateTextButton ( const char* szButton, UIGUID ControlID, const char* szText )
    {
    	const int nBUTTONSIZE = CBasicTextButton::SIZE23;
    	CBasicTextButton* pTextButton = new CBasicTextButton;
    	pTextButton->CreateSub ( this, "BASIC_TEXT_BUTTON23", UI_FLAG_XSIZE, ControlID );
    	pTextButton->CreateBaseButton ( szButton, nBUTTONSIZE, CBasicButton::RADIO_FLIP, szText );
    	RegisterControl ( pTextButton );
    	return pTextButton;
    }
    
    void CCharacterWindow::SetGlobalPos(const D3DXVECTOR2& vPos)
    {
    	CUIGroup::SetGlobalPos( vPos );
    	const GLCHARLOGIC& sCharData = GLGaeaClient::GetInstance().GetCharacterLogic ();	
    	
    	SetBright( sCharData );
    }
    
    HRESULT CCharacterWindow::InitDeviceObjects ( LPDIRECT3DDEVICEQ pd3dDevice )
    {
    	GASSERT( pd3dDevice );
    	m_pd3dDevice = pd3dDevice;
    
    	HRESULT hr = S_OK;
    	{
    		hr = CUIWindowEx::InitDeviceObjects( pd3dDevice );
    		//hr = m_pd3dDevice->GetDeviceCaps ( &m_d3dCaps );
    		if ( FAILED ( hr ) ) return hr;
    	}
    	m_CharacterNew = GLGaeaClient::GetInstance().GetCharacter();
    
    	D3DXVECTOR3 m_vPos = D3DXVECTOR3(12.0f,-135.0f,400.0f);
    	D3DXVECTOR3	m_vDir = m_CharacterNew->GetDirectionVector();
    	D3DXVECTOR3 m_vDirOrig = m_CharacterNew->GetOrig();
    
    	//D3DXMATRIX matTrans, matYRot;
    	//D3DXMatrixTranslation ( &matTrans, m_vPos.x, m_vPos.y, m_vPos.z );
    	//float fThetaY = DXGetThetaYFromDirection ( m_vDir, m_vDirOrig );
    	//D3DXMatrixRotationY ( &matYRot, fThetaY );
    
    	EMCHARINDEX emIndex = CharClassToIndex( m_CharacterNew->m_emClass );
    	DxSkinCharData* pSkinChar = DxSkinCharDataContainer::GetInstance().LoadData( GLCONST_CHAR::szCharSkin[emIndex], m_pd3dDevice, TRUE );
    	if ( !pSkinChar )	return E_FAIL;
    
    	SAFE_DELETE( m_pSkinChar );
    	m_pSkinChar = new DxSkinChar;
    	m_pSkinChar->SetCharData ( pSkinChar, m_pd3dDevice, TRUE );
    	UpdateSuit ();
    
    	return S_OK;
    }
    BOOL CCharacterWindow::IsCurUseArm( EMSLOT emSlot )
    {
    	if( IsUseArmSub() )
    	{
    		if( emSlot == SLOT_RHAND || emSlot == SLOT_LHAND ) return FALSE;
    	}
    	else
    	{
    
    
    
    
    		if( emSlot == SLOT_RHAND_S || emSlot == SLOT_LHAND_S ) return FALSE;
    	}
    
    
    	return TRUE;
    }
    
    HRESULT CCharacterWindow::UpdateSuit ()
    {
    	GASSERT( m_pd3dDevice );
    
    	EMCHARINDEX emIndex = CharClassToIndex( m_CharacterNew->m_emClass );
    	DxSkinCharData* pSkinChar = DxSkinCharDataContainer::GetInstance().FindData ( GLCONST_CHAR::szCharSkin[emIndex] );
    	if ( !pSkinChar )	return E_FAIL;
    
    	
    
    
    	const GLCONST_CHARCLASS &sCONST = GLCONST_CHAR::cCONSTCLASS[emIndex];
    
    
    
    	if ( sCONST.dwHEADNUM > m_CharacterNew->m_wFace )
    	{
    		std::string strHEAD_CPS = sCONST.strHEAD_CPS[m_CharacterNew->m_wFace];
    	
    
    
    		PDXCHARPART pCharPart = NULL;
    		pCharPart = m_pSkinChar->GetPiece(PIECE_HEAD);		//	ÇöÁ¦ ÀåÂø ½ºÅ².
    
    		if ( pCharPart && strcmp(strHEAD_CPS.c_str(),pCharPart->GetFileName()) )
    		{
    			m_pSkinChar->SetPiece ( strHEAD_CPS.c_str(), m_pd3dDevice, 0x0, 0, TRUE );
    		}
    	}
    
    	if ( sCONST.dwHAIRNUM > m_CharacterNew->m_wHair )
    	{
    		std::string strHAIR_CPS = sCONST.strHAIR_CPS[m_CharacterNew->m_wHair];
    	
    
    
    		PDXCHARPART pCharPart = NULL;
    		pCharPart = m_pSkinChar->GetPiece(PIECE_HAIR);		//	ÇöÁ¦ ÀåÂø ½ºÅ².
    
    
    
    		if ( pCharPart && strcmp(strHAIR_CPS.c_str(),pCharPart->GetFileName()) )
    		{
    			m_pSkinChar->SetPiece ( strHAIR_CPS.c_str(), m_pd3dDevice, 0x0, 0, TRUE );
    		}
    	}
    
    
    	m_pSkinChar->SetHairColor( m_CharacterNew->m_wHairColor );
    
    
    
    
    
    
    	for ( int i=0; i<SLOT_NSIZE_S_2; i++ )
    	{
    		// ÇöÀç ÀåÂøÁßÀÎ ¹«±â°¡ ¾Æ´Ï¸é ³Ñ¾î°£´Ù.
    		if( !IsCurUseArm( EMSLOT(i) ) ) continue;
    
    
    
    
    
    
    		SITEMCUSTOM &ItemClient = m_CharacterNew->m_PutOnItems[i];
    
    
    
    
    
    
    		SNATIVEID nidITEM = ItemClient.nidDISGUISE;
    		if ( nidITEM==SNATIVEID(false) )	nidITEM = ItemClient.sNativeID;
    
    
    
    
    
    
    		/*if ( !m_bVehicle && i == SLOT_VEHICLE  ) nidITEM = SNATIVEID(false);
    		else if ( i == SLOT_VEHICLE )
    		{
    			nidITEM = m_sVehicle.GetSkinID();
    			if ( nidITEM == SNATIVEID(false) )
    			{
    				m_sVehicle.m_sVehicleID = ItemClient.sNativeID;
    				nidITEM = ItemClient.sNativeID;
    			}
    		}*/
    
    
    		if ( nidITEM == SNATIVEID(false) )
    		{
    			//	Note : ±âº» ½ºÅ²°ú Áö±Ý ÀåÂøµÈ ½ºÅ²ÀÌ Æ²¸± °æ¿ì.
    			//	SLOT->PIECE.
    			PDXSKINPIECE pSkinPiece = NULL;	//	±âº» ½ºÅ².
    			PDXCHARPART pCharPart = NULL;	//	ÇöÁ¦ ÀåÂø ½ºÅ².
    
    			EMPIECECHAR emPiece = SLOT_2_PIECE(EMSLOT(i));
    			if ( emPiece!=PIECE_SIZE )
    			{
    				pSkinPiece = pSkinChar->GetPiece(emPiece);	//	±âº» ½ºÅ².
    				pCharPart = m_pSkinChar->GetPiece(emPiece);	//	ÇöÁ¦ ÀåÂø ½ºÅ².
    			}
    
    			if ( pSkinPiece )
    			{
    				if ( pCharPart && strcmp(pSkinPiece->m_szFileName,pCharPart->GetFileName()) )
    					m_pSkinChar->SetPiece ( pSkinPiece->m_szFileName, m_pd3dDevice, 0x0, 0, TRUE );
    			}
    			else
    			{
    				if ( pCharPart )	m_pSkinChar->ResetPiece(emPiece);
    			}
    		}
    		else
    		{
    			SITEM* pItem = GLItemMan::GetInstance().GetItem ( nidITEM );
    			if ( pItem )
    			{
    				m_pSkinChar->SetPiece ( pItem->GetWearingFile(emIndex), m_pd3dDevice, NULL, ItemClient.GETGRADE_EFFECT(), TRUE );
    			}
    		}
    	}
    
    	/*if( m_dwTransfromSkill != SNATIVEID::ID_NULL )
    	{
    
    
    
    
    
    
    		PGLSKILL pSkill = GLSkillMan::GetInstance().GetData ( m_sSKILLFACT[m_dwTransfromSkill].sNATIVEID.wMainID, m_sSKILLFACT[m_dwTransfromSkill].sNATIVEID.wSubID );
    		if( pSkill ) 
    		{
    			for( BYTE i = 0; i < SKILL::EMTRANSFORM_NSIZE; i++ )
    			{
    				if( m_CharData.wSex == 1 )
    				{				
    					m_pSkinChar->SetPiece ( pSkill->m_sSPECIAL_SKILL.strTransform_Man[i].c_str(), m_pd3dDevice, 0X0, 0, TRUE );
    				}else{
    					m_pSkinChar->SetPiece ( pSkill->m_sSPECIAL_SKILL.strTransform_Woman[i].c_str(), m_pd3dDevice, 0X0, 0, TRUE );
    				}
    			}
    		}
    	}
    
    
    
    	//	Note : ½ºÅ³ ¹öÇÁ, »óÅÂÀÌ»ó È¿°ú »ý¼º.
    	FACTEFF::ReNewEffect ( STARGETID(CROW_PC,m_dwGaeaID,m_vPos), m_pSkinChar, m_sSKILLFACT, m_sSTATEBLOWS, m_matTrans, m_vDir );
    
    	if( GLCONST_CHAR::cCONSTCLASS[emIndex].strCLASS_EFFECT.size() != 0 )
    	{
    
    
    
    
    
    
    		DxEffcharDataMan::GetInstance().PutPassiveEffect ( m_pSkinChar, GLCONST_CHAR::cCONSTCLASS[emIndex].strCLASS_EFFECT.c_str(), &m_vDir );
    	}*/
    
    
    
    
    
    	return S_OK;
    }
    
    
    
    HRESULT CCharacterWindow::FrameMove ( float fTime, float fElapsedTime )
    {
    	GASSERT( m_pd3dDevice );
    
    	D3DXVECTOR3 vFromPt		= DxViewPort::GetInstance().GetFromPt();
    	D3DXVECTOR3 vLookatPt	= DxViewPort::GetInstance().GetLookatPt();
    	D3DXVECTOR3 vUpVec		= D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
    
    	m_pSkinChar->FrameMove( fTime,fElapsedTime );
    
    	D3DXMATRIX matTrans , matYRot;
    	D3DXMatrixTranslation ( &matTrans, vLookatPt.x, vLookatPt.y, vLookatPt.z );
    	float fThetaY = DXGetThetaYFromDirection ( vUpVec, vFromPt );
    	D3DXMatrixRotationY ( &matYRot, fThetaY );
    
    	// Get D3DX to fill in the matrix values
    	D3DXMATRIX matView;
    	D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
    
    	// Set our view matrix
    	//m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
    
    	m_matTrans = matTrans ;
    
    	return S_OK;
    }
    
    
    HRESULT	CCharacterWindow::Render ( LPDIRECT3DDEVICEQ pd3dDevice, CLIPVOLUME &cv, BOOL bRendAABB )
    {
    	GASSERT( pd3dDevice );
    	CLIPVOLUME &CV = DxViewPort::GetInstance().GetClipVolume ();
    
    //	if ( m_bNeedData && !(m_dwRevData&RECEIVE_CHARDATA) )	return S_FALSE;
    	if ( !m_pSkinChar )										return S_FALSE;
    
    	if ( bRendAABB ) EDITMESHS::RENDERAABB ( pd3dDevice, m_vMax, m_vMin );	//	Å×½ºÆ®¿ë.
    	if( !IsVisible() ) return S_OK;
    
    
    	HRESULT hr = S_OK;
    hr = CUIWindowEx::Render ( pd3dDevice );
    		if ( FAILED ( hr ) ) return hr;
    
    	return S_OK;
    }
    
    void CCharacterWindow::SetArmSwapTabButton( BOOL bArmSub )
    {
    	if( m_pPageWearEx )
    	{
    		m_pPageWearEx->SetTabButton( bArmSub );
    	}
    }
    void CCharacterWindow::SetVisiblePage ( int nPage )
    {
    	const EMCHARCLASS emCharClass = DxGlobalStage::GetInstance().GetGameStage()->GetCharJoinData().m_CharData2.m_emClass;
    	const int nClassType = CharClassToIndex ( emCharClass );
    
    	for ( int i = 0; i < nMAXPAGENEW; i++ )
    	{
    		m_pPageButton[i]->SetFlip ( FALSE );		
    	}
    	
    	m_pPageWear->SetVisibleSingle ( FALSE );
    	m_pPageWearEx->SetVisibleSingle ( FALSE );
    	m_pVehicleWindow->SetVisibleSingle ( FALSE );
    	m_pPetWindow->SetVisibleSingle ( FALSE );
    	
    	if ( nPage == 2 )
    	{
    		m_pPageButton[2]->SetFlip ( TRUE );
    		m_pPetWindow->SetVisibleSingle ( TRUE );
    	}
    	 else if ( nPage == 1 )
    	{
    		m_pPageButton[1]->SetFlip ( TRUE );
    		m_pVehicleWindow->SetVisibleSingle ( TRUE );
    	}
    	else if ( nPage == 0 )
    	{
    		m_pPageButton[0]->SetFlip ( TRUE );
    		m_pPageWear->SetVisibleSingle ( TRUE );
    		m_pPageWearEx->SetVisibleSingle ( TRUE );
    	}
    
    }

    CharacterWindow.h
    Code:
    #pragma	once
    
    #include "../Interface/UIWindowEx.h"
    #include "DxCharSham.h"
    #include "DxLandMan.h"
    #include "GLCharacter.h"
    #include "../../EngineLib/Meshs/DxSkinChar.h"
    
    class	CD3DFontPar;
    class	CBasicProgressBar;
    class	CBasicTextBox;
    class	CBasicTextButton;
    class	CBasicButton;
    class	CBasicLineBox;
    struct	GLCHARLOGIC;
    class	CInventoryPageWear;
    class	CInventoryPageWearEx;
    class	GLCharacter;
    class	DxCharSham;
    class	CBasicComboBox;
    class	CBasicComboBoxRollOver;
    class	DxLandMan;
    class	DxSkinCharData;
    class	CPetWindow;
    class	CVehicleWindow;
    
    class CCharacterWindow : public CUIWindowEx 
    {
    
    protected:
    	enum
    	{
    		nMAXPAGENEW = 3
    	};
    	enum
    	{ 
    		RNCHARACTER_WINDOW_CHAR_TAP = ET_CONTROL_NEXT,
    		RNCHARACTER_WINDOW_VEHICLE_TAP,
    		RNCHARACTER_WINDOW_PET_TAP,
    		CHARACTER_BIRGHTER,
    		CHARACTER_WINDOW_STAT_POW_PLUS_BUTTON,
    		CHARACTER_WINDOW_STAT_DEX_PLUS_BUTTON,
    		CHARACTER_WINDOW_STAT_SPI_PLUS_BUTTON,
    		CHARACTER_WINDOW_STAT_STR_PLUS_BUTTON,
    		CHARACTER_WINDOW_STAT_STA_PLUS_BUTTON,
    		CHARACTER_WINDOW_STAT_POW_MINUS_BUTTON,
    		CHARACTER_WINDOW_STAT_DEX_MINUS_BUTTON,
    		CHARACTER_WINDOW_STAT_SPI_MINUS_BUTTON,
    		CHARACTER_WINDOW_STAT_STR_MINUS_BUTTON,
    		CHARACTER_WINDOW_STAT_STA_MINUS_BUTTON,
    		CHARACTER_WINDOW_STAT_OK,
    		CHARACTER_WINDOW_STAT_CANCEL,
    		CHARACTER_WINDOW_INVENTORY_PAGEWEAR,
    		CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX,
    		CHARACTER_VEHICLEWINDOW,
    		CHARACTER_PETWINDOW,
    	};
    
    public:
        CCharacterWindow ();
    	virtual	~CCharacterWindow ();
    
    
    public:
    virtual HRESULT InitDeviceObjects ( LPDIRECT3DDEVICEQ pd3dDevice );
    	virtual	HRESULT	Render  ( LPDIRECT3DDEVICEQ pd3dDevice, CLIPVOLUME &cv, BOOL bRendAABB );
    	virtual void Update ( int x, int y, BYTE LB, BYTE MB, BYTE RB, int nScroll, float fElapsedTime, BOOL bFirstControl );
    	virtual	void TranslateUIMessage ( UIGUID ControlID, DWORD dwMsg );
    	virtual	void SetVisibleSingle ( BOOL bVisible );
    	virtual void SetGlobalPos(const D3DXVECTOR2& vPos);
    	virtual HRESULT FrameMove ( float fTime, float fElapsedTime );
    	virtual HRESULT UpdateSuit ();
    
    public:
    	void	CreateSubControl ();
    
    	void	LoadComboData ();
    	void	LoadItem ();
    
    
    	GLCharacter*		m_CharacterNew;
    	DxCharSham			m_NewCharSham;
    	D3DCAPSQ			m_d3dCaps;
    	D3DSURFACE_DESC		m_d3dsdBackBuffer;
    	DxLandMan			m_LandLogin;
    
    	DxSkinChar*			m_pSkinChar;
    	D3DXMATRIX			m_matTrans;
    	D3DXVECTOR3			m_vMaxOrg;
    	D3DXVECTOR3			m_vMinOrg;
    	D3DXVECTOR3			m_vDir;
    	D3DXVECTOR3			m_vDirOrig;
    	D3DXVECTOR3			m_vPos;
    	D3DXVECTOR3			m_vMax;
    	D3DXVECTOR3			m_vMin;
    
    	BOOL	IsCurUseArm( EMSLOT emSlot );
    	BOOL IsUseArmSub() const			{ return m_CharacterNew->m_bUseArmSub; }
    private:
    	CBasicTextBox*		CreateStaticControl ( char* szConatrolKeyword, CD3DFontPar* pFont, int nAlign, const UIGUID& cID = NO_ID );
    	CBasicTextButton*	CreateTextButton23 ( const char* szButton, UIGUID ControlID, const char* szText );
    	CBasicTextButton*	CreateTextButton24 ( const char* szButton, UIGUID ControlID, const char* szText );
    	CBasicTextButton*	CreateTextButton25 ( const char* szButton, UIGUID ControlID, const char* szText );
    
    //private:
    //	void	SetPointControl ( BOOL bPointUsable );
    //
    private:	//	À̸§,Ŭ·¡½º
    	void	SetName ( const GLCHARLOGIC& sCharData );
    	void	SetLevel ( const GLCHARLOGIC& sCharData );
    //
    private:	//	Stat
    	void	SetPow ( const GLCHARLOGIC& sCharData );
    	void	SetDex ( const GLCHARLOGIC& sCharData );
    	void	SetSpi ( const GLCHARLOGIC& sCharData );
    	void	SetStr ( const GLCHARLOGIC& sCharData );
    	void	SetSta ( const GLCHARLOGIC& sCharData );
    
    	void	SetPowUp ( int num,const GLCHARLOGIC& sCharData );
    	void	SetDexUp ( int num,const GLCHARLOGIC& sCharData );
    	void	SetSpiUp ( int num,const GLCHARLOGIC& sCharData );
    	void	SetStrUp ( int num,const GLCHARLOGIC& sCharData );
    	void	SetStaUp ( int num,const GLCHARLOGIC& sCharData );
    	void	SetPoint ( const GLCHARLOGIC& sCharData );
    //
    private:	//	Status
    	void	SetDamage ( const GLCHARLOGIC& sCharData );
    	void	SetDefense ( const GLCHARLOGIC& sCharData );
    	void	SetReqPa ( const GLCHARLOGIC& sCharData );
    	void	SetReqSa ( const GLCHARLOGIC& sCharData );
    	void	SetReqMa ( const GLCHARLOGIC& sCharData );
    	void	SetHitRate ( const GLCHARLOGIC& sCharData );
    	void	SetAvoidRate ( const GLCHARLOGIC& sCharData );
    	void	SetHP ( const GLCHARLOGIC& sCharData );
    	void	SetMP ( const GLCHARLOGIC& sCharData );
    	void	SetSP ( const GLCHARLOGIC& sCharData );
    
    	void	SetFireResi ( const GLCHARLOGIC& sCharData );
    	void	SetColdResi ( const GLCHARLOGIC& sCharData );
    	void	SetElectricResi ( const GLCHARLOGIC& sCharData );
    	void	SetPoisonResi ( const GLCHARLOGIC& sCharData );
    	void	SetSpiritResi ( const GLCHARLOGIC& sCharData );
    
    	void	SetBright ( const GLCHARLOGIC& sCharData );
    //	void	SetPKState ( const GLCHARLOGIC& sCharData );
    	void	SetGrade ( const GLCHARLOGIC& sCharData );
    	void	SetActivityPoint ( const GLCHARLOGIC& sCharData );	//	»ýȰÁ¡¼ö
    	void	SetAcademy_Department ( const GLCHARLOGIC& sCharData );		//	Çб³
    	void	SetNumber2 ( int nIndex, int nNumber );
    	void	SetNumber3 ( int nIndex, int nNumber );
    	void	ResetNumber ( int nIndex );
    
    private:
    	LPDIRECT3DDEVICEQ	m_pd3dDevice;
    	GLCharacter*		m_pCharacter;
    	CBasicTextBox*		m_pNameText;
    
    
    private:	//	Stats
    	CBasicButton*	m_pButtonPlus[5];
    	CBasicButton*	m_pButtonMinus[5];
    
    	CBasicButton*	m_pButtonOk;
    	CBasicButton*	m_pButtonCancel;
    
    	CBasicTextBox*	m_pPowText;
    	CBasicTextBox*	m_pDexText;
    	CBasicTextBox*	m_pSpiText;
    	CBasicTextBox*	m_pIntText;
    	CBasicTextBox*	m_pStrText;
    	CBasicTextBox*	m_pStaText;
    
    	CBasicTextBox*	m_pPowTextUp;
    	CBasicTextBox*	m_pDexTextUp;
    	CBasicTextBox*	m_pSpiTextUp;
    	CBasicTextBox*	m_pIntTextUp;
    	CBasicTextBox*	m_pStrTextUp;
    	CBasicTextBox*	m_pStaTextUp;
    
    	CBasicTextBox*	m_pPowTextStatic;
    	CBasicTextBox*	m_pDexTextStatic;
    	CBasicTextBox*	m_pSpiTextStatic;
    	CBasicTextBox*	m_pIntTextStatic;
    	CBasicTextBox*	m_pStrTextStatic;
    	CBasicTextBox*	m_pStaTextStatic;
    
    	CBasicTextBox*	m_pPointTextStatic;
    	CBasicTextBox*	m_pPointText;
    
    	int		m_pNewPow;
    	int		m_pNewDex;
    	int		m_pNewSpi;
    	int		m_pNewStr;
    	int		m_pNewSta;
    	int		m_pNewPoint;
    	int		nIndex;
    
    
    	CInventoryPageWear*	m_pPageWear;
    	CInventoryPageWearEx* m_pPageWearEx;
    
    private:	//	Status
    	CBasicTextBox*	m_pLevelText;
    	CBasicTextBox*	m_pClubText;
    	CBasicTextBox*	m_pDamageHighTextStatic;
    	CBasicTextBox*	m_pDamageLowTextStatic;
    	CBasicTextBox*	m_pDefenseTextStatic;
    	CBasicTextBox*	m_pReqPaTextStatic;
    	CBasicTextBox*	m_pReqSaTextStatic;	
    	CBasicTextBox*	m_pReqMaTextStatic;	
    	CBasicTextBox*	m_pHitRateTextStatic;
    	CBasicTextBox*	m_pAvoidRateTextv;
    	CBasicTextBox*	m_pHPTextStatic;
    	CBasicTextBox*	m_pMPTextStatic;
    	CBasicTextBox*	m_pSPTextStatic;
    
    	CBasicTextBox*	m_pDamageHighText;
    	CBasicTextBox*	m_pDamageLowText;
    	CBasicTextBox*	m_pDefenseText;
    	CBasicTextBox*	m_pReqPaText;
    	CBasicTextBox*	m_pReqSaText;	
    	CBasicTextBox*	m_pReqMaText;	
    	CBasicTextBox*	m_pHitRateText;
    	CBasicTextBox*	m_pAvoidRateText;
    	CBasicTextBox*	m_pHPText;
    	CBasicTextBox*	m_pMPText;
    	CBasicTextBox*	m_pSPText;
    
    	CBasicTextBox*	m_pDamageHighTextUp;
    	CBasicTextBox*	m_pDamageLowTextUp;
    	CBasicTextBox*	m_pDefenseTextUp;
    	CBasicTextBox*	m_pReqPaTextUp;
    	CBasicTextBox*	m_pReqSaTextUp;	
    	CBasicTextBox*	m_pReqMaTextUp;	
    	CBasicTextBox*	m_pHitRateTextUp;
    	CBasicTextBox*	m_pAvoidRateTextUp;
    	CBasicTextBox*	m_pHPTextUp;
    	CBasicTextBox*	m_pMPTextUp;
    	CBasicTextBox*	m_pSPTextUp;
    
    private:	//	µéÒ¹·Ò¹
    	CBasicTextBox*	m_pFireTextStatic;
    	CBasicTextBox*	m_pColdTextStatic;
    	CBasicTextBox*	m_pElectricTextStatic;
    	CBasicTextBox*	m_pPoisonTextStatic;
    	CBasicTextBox*	m_pSpiritTextStatic;
    
    	CBasicTextBox*	m_pFireText;
    	CBasicTextBox*	m_pColdText;
    	CBasicTextBox*	m_pElectricText;
    	CBasicTextBox*	m_pPoisonText;
    	CBasicTextBox*	m_pSpiritText;
    
    private:	//	ÊèǹµÑÇ
    	CBasicTextBox*	m_pAcademy_Department;
    	CBasicTextBox*	m_pActivityPointText;
    	CBasicTextBox*	m_pActivityPointValue;
    	CBasicTextBox*	m_pPKStateText;
    	CBasicTextBox*	m_pDepartment;
    	CUIControl*		m_pBrightFrame;
    	CUIControl*		m_pBrightSlider;
    	CBasicTextBox*	m_pGradeText;
    	CBasicTextBox*	m_pGradeValue;
    	CBasicTextBox*  m_pMobileText;
    
    private: //Interface
    	CUIControl*		m_bg_white;
    	CBasicTextButton*	m_pPageButton[nMAXPAGENEW];
    
    	CBasicLineBox*  m_pBackLine1;
    	CBasicLineBox*  m_pBackLine2;
    
    	CBasicLineBox*  m_pStatusLine1;
    	CBasicLineBox*  m_pStatusLine2;
    	CBasicLineBox*  m_pStatusLine3;
    	CBasicLineBox*  m_pStatusLine4;
    	CBasicLineBox*  m_pStatusLine5;
    	CBasicLineBox*  m_pStatusLine6;
    	CBasicLineBox*  m_pStatusLine7;
    	CBasicLineBox*  m_pStatusLine8;
    	CBasicLineBox*  m_pStatusLine9;
    
    private:
    CVehicleWindow*		m_pVehicleWindow;
    CPetWindow*			m_pPetWindow;
    CBasicTextButton*	CreateTextButton ( const char* szButton, UIGUID ControlID, const char* szText );
    
    public:
    
    void	SetArmSwapTabButton( BOOL bVisible );
    void	SetVisiblePage ( int nPage );
    CPetWindow*				GetPetWindow()					{ return m_pPetWindow; }
    
    };
    CharacterWindowEx.cpp
    Code:
    #include "StdAfx.h"
    #include "CharacterWindow.h"
    
    #include "../EngineUILib/GUInterface/BasicTextBox.h"
    #include "../EngineUILib/GUInterface/BasicProgressBar.h"
    #include "../EngineUILib/GUInterface/BasicButton.h"
    #include "GLGaeaClient.h"
    #include "UITextControl.h"
    #include "GameTextControl.h"
    #include "GLogicData.h"
    #include "ItemSlot.h"
    
    #ifdef _DEBUG
    #define new DEBUG_NEW
    #endif
    
    void CCharacterWindow::SetLevel ( const GLCHARLOGIC& sCharData )
    {
    	const WORD& wLevel = sCharData.m_wLevel;
    	const DWORD& wClub = sCharData.m_dwGuild;
    
        CString strCombine;
    	strCombine.Format ( "Lv.%d ", wLevel );
    	if ( m_pLevelText )
    	{
    		m_pLevelText->SetOneLineText ( strCombine + sCharData.m_szName, NS_UITEXTCOLOR::WHITE );
    	}
    	strCombine.Format ( "[%s]",wClub );
    	if ( m_pClubText )
    	{
    		if(wClub == 0)
    		{
    			strCombine.Format ( "[%s]",ID2GAMEWORD("CLUB_TEXT_STATIC", 14) );
    		}
    		m_pClubText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::YELLOW );
    	}
    }
    
    void CCharacterWindow::SetName ( const GLCHARLOGIC& sCharData )
    {
    	if ( m_pNameText )
    	{
    		m_pNameText->SetOneLineText ( sCharData.m_szName, NS_UITEXTCOLOR::ORANGE );
    	}
    }
    
    void CCharacterWindow::SetBright ( const GLCHARLOGIC& sCharData )
    {
    	const int nMIN = -100;
    	const int nMAX = 100;
    	const int nRANGE = nMAX - nMIN;
    
    	int nPercent = sCharData.GETBRIGHTPER ();
    	nPercent = -(nPercent);	//	À̹ÌÁö°¡ ¹Ý´ë·Î µÚÁýÇôÀ־.
    	if ( nPercent < nMIN ) nPercent = nMIN;
    	if ( nPercent > nMAX ) nPercent = nMAX;
    
    	nPercent += nMAX;
    
    	float fPercent = static_cast<float>(nPercent) / static_cast<float>(nRANGE);
    
    	const UIRECT& rcFramePos = m_pBrightFrame->GetGlobalPos ();
    	const UIRECT& rcThumbPos = m_pBrightSlider->GetGlobalPos ();
    
    	float fMOVE = (rcFramePos.sizeX - rcThumbPos.sizeX) * fPercent;
    	float fLeft = rcFramePos.left + fMOVE;
    
    	m_pBrightSlider->SetGlobalPos ( D3DXVECTOR2 ( fLeft, rcThumbPos.top ) );
    }
    
    
    void CCharacterWindow::SetGrade ( const GLCHARLOGIC& sCharData )
    {
    	if ( m_pGradeText && m_pGradeValue )
    	{
    		CString strCombine;
    		strCombine.Format ( "%d", sCharData.m_nLiving );
    		m_pGradeText->SetOneLineText ( ID2GAMEWORD("CHARACTER_SOCIAL_STATIC",7), NS_UITEXTCOLOR::SILVER );
    		m_pGradeValue->SetOneLineText ( strCombine , NS_UITEXTCOLOR::SILVER);
    	}
    }
    
    void CCharacterWindow::SetActivityPoint ( const GLCHARLOGIC& sCharData )
    {
    	if ( m_pActivityPointText && m_pActivityPointValue)
    	{
    		CString strCombine;
    		strCombine.Format ( "%d", sCharData.m_nLiving );
    		m_pActivityPointText->SetOneLineText ( ID2GAMEWORD("CHARACTER_SOCIAL_STATIC",2), NS_UITEXTCOLOR::SILVER );
    		m_pActivityPointValue->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    	}
    }
    
    void CCharacterWindow::SetAcademy_Department ( const GLCHARLOGIC& sCharData )
    {
    	if ( m_pAcademy_Department )
    	{
    		CString strCombine;
    		strCombine.Format ( "%s,%s", ID2GAMEWORD("ACADEMY_NAME",sCharData.m_wSchool), COMMENT::CHARCLASS[CharClassToIndex(sCharData.m_emClass)].c_str() );
    		m_pAcademy_Department->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    	}
    }
    
    void CCharacterWindow::SetPoint ( const GLCHARLOGIC& sCharData )
    {
    	if ( sCharData.m_wStatsPoint < 0)	return;
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_wStatsPoint );
    	if ( m_pPointText ) m_pPointText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::GOLD );
    
    }
    //	Stat	
    void CCharacterWindow::SetPow ( const GLCHARLOGIC& sCharData )
    {
    	m_pPowText->ClearText ();
    
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMSTATS.wPow );
    	m_pPowText->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    	
    }
    
    void CCharacterWindow::SetDex ( const GLCHARLOGIC& sCharData )
    {
    	m_pDexText->ClearText ();
    
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMSTATS.wDex );
    	m_pDexText->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetSpi ( const GLCHARLOGIC& sCharData )
    {
    	m_pSpiText->ClearText ();
    
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMSTATS.wSpi );
    	m_pSpiText->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    
    }
    
    void CCharacterWindow::SetStr ( const GLCHARLOGIC& sCharData )
    {
    	m_pStrText->ClearText ();
    
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMSTATS.wStr ); 
    	m_pStrText->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetSta ( const GLCHARLOGIC& sCharData )
    {
    	m_pStaText->ClearText ();
    
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMSTATS.wSta ); 
    	m_pStaText->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    
    }
    
    
    void CCharacterWindow::SetPowUp ( int num,const GLCHARLOGIC& sCharData )
    {
    	m_pPowTextUp->ClearText ();
    	CString strCombine;
    	strCombine.Format ( "(%d)", sCharData.m_sSUMSTATS.wPow + num );
    	m_pPowTextUp->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    void CCharacterWindow::SetDexUp ( int num,const GLCHARLOGIC& sCharData )
    {
    	m_pDexTextUp->ClearText ();
    	CString strCombine;
    	strCombine.Format ( "(%d)", sCharData.m_sSUMSTATS.wDex + num );
    	m_pDexTextUp->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    void CCharacterWindow::SetSpiUp ( int num,const GLCHARLOGIC& sCharData )
    {
    	m_pSpiTextUp->ClearText ();
    	CString strCombine;
    	strCombine.Format ( "(%d)", sCharData.m_sSUMSTATS.wSpi + num );
    	m_pSpiTextUp->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    void CCharacterWindow::SetStrUp ( int num,const GLCHARLOGIC& sCharData )
    {
    	m_pStrTextUp->ClearText ();
    	CString strCombine;
    	strCombine.Format ( "(%d)", sCharData.m_sSUMSTATS.wStr + num );
    	m_pStrTextUp->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    void CCharacterWindow::SetStaUp ( int num,const GLCHARLOGIC& sCharData )
    {
    	m_pStaTextUp->ClearText ();
    	CString strCombine;
    	strCombine.Format ( "(%d)", sCharData.m_sSUMSTATS.wSta + num );
    	m_pStaTextUp->AddText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    //	Status
    void CCharacterWindow::SetDamage ( const GLCHARLOGIC& sCharData )
    {	
    	const int& nLow = sCharData.GETFORCE_LOW ();
    	const int& nHigh = sCharData.GETFORCE_HIGH ();
    
    	CString strCombine;
    	strCombine.Format ( "%d", nLow );
    	if ( m_pDamageLowText ) m_pDamageLowText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    
    	strCombine.Format ( "%d", nHigh );
    	if ( m_pDamageHighText ) m_pDamageHighText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetDefense ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.GETDEFENSE () );
    	if ( m_pDefenseText ) m_pDefenseText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetReqPa ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_wSUM_PA );
    	if ( m_pReqPaText ) m_pReqPaText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetReqSa ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_wSUM_SA );
    	if ( m_pReqSaText ) m_pReqSaText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetReqMa ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_wSUM_MA );
    	if ( m_pReqMaText ) m_pReqMaText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetHitRate ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.GETHIT () );
    	if ( m_pHitRateText ) m_pHitRateText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetHP ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.GETMAXHP () );
    	if ( m_pHPText ) m_pHPText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetMP ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sMP.wHigh );
    	if ( m_pMPText ) m_pMPText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetSP ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSP.wHigh );
    	if ( m_pSPText ) m_pSPText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetAvoidRate ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.GETAVOID () );
    	if ( m_pAvoidRateText ) m_pAvoidRateText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetFireResi ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMRESIST_SKILL.nFire );
    	if ( m_pFireText ) m_pFireText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetColdResi ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMRESIST_SKILL.nIce );
    	if ( m_pColdText ) m_pColdText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetElectricResi ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMRESIST_SKILL.nElectric );
    	if ( m_pElectricText ) m_pElectricText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetPoisonResi ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMRESIST_SKILL.nPoison );
    	if ( m_pPoisonText ) m_pPoisonText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }
    
    void CCharacterWindow::SetSpiritResi ( const GLCHARLOGIC& sCharData )
    {
    	CString strCombine;
    	strCombine.Format ( "%d", sCharData.m_sSUMRESIST_SKILL.nSpirit );
    	if ( m_pSpiritText ) m_pSpiritText->SetOneLineText ( strCombine, NS_UITEXTCOLOR::SILVER );
    }

    CharacterWindowMsg.cpp
    Code:
    #include "StdAfx.h"
    #include "./CharacterWindow.h"
    
    #include "../G-Logic/GLGaeaClient.h"
    
    #include "../EngineUILib/GUInterface/BasicTextBox.h"
    #include "../EngineUILib/GUInterface/BasicButton.h"
    
    #include "../Interface/ModalCallerID.h"
    #include "../Interface/ModalWindow.h"
    #include "../Interface/InnerInterface.h"
    #include "../Interface/UITextControl.h"
    #include "../Interface/GameTextControl.h"
    #include "InventoryPageWear.h"
    #include "InventoryPageWearEx.h"
    
    #ifdef _DEBUG
    #define new DEBUG_NEW
    #endif
    
    void CCharacterWindow::TranslateUIMessage ( UIGUID ControlID, DWORD dwMsg )
    {
    	CUIWindowEx::TranslateUIMessage ( ControlID, dwMsg );
    
    	const GLCHARLOGIC& sCharData = GLGaeaClient::GetInstance().GetCharacterLogic ();
    
    	const float fBUTTON_CLICK = CBasicButton::fBUTTON_CLICK;
    
    	switch ( ControlID )
    	{
    	case ET_CONTROL_TITLE:
    	case ET_CONTROL_TITLE_F:
    		{
    			if ( (dwMsg & UIMSG_LB_DUP) && CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				CInnerInterface::GetInstance().SetDefaultPosInterface( CHARACTER_WINDOW );
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_POW_PLUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( sCharData.m_wStatsPoint > 0 )
    					{
    						m_pNewPow++;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointDown();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_DEX_PLUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( sCharData.m_wStatsPoint > 0)
    					{
    						m_pNewDex++;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointDown();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_SPI_PLUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( sCharData.m_wStatsPoint > 0)
    					{
    						m_pNewSpi++;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointDown();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_STR_PLUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( sCharData.m_wStatsPoint > 0 )
    					{
    						m_pNewStr++;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointDown();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_STA_PLUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( sCharData.m_wStatsPoint > 0)
    					{
    						m_pNewSta++;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointDown();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_POW_MINUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( m_pNewPow > 0)
    					{
    						m_pNewPow--;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointUp();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_DEX_MINUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( m_pNewDex > 0)
    					{
    						m_pNewDex--;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointUp();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_SPI_MINUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( m_pNewSpi > 0)
    					{
    						m_pNewSpi--;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointUp();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_STR_MINUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( m_pNewStr > 0)
    					{
    						m_pNewStr--;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointUp();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_STA_MINUS_BUTTON:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					if ( m_pNewSta > 0)
    					{
    						m_pNewSta--;
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointUp();
    					}
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_OK:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_DOWN_LIKE ( dwMsg ) )
    				{
    				}
    
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{	
    					int num = m_pNewPow + m_pNewDex + m_pNewSpi + m_pNewStr + m_pNewSta;
    					for (int i = 0; i < num; i++)
    					{
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointUp();
    					}
    					if ( m_pNewPow > 0)
    					{
    						for ( int i = 0; i < m_pNewPow; i++)
    						{
    							GLGaeaClient::GetInstance().GetCharacter()->ReqStatsUp ( EMPOW );
    						}
    					}
    					if ( m_pNewDex > 0)
    					{
    						for ( int i = 0; i < m_pNewDex; i++)
    						{
    							GLGaeaClient::GetInstance().GetCharacter()->ReqStatsUp ( EMDEX );
    						}
    					}
    					if ( m_pNewSpi > 0)
    					{
    						for ( int i = 0; i < m_pNewSpi; i++)
    						{
    							GLGaeaClient::GetInstance().GetCharacter()->ReqStatsUp ( EMSPI );
    						}
    					}
    					if ( m_pNewStr > 0)
    					{
    						for ( int i = 0; i < m_pNewStr; i++)
    						{
    							GLGaeaClient::GetInstance().GetCharacter()->ReqStatsUp ( EMSTR );
    						}
    					}
    					if ( m_pNewSta > 0)
    					{
    						for ( int i = 0; i < m_pNewSta; i++)
    						{
    							GLGaeaClient::GetInstance().GetCharacter()->ReqStatsUp ( EMSTA );
    						}
    					}
    					m_pNewPow = 0;
    					m_pNewDex = 0;
    					m_pNewSpi = 0;
    					m_pNewStr = 0;
    					m_pNewSta = 0;
    				}
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_STAT_CANCEL:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				if ( CHECK_LB_UP_LIKE ( dwMsg ) )
    				{					
    					int num = m_pNewPow + m_pNewDex + m_pNewSpi + m_pNewStr + m_pNewSta;
    					for (int i = 0; i < num; i++)
    					{
    						GLGaeaClient::GetInstance().GetCharacter()->SetStatusPointUp();
    					}
    					m_pNewPow = 0;
    					m_pNewDex = 0;
    					m_pNewSpi = 0;
    					m_pNewStr = 0;
    					m_pNewSta = 0;
    				}
    
    			}
    		}
    		break;
    	case CHARACTER_BIRGHTER:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				GLCharacter* pCharacter = GLGaeaClient::GetInstance().GetCharacter ();
    
    				CString strTemp;				
    				strTemp.Format ( "%d", pCharacter->m_nBright );
    
    				CInnerInterface::GetInstance().SHOW_COMMON_LINEINFO ( strTemp, NS_UITEXTCOLOR::WHITE );
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_INVENTORY_PAGEWEAR:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				int nIndex = m_pPageWear->GetItemIndex ();
    				if ( nIndex < 0 ) return ;				
    
    				{
    					SITEMCUSTOM sItemCustom = m_pPageWear->GetItem ( nIndex );
    					if ( sItemCustom.sNativeID != NATIVEID_NULL () )
    					{
    						CInnerInterface::GetInstance().SHOW_ITEM_INFO ( sItemCustom, FALSE, FALSE, FALSE, USHRT_MAX, USHRT_MAX );
    					}
    				}
    
    				if ( dwMsg & UIMSG_LB_UP )
    				{
    					EMSLOT emSlot = m_pPageWear->GetItemSlot ();
    					GLGaeaClient::GetInstance().GetCharacter()->ReqSlotTo ( emSlot );
    				}		
    			}
    		}
    		break;
    	case CHARACTER_WINDOW_INVENTORY_PAGEWEAR_EX:
    		{
    			if ( CHECK_MOUSE_IN ( dwMsg ) )
    			{
    				int nIndex = m_pPageWearEx->GetItemIndex ();
    				if ( nIndex < 0 ) return ;				
    
    				{
    					SITEMCUSTOM sItemCustom = m_pPageWearEx->GetItem ( nIndex );
    					if ( sItemCustom.sNativeID != NATIVEID_NULL () )
    					{
    						CInnerInterface::GetInstance().SHOW_ITEM_INFO ( sItemCustom, FALSE, FALSE, FALSE, USHRT_MAX, USHRT_MAX );
    					}
    				}
    
    				if ( dwMsg & UIMSG_LB_UP )
    				{
    					EMSLOT emSlot = m_pPageWearEx->GetItemSlot ();
    					GLGaeaClient::GetInstance().GetCharacter()->ReqSlotTo ( emSlot );
    				}
    			}
    		}
    		break;
    
    		case RNCHARACTER_WINDOW_CHAR_TAP: 
    			{
    				if ( CHECK_MOUSEIN_LBUPLIKE ( dwMsg ) )
    					{
    						SetVisiblePage (0);
    					}
    			}
    		break;
    
    		case RNCHARACTER_WINDOW_VEHICLE_TAP: 
    			{
    				if ( CHECK_MOUSEIN_LBUPLIKE ( dwMsg ) )
    				{
    					SetVisiblePage (1);
    				}
    			}
    		break;
    
    		case RNCHARACTER_WINDOW_PET_TAP: 
    			{
    				if ( CHECK_MOUSEIN_LBUPLIKE ( dwMsg ) )
    				{
    					SetVisiblePage (2);
    				}
    			}
    		break;
    	}
    }
    CharacterWindowUpdate.cpp
    Code:
    #include "StdAfx.h"
    #include "CharacterWindow.h"
    #include "GLGaeaClient.h"
    #include "../EngineUILib/GUInterface/BasicButton.h"
    #include "../EngineUILib/GUInterface/BasicTextBox.h"
    
    #ifdef _DEBUG
    #define new DEBUG_NEW
    #endif
    
    void CCharacterWindow::Update ( int x, int y, BYTE LB, BYTE MB, BYTE RB, int nScroll, float fElapsedTime, BOOL bFirstControl )
    {	
    	const GLCHARLOGIC& sCharData = GLGaeaClient::GetInstance().GetCharacterLogic ();	
    	BOOL bPointUsable = (sCharData.m_wStatsPoint)?TRUE:FALSE;
    
    //	½ºÅÈ ÄÁÆ®·Ñ
    	//SetPointControl ( bPointUsable );
    
    //	À̸§,Ŭ·¡½º	
    	SetName ( sCharData );
    
    //	°æÇèÄ¡
    //	SetEXP ( sCharData );
    
    //	Stat	
    	SetPow ( sCharData );
    	SetDex ( sCharData );
    	SetSpi ( sCharData );
    	SetStr ( sCharData );
    	SetSta ( sCharData );
    
    	SetPowUp ( m_pNewPow,sCharData );
    	SetDexUp ( m_pNewDex,sCharData );
    	SetSpiUp ( m_pNewSpi,sCharData );
    	SetStrUp ( m_pNewStr,sCharData );
    	SetStaUp ( m_pNewSta,sCharData );
    	SetPoint ( sCharData );
    //
    ////	Status
    	SetLevel ( sCharData );
    	SetDamage ( sCharData );
    	SetDefense ( sCharData );
    	SetReqPa ( sCharData );
    	SetReqSa ( sCharData );	
    	SetReqMa ( sCharData );	
    	SetHP ( sCharData );
    	SetMP ( sCharData );
    	SetSP ( sCharData );
    	SetHitRate ( sCharData );
    	SetAvoidRate ( sCharData );
    
    	SetFireResi ( sCharData );
    	SetColdResi ( sCharData );
    	SetElectricResi ( sCharData );
    	SetPoisonResi ( sCharData );
    	SetSpiritResi ( sCharData );
    
    	SetAcademy_Department ( sCharData );
    	SetActivityPoint ( sCharData );
    	SetBright ( sCharData );
    	SetGrade ( sCharData );
    
    	CUIWindow::Update ( x, y, LB, MB, RB, nScroll, fElapsedTime, bFirstControl );
    
    
    }
    
    void CCharacterWindow::SetVisibleSingle ( BOOL bVisible )
    {
    	CUIWindow::SetVisibleSingle( bVisible );
    
    	if( bVisible )
    	{
    		const GLCHARLOGIC& sCharData = GLGaeaClient::GetInstance().GetCharacterLogic ();
    		//SetPhoneNumber( sCharData.m_szPhoneNumber );
    	}
    }
    GLCharacter.h
    Code:
    public:
    	HRESULT SetPosition ( D3DXVECTOR3 vPos );
    	virtual const D3DXVECTOR3 &GetPosition ()	{ return m_vPos; }
    	float GetDirection ();
    	D3DXVECTOR3 GetDirectionVector () { return m_vDir; }
            D3DXVECTOR3 GetOrig()	{ return m_vDirOrig; }
    	D3DXMATRIX	GetMatrix()	{ return m_matTrans; }

    NOTE : I DONT KNOW IF THIS IS COMPATIBLE WITH NEO SOURCE OR NOT..T.A.E (NOT TESTED)
    Last edited by AsenDURE; 10-12-13 at 10:34 PM.

  4. #514
    Ì lövê ¥öµ! Fusion7 is offline
    MemberRank
    Jun 2009 Join Date
    MalaysiaLocation
    1,923Posts

    Re: Neo Source

    give some reputation or like for this released ;)) mybe he/she will released "MORE" soon hehe

  5. #515
    Account Upgraded | Title Enabled! laukinfai001 is offline
    MemberRank
    May 2007 Join Date
    349Posts

    Re: Neo Source

    i hope share this ;D

  6. #516
    Ì lövê ¥öµ! Fusion7 is offline
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    Jun 2009 Join Date
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    1,923Posts

    Re: Neo Source

    dont expect too much bro ;))

  7. #517
    Proficient Member kopral105 is offline
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    Feb 2012 Join Date
    168Posts

    Re: Neo Source

    sir fusion can you share your gui ?

  8. #518
    sapadia.net geger009 is offline
    DeveloperRank
    Mar 2011 Join Date
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    1,009Posts

    Re: Neo Source

    Quote Originally Posted by laukinfai001 View Post
    i hope share this ;D
    see AsenDURE post above..i'm realy sure you will got that if you read the code carefully..

  9. #519
    c++ CNDev is offline
    MemberRank
    Oct 2010 Join Date
    1,678Posts

    Re: Neo Source

    Quote Originally Posted by geger009 View Post
    see AsenDURE post above..i'm realy sure you will got that if you read the code carefully..
    ######################################
    Last edited by CNDev; 10-12-13 at 07:17 PM.

  10. #520
    Ì lövê ¥öµ! Fusion7 is offline
    MemberRank
    Jun 2009 Join Date
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    1,923Posts

    Re: Neo Source

    Quote Originally Posted by Stack Overflow View Post
    yeah code is already been there
    Any clue ??

    Sent from my GT-I9300 using Tapatalk 2

  11. #521
    Account Upgraded | Title Enabled! jayanna1421 is offline
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    Jun 2013 Join Date
    SEOUL,KOREALocation
    368Posts

    Re: Neo Source

    Quote Originally Posted by wrongteousOne View Post
    Anyone here successfully open crow mnsf using mobnpc editor?

    item isf/skill` works fine but failed in crow mnsf.

    i`ve tried to decypt it` succeed accordingly but it seems that file remain encrypted..

    Any advice guys..
    how did you open your skill and item editor??

    @fusion

    can you share me your texture/gui with dual weapon slot and pet and vehicle
    Last edited by jayanna1421; 10-12-13 at 07:57 PM.

  12. #522
    Proficient Member kopral105 is offline
    MemberRank
    Feb 2012 Join Date
    168Posts

    Re: Neo Source

    @jayanna1421 just dec your item.isf , ItemStrTable.txt and comment.ini and put besides 1logic.rcc and for skill just dec your skill.ssf , SkillStrTable.txt

  13. #523
    The Project GIGABIT is offline
    MemberRank
    Feb 2012 Join Date
    The GameLocation
    771Posts

    Re: Neo Source

    how to fix skill name i change name of skill.isf in my skilleditor i already decrypt it then i use my emulator still loading-loading-loading only?

  14. #524
    Ì lövê ¥öµ! Fusion7 is offline
    MemberRank
    Jun 2009 Join Date
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    1,923Posts

    Re: Neo Source

    Quote Originally Posted by CrimsonRockz View Post
    how to fix skill name i change name of skill.isf in my skilleditor i already decrypt it then i use my emulator still loading-loading-loading only?
    after use any editor encrypt and pack back into .rcc

  15. #525
    The Project GIGABIT is offline
    MemberRank
    Feb 2012 Join Date
    The GameLocation
    771Posts

    Re: Neo Source

    [QUOTE=jayanna1421;7898594]how did you open your skill and item editor??

    decrypt the item.isf and skill.isf
    English language decrypt the comment.ini to become english
    crow.mnsf extract
    animation
    skinobject



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