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Recent content by Kiosani

  1. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Duel Master Class Custom Skill Dark Fire: You must be registered for see element.
  2. Kiosani

    [Development] Mu Master - Server side editor

    This Project is Nice, good job!
  3. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    (RENEWED) Blade Master Class Custom Skill Flying Lunge: You must be registered for see element. High Elf Class Custom Skill Poison Arrows: You must be registered for see element.
  4. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    You must be registered for see element.
  5. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    You must be registered for see element.
  6. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    For a while now I've avoided having to decompile things, even so... if you know their indexes, you could try it yourself, and while you're at it, you'll learn something new.
  7. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    I don't know man, I think it is only important to know the indicator or index of each of these Skills in Skill.txt or in MasterSkillTree.txt (it is assumed that on the Client side, they will have the same ids). Everything else can be done from having this minimal information, of course this is...
  8. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    You must be registered for see element. You must be registered for see element.
  9. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Working fine for me. anyways you can set directly camera values to restore you default camera position, rotation and zoom if you prefer. Changing this: void cSmoothCamera::SetDefaultValue() // OK { this->StackZoom = 0; this->StackX = 0; this->StackY = 0; this->isHold =...
  10. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Well this is my current smooth camera code, of course it is not completely adapted to the main yet, but the rotation and zoom work. SmoothCamera.h file: #define stvd static void #define XV_THREAD_TYPE _beginthread_proc_type #define XV_BEGIN_THREAD...
  11. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Sorry but Blood Storm Skill is new Skill? sorry I don't have fully tested Ex7XX++ versions... anyways... if new skill exists in Ex701 main.exe I have a main of MU Blue (Custom) compilled of Ex701 main sources by chinnese guys. is a pirate main, maybe can be useful to decompile skill effects and...
  12. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Cool work! you must put MU Helper and ItemToolTip Script System and Season 6.3 Update can be finished (partially), anyways sorry if I don't have features to share since I only need Season 4 for my work. but this is Great! I can helps releasing my Camera Source, is (Smooth Camera) yeah, but is...
  13. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    You must be registered for see element. English: The truth is that I think it can be very useful. The thing is that you don't understand what I'm trying to achieve, I'm going to try to explain it and illustrate it with an image... what I'm trying to achieve is an effect on the bottom of the...
  14. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Sorry but I'm rewriting my actual Camera Source Code (I put Smooth Camera) so... I must reprogramming some things related to change CameraPosition[2] or Position Z axis, and by this reason I cannot change angles of view of my actual code, again, sorry. But I thinks that must see something like...
  15. Kiosani

    [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Yes, but no... sorry I found... you must see the file: ZzzEffectNoUse.cpp (original source not louis version modified): void RenderFog(vec3_t Position,int Flag,float Height,float u,float v) { float UV[4][2]; TEXCOORD(UV[0],0.f+u,0.f-v); TEXCOORD(UV[1],0.f+u,2.f-v)...
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