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MU Season 6 Version 3.1 for VN
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Re: MU Season 6 Version 3.1 for VN
English:
It's awesome!, There are many new graphic effects, and many new mods client/server... just stunning... thanks for showing. :)
Việt Nam:
Thật là tuyệt vời!, Có rất nhiều hiệu ứng đồ họa mới và mods nhiều khách hàng/máy chủ... chỉ là cảnh quan tuyệt đẹp... cảm ơn cho hiển thị. :)
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Re: MU Season 6 Version 3.1 for VN
u know exactly what ur doing/code
good job, and really nice video edit
respect/gl
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Re: MU Season 6 Version 3.1 for VN
He only boast his server custom features. That's all. Some of them i saw were:
- DDay Event (Look like a new custom arena map).
- Can use jewel (Bless) to update pet Unicorn.
- Make Wings 3 more special and stronger with Chaos mix (He called them SUPER WINGS 3).
- 5 Basic Elements system (Earth/Fire/Water/Metal) <=== Maybe he likes Chinese MMORPG.
- Something i don't remember.
It's boring!
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Re: MU Season 6 Version 3.1 for VN
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Re: MU Season 6 Version 3.1 for VN
Watch on HD you can see:
- Damage > 65.5535, HP > 65.535
- HP Monster Bar on Top each Monster.
- FULL 3D Camera (Fix: Fog, HP Damage, Character Direction ...).
- ...
Some Image:
http://i1225.photobucket.com/albums/...04_39-0002.jpg
http://i1225.photobucket.com/albums/...04_41-0003.jpg
http://i872.photobucket.com/albums/a...12_37-0001.jpg
http://i872.photobucket.com/albums/a...20_32-0002.jpg
http://i872.photobucket.com/albums/a...20_32-0001.jpg
http://i872.photobucket.com/albums/a...22_07-0000.jpg
DDay Event is not only Custom Map:
Code:
#pragma once
#include "user.h"
#include "TimeEvent.h"
#if (EVENT_DDAY == 1) && (GS_CASTLE == 1)
#define DDAY_USERPERGENS_MAX 100
#define DDAY_MONNORMAL_MAX 500
#define DDAY_MAX_WINNER 10
struct DDayBlockArea
{
BYTE btStartX;
BYTE btStartY;
BYTE btEndX;
BYTE btEndY;
};
class DDayEvent
{
public:
enum DDayState
{
DDayState_CLOSE = 0,
DDayState_OPEN = 1,
DDayState_READY = 2,
DDayState_PLAYING = 3,
DDayState_END = 4,
DDayState_OCCUPIED = 5,
};
struct USER_INFO
{
int aIndex;
bool bKeep;
};
struct SortList
{
int iPos;
int iVal;
};
DDayEvent(void);
~DDayEvent(void);
void ProtocolCore(int aIndex,BYTE * lpRecv,BYTE protoEx);
void NpcTalk(LPOBJ lpNPC, LPOBJ lpObj);
void ReqEnterMap(int aIndex);
int GetLeftTime();
void LoadConfig(char * szConfig);
void LoadIni(char * szConfig);
DDayEvent::DDayState GetState();
int GetStateTime();
void SetState(DDayEvent::DDayState _eState);
void RunState();
void MoveToArea(int aIndex);
int User_InDDayType( LPOBJ lpObj );
void User_Remove(LPOBJ lpObj);
BOOL CheckPos(GENS_TYPE _eGens,BYTE _X,BYTE _Y);
void InitMonster();
void MonsterKilled(LPOBJ lpObj, LPOBJ lpKillerFinnal);
BOOL CheckPK(LPOBJ lpObj, LPOBJ lpVictim);
void OnPlayerDie(LPOBJ lpObj, LPOBJ lpKiller);
void OnPlayerRegen(LPOBJ lpObj);
private:
void SetState_CLOSE();
void RunState_CLOSE();
void SetState_OPEN();
void RunState_OPEN();
void SetState_READY();
void RunState_READY();
void SetState_PLAYING();
void RunState_PLAYING();
void SetState_END();
void RunState_END();
void SetState_OCCUPIED();
void RunState_OCCUPIED();
void SendZoneSafetyInfo(int aIndex,bool bDoBlock, GENS_TYPE _gType);
void SendZoneSafetyInfo(GENS_TYPE SendGroup,bool bDoBlock, GENS_TYPE _gType);
void User_Reset();
BOOL User_Add(LPOBJ lpObj);
void SetNPCStatue();
void RemoveNPCStatue();
void MonsterNormalSet();
void MonsterNormalRemove();
void UserSetEnd();
void RemoveAllPlayer();
void SendTeam(GENS_TYPE _gensType,void * _p,int _iSize);
void GCStartSend(BYTE _bStart);
void GCSTimerSend(WORD wTimeLeft);
void RewardItemWinner(LPOBJ lpMonster,int aIndexKiller);
BOOL IsFoundHPPotion( LPOBJ lpObj );
void GCPlayerRegenTimer(LPOBJ lpObj);
void calcEndResultTable();
static bool sortMember(SortList const & lhs,SortList const & rhs);
void sendHideResultTable(int aIndex);
void CheckUnblockStatue();
private:
DDayState m_State;
int m_StateTickSec;
int m_TimeNoticeCheck;
int m_TimeNoticeCheck2;
GENS_TYPE m_eGensWiner;
int m_Time_Open;
int m_Time_Wait;
int m_Time_Playing;
int m_Time_Ending;
int m_Time_Occupied;
CTimeEvent m_TimeEvent;
CTargetTime m_TimeOpen;
CRITICAL_SECTION m_ProtectUser;
USER_INFO m_pGensAIndex[DDAY_USERPERGENS_MAX];
int m_GensACount;
USER_INFO m_pGensBIndex[DDAY_USERPERGENS_MAX];
int m_GensBCount;
DDayBlockArea m_BlockArea[2];
int m_Mon_TeamAPos;
int m_Mon_TeamBPos;
int m_Mon_Normal[DDAY_MONNORMAL_MAX];
int m_Mon_NormalCount;
int m_Mon_TeamAIndex;
int m_Mon_TeamBIndex;
int m_Mon_NormalIndex[DDAY_MONNORMAL_MAX];
int m_Mon_NormalIndexCount;
BOOL m_EventEnable;
int m_EventStatueUnBlockPoint;
int m_EventStatueUnBlockTimeSec;
int m_GensAPoint;
int m_GensBPoint;
BOOL m_IsUnblockStatueTeamA;
BOOL m_IsUnblockStatueTeamB;
};
extern DDayEvent g_DDayEvent;
#endif
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Re: MU Season 6 Version 3.1 for VN
This DDay event is coded in client too, right?
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
Denied
This DDay event is coded in client too, right?
yes, you are right
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
laudaicat
Watch on HD you can see:
- Damage > 65.5535, HP > 65.535
- HP Monster Bar on Top each Monster.
- FULL 3D Camera (Fix: Fog, HP Damage, Character Direction ...).
- ...
Sounds interesting for an orient server. HP Bar source code was shared months ago :thumbup:
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
OhOhOh
Sounds interesting for an orient server. HP Bar source code was shared months ago :thumbup:
Yes, HP bar source shared, but i don't use it. It's maybe ideas ^^.
http://i872.photobucket.com/albums/a...ntitled-10.png
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Re: MU Season 6 Version 3.1 for VN
Very nice what u have coded :) good job.
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Re: MU Season 6 Version 3.1 for VN
Vietnamise coder are so good.
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
OhOhOh
Wrong section guy. MOD plz move or delete this boring thread.
don't understand what the artis is!...everyone! let's creat your special client as they do!
so i have some question. can you explain to me..
the first, i think the main of this client have been cracked! and it did not any option as the same.
so coders add code into pe file of client or they rebuilt everything from a source file main.cpp(may be)!
i get great an admiration with those coder...
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Re: MU Season 6 Version 3.1 for VN
ON: Good job on adding those customs to the client. Congratulations.
OFF:
Quote:
Originally Posted by
phuocdai11
don't understand what the artis is!...everyone! let's creat your special client as they do!
so i have some question. can you explain to me..
the first, i think the main of this client have been cracked! and it did not any option as the same.
so coders add code into pe file of client or they rebuilt everything from a source file main.cpp(may be)!
i get great an admiration with those coder...
Its a DLL hooked to the main, or they fully coded it in ASM in the main wich i dont think so. Coder definetly knows some ASM tho :P.
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
juajua123
ON: Good job on adding those customs to the client. Congratulations.
OFF:
Its a DLL hooked to the main, or they fully coded it in ASM in the main wich i dont think so. Coder definetly knows some ASM tho :P.
oh! i miss to mention the hook...yeah it very strong ! it trace message and some code int hook dll are asm(masm nasm ...);
it's great! <thank for sharing:):>
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Re: MU Season 6 Version 3.1 for VN
We have SS 6.2 and 6.3 emulate first :) and SS7 soon.
It make by ViperMUHN(Server) GangterMu(Client)
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Re: MU Season 6 Version 3.1 for VN
oh! do you know them! or your are one of them!
i just want to enjoy some sample source code ! i think it's very interesting
i want make an other client for me and veryone! it just for fun sharing and studing
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Re: MU Season 6 Version 3.1 for VN
nice job...any release of server and client files...
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
tomatoes
We have SS 6.2 and 6.3 emulate first :) and SS7 soon.
It make by ViperMUHN(Server) GangterMu(Client)
you should concentrate on quality, not on being first lol, you just got tomatopasted dude, your server is buggiest shit ive seen so far.... :ott1:
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Quote:
Originally Posted by
DaRKav
you should concentrate on quality, not on being first lol, you just got tomatopasted dude, your server is buggiest shit ive seen so far.... :ott1:
U wrong,I mean Vietnamese (because I'm Vietnamese) I dont mean I have SS6.2 first,but We are,Vietnamese have first SS6.2 6.3 first,it ia true and no bug,and we have a ferfect antihack and soon ex700 first! Compare ur TT,I must to say We better than u,made full skill tree RF or made first Ex700 after that we will talking :D
Posted via Mobile Device
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
tomatoes
U wrong,I mean Vietnamese (because I'm Vietnamese) I dont mean I have SS6.2 first,but We are,Vietnamese have first SS6.2 6.3 first,it ia true and no bug,and we have a ferfect antihack and soon ex700 first!
Posted via Mobile Device
[chém gió ghê thế]
oh i playing server hoanmy yes i thing it's no bug (until now althuong in the past had some bug!) and antihack was constructed verry good...i just say it's verry strange and some important address are protected clearly! yeah until now it'good... if i found some thing wrong i will post here!
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
phuocdai11
[chém gió ghê thế]
oh i playing server hoanmy yes i thing it's no bug (until now althuong in the past had some bug!) and antihack was constructed verry good...i just say it's verry strange and some important address are protected clearly! yeah until now it'good... if i found some thing wrong i will post here!
Bạn biết gì mà gọi là chém gió ?
Nhìn Video trên youtobe là hiểu chém hay ko chém.
Tôi ko đề cập đến SV khác hãy nhìn SV do người VN làm ra nhé.
English:
Maybe u dont believe,but I no need explain,some posted is funny.
If u want real Server,ask Viper ^^
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
tomatoes
Bạn biết gì mà gọi là chém gió ?
Nhìn Video trên youtobe là hiểu chém hay ko chém.
Tôi ko đề cập đến SV khác hãy nhìn SV do người VN làm ra nhé.
English:
Maybe u dont believe,but I no need explain,some posted is funny.
If u want real Server,ask Viper ^^
hì mình chỉ kiểm chứng bạn có phải là người Việt nam không thôi;
"chém gió à" chỉ có việt nam mì với biết là gì hihi!
i don't show my negative opinion...from 2003 until now it's is a real server an real server "students elite":laugh:
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Re: MU Season 6 Version 3.1 for VN
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
lovesick00
Vietnam -->> brag ...haz
Guy,please polite,dont joke,if u are a kid.
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Re: MU Season 6 Version 3.1 for VN
i love the visual mod for attack and hp :ott:, somebody know how to do it in kor mains ?
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Re: MU Season 6 Version 3.1 for VN
Quote:
Originally Posted by
laudaicat
Watch on HD you can see:
- Damage > 65.5535, HP > 65.535
- HP Monster Bar on Top each Monster.
- FULL 3D Camera (Fix: Fog, HP Damage, Character Direction ...).
- ...
Some Image:
http://i1225.photobucket.com/albums/...04_39-0002.jpg
http://i1225.photobucket.com/albums/...04_41-0003.jpg
http://i872.photobucket.com/albums/a...12_37-0001.jpg
http://i872.photobucket.com/albums/a...20_32-0002.jpg
http://i872.photobucket.com/albums/a...20_32-0001.jpg
http://i872.photobucket.com/albums/a...22_07-0000.jpg
DDay Event is not only Custom Map:
Code:
#pragma once
#include "user.h"
#include "TimeEvent.h"
#if (EVENT_DDAY == 1) && (GS_CASTLE == 1)
#define DDAY_USERPERGENS_MAX 100
#define DDAY_MONNORMAL_MAX 500
#define DDAY_MAX_WINNER 10
struct DDayBlockArea
{
BYTE btStartX;
BYTE btStartY;
BYTE btEndX;
BYTE btEndY;
};
class DDayEvent
{
public:
enum DDayState
{
DDayState_CLOSE = 0,
DDayState_OPEN = 1,
DDayState_READY = 2,
DDayState_PLAYING = 3,
DDayState_END = 4,
DDayState_OCCUPIED = 5,
};
struct USER_INFO
{
int aIndex;
bool bKeep;
};
struct SortList
{
int iPos;
int iVal;
};
DDayEvent(void);
~DDayEvent(void);
void ProtocolCore(int aIndex,BYTE * lpRecv,BYTE protoEx);
void NpcTalk(LPOBJ lpNPC, LPOBJ lpObj);
void ReqEnterMap(int aIndex);
int GetLeftTime();
void LoadConfig(char * szConfig);
void LoadIni(char * szConfig);
DDayEvent::DDayState GetState();
int GetStateTime();
void SetState(DDayEvent::DDayState _eState);
void RunState();
void MoveToArea(int aIndex);
int User_InDDayType( LPOBJ lpObj );
void User_Remove(LPOBJ lpObj);
BOOL CheckPos(GENS_TYPE _eGens,BYTE _X,BYTE _Y);
void InitMonster();
void MonsterKilled(LPOBJ lpObj, LPOBJ lpKillerFinnal);
BOOL CheckPK(LPOBJ lpObj, LPOBJ lpVictim);
void OnPlayerDie(LPOBJ lpObj, LPOBJ lpKiller);
void OnPlayerRegen(LPOBJ lpObj);
private:
void SetState_CLOSE();
void RunState_CLOSE();
void SetState_OPEN();
void RunState_OPEN();
void SetState_READY();
void RunState_READY();
void SetState_PLAYING();
void RunState_PLAYING();
void SetState_END();
void RunState_END();
void SetState_OCCUPIED();
void RunState_OCCUPIED();
void SendZoneSafetyInfo(int aIndex,bool bDoBlock, GENS_TYPE _gType);
void SendZoneSafetyInfo(GENS_TYPE SendGroup,bool bDoBlock, GENS_TYPE _gType);
void User_Reset();
BOOL User_Add(LPOBJ lpObj);
void SetNPCStatue();
void RemoveNPCStatue();
void MonsterNormalSet();
void MonsterNormalRemove();
void UserSetEnd();
void RemoveAllPlayer();
void SendTeam(GENS_TYPE _gensType,void * _p,int _iSize);
void GCStartSend(BYTE _bStart);
void GCSTimerSend(WORD wTimeLeft);
void RewardItemWinner(LPOBJ lpMonster,int aIndexKiller);
BOOL IsFoundHPPotion( LPOBJ lpObj );
void GCPlayerRegenTimer(LPOBJ lpObj);
void calcEndResultTable();
static bool sortMember(SortList const & lhs,SortList const & rhs);
void sendHideResultTable(int aIndex);
void CheckUnblockStatue();
private:
DDayState m_State;
int m_StateTickSec;
int m_TimeNoticeCheck;
int m_TimeNoticeCheck2;
GENS_TYPE m_eGensWiner;
int m_Time_Open;
int m_Time_Wait;
int m_Time_Playing;
int m_Time_Ending;
int m_Time_Occupied;
CTimeEvent m_TimeEvent;
CTargetTime m_TimeOpen;
CRITICAL_SECTION m_ProtectUser;
USER_INFO m_pGensAIndex[DDAY_USERPERGENS_MAX];
int m_GensACount;
USER_INFO m_pGensBIndex[DDAY_USERPERGENS_MAX];
int m_GensBCount;
DDayBlockArea m_BlockArea[2];
int m_Mon_TeamAPos;
int m_Mon_TeamBPos;
int m_Mon_Normal[DDAY_MONNORMAL_MAX];
int m_Mon_NormalCount;
int m_Mon_TeamAIndex;
int m_Mon_TeamBIndex;
int m_Mon_NormalIndex[DDAY_MONNORMAL_MAX];
int m_Mon_NormalIndexCount;
BOOL m_EventEnable;
int m_EventStatueUnBlockPoint;
int m_EventStatueUnBlockTimeSec;
int m_GensAPoint;
int m_GensBPoint;
BOOL m_IsUnblockStatueTeamA;
BOOL m_IsUnblockStatueTeamB;
};
extern DDayEvent g_DDayEvent;
#endif
Wow ... it looks fantastic
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Re: MU Season 6 Version 3.1 for VN
Mu ngon nhỉ.
Nhưng chỗ đánh nhau mà kỵ nhau giữa các char chuối bỏ xừ. Bỏ cái đó hay hơn. MU chứ đâu phải võ lâm truyền kỳ. Bỏ cái super wing dở hơi thì càng tốt.
Good job anyway.
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Re: MU Season 6 Version 3.1 for VN
stas of rf will be change?
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Re: MU Season 6 Version 3.1 for VN
Looks very good :D, i am in love :X