GamethuVN.Net Season 6 Version 3.1 (HD) - YouTube
What do you think after watching? :blush:
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GamethuVN.Net Season 6 Version 3.1 (HD) - YouTube
What do you think after watching? :blush:
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. :)
u know exactly what ur doing/code
good job, and really nice video edit
respect/gl
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!
MU Ha Noi , GamethuVN.net
:D Web
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
This DDay event is coded in client too, right?
Yes, HP bar source shared, but i don't use it. It's maybe ideas ^^.
http://i872.photobucket.com/albums/a...ntitled-10.png
Very nice what u have coded :) good job.
Vietnamise coder are so good.
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...