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[Development] Item Smoke Effect
http://s16.radikal.ru/i190/1208/d2/f407284a181et.jpg http://s017.radikal.ru/i437/1208/48/7933d34e5ea5t.jpg http://s60.radikal.ru/i168/1208/72/3edfab58018bt.jpg http://i073.radikal.ru/1208/3c/be2ac03ae548t.jpg
Nothing complicated and beyond the natural, so I think that it can make each.
How I have done it all? Well to begin with what we already know that such an effect exist in the game under certain conditions and for certain item in it's entirety.
(Dark Knight Set, Venom Set), etc. The level of these items shall be not less than 10 to activate effect. So let's try to find one of these item.
But there is one but, for a start we need to find a so-called ItemId (Start Id for loading swords)
Open OllyDbg and debug main.exe.
Analysis of the PE is completed? Ok let's do...
1) CTRL + G -> Set the start address of the PE -> 00401000 -> Proceed at
2) Push Right Click -> Search for -> All referenced text strings
3) Push Right Click -> Search for text -> (Set up a tick Entire scope and remove from the Case sensitive) and look for the text -> "Sword".
Found? Hit Enter...
Code:
0060FAE8 |> /8B45 E0 /MOV EAX,DWORD PTR SS:[EBP-20]
0060FAEB |. |83C0 01 |ADD EAX,1
0060FAEE |. |8945 E0 |MOV DWORD PTR SS:[EBP-20],EAX
0060FAF1 |> |837D E0 11 CMP DWORD PTR SS:[EBP-20],11
0060FAF5 |. |7D 25 |JGE SHORT main.0060FB1C
0060FAF7 |. |8B4D E0 |MOV ECX,DWORD PTR SS:[EBP-20]
0060FAFA |. |83C1 01 |ADD ECX,1
0060FAFD |. |51 |PUSH ECX ; /Arg4
0060FAFE |. |68 58219200 |PUSH main.00922158 ; |Arg3 = 00922158 ASCII "Sword"
0060FB03 |. |68 60219200 |PUSH main.00922160 ; |Arg2 = 00922160 ASCII "Data\Item\"
0060FB08 |. |8B55 E0 |MOV EDX,DWORD PTR SS:[EBP-20] ; |
0060FB0B |. |81C2 47040000 |ADD EDX,447 ; |
0060FB11 |. |52 |PUSH EDX ; |Arg1
0060FB12 |. |E8 7CDBFFFF |CALL main.0060D693 ; \main.0060D693
0060FB17 |. |83C4 10 |ADD ESP,10
0060FB1A |.^\EB CC \JMP SHORT main.0060FAE8
All what you need here is Add Edx, 447. -> This number 447
Now to find what kind of thing, use the following formula.
*Do not forget that the number 447 in hexadecimal format
Code:
(ItemType * 512 + ItemIndex) + ItemId
Now we can find an item, that we now do.
A small hint, we will look for the following boots because a little bit down code is responsible for the color of the smoke.
Boots are in the 11th group, and let us take for example Boots Dark Knight whose sequence number is 29.
We recall the formula... (11 * 512 + 29) -> translate the result in 16 hexadecimal number system and add to the number 447
What happened? That's right -> 1A64 this number and we will look for.
Press Right Click -> Search for -> All constants -> Write 1A64 and click Ok. (The first comparison is that you need to CMP EAX, 1A64).
Hmmm, here they are boots. And here he is in fact a segment that allows to activate the smoke effect.
Code:
0052B0AE |> \8B55 08 MOV EDX,DWORD PTR SS:[EBP+8]
0052B0B1 0FBF82 680100>MOVSX EAX,WORD PTR DS:[EDX+168]
0052B0B8 3D 641A0000 CMP EAX,1A64
0052B0BD 7C 12 JL SHORT main.0052B0D1
0052B0BF |. 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8]
0052B0C2 |. 0FBF91 680100>MOVSX EDX,WORD PTR DS:[ECX+168]
0052B0C9 81FA 681A0000 CMP EDX,1A68
0052B0CF |. 7E 16 JLE SHORT main.0052B0E7
0052B0D1 |> 8B45 08 MOV EAX,DWORD PTR SS:[EBP+8]
0052B0D4 |. 0FBF88 680100>MOVSX ECX,WORD PTR DS:[EAX+168]
0052B0DB 81F9 721A0000 CMP ECX,1A72
0052B0E1 |. 0F85 F9080000 JNZ main.0052B9E0
In my source code you will notice that I erased the check to the address 0052B0DB (CMP ECX, 1A72) and added to their checks, plus you can do the same, or overwrite the above, actually as you want.
And just a little below you can see a bit of code that is responsible for the color of smoke, so what do we do?
So here we add the check to the thing in order to be able to paint smoke in a different color, and of course choose a color for the smoke in the RGB color scheme.
Code:
0052B122 3D 641A0000 CMP EAX,1A64
0052B127 |. 75 27 JNZ SHORT main.0052B150
0052B129 |. 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+C]
0052B12C C781 9C000000>MOV DWORD PTR DS:[ECX+9C],3F266666
0052B136 |. 8B55 0C MOV EDX,DWORD PTR SS:[EBP+C]
0052B139 C782 A0000000>MOV DWORD PTR DS:[EDX+A0],3E99999A
0052B143 |. 8B45 0C MOV EAX,DWORD PTR SS:[EBP+C]
0052B146 |. C780 A4000000>MOV DWORD PTR DS:[EAX+A4],3DCCCCCD
Here, you can generate a color: RGBtool.com The best friend for graphic designers!
Here, you can convert a floating point number in a 16-decimal number: Floating Point to Hex Converter
Source Code.
Click
Click
Click
Version of Main 1.3.28.0 (Eng).
main.rar — RGhost — файлообменник или
Credits.
Brain aka Mr.Kernighan
Sorry for my bad english (Google Translate Helper) :)
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re: [Development] Item Smoke Effect
nice man =D
thanks to share your idea.
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re: [Development] Item Smoke Effect
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re: [Development] Item Smoke Effect
you can offer extern dll for hook in main?
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re: [Development] Item Smoke Effect
very good job... amazing!
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re: [Development] Item Smoke Effect
very cool
but i need more guide (ex: clip) :D
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re: [Development] Item Smoke Effect
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re: [Development] Item Smoke Effect
Very nice idea.
now i understand why your nick name is Brain :tongue:
I just suggets to do it when you doing any heal skill
then the charcter got the ligth on all his body wings and boots too :P:
But it is only my suggestion.
Good Luck.
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re: [Development] Item Smoke Effect
how can add any colour smoke ? i think every set should have every color smoke =]]
please get the video for guiding.... please.
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re: [Development] Item Smoke Effect
this source causes crash with minimap :))
is it true own thread ?
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
godhoang
this source causes crash with minimap :))
is it true own thread ?
i have Minimap and this source and i have not crash !
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
flintzin
i have Minimap and this source and i have not crash !
can u share me ur minimap source ?
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re: [Development] Item Smoke Effect
Nice flintzin ;)
I'm working on other effects...
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
Brain
Nice flintzin ;)
I'm working on other effects...
does it work on 1.03 JPN main ???
hook this and crash :|
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re: [Development] Item Smoke Effect
I'm working for this on: 1.04d GMO Main - Season 6 Episode 3, the main.exe assembly struct showed with olly... it's different but I can understand...
Other effects like: Flamberge different's Shine... Can be modified using.. the same source with some small modification's for put this effect's in others added items.
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re: [Development] Item Smoke Effect
Quote:
does it work on 1.03 JPN main ???
hook this and crash :|
Possible you make something wrong!
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re: [Development] Item Smoke Effect
main 1.04D GMO offsets correct mauro07?
#define HDK_SET_ITEM_EFFECT 0x0057AD82
#define HDK_SET_COLOR_EFFECT 0x0057ADC8
#define HDK_ITEM_EFFECT_ALLOW 0x0057AD8D
#define HDK_ITEM_EFFECT_NOT_ALLOW 0x0057B73B
#define HDK_NEXT_ITEM_COLOR 0x0057ADFD
Credits : OMEGA_ADM no finished
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re: [Development] Item Smoke Effect
main 1.03K
#define HDK_SET_ITEM_EFFECT 0x004F9F93
#define HDK_SET_COLOR_EFFECT 0x004F9FDA
#define HDK_ITEM_EFFECT_ALLOW 0x004F9F9F
#define HDK_ITEM_EFFECT_NOT_ALLOW 0x004FA63E
#define HDK_NEXT_ITEM_COLOR 0x004FA009
no finished
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
Brain
Nice flintzin ;)
I'm working on other effects...
if you can share.
I try to do on my main and test =D
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re: [Development] Item Smoke Effect
Nice one.
--------------
Молоток:)
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re: [Development] Item Smoke Effect
para que vercion es se puede aplicar en verciones antiguas? season 2 97d?
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re: [Development] Item Smoke Effect
yes... my offsets are the same... good!
look this:
Code:
#define HDK_SET_ITEM_EFFECT 0x0057AD82//1.04d GMO
#define HDK_SET_COLOR_EFFECT 0x0057ADC8//1.04d GMO
#define HDK_ITEM_EFFECT_ALLOW 0x0057AD8D//1.04d GMO
#define HDK_ITEM_EFFECT_NOT_ALLOW 0x0057B73B//1.04d GMO
#define HDK_NEXT_ITEM_COLOR 0x0057ADFD//1.04d GMO
PS: But... Please do not forget that you also need to change the structure of assembly language code... Originally written by: Brain, because internally the composition of the assembly code of 2 main.exe different versions such as the main theme and the: 1.04d GMO, are different, look.. this is what I did for now, although I have not tested.
Code:
Original Struct:
// Dragon Knight Boots
case ITEM_GET(11, 29):
__asm
{
/*
Mov Ecx, DWord Ptr Ss:[Ebp + 0xC]
Mov DWord Ptr Ds:[Ecx + 0x9C], 0x3F266666
Mov Edx, DWord Ptr Ss:[Ebp + 0xC]
Mov DWord Ptr Ds:[Ecx + 0xA0], 0x3E99999A
Mov Eax, DWord Ptr Ss:[Ebp + 0xC]
Mov DWord Ptr Ds:[Ecx + 0xA4], 0x3DCCCCCD
*/
Code:
//Re-writed of: 1.04d GMO Main.exe
MOV EAX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[0x0D281AC]
FSTP DWORD PTR DS:[EAX+0x9C]
MOV ECX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[0x0D23784]
FSTP DWORD PTR DS:[ECX+0x0A0]
MOV EDX,DWORD PTR SS:[EBP+0x0C]
FLD DWORD PTR DS:[0x00D27CA4]
FSTP DWORD PTR DS:[EDX+0x0A4]
Actually, it is easy to see at a glance, when one uses the correct comparison method, and has some knowledge of: ASM. (albeit minimal) xD
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re: [Development] Item Smoke Effect
mauro07 chare modifications for Dragon Asm plz?
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re: [Development] Item Smoke Effect
Can you import it in this main please ? Thanks
Main.exe
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re: [Development] Item Smoke Effect
Mauro07,
i need offsets for 1.04D, i find AUX1
//1.03Z= GMO
float *Camera_ClipAUX1 = (float*) 0x0096D33C; //FLOAT: 580.0000
float *Camera_ClipAUX2 = (float*) 0x0096D338; //FLOAT: 1250.000
float *Camera_ClipAUX3 = (float*) 0x0096D31C; //FLOAT: 660.0000
>>>>
//1.04D GMO
float *Camera_ClipAUX1 = (float*) 0x00D4AE20; //FLOAT: 580.0000 Correct?
float *Camera_ClipAUX2 = (float*) 0x00XXXXXX; //FLOAT: 1250.000 <<<< not found << how find this ?
float *Camera_ClipAUX3 = (float*) 0x00XXXXXX; //FLOAT: 660.0000 <<<< not found << how find this ?
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re: [Development] Item Smoke Effect
favgames,
here it is 1.04D AUX camera offsets:
Quote:
float *Camera_ClipAUX1 = (float*) 0x00D2C898; //FLOAT: 580.0000
float *Camera_ClipAUX2 = (float*) 0x00D2C888; //FLOAT: 1250.000
float *Camera_ClipAUX3 = (float*) 0x00D2C830; //FLOAT: 660.0000
anyway, if you want to combine with effect, you should rewrite all functions because new effect crush main.
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re: [Development] Item Smoke Effect
New effect no crash main.. It's because some ASM parts of code are different in: 1.04d GMO... but.. not is imposible re-write the code for works in: 1.04d too.
you can compare, it looking this:
Debug of 1.04d (Eng) main.exe:
Code:
CPU DisasmAddress Hex dump Command Comments
0057ADD0 |. 8B45 0C MOV EAX,DWORD PTR SS:[EBP+0C]
0057ADD3 |. D905 AC81D200 FLD DWORD PTR DS:[0D281AC] ; FLOAT 0.6500000
0057ADD9 |. D998 9C000000 FSTP DWORD PTR DS:[EAX+9C]
0057ADDF |. 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+0C]
0057ADE2 |. D905 8437D200 FLD DWORD PTR DS:[0D23784] ; FLOAT 0.3000000
0057ADE8 |. D999 A0000000 FSTP DWORD PTR DS:[ECX+0A0]
0057ADEE |. 8B55 0C MOV EDX,DWORD PTR SS:[EBP+0C]
0057ADF1 |. D905 A47CD200 FLD DWORD PTR DS:[0D27CA4] ; FLOAT 0.1000000
0057ADF7 |. D99A A4000000 FSTP DWORD PTR DS:[EDX+0A4]
0057ADFD |> 8B45 08 MOV EAX,DWORD PTR SS:[EBP+8]
Debug of 1.03B+ (Eng) main.exe:
Code:
CPU DisasmAddress Hex dump Command Comments
0052B129 |. 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+0C]
0052B12C |. C781 9C000000 MOV DWORD PTR DS:[ECX+9C],3F266666
0052B136 |. 8B55 0C MOV EDX,DWORD PTR SS:[EBP+0C]
0052B139 |. C782 A0000000 MOV DWORD PTR DS:[EDX+0A0],3E99999A
0052B143 |. 8B45 0C MOV EAX,DWORD PTR SS:[EBP+0C]
0052B146 |. C780 A4000000 MOV DWORD PTR DS:[EAX+0A4],3DCCCCCD
0052B150 |> 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8]
the struct showed with ollydbg.. in the same section of: 2 exe is different, in the case of: 1.03B+ is: 3F266666 like value moved to register: ECX, and in the case of: 1.04d not. --> FLD DWORD PTR DS:[0D23784], maybe this offset: 0D23784, have the value, but my re-writed code too made crash in my main.. ^^
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re: [Development] Item Smoke Effect
i mean you should rewrite some functions in order to use this effect with 3d camera, custom jewels, fog, sky, limit items... if you simple use effect without 3d camera, custom jewels, fog, sky, limit items - effect work perfect (1.04d and 1.05e tested)
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re: [Development] Item Smoke Effect
Well the effect works in any main (1.04D) works ok and not has problem with effect or others:
http://i254.photobucket.com/albums/h...14_36-0002.jpg
i don't know for what u need "camera clip aux" :S effect works just with items no more.
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re: [Development] Item Smoke Effect
Upload Main 1.04D I'll Look.
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re: [Development] Item Smoke Effect
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re: [Development] Item Smoke Effect
Here is it. 1.04D
// SetItemEffect
Code:
0057AD54 > \8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8]
0057AD57 . 0FBF91 9C0100>MOVSX EDX,WORD PTR DS:[ECX+19C]
0057AD5E . 81FA B01A0000 CMP EDX,1AB0
0057AD64 . 7C 12 JL SHORT main.0057AD78
0057AD66 . 8B45 08 MOV EAX,DWORD PTR SS:[EBP+8]
0057AD69 . 0FBF88 9C0100>MOVSX ECX,WORD PTR DS:[EAX+19C]
0057AD70 . 81F9 B41A0000 CMP ECX,1AB4
0057AD76 . 7E 15 JLE SHORT main.0057AD8D
//SetColorEffect
Code:
0057AD82 . 3D BE1A0000 CMP EAX,1ABE
0057AD87 . 0F85 AE090000 JNZ main.0057B73B
0057AD8D > 833D 5804BD07>CMP DWORD PTR DS:[7BD0458],9
0057AD94 . 0F8E A1090000 JLE main.0057B73B
0057AD9A . 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+C]
0057AD9D . D981 9C000000 FLD DWORD PTR DS:[ECX+9C]
0057ADA3 . D95D E8 FSTP DWORD PTR SS:[EBP-18]
0057ADA6 . 8B55 0C MOV EDX,DWORD PTR SS:[EBP+C]
0057ADA9 . D982 A0000000 FLD DWORD PTR DS:[EDX+A0]
0057ADAF . D95D EC FSTP DWORD PTR SS:[EBP-14]
0057ADB2 . 8B45 0C MOV EAX,DWORD PTR SS:[EBP+C]
0057ADB5 . D980 A4000000 FLD DWORD PTR DS:[EAX+A4]
0057ADBB . D95D F0 FSTP DWORD PTR SS:[EBP-10]
0057ADBE . 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8]
0057ADC1 . 0FBF91 9C0100>MOVSX EDX,WORD PTR DS:[ECX+19C]
0057ADC8 . 81FA B01A0000 CMP EDX,1AB0
0057ADCE . 75 2D JNZ SHORT main.0057ADFD
0057ADD0 . 8B45 0C MOV EAX,DWORD PTR SS:[EBP+C]
0057ADD3 . D905 AC81D200 FLD DWORD PTR DS:[D281AC]
0057ADD9 . D998 9C000000 FSTP DWORD PTR DS:[EAX+9C]
0057ADDF . 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+C]
0057ADE2 . D905 8437D200 FLD DWORD PTR DS:[D23784]
0057ADE8 . D999 A0000000 FSTP DWORD PTR DS:[ECX+A0]
0057ADEE . 8B55 0C MOV EDX,DWORD PTR SS:[EBP+C]
0057ADF1 . D905 A47CD200 FLD DWORD PTR DS:[D27CA4]
0057ADF7 . D99A A4000000 FSTP DWORD PTR DS:[EDX+A4]
0057ADFD > 8B45 08 MOV EAX,DWORD PTR SS:[EBP+8]
0057AE00 . 0FBF88 9C0100>MOVSX ECX,WORD PTR DS:[EAX+19C]
0057AE07 . 81F9 B11A0000 CMP ECX,1AB1
0057AE0D . 75 2D JNZ SHORT main.0057AE3C
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re: [Development] Item Smoke Effect
but.. my main.exe crash.. hmm.. I use my: Dynamic Loader System for load to main.exe this and others DLL's... maybe is for this.
Look this is my complete .cpp file:
Code:
#include "Stdafx.h"
#include "Items.h"
#include "ToolKit.h"
DWORD pItemType = 0;
__declspec(naked) void SetItemEffect()
{
__asm
{
Mov pItemType, Ecx
}
switch (pItemType)
{
// Aura Boots, Dragon Boots
case ITEM_GET(11, 43): case ITEM_GET(11, 1):
{
__asm
{
Mov Esi, HDK_ITEM_EFFECT_ALLOW
JMP Esi
}
}
break;
}
__asm
{
Mov Esi, HDK_ITEM_EFFECT_NOT_ALLOW
JMP Esi
}
}
__declspec(naked) void SetColorEffect()
{
__asm
{
Mov pItemType, Ecx
}
switch (pItemType)
{
// Dragon Knight Boots
case ITEM_GET(11, 29):
__asm
{
/*
CMP EAX,0x1ABE
JNZ 0x0057B73B
CMP DWORD PTR DS:[7BD0458],0x9
JLE 0x0057B73B
*/
MOV ECX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[ECX+0x9C]
FSTP DWORD PTR SS:[EBP-18]
MOV EDX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[EDX+0xA0]
FSTP DWORD PTR SS:[EBP-14]
MOV EAX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[EAX+0xA4]
FSTP DWORD PTR SS:[EBP-10]
MOV ECX,DWORD PTR SS:[EBP+0x8]
MOVSX EDX,WORD PTR DS:[ECX+0x19C]
CMP EDX,0x1AB0
JNZ 0x0057ADFD
MOV EAX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[0xD281AC]
FSTP DWORD PTR DS:[EAX+0x9C]
MOV ECX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[0xD23784]
FSTP DWORD PTR DS:[ECX+0xA0]
MOV EDX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[0xD27CA4]
FSTP DWORD PTR DS:[EDX+0xA4]
MOV EAX,DWORD PTR SS:[EBP+0x8]
MOVSX ECX,WORD PTR DS:[EAX+0x19C]
CMP ECX,0x1AB1
JNZ 0x0057AE3C
}
break;
// Dragon Boots
case ITEM_GET(11, 1):
__asm
{
/*
CMP EAX,0x1ABE
JNZ 0x0057B73B
CMP DWORD PTR DS:[7BD0458],0x9
JLE 0x0057B73B
*/
MOV ECX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[ECX+0x9C]
FSTP DWORD PTR SS:[EBP-18]
MOV EDX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[EDX+0xA0]
FSTP DWORD PTR SS:[EBP-14]
MOV EAX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[EAX+0xA4]
FSTP DWORD PTR SS:[EBP-10]
MOV ECX,DWORD PTR SS:[EBP+0x8]
MOVSX EDX,WORD PTR DS:[ECX+0x19C]
CMP EDX,0x1AB0
JNZ 0x0057ADFD
MOV EAX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[0xD281AC]
FSTP DWORD PTR DS:[EAX+0x9C]
MOV ECX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[0xD23784]
FSTP DWORD PTR DS:[ECX+0xA0]
MOV EDX,DWORD PTR SS:[EBP+0xC]
FLD DWORD PTR DS:[0xD27CA4]
FSTP DWORD PTR DS:[EDX+0xA4]
MOV EAX,DWORD PTR SS:[EBP+0x8]
MOVSX ECX,WORD PTR DS:[EAX+0x19C]
CMP ECX,0x1AB1
JNZ 0x0057AE3C
}
break;
}
__asm
{
Mov Esi, HDK_NEXT_ITEM_COLOR
JMP Esi
}
}
void AttachNewEffect()
{
DWORD dwProtect;
//Patch new effects in items
dwProtect = ToolKit.UnProtect(HDK_SET_ITEM_EFFECT, 12);
ToolKit.SetNop(HDK_SET_ITEM_EFFECT, 12);
ToolKit.WriteJmp(HDK_SET_ITEM_EFFECT, (DWORD)&SetItemEffect);
ToolKit.Protect(HDK_SET_ITEM_EFFECT, 22, dwProtect);
//Patch new effects in items by colors
dwProtect = ToolKit.UnProtect(HDK_SET_COLOR_EFFECT, 46);
ToolKit.SetNop(HDK_SET_COLOR_EFFECT, 46);
ToolKit.WriteJmp(HDK_SET_COLOR_EFFECT, (DWORD)&SetColorEffect);
ToolKit.Protect(HDK_SET_COLOR_EFFECT, 56, dwProtect);
}
void InitModel(int ItemID, char* ModelName, char* Folder, char* Form)
{
_asm
{
PUSH -1
PUSH ModelName
PUSH Form
PUSH ItemID
mov eax,BMDModelLoad
CALL eax
PUSH 1
PUSH 0x2600
PUSH 0x2901
PUSH Folder
PUSH ItemID
mov eax,OpenTexture
CALL eax
}
}
void InitSets(int ItemID, char* ModelName, char* Folder, char* Form)
{
_asm
{
PUSH -1
PUSH ModelName
PUSH Form
PUSH ItemID
mov eax,BMDModelLoad
CALL eax
PUSH 1
PUSH 0x2600
PUSH 0x2901
PUSH Folder
PUSH ItemID
mov eax,OpenTexture
CALL eax
}
}
__declspec(naked) void PatchNewModel()
{
for (i = 5; i < 150; i++)
{
if(i > 35)//swords
{
sprintf_s(Item, "Sword%d", i+1);
InitModel(ITEM_GET(0, i), Item, ItemFolder, ItemDir);
}
if(i > 8)//axes
{
sprintf_s(Item, "Axe%d", i+1);
InitModel(ITEM_GET(1, i), Item, ItemFolder, ItemDir);
}
if(i > 18)//maces
{
sprintf_s(Item, "Mace%d", i+1);
InitModel(ITEM_GET(2, i), Item, ItemFolder, ItemDir);
}
if(i > 11)//spears
{
sprintf_s(Item, "Spear%d", i+1);
InitModel(ITEM_GET(3, i), Item, ItemFolder, ItemDir);
}
if(i > 24 && i < 210)//bow
{
sprintf_s(Item, "Bow%d", i+1);
InitModel(ITEM_GET(4, i), Item, ItemFolder, ItemDir);
}
if(i > 209 && i < 511)//crossbow
{
sprintf_s(Item, "Crossbow%d", i+1);
InitModel(ITEM_GET(4, i), Item, ItemFolder, ItemDir);
}
if(i > 36)//staff
{
sprintf_s(Item, "Staff%d", i+1);
InitModel(ITEM_GET(5, i), Item, ItemFolder, ItemDir);
}
if(i > 21)//shield
{
sprintf_s(Item, "Shield%d", i+1);
InitModel(ITEM_GET(6, i), Item, ItemFolder, ItemDir);
}
}
_asm
{
PUSH -1
PUSH 0x00D2D2F8
PUSH 0x00D2D300
PUSH 0x20B2
mov eax,BMDModelLoad
CALL eax
ADD ESP,0x10
mov eax,ReturnOffset
JMP eax
}
}
__declspec(naked) void PatchNewSets()
{
for (i = 5; i < 150; i++)
{
if(i > 74)//helms
{
sprintf_s(Sets, "HelmMale%d", i+1);
InitSets(ITEM_GET(7, i), Sets, PlayerFolder, PlayerDir);
}
if(i > 74)//armors
{
sprintf_s(Sets, "ArmorMale%d", i+1);
InitSets(ITEM_GET(8, i), Sets, PlayerFolder, PlayerDir);
}
if(i > 74)//pants
{
sprintf_s(Sets, "PantMale%d", i+1);
InitSets(ITEM_GET(9, i), Sets, PlayerFolder, PlayerDir);
}
if(i > 74)//gloves
{
sprintf_s(Sets, "GloveMale%d", i+1);
InitSets(ITEM_GET(10, i), Sets, PlayerFolder, PlayerDir);
}
if(i > 74)//boots
{
sprintf_s(Sets, "BootMale%d", i+1);
InitSets(ITEM_GET(11, i), Sets, PlayerFolder, PlayerDir);
}
}
_asm
{
PUSH -1
PUSH 0x00D2B770
PUSH 0x00D2B77C
PUSH 0x14DC
mov eax,BMDModelLoad
CALL eax
ADD ESP,0x10
mov eax,ReturnSetOffset
JMP eax
}
}
void AttachNewItems()
{
DWORD dwProtect;
//Patch new model in game
dwProtect = ToolKit.UnProtect(LoadModel, 50);
ToolKit.SetNop(LoadModel, 60);
ToolKit.WriteJmp(LoadModel, (DWORD)&PatchNewModel);
ToolKit.Protect(LoadModel, 60, dwProtect);
//Patch new sets in game
dwProtect = ToolKit.UnProtect(LoadSetModel, 50);
ToolKit.SetNop(LoadSetModel, 60);
ToolKit.WriteJmp(LoadSetModel, (DWORD)&PatchNewSets);
ToolKit.Protect(LoadSetModel, 60, dwProtect);
}
bool APIENTRY DllMain(HINSTANCE hInstance, DWORD dwReason, LPVOID lpReserved)
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
{
AttachNewEffect();
//AttachNewItems();
}
break;
case DLL_PROCESS_DETACH:
{
}
break;
}
return true;
}
and this my complete .h file:
Code:
#pragma once
#include "Stdafx.h"
#include "Windows.h"
const int ITEM_ID = 0x493;
#define ITEM_GET(x, y) (x * 512 + y) + ITEM_ID
//Iris Bow ID
//type * maxindex + id = X + SwordOffsetInArray
//Albatross Bow 4 * 512 + 22 + 1171 = 0CA9 (IN HEX)
//Sword Breaker 0 * 512 + 27 + 1171 = 4AE (IN HEX)
//Wing of Dragon 12 * 512 + 5 + 1171 = 1C98 (IN HEX)
#define HDK_SET_ITEM_EFFECT 0x0057AD82//1.04d GMO
#define HDK_SET_COLOR_EFFECT 0x0057ADC8//1.04d GMO
#define HDK_ITEM_EFFECT_ALLOW 0x0057AD8D//1.04d GMO
#define HDK_ITEM_EFFECT_NOT_ALLOW 0x0057B73B//1.04d GMO
#define HDK_NEXT_ITEM_COLOR 0x0057ADFD//1.04d GMO
char *ItemDir = "Data\\Item\\";
char *ItemFolder = "Item\\";
char *PlayerDir = "Data\\Player\\";
char *PlayerFolder = "Player\\";
char Item[25];
char Sets[65];
int i;
//1.04c (GMO) Offsets
#define LoadModel 0x00618155
#define LoadSetModel 0x00615134
#define BMDModelLoad 0x00614090
#define ReturnOffset 0x0061816E
#define ReturnSetOffset 0x0061514D
#define OpenTexture 0x00613A90
void AttachNewItems();
void AttachNewEffect();
-
re: [Development] Item Smoke Effect
for 1.04D, something is wrong with the HDK_SET_ITEM_EFFECT offset... ex. if
Quote:
#define HDK_SET_ITEM_EFFECT 0x0057AD82
main crush when wear Dragon Knight +15 set (maybe +10 and up). If change this offset, main do not crush, but there is no effect, even the original effect (for Dragon Knight set).
Brain, can you please take a look.
Problem it seems to be here:
Quote:
dwPotect = ToolKit.UnProtect(HDK_SET_ITEM_EFFECT, 12);
ToolKit.SetNop(HDK_SET_ITEM_EFFECT, 12);
ToolKit.WriteJmp(HDK_SET_ITEM_EFFECT, (DWORD)&SetItemEffect);
ToolKit.Protect(HDK_SET_ITEM_EFFECT, 22, dwPotect);
-
re: [Development] Item Smoke Effect
ever told.... custom developers > webzen developers!
-
re: [Development] Item Smoke Effect
Can't test, I don't have a run server and client 1.04D.
-
re: [Development] Item Smoke Effect
Brain, when i ask you to take a look i thought you have client 1.04D (you published for this version SetItemEffect and SetColorEffect :P:)...
So, this piece of code:
Quote:
__asm {
Mov pItemType, Ecx
}
and this piece:
Quote:
dwPotect = ToolKit.UnProtect(HDK_SET_ITEM_EFFECT, 12);
ToolKit.SetNop(HDK_SET_ITEM_EFFECT, 12);
from your main:
http://i297.photobucket.com/albums/m...m/th_m1028.png
does not have correspondent in 1.04D version.
I need you to help me to rewrite this 2 piece of code for 1.04D.
Thank you
-
re: [Development] Item Smoke Effect
Quote:
#define HDK_SET_ITEM_EFFECT 0x0057AD82
If you hook into this place of code, change register Ecx to Eax
Code:
__asm
{
Mov pItemType, Ecx
}
To
Code:
__asm
{
Mov pItemType, Eax
}
Try and write results
-
re: [Development] Item Smoke Effect
changing Ecx to Eax have same result CRASH...omg...
-
re: [Development] Item Smoke Effect
dwPotect = ToolKit.UnProtect(HDK_SET_ITEM_EFFECT, 12);
ToolKit.SetNop(HDK_SET_ITEM_EFFECT, 12);
ToolKit.WriteJmp(HDK_SET_ITEM_EFFECT, (DWORD)&SetItemEffect);
ToolKit.Protect(HDK_SET_ITEM_EFFECT, 22, dwPotect);
dwProtect = ToolKit.UnProtect(HDK_SET_ITEM_EFFECT, 12);
ToolKit.SetNop(HDK_SET_ITEM_EFFECT, 12);
ToolKit.WriteJmp(HDK_SET_ITEM_EFFECT, (DWORD)&SetItemEffect);
ToolKit.Protect(HDK_SET_ITEM_EFFECT, 22, dwProtect);
-
re: [Development] Item Smoke Effect
Try to clear this. I don't now what you make, for me it work okey.
dwPotect = ToolKit.UnProtect(HDK_SET_ITEM_EFFECT, 12);
ToolKit.Protect(HDK_SET_ITEM_EFFECT, 22, dwProtect);
-
re: [Development] Item Smoke Effect
for my... the main.exe make crash... because in: 1.04d version, wz change parts of code, for example.. so much: MOVS, that in this version not exists... now I'm playing with other's main.exe using this idea.. for change some Effects of some special items like: Rune Blade or Magic Gladiator, for example look in: 0.99B+ (Chs):
Code:
0059F16F 3D BD010000 CMP EAX,1D8 ---> Change this for: "1BD": Sword of Assasin
0059F174 |. 0F85 23010000 JNZ FormoMU.0059F29D
0059F17A |. 8B75 08 MOV ESI,DWORD PTR SS:[EBP+8]
0059F17D |. BB 0000803F MOV EBX,3F800000
0059F182 |. 53 PUSH EBX
0059F183 |. 8B4E 48 MOV ECX,DWORD PTR DS:[ESI+48]
0059F186 |. 894D F4 MOV DWORD PTR SS:[EBP-C],ECX
0059F189 |. 8BCE MOV ECX,ESI
0059F18B |. E8 C0CCF0FF CALL FormoMU.004ABE50
0059F190 |. 8B56 50 MOV EDX,DWORD PTR DS:[ESI+50]
0059F193 |. 8B46 4C MOV EAX,DWORD PTR DS:[ESI+4C]
0059F196 |. 8B4E 48 MOV ECX,DWORD PTR DS:[ESI+48]
0059F199 |. 52 PUSH EDX
0059F19A |. 50 PUSH EAX
0059F19B |. 51 PUSH ECX
0059F19C |. FF15 24A35F00 CALL DWORD PTR DS:[<&OPENGL32.glColor3f>>; OPENGL32.glColor3f
0059F1A2 |. 8B7D 0C MOV EDI,DWORD PTR SS:[EBP+C]
Pic's of test:
http://i.imgur.com/4mhCR.jpg
http://i.imgur.com/2sSmL.jpg
Look this: SMD Rune Blade struct.
Code:
version 1nodes
0 "Box02" -1 ---> THIS BONE USE: MAIN.EXE TO LOAD EFFECT INTO THE TEXTURE ON ITEM.
1 "Bone02" 0
end
skeleton
time 0
0 15.888655 0.000000 -3.940662 1.570796 0.000000 0.000000
1 -15.888647 6.951506 160.123444 -1.570796 0.942000 -1.570796
end
triangles
MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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0 0.0000 -128.0944 11.0613 0.9357 0.0130 0.3526 0.9804 0.7423
MMsS_r.jpg
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0 1.5863 -128.0944 7.0061 0.9315 0.0052 0.3636 0.5980 0.7423
0 1.5863 -72.6487 7.0495 0.9402 -0.0465 0.3374 0.5980 0.0076
MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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0 1.5863 -128.0944 7.0061 0.9315 0.0052 0.3636 0.5980 0.7423
MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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MMsS_r.jpg
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0 -2.1665 -26.4248 -10.3774 -0.9476 0.2868 0.1404 0.4514 0.1579
MMsS2.jpg
0 -2.1665 -26.4248 -10.3774 -0.9476 0.2868 0.1404 0.4514 0.1579
0 0.0093 -19.9771 -6.8707 -0.9574 0.2745 0.0894 0.5472 0.0270
0 0.0093 -18.0376 -12.8253 -0.9339 0.2126 0.2874 0.6405 0.2553
MMsS2.jpg
0 2.0870 -22.9775 -15.2802 0.9429 0.2715 0.1932 0.4939 0.3443
0 0.0093 -18.0376 -12.8253 0.9258 0.2066 0.3166 0.6405 0.2553
0 0.0093 -19.9771 -6.8707 0.9480 0.2903 0.1306 0.5472 0.0270
MMsS2.jpg
0 0.0093 -19.9771 -6.8707 0.9480 0.2903 0.1306 0.5472 0.0270
0 2.1851 -26.4248 -10.3774 0.9586 0.2416 0.1507 0.4514 0.1579
0 2.0870 -22.9775 -15.2802 0.9429 0.2715 0.1932 0.4939 0.3443
MMsS2.jpg
0 -2.0683 -22.9775 -15.2802 -0.9709 -0.0829 -0.2248 0.4939 0.3443
0 0.0093 -32.1035 -25.2016 -0.9810 -0.0128 -0.1936 0.2284 0.9794
0 0.0093 -31.9371 -15.1252 -0.9701 -0.2265 -0.0873 0.2518 0.3903
MMsS2.jpg
0 0.0093 -31.9371 -15.1252 -0.9701 -0.2265 -0.0873 0.2518 0.3903
0 -2.1665 -26.4248 -10.3774 -0.9580 -0.2252 -0.1775 0.4514 0.1579
0 -2.0683 -22.9775 -15.2802 -0.9709 -0.0829 -0.2248 0.4939 0.3443
MMsS2.jpg
0 0.0093 -32.1035 -25.2016 0.9816 -0.0994 -0.1633 0.2284 0.9794
0 2.0870 -22.9775 -15.2802 0.9622 0.0044 -0.2723 0.4939 0.3443
0 2.1851 -26.4248 -10.3774 0.9681 -0.2460 -0.0479 0.4514 0.1579
MMsS2.jpg
0 2.1851 -26.4248 -10.3774 0.9681 -0.2460 -0.0479 0.4514 0.1579
0 0.0093 -31.9371 -15.1252 0.9283 -0.3717 0.0061 0.2518 0.3903
0 0.0093 -32.1035 -25.2016 0.9816 -0.0994 -0.1633 0.2284 0.9794
MMsS2.jpg
0 0.0093 -1.1225 -24.2226 -0.0310 0.9066 -0.4209 0.9843 0.8426
0 0.0093 -12.6723 -21.7724 -0.9115 -0.0324 -0.4101 0.7239 0.7116
0 -1.6266 -12.0030 -18.1890 -0.9215 -0.0313 -0.3872 0.7774 0.4672
MMsS2.jpg
0 -1.6266 -17.9135 -17.6852 -0.9414 -0.0579 -0.3324 0.6131 0.4349
0 0.0093 -19.1696 -22.0881 -0.9312 -0.0268 -0.3635 0.5852 0.7330
0 0.0093 -24.2536 -20.9852 -0.9378 0.0191 -0.3467 0.4751 0.7303
MMsS2.jpg
0 1.6453 -17.9135 -17.6852 0.9414 -0.0579 -0.3324 0.6131 0.4349
0 0.0093 -24.2536 -20.9852 0.9378 0.0191 -0.3467 0.4751 0.7303
0 0.0093 -19.1696 -22.0881 0.9312 -0.0268 -0.3635 0.5852 0.7330
MMsS2.jpg
0 0.0093 -19.1696 -22.0881 0.9312 -0.0268 -0.3635 0.5852 0.7330
0 1.6453 -12.0030 -18.1890 0.9215 -0.0313 -0.3872 0.7774 0.4672
0 1.6453 -17.9135 -17.6852 0.9414 -0.0579 -0.3324 0.6131 0.4349
MMsS2.jpg
0 0.0093 -19.1696 -22.0881 -0.9312 -0.0268 -0.3635 0.5852 0.7330
0 -1.6266 -17.9135 -17.6852 -0.9414 -0.0579 -0.3324 0.6131 0.4349
0 -1.6266 -12.0030 -18.1890 -0.9215 -0.0313 -0.3872 0.7774 0.4672
MMsS2.jpg
0 -1.6266 -12.0030 -18.1890 -0.9215 -0.0313 -0.3872 0.7774 0.4672
0 0.0093 -12.6723 -21.7724 -0.9115 -0.0324 -0.4101 0.7239 0.7116
0 0.0093 -19.1696 -22.0881 -0.9312 -0.0268 -0.3635 0.5852 0.7330
MMsS2.jpg
0 0.0093 -12.6723 -21.7724 0.9115 -0.0324 -0.4101 0.7239 0.7116
0 0.0093 -1.1225 -24.2226 0.9123 -0.0850 -0.4006 0.9843 0.8426
0 1.6453 -12.0030 -18.1890 0.9215 -0.0313 -0.3872 0.7774 0.4672
MMsS2.jpg
0 1.6453 -12.0030 -18.1890 0.9215 -0.0313 -0.3872 0.7774 0.4672
0 0.0093 -19.1696 -22.0881 0.9312 -0.0268 -0.3635 0.5852 0.7330
0 0.0093 -12.6723 -21.7724 0.9115 -0.0324 -0.4101 0.7239 0.7116
MMsS2.jpg
0 2.4575 8.5888 -4.2599 0.0000 0.0821 -0.9966 0.7006 0.1082
0 -2.4575 8.5888 -4.2599 0.0000 0.0821 -0.9966 0.7006 0.0837
0 -2.0788 23.4426 -3.0357 0.0000 0.0821 -0.9966 0.9833 0.0819
MMsS2.jpg
0 -4.3491 8.5888 -0.0262 -0.9125 -0.0327 -0.4077 0.7006 0.0593
0 -2.4575 8.5888 -4.2599 -0.9125 -0.0327 -0.4077 0.7006 0.0837
0 -2.0788 -17.1493 -3.0450 -0.9125 -0.0327 -0.4077 0.4166 0.0819
MMsS2.jpg
0 2.4575 8.5888 -4.2599 0.9121 -0.0446 -0.4075 0.7006 0.1082
0 4.3491 8.5888 -0.0262 0.9121 -0.0446 -0.4075 0.7006 0.1325
0 3.0915 -17.1430 -0.0262 0.9121 -0.0446 -0.4075 0.4166 0.1325
MMsS2.jpg
0 -2.4575 8.5888 4.2075 -0.9121 -0.0446 0.4075 0.7006 0.0350
0 -4.3491 8.5888 -0.0262 -0.9121 -0.0446 0.4075 0.7006 0.0593
0 -3.0915 -17.1430 -0.0262 -0.9121 -0.0446 0.4075 0.4166 0.0593
MMsS2.jpg
0 2.4575 8.5888 4.2075 0.0000 -0.0474 0.9989 0.7006 0.0105
0 -2.4575 8.5888 4.2075 0.0000 -0.0474 0.9989 0.7006 0.0350
0 -2.0788 -17.1493 2.9866 0.0000 -0.0474 0.9989 0.4166 0.0368
MMsS2.jpg
0 4.3491 8.5888 -0.0262 0.9125 -0.0328 0.4077 0.7006 0.1325
0 2.4575 8.5888 4.2075 0.9125 -0.0328 0.4077 0.7006 0.1569
0 2.0788 -17.1493 2.9866 0.9125 -0.0328 0.4077 0.4166 0.1551
MMsS2.jpg
0 2.4575 8.5888 -4.2599 0.0000 -0.0471 -0.9989 0.7006 0.1082
0 -2.0788 -17.1493 -3.0450 0.0000 -0.0471 -0.9989 0.4166 0.0819
0 -2.4575 8.5888 -4.2599 0.0000 -0.0471 -0.9989 0.7006 0.0837
MMsS2.jpg
0 2.0788 -17.1493 -3.0450 0.0000 -0.0471 -0.9989 0.4166 0.1100
0 -2.0788 -17.1493 -3.0450 0.0000 -0.0471 -0.9989 0.4166 0.0819
0 2.4575 8.5888 -4.2599 0.0000 -0.0471 -0.9989 0.7006 0.1082
MMsS2.jpg
0 -2.0788 23.4426 -3.0357 0.0000 0.0821 -0.9966 0.9833 0.0819
0 2.0788 23.4427 -3.0357 0.0000 0.0821 -0.9966 0.9833 0.1100
0 2.4575 8.5888 -4.2599 0.0000 0.0821 -0.9966 0.7006 0.1082
MMsS2.jpg
0 -2.0788 -17.1493 -3.0450 -0.9471 -0.0463 -0.3176 0.4166 0.0819
0 -3.0915 -17.1430 -0.0262 -0.9471 -0.0463 -0.3176 0.4166 0.0593
0 -4.3491 8.5888 -0.0262 -0.9471 -0.0463 -0.3176 0.7006 0.0593
MMsS2.jpg
0 -4.3491 8.5888 -0.0262 -0.9115 0.0568 -0.4073 0.7006 0.0593
0 -2.0788 23.4426 -3.0357 -0.9115 0.0568 -0.4073 0.9833 0.0819
0 -2.4575 8.5888 -4.2599 -0.9115 0.0568 -0.4073 0.7006 0.0837
MMsS2.jpg
0 -3.0915 23.4427 -0.0262 -0.9447 0.0800 -0.3179 0.9833 0.0593
0 -2.0788 23.4426 -3.0357 -0.9447 0.0800 -0.3179 0.9833 0.0819
0 -4.3491 8.5888 -0.0262 -0.9447 0.0800 -0.3179 0.7006 0.0593
MMsS2.jpg
0 3.0915 -17.1430 -0.0262 0.9477 -0.0289 -0.3179 0.4166 0.1325
0 2.0788 -17.1493 -3.0450 0.9477 -0.0289 -0.3179 0.4166 0.1100
0 2.4575 8.5888 -4.2599 0.9477 -0.0289 -0.3179 0.7006 0.1082
MMsS2.jpg
0 2.4575 8.5888 -4.2599 0.9103 0.0771 -0.4067 0.7006 0.1082
0 3.0915 23.4427 -0.0262 0.9103 0.0771 -0.4067 0.9833 0.1325
0 4.3491 8.5888 -0.0262 0.9103 0.0771 -0.4067 0.7006 0.1325
MMsS2.jpg
0 2.0788 23.4427 -3.0357 0.9466 0.0504 -0.3185 0.9833 0.1100
0 3.0915 23.4427 -0.0262 0.9466 0.0504 -0.3185 0.9833 0.1325
0 2.4575 8.5888 -4.2599 0.9466 0.0504 -0.3185 0.7006 0.1082
MMsS2.jpg
0 -3.0915 -17.1430 -0.0262 -0.9475 -0.0290 0.3184 0.4166 0.0593
0 -2.0788 -17.1493 2.9866 -0.9475 -0.0290 0.3184 0.4166 0.0368
0 -2.4575 8.5888 4.2075 -0.9475 -0.0290 0.3184 0.7006 0.0350
MMsS2.jpg
0 -2.4575 8.5888 4.2075 -0.9103 0.0771 0.4067 0.7006 0.0350
0 -3.0915 23.4427 -0.0262 -0.9103 0.0771 0.4067 0.9833 0.0593
0 -4.3491 8.5888 -0.0262 -0.9103 0.0771 0.4067 0.7006 0.0593
MMsS2.jpg
0 -2.0788 23.4427 2.9833 -0.9466 0.0504 0.3185 0.9833 0.0368
0 -3.0915 23.4427 -0.0262 -0.9466 0.0504 0.3185 0.9833 0.0593
0 -2.4575 8.5888 4.2075 -0.9466 0.0504 0.3185 0.7006 0.0350
MMsS2.jpg
0 -2.0788 -17.1493 2.9866 0.0000 -0.0474 0.9989 0.4166 0.0368
0 2.0788 -17.1493 2.9866 0.0000 -0.0474 0.9989 0.4166 0.0086
0 2.4575 8.5888 4.2075 0.0000 -0.0474 0.9989 0.7006 0.0105
MMsS2.jpg
0 2.4575 8.5888 4.2075 0.0000 0.0821 0.9966 0.7006 0.0105
0 -2.0788 23.4427 2.9833 0.0000 0.0821 0.9966 0.9833 0.0368
0 -2.4575 8.5888 4.2075 0.0000 0.0821 0.9966 0.7006 0.0350
MMsS2.jpg
0 2.0788 23.4427 2.9833 0.0000 0.0821 0.9966 0.9833 0.0086
0 -2.0788 23.4427 2.9833 0.0000 0.0821 0.9966 0.9833 0.0368
0 2.4575 8.5888 4.2075 0.0000 0.0821 0.9966 0.7006 0.0105
MMsS2.jpg
0 2.0788 -17.1493 2.9866 0.9469 -0.0463 0.3182 0.4166 0.1551
0 3.0915 -17.1430 -0.0262 0.9469 -0.0463 0.3182 0.4166 0.1325
0 4.3491 8.5888 -0.0262 0.9469 -0.0463 0.3182 0.7006 0.1325
MMsS2.jpg
0 4.3491 8.5888 -0.0262 0.9115 0.0568 0.4073 0.7006 0.1325
0 2.0788 23.4427 2.9833 0.9115 0.0568 0.4073 0.9833 0.1551
0 2.4575 8.5888 4.2075 0.9115 0.0568 0.4073 0.7006 0.1569
MMsS2.jpg
0 3.0915 23.4427 -0.0262 0.9447 0.0800 0.3179 0.9833 0.1325
0 2.0788 23.4427 2.9833 0.9447 0.0800 0.3179 0.9833 0.1551
0 4.3491 8.5888 -0.0262 0.9447 0.0800 0.3179 0.7006 0.1325
end
PS: But the effect is activated, it is necessary that the bmd 3d model, contain a reference in one of his: Bones, manipulating the texture effect, so to make a tube: Re-Skin of: Sword of the original Assassin. :(
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re: [Development] Item Smoke Effect
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re: [Development] Item Smoke Effect
Added and tested in: 1.07.24 (Kor) - Season 5 Episode 4, and works without problems!
http://i.imgur.com/DRM8T.jpg
Thanks Brain for sharing your source, you are the best! :cool:
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re: [Development] Item Smoke Effect
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re: [Development] Item Smoke Effect
:) This is your idea... you made, not me.. Brain: I'm looking for ways to modify other parts of the main, in asm, to copy the effect of certain items, such as: Albatross Bow and particle effect in some other item, and continuing with your idea.. this is what I found:
Debug of 1.07.24 kor main.exe ---> Albatross Bow particles effect (I think..)
Code:
CPU DisasmAddress Hex dump Command Comments
005EA1FC |> \817D 10 5A0C0 CMP DWORD PTR SS:[EBP+10],0C5A --> Albatross Bow ID in display calc: 4 * 512 + 22 + 1092 (SwordsOffsetInArray of this version).
005EA203 |. 0F85 C9000000 JNE 005EA2D2
005EA209 |. 8B55 0C MOV EDX,DWORD PTR SS:[EBP+0C]
005EA20C |. C742 3C 01000 MOV DWORD PTR DS:[EDX+3C],1
005EA213 |. 6A FF PUSH -1 ; /Arg8 = -1
005EA215 |. 8B45 0C MOV EAX,DWORD PTR SS:[EBP+0C] ; |
005EA218 |. 8B48 3C MOV ECX,DWORD PTR DS:[EAX+3C] ; |
005EA21B |. 51 PUSH ECX ; |Arg7
005EA21C |. 8B55 0C MOV EDX,DWORD PTR SS:[EBP+0C] ; |
005EA21F |. 8B42 6C MOV EAX,DWORD PTR DS:[EDX+6C] ; |
005EA222 |. 50 PUSH EAX ; |Arg6
005EA223 |. 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+0C] ; |
005EA226 |. 8B51 68 MOV EDX,DWORD PTR DS:[ECX+68] ; |
005EA229 |. 52 PUSH EDX ; |Arg5
005EA22A |. 8B45 0C MOV EAX,DWORD PTR SS:[EBP+0C] ; |
005EA22D |. 8B48 64 MOV ECX,DWORD PTR DS:[EAX+64] ; |
005EA230 |. 51 PUSH ECX ; |Arg4
005EA231 |. 8B55 0C MOV EDX,DWORD PTR SS:[EBP+0C] ; |
005EA234 |. 8B42 44 MOV EAX,DWORD PTR DS:[EDX+44] ; |
005EA237 |. 50 PUSH EAX ; |Arg3
005EA238 |. 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+0C] ; |
005EA23B |. 8B91 98000000 MOV EDX,DWORD PTR DS:[ECX+98] ; |
005EA241 |. 52 PUSH EDX ; |Arg2
005EA242 |. 6A 02 PUSH 2 ; |Arg1 = 2
005EA244 |. 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8] ; |
005EA247 |. E8 8019F0FF CALL 004EBBCC ; \main.004EBBCC
005EA24C |. 6A FF PUSH -1 ; /Arg8 = -1
005EA24E |. 8B45 0C MOV EAX,DWORD PTR SS:[EBP+0C] ; |
005EA251 |. 8B48 6C MOV ECX,DWORD PTR DS:[EAX+6C] ; |
005EA254 |. 51 PUSH ECX ; |Arg7
005EA255 |. 8B55 0C MOV EDX,DWORD PTR SS:[EBP+0C] ; |
005EA258 |. 8B42 68 MOV EAX,DWORD PTR DS:[EDX+68] ; |
005EA25B |. 50 PUSH EAX ; |Arg6
005EA25C |. 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+0C] ; |
005EA25F |. 8B51 64 MOV EDX,DWORD PTR DS:[ECX+64] ; |
005EA262 |. 52 PUSH EDX ; |Arg5
005EA263 |. 6A 01 PUSH 1 ; |Arg4 = 1
005EA265 |. 68 0000803F PUSH 3F800000 ; |Arg3 = 3F800000
005EA26A |. 6A 02 PUSH 2 ; |Arg2 = 2
005EA26C |. 6A 01 PUSH 1 ; |Arg1 = 1
005EA26E |. 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8] ; |
005EA271 |. E8 4AEEEFFF CALL 004E90C0 ; \main.004E90C0
005EA276 |. 6A FF PUSH -1 ; /Arg8 = -1
005EA278 |. 8B45 0C MOV EAX,DWORD PTR SS:[EBP+0C] ; |
005EA27B |. 8B48 6C MOV ECX,DWORD PTR DS:[EAX+6C] ; |
005EA27E |. 51 PUSH ECX ; |Arg7
005EA27F |. 8B55 0C MOV EDX,DWORD PTR SS:[EBP+0C] ; |
005EA282 |. 8B42 68 MOV EAX,DWORD PTR DS:[EDX+68] ; |
005EA285 |. 50 PUSH EAX ; |Arg6
005EA286 |. 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+0C] ; |
005EA289 |. 8B51 64 MOV EDX,DWORD PTR DS:[ECX+64] ; |
005EA28C |. 52 PUSH EDX ; |Arg5
005EA28D |. 6A FF PUSH -1 ; |Arg4 = -1
005EA28F |. 68 0000803F PUSH 3F800000 ; |Arg3 = 3F800000
005EA294 |. 6A 42 PUSH 42 ; |Arg2 = 42
005EA296 |. 6A 02 PUSH 2 ; |Arg1 = 2
005EA298 |. 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8] ; |
005EA29B |. E8 20EEEFFF CALL 004E90C0 ; \main.004E90C0
005EA2A0 |. 6A FF PUSH -1 ; Arg8 = -1
005EA2A2 |. 8B45 0C MOV EAX,DWORD PTR SS:[EBP+0C]
005EA2A5 |. 8B48 6C MOV ECX,DWORD PTR DS:[EAX+6C]
005EA2A8 |. 51 PUSH ECX ; Arg7
005EA2A9 |. 8B55 0C MOV EDX,DWORD PTR SS:[EBP+0C]
005EA2AC |. 8B42 68 MOV EAX,DWORD PTR DS:[EDX+68]
005EA2AF |. 50 PUSH EAX ; Arg6
005EA2B0 |. 8B4D 0C MOV ECX,DWORD PTR SS:[EBP+0C]
005EA2B3 |. 8B51 64 MOV EDX,DWORD PTR DS:[ECX+64]
005EA2B6 |. 52 PUSH EDX ; Arg5
005EA2B7 |. 6A FF PUSH -1 ; Arg4 = -1
005EA2B9 |. 68 0000003F PUSH 3F000000 ; Arg3 = 3F000000
005EA2BE |. 68 42400000 PUSH 4042
005EA2C3 |. 6A 02 PUSH 2 ; Arg1 = 2
005EA2C5 |. 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8]
005EA2C8 |. E8 F3EDEFFF CALL 004E90C0
005EA2CD |. E9 D5060000 JMP 005EA9A7
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re: [Development] Item Smoke Effect
Good luck on dicovering something new. All old effects you can transfer on new item. I want to try to move the npc/monster effect to player a little bit latter.
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
Brain
Good luck on dicovering something new. All old effects you can transfer on new item. I want to try to move the npc/monster effect to player a little bit latter.
But for this.. you need search and find: player offset in main xD is some difficult.
-
re: [Development] Item Smoke Effect
Quote:
Originally Posted by
Brain
Good luck on dicovering something new. All old effects you can transfer on new item. I want to try to move the npc/monster effect to player a little bit latter.
You can also easly moving effects from items to monsters. For example multi-layer glow (pink and gold, items uses same functions):
screenSHU - The fastest screen capture ever.
Quote:
Originally Posted by
mauro07
But for this.. you need search and find: player offset in main xD is some difficult.
It's not difficult to find. You just need to understand main renderer system, then just set some breakpoints. All you need is knowledge what you're looking for.
Main renderer system is very stupid and difficult to understand.
It uses global triangles array built in realtime by few functions. The easiest way to render object by main:
- call animation and rotate function (easy to find by setting HW write breakpoint on triangles array)
- call translate function (usually called by main after animation/rotate function)
/*here draw pre- effects*/
- call render function (the easiest to find, it calls glVertex3fv in loop)
/*here draw post- effects*/
All these functions are methods of BMD class. They are very chaotic and extremely inefficient. That's the reason why muonline works slowly on new PC's.
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re: [Development] Item Smoke Effect
supron: Can you explain, as is that I can for example, add effects such as transparency, Shine, and others that are related to textures of some items, for example, I want to put in a new blade and added by me, the same effect that is: "Sword Breaker" for: Blade Knight
Sword Breaker:
http://i.imgur.com/RFq04.jpg
Ps: and in fact, I do not mean the effect: Smelt, I talk of the green poison effect on texture, on the leaf 3d model.
-
re: [Development] Item Smoke Effect
Quote:
Originally Posted by
mauro07
supron: Can you explain, as is that I can for example, add effects such as transparency, Shine, and others that are related to textures of some items, for example, I want to put in a new blade and added by me, the same effect that is: "Sword Breaker" for: Blade Knight
Sword Breaker:
http://i.imgur.com/RFq04.jpg
Ps: and in fact, I do not mean the effect: Smelt, I talk of the green poison effect on texture, on the leaf 3d model.
It's simple post- effect, but bone blade model is incompatible. BB is solid model with only one bone. Main uses model bones to calculate particles position, so if you have only one bone, effect will be ugly:
screenSHU - The fastest screen capture ever.
Here is item post- effect switch():
screenSHU - The fastest screen capture ever.
And effect:
screenSHU - The fastest screen capture ever.
It's very fast research, so i don't know how it works, and i'm not sure if this is correct.
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re: [Development] Item Smoke Effect
supron: For that version of main.exe you made this change?
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
mauro07
supron: For that version of main.exe you made this change?
GMO ex700. If you need help with older main, PM me (older main may have different optimization, so switch() can look different).
-
re: [Development] Item Smoke Effect
Quote:
Originally Posted by
supron
GMO ex700. If you need help with older main, PM me (older main may have different optimization, so switch() can look different).
Yes, i know... all main.exe of different version's... have different optimization codes... but well, my problem is that: Ex700 main.exe is very weight for load using olly in my PC, my hardware not support this :(
But I need made for: 1.07x (Kor) Season 5 Episode 4 main.exe, can you help me with this version?
-
re: [Development] Item Smoke Effect
Quote:
Originally Posted by
mauro07
Yes, i know... all main.exe of different version's... have different optimization codes... but well, my problem is that: Ex700 main.exe is very weight for load using olly in my PC, my hardware not support this :(
But I need made for: 1.07x (Kor) Season 5 Episode 4 main.exe, can you help me with this version?
screenSHU - The fastest screen capture ever.
Here is GMO S6 E3 switch() (file version 1.3.3.0). This main will work for you.
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re: [Development] Item Smoke Effect
Thanks for this supron, now yes.. I can work with this thanks for all my friend! :thumbup1:
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re: [Development] Item Smoke Effect
supron: With that formula, calculate the switch post - effect identifier for each item in specific, because obviously not using: ObjectID, nor on: ItemID.
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re: [Development] Item Smoke Effect
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re: [Development] Item Smoke Effect
Hello, could re-upload again the main ENG 1:03:28 (1.03b +)
thank you
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re: [Development] Item Smoke Effect
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3 Attachment(s)
re: [Development] Item Smoke Effect
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re: [Development] Item Smoke Effect
Thats kind of complicated to do for people who are new with ollydbg could u describe more?
also is this gonna work on season 2 server?
karli
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
karLi
Thats kind of complicated to do for people who are new with ollydbg could u describe more?
also is this gonna work on season 2 server?
karli
Why not? You saw 380 items +13 ,they have smoke above head.(when you have full set)
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re: [Development] Item Smoke Effect
share offsets for main
1.02R+
please:blush:
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re: [Development] Item Smoke Effect
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re: [Development] Item Smoke Effect
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re: [Development] Item Smoke Effect
mauro07 Have source Main 1.07x . Offset 1.07x
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
VeltonD
Here my version of this src but with some modification's made by me, for optimize the code...
SetItemEffect.cpp:
Code:
#include "Stdafx.h"
#include "SetItemEffect.h"
#include "Utils.h"
#define ITEM_INTER 834
#define GET_ITEM(x,y) (x * 512 + y) + ITEM_INTER
void __declspec(naked) SetItemEffect()
{
_asm
{
MOV pItemType, ECX
}
if (pItemType == GET_ITEM(11, 52)) //Hades Boots Allow Effect
{
_asm
{
MOV ESI, HDK_ITEM_EFFECT_ALLOW
JMP ESI
}
}
_asm
{
MOV ESI, HDK_ITEM_EFFECT_NOT_ALLOW
JMP ESI
}
}
void __declspec(naked) SetColorEffect()
{
_asm
{
MOV pItemType, ECX
}
if (pItemType == GET_ITEM(11, 52)) //Hades Boots Set Color Effect (Blue)
{
_asm
{
MOV EDX, DWORD PTR SS:[EBP+0xC]
MOV DWORD PTR DS:[EDX+0x9C],0 //Red Color Value
MOV EAX, DWORD PTR SS:[EBP+0xC]
MOV DWORD PTR DS:[EAX+0xA0],0 //Green Color Value
MOV ECX, DWORD PTR SS:[EBP+0xC]
MOV DWORD PTR DS:[ECX+0xA4],0x3F000000 //Blue Color Value
}
}
_asm
{
MOV ESI, HDK_NEXT_ITEM_COLOR
JMP ESI
}
}
void InitSmokeEffect()
{
SetNop(HDK_SET_ITEM_EFFECT, 12);
WriteJmp(HDK_SET_ITEM_EFFECT, (DWORD)&SetItemEffect);
SetNop(HDK_SET_COLOR_EFFECT, 46);
WriteJmp(HDK_SET_COLOR_EFFECT, (DWORD)&SetColorEffect);
}
SetItemEffect.h:
Code:
#define HDK_SET_ITEM_EFFECT 0x004F9F76
#define HDK_SET_COLOR_EFFECT 0x004F9FDA
#define HDK_ITEM_EFFECT_ALLOW 0x004F9F9F
#define HDK_ITEM_EFFECT_NOT_ALLOW 0x004FA63E
#define HDK_NEXT_ITEM_COLOR 0x004FA013
void SetItemEffect();
void SetColorEffect();
void InitSmokeEffect();
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3 Attachment(s)
re: [Development] Item Smoke Effect
@mauro07 thx
Attachment 128781
and add the effect on more than one item?
PS:effects already achieved success with the new wings?
-Edit
SetItemEffect
if (pItemType == GET_ITEM(11, 150) //Dragon Black
||pItemType == GET_ITEM(11, 1)) //Dragon[Original]
SetColorEffect
if (pItemType == GET_ITEM(11, 150))
{
_asm
{
MOV EDX, DWORD PTR SS:[EBP+0xC]
MOV DWORD PTR DS:[EDX+0x9C],0x3F000000 //Red Color Value
MOV EAX, DWORD PTR SS:[EBP+0xC]
MOV DWORD PTR DS:[EAX+0xA0],0x3F000000 //Green Color Value
MOV ECX, DWORD PTR SS:[EBP+0xC]
MOV DWORD PTR DS:[ECX+0xA4],0x3F000000 //Blue Color Value
}
}
if (pItemType == GET_ITEM(11, 1))
{
_asm
{
MOV EDX, DWORD PTR SS:[EBP+0xC]
MOV DWORD PTR DS:[EDX+0x9C],0x3F800000 //Red Color Value
MOV EAX, DWORD PTR SS:[EBP+0xC]
MOV DWORD PTR DS:[EAX+0xA0],0 //Green Color Value
MOV ECX, DWORD PTR SS:[EBP+0xC]
MOV DWORD PTR DS:[ECX+0xA4],0 //Blue Color Value
}
}
Attachment 128788Attachment 128789
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re: [Development] Item Smoke Effect
effects 1.02c, I base this function makes the other a little time ... (sorry my english is bad)
.h
Code:
#include "stdafx.h"
//struct
struct _effect
{
int Boots;
float R;
float G;
float B;
};
//extern
extern _effect e[255];
//função refeita
__declspec() void DTset_effect();
//arquivo de leitura
void _loadfile_effect(char* filename);
.cpp
Code:
#include "stdafx.h"
//variavel global
int variavelE;
//struct
_effect e[255];
//variaveis
int pItemID_boots = 0;
float R = 0.0f;
float G = 0.0f;
float B = 0.0f;
void _loadfile_effect(char* filename)
{
Tokenizer token;
TokenizerGroup group;
TokenizerSection section;
token.ParseFile(std::string(filename), group);
if(group.GetSection(0, section))
{
for(int i = 0; i < section.RowCount; i++)
{
e[variavelE].Boots = section.Rows[i].GetInt(0);
e[variavelE].R = section.Rows[i].GetFloat(1);
e[variavelE].G = section.Rows[i].GetFloat(2);
e[variavelE].B = section.Rows[i].GetFloat(3);
variavelE++;
}
}
}
//função refeita
__declspec(naked) void DTset_effect()
{
__asm
{
// set:: boots
MOV EAX,DWORD PTR SS:[EBP+8]
MOVSX ECX,WORD PTR DS:[EAX+0x2D8]
MOV pItemID_boots, ECX
}
for(int i = 0; i < variavelE; i++)
{
if(pItemID_boots == ITEM_GET(11, e[i].Boots))
{
R = e[i].R;
G = e[i].G;
B = e[i].B;
_asm
{
// R
MOV ECX,DWORD PTR SS:[EBP+0xC] // struct RGB
MOV EDX, R
MOV DWORD PTR DS:[ECX+0x128],EDX // float =D
// G
MOV EDX,DWORD PTR SS:[EBP+0xC] // struct RGB
MOV EAX, G
MOV DWORD PTR DS:[EDX+0x12C],EAX // float =D
// B
MOV EAX,DWORD PTR SS:[EBP+0xC] // struct RGB
MOV ECX, B
MOV DWORD PTR DS:[EAX+0x130],ECX
MOV ESI, 0x0052F273
JMP ESI
}
}
}
_asm
{
MOV EDI, 0x0052F76D
JMP EDI
}
}
.cpp hook
Code:
//effect item
//leitura do arquivo
//_loadfile_effect(".\\DTserver\\scripts\\effects.dat");
//retira a verificação dos items
//*(BYTE*)(0x0052F0FC) = 0xEB;
//*(BYTE*)(0x0052F0FC+1) = 0x29;
//WriteMemoryNop(0x0052F0FE, 41);
//da hook do sistema
//HookProc(0x0052F158, (DWORD)(&DTset_effect));
//WriteMemoryNop(0x0052F158+5, 278);
base .dat
Code:
0
11 0.000008f 0.1888877f 1.8555555f
//add others items and float colors
end
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re: [Development] Item Smoke Effect
@pobrinho
Have off set to Main 1.03k for source Jewel Info + Edition Spcial ?
__declspec(naked) void item_information(){ _asm { MOV DX, WORD PTR SS:[EBP] MOV joia_ID, EDX } if(joia_ID == ITEMGET(14,16)) { color = 0; text = 0; jewel_infor = (char*)0x07811AC0; } else if(joia_ID == ITEMGET(14,100)) { color = 0; text = 0; jewel_infor = "upa seu item para + 14"; } else if(joia_ID == ITEMGET(14,101)) { color = 0; text = 0; jewel_infor = "upa seu item para + 15"; } else if(joia_ID == ITEMGET(14,102)) { color = 0; text = 0; jewel_infor = "reseta seu personagem, clicar com botão direito"; } else if(joia_ID == ITEMGET(14,103)) { color = 0; text = 0; jewel_infor = "limpa seu pk, clicar com botão direito"; } else if(joia_ID >= ITEMGET(0,27) && joia_ID <= ITEMGET(0,28) ||//swords joia_ID >= ITEMGET(2,16) && joia_ID <= ITEMGET(2,17) ||//scepters joia_ID == ITEMGET(3,11) ||//spears joia_ID >= ITEMGET(4,23) && joia_ID <= ITEMGET(4,24) ||//bows joia_ID >= ITEMGET(5,30) && joia_ID <= ITEMGET(5,32) ||//staffs joia_ID >= ITEMGET(6,17) && joia_ID <= ITEMGET(6,20) ||//shields joia_ID >= ITEMGET(7,45) && joia_ID <= ITEMGET(7,52) ||//helms joia_ID >= ITEMGET(8,45) && joia_ID <= ITEMGET(8,52) ||//armors joia_ID >= ITEMGET(9,45) && joia_ID <= ITEMGET(9,52) ||//pants joia_ID >= ITEMGET(10,45)&& joia_ID <= ITEMGET(10,52)||//gloves joia_ID >= ITEMGET(11,45)&& joia_ID <= ITEMGET(11,52)) //boots { jewel_infor = "item especial primeira edição"; color = 7; text = 1; } else { _asm { MOV EDI, 0x00619171 JMP EDI } } _asm { LEA EAX,DWORD PTR DS:[EAX+EAX*4] PUSH jewel_infor LEA EDX,DWORD PTR DS:[EAX+EAX*4] LEA EAX,DWORD PTR DS:[EDX*4+0x79F4F00] PUSH EAX CALL CALL_INFOR MOV EAX,DWORD PTR DS:[0x7A27BF8] ADD ESP,8 MOV ESI, color MOV DWORD PTR DS:[EAX*4+0x79F609C],ESI MOV EDI, text MOV DWORD PTR DS:[EAX*4+0x7A25098],EDI INC EAX MOV DWORD PTR DS:[0x7A27BF8],EAX MOV EDI, 0x00619171 JMP EDI CALL_INFOR: MOV EDI, 0x00791B10 JMP EDI }}
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re: [Development] Item Smoke Effect
not made for this version, I posted a code for 1.02s jpn, you can only use as a base to another version, and change many things like registers, etc ... some BYTE and then each version a new code
-
re: [Development] Item Smoke Effect
Quote:
Originally Posted by
pobrinho
not made for this version, I posted a code for 1.02s jpn, you can only use as a base to another version, and change many things like registers, etc ... some BYTE and then each version a new code
sorry for stupid question but u can show me how to find offset using for your code :blush::blush:
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re: [Development] Item Smoke Effect
someone managed insert on 1.04C GMO main?
Struct is diferrent? if yes, someone can share?
thanks and sorry my bad english.
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re: [Development] Item Smoke Effect
someone managed insert on 1.03B PHI main?
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re: [Development] Item Smoke Effect
I am trying to adapt this custom design on this topic and when I try to compile the dll appears to me the following message:
http://forum.ragezone.com/f508/client-1-03p-eng-source-954658/
Code:
1>------ Build started: Project: Main, Configuration: Release Win32 ------
1>Build started 17/10/2013 23:37:04.
1>InitializeBuildStatus:
1> Touching "Release\Main.unsuccessfulbuild".
1>ClCompile:
1> Camera.cpp
1> DllLib.cpp
1> Effect.cpp
1> ToolKit.cpp
1> Running Code Analysis for C/C++...
1>c:\users\walter\desktop\soucer main\client1.03psrc+hpbar\dlllib.cpp(6): warning C6244: Local declaration of 'hInstance' hides previous declaration at line '29' of 'c:\users\walter\desktop\soucer main\client1.03psrc+hpbar\stdafx.h'
1>ResourceCompile:
1> All outputs are up-to-date.
1>Main.obj : error LNK2005: _DllMain@12 already defined in DllLib.obj
1> Creating library C:\Users\Walter\Desktop\soucer main\Client1.03PSRC+HPBar\Release\Main.lib and object C:\Users\Walter\Desktop\soucer main\Client1.03PSRC+HPBar\Release\Main.exp
1>Main.exp : warning LNK4070: /OUT:3DCamera.dll directive in .EXP differs from output filename 'C:\Users\Walter\Desktop\soucer main\Client1.03PSRC+HPBar\Release\Main.dll'; ignoring directive
1>C:\Users\Walter\Desktop\soucer main\Client1.03PSRC+HPBar\Release\Main.dll : fatal error LNK1169: one or more multiply defined symbols found
1>
1>Build FAILED.
1>
1>Time Elapsed 00:00:05.68
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I would love to add this effect in my project but unfortunately I'm not getting, if someone can help me I will be very grateful
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re: [Development] Item Smoke Effect
do someone can help me to add this function on my main ( 97d ) ?
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re: [Development] Item Smoke Effect
I now, i am very stupid But can some1 pls help to add this beautiful work for this main(1.03P)???
Main+src
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
kostaa
do someone can help me to add this function on my main ( 97d ) ?
Main 97d not have Effec Smoke
Sole Season 2 +
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
lops118
I now, i am very stupid But can some1 pls help to add this beautiful work for this main(1.03P)???
Main+src
anyone? This main is for IA + hp bar.....
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re: [Development] Item Smoke Effect
Thanks for the idea! work great on 1.04d with some modification!!
http://farm8.staticflickr.com/7402/1...0aaef230_o.jpg
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re: [Development] Item Smoke Effect
I can add this effect following the method of mauro however I wanted to do the layout for the pobrinho did not have to stay all the time in messing dll to add more sets
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re: [Development] Item Smoke Effect
I have enabled it for all :) with random rgb.
GVeigaS, here my 1.04d main.
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
vcorp
I have enabled it for all :) with random rgb.
GVeigaS,
here my 1.04d main.
main wont run; most probably lacking some library.
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re: [Development] Item Smoke Effect
open it in olly and remove my asm check about my vcorp.dll or change it to suite your needs :)
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
vcorp
open it in olly and remove my asm check about my vcorp.dll or change it to suite your needs :)
Sure, yeah....but, I wonder what's in that vcorp.dll ? Only customs? or any needed fix ? (so I replace the DLL)
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re: [Development] Item Smoke Effect
That is for my server if u replace my dll result in crash for your main, bcz my checks and license are different :)
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re: [Development] Item Smoke Effect
Quote:
Originally Posted by
pobrinho
effects 1.02c, I base this function makes the other a little time ... (sorry my english is bad)
.h
Code:
#include "stdafx.h"
//struct
struct _effect
{
int Boots;
float R;
float G;
float B;
};
//extern
extern _effect e[255];
//função refeita
__declspec() void DTset_effect();
//arquivo de leitura
void _loadfile_effect(char* filename);
.cpp
Code:
#include "stdafx.h"
//variavel global
int variavelE;
//struct
_effect e[255];
//variaveis
int pItemID_boots = 0;
float R = 0.0f;
float G = 0.0f;
float B = 0.0f;
void _loadfile_effect(char* filename)
{
Tokenizer token;
TokenizerGroup group;
TokenizerSection section;
token.ParseFile(std::string(filename), group);
if(group.GetSection(0, section))
{
for(int i = 0; i < section.RowCount; i++)
{
e[variavelE].Boots = section.Rows[i].GetInt(0);
e[variavelE].R = section.Rows[i].GetFloat(1);
e[variavelE].G = section.Rows[i].GetFloat(2);
e[variavelE].B = section.Rows[i].GetFloat(3);
variavelE++;
}
}
}
//função refeita
__declspec(naked) void DTset_effect()
{
__asm
{
// set:: boots
MOV EAX,DWORD PTR SS:[EBP+8]
MOVSX ECX,WORD PTR DS:[EAX+0x2D8]
MOV pItemID_boots, ECX
}
for(int i = 0; i < variavelE; i++)
{
if(pItemID_boots == ITEM_GET(11, e[i].Boots))
{
R = e[i].R;
G = e[i].G;
B = e[i].B;
_asm
{
// R
MOV ECX,DWORD PTR SS:[EBP+0xC] // struct RGB
MOV EDX, R
MOV DWORD PTR DS:[ECX+0x128],EDX // float =D
// G
MOV EDX,DWORD PTR SS:[EBP+0xC] // struct RGB
MOV EAX, G
MOV DWORD PTR DS:[EDX+0x12C],EAX // float =D
// B
MOV EAX,DWORD PTR SS:[EBP+0xC] // struct RGB
MOV ECX, B
MOV DWORD PTR DS:[EAX+0x130],ECX
MOV ESI, 0x0052F273
JMP ESI
}
}
}
_asm
{
MOV EDI, 0x0052F76D
JMP EDI
}
}
.cpp hook
Code:
//effect item
//leitura do arquivo
//_loadfile_effect(".\\DTserver\\scripts\\effects.dat");
//retira a verificação dos items
//*(BYTE*)(0x0052F0FC) = 0xEB;
//*(BYTE*)(0x0052F0FC+1) = 0x29;
//WriteMemoryNop(0x0052F0FE, 41);
//da hook do sistema
//HookProc(0x0052F158, (DWORD)(&DTset_effect));
//WriteMemoryNop(0x0052F158+5, 278);
base .dat
Code:
0
11 0.000008f 0.1888877f 1.8555555f
//add others items and float colors
end
can you share identifier, struct . I have a problem when building :
Quote:
1>ItemSmokeEffect.cpp(135): error C2065: 'Tokenizer' : undeclared identifier
1>ItemSmokeEffect.cpp(135): error C2146: syntax error : missing ';' before identifier 'token'
1>ItemSmokeEffect.cpp(135): error C2065: 'token' : undeclared identifier
1>ItemSmokeEffect.cpp(136): error C2065: 'TokenizerGroup' : undeclared identifier
1>ItemSmokeEffect.cpp(136): error C2146: syntax error : missing ';' before identifier 'group'
1>ItemSmokeEffect.cpp(136): error C2065: 'group' : undeclared identifier
1>ItemSmokeEffect.cpp(137): error C2065: 'TokenizerSection' : undeclared identifier
1>ItemSmokeEffect.cpp(137): error C2146: syntax error : missing ';' before identifier 'section'
1>ItemSmokeEffect.cpp(137): error C2065: 'section' : undeclared identifier
1>ItemSmokeEffect.cpp(139): error C2065: 'token' : undeclared identifier
1>ItemSmokeEffect.cpp(139): error C2228: left of '.ParseFile' must have class/struct/union
1> type is ''unknown-type''
1>ItemSmokeEffect.cpp(139): error C2065: 'group' : undeclared identifier
1>ItemSmokeEffect.cpp(141): error C2065: 'group' : undeclared identifier
1>ItemSmokeEffect.cpp(141): error C2228: left of '.GetSection' must have class/struct/union
1> type is ''unknown-type''
1>ItemSmokeEffect.cpp(141): error C2065: 'section' : undeclared identifier
1>ItemSmokeEffect.cpp(143): error C2065: 'section' : undeclared identifier
1>ItemSmokeEffect.cpp(143): error C2228: left of '.RowCount' must have class/struct/union
1> type is ''unknown-type''
1>ItemSmokeEffect.cpp(145): error C2065: 'section' : undeclared identifier
1>ItemSmokeEffect.cpp(145): error C2228: left of '.Rows' must have class/struct/union
1> type is ''unknown-type''
1>ItemSmokeEffect.cpp(145): error C2228: left of '.GetInt' must have class/struct/union
1>ItemSmokeEffect.cpp(146): error C2065: 'section' : undeclared identifier
1>ItemSmokeEffect.cpp(146): error C2228: left of '.Rows' must have class/struct/union
1> type is ''unknown-type''
1>ItemSmokeEffect.cpp(146): error C2228: left of '.GetFloat' must have class/struct/union
1>ItemSmokeEffect.cpp(147): error C2065: 'section' : undeclared identifier
1>ItemSmokeEffect.cpp(147): error C2228: left of '.Rows' must have class/struct/union
1> type is ''unknown-type''
1>ItemSmokeEffect.cpp(147): error C2228: left of '.GetFloat' must have class/struct/union
1>ItemSmokeEffect.cpp(148): error C2065: 'section' : undeclared identifier
1>ItemSmokeEffect.cpp(148): error C2228: left of '.Rows' must have class/struct/union
1> type is ''unknown-type''
1>ItemSmokeEffect.cpp(148): error C2228: left of '.GetFloat' must have class/struct/union
-
re: [Development] Item Smoke Effect
how to find offset of an item as the main example of the King Mace in 97 main
-
re: [Development] Item Smoke Effect
Quote:
Originally Posted by
dedicadobk
how to find offset of an item as the main example of the King Mace in 97 main
to find some functions refereted to: Mace of King on main.exe 0.97d, you can make this:
- Search by ItemId -> for this you must calc this (ItemType * MaxIndex + ItemIndex)
- Search by ObjectId -> for this you must calc ItemId + ItemOffsetInArray (this is different for every main.exe version on 0.97d is: 0x400 in decimal value -> in hexadecimal is: 0x190)
then: for Mace of King you must be this:
Mace of King ObjectId = 2 (maces types) * 32 (max index on 97 & 99 versions) + 7 (I think that this is the: Index for this mace in: Item(XXX).txt of server side) + 400 (ItemOffsetInArray of 0.97d main.exe)
Result is: 471 but this is in: decimal value you must pass this to hexadecimal value -> (0x1D7)
then open your main.exe 0.97d on ollydbg (I use 2.00 version) and right click -> Search for -> All constants... and search: "1D7"
http://i.imgur.com/lYP8SOW.jpg
PS: to find -> Item Offset in Array you must make this -> Search for all referenced strings -> search: "Sword" (Without "") and when you can see: "Data\Item" & "Sword" then ENTER here
and:
http://i.imgur.com/I8ffA1z.jpg
-
re: [Development] Item Smoke Effect
good who can help me transfer the effect of the Crystal Sword (category mace) trasferir for other weapons. main version 97 +99?
- - - Updated - - -
-
re: [Development] Item Smoke Effect
has the effect of passing the Crystal Sword for another weapon? Who can show me how.
-
re: [Development] Item Smoke Effect
Someone can share Offsets for 1.02.11 JPN ?
-
re: [Development] Item Smoke Effect
I didn't get the first code. where to put it? or where to assign.
so complicated for beginners like me.
-
re: [Development] Item Smoke Effect
Hello may you please do it for me?
sorry for a noobish favor :*: ...
here's mine
https://www.mediafire.com/?oxw0lxbp6wm323r
Thanks!
-
re: [Development] Item Smoke Effect
Smoke effect dont work on main 1.04.10(1.04j) s3 ep1
who can help me make smoke effect?
offsets i have. post here pls i give main, offsets.
thanks.
-
re: [Development] Item Smoke Effect
Sorry for my bad English!
Thread who can help me with the search
offsets to main 1.02c?
Code:
#define HDK_SET_ITEM_EFFECT 0x0057AD82
#define HDK_SET_COLOR_EFFECT 0x0057ADC8
#define HDK_ITEM_EFFECT_ALLOW 0x0057AD8D
#define HDK_ITEM_EFFECT_NOT_ALLOW 0x0057B73B
#define HDK_NEXT_ITEM_COLOR 0x0057ADFD
Or tell me how to find them
-
re: [Development] Item Smoke Effect
could help me with the offsets the main 1:03:13?
-
re: [Development] Item Smoke Effect
Any have sources for main 1.03k jpn?
Pliss :D
-
re: [Development] Item Smoke Effect
for main 1.02c ENG
Code:
#define HDK_SET_ITEM_EFFECT 0x0052F11B
#define HDK_SET_COLOR_EFFECT 0x0052F162
#define HDK_ITEM_EFFECT_ALLOW 0x0052F127
#define HDK_ITEM_EFFECT_NOT_ALLOW 0x0052F76D
#define HDK_NEXT_ITEM_COLOR 0x0052F191