How to remove button "create account" in client?

Experienced Elementalist
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Hello,
How to remove this button? (create new account)
1733938550798 - How to remove button "create account" in client? - RaGEZONE Forums
 
Here is my mainInfo

[MainInfo]
CustomerName = Solid
LauncherType = 0
LauncherName = LauncherName
//IpAddress = 103.90.224.41
IpAddress = IP
IpAddressPort = 44405
ClientVersion = 1.04.05
ClientSerial = 3R0k5CMk6TxdkSYb5
WindowName = [MuOnline]
ScreenShotPath = ScreenShots\Screen(%02d_%02d-%02d-%02d)-%04d.jpg
ClientName = Main.exe
AntiHackName = Antihack.dll
PluginName1 = CEffect.dll
PluginName2 =
PluginName3 =
PluginName4 =
PluginName5 =
CameraName =
ServerName1 = Premium
ServerName2 = Premium PVP
ServerName3 = Premium No-PVP
ServerName4 = Free


[HelperInfo]
HelperActiveAlert = 0
HelperActiveLevel = 0


[CharacterInfo]
DWMaxAttackSpeed = 65000
DKMaxAttackSpeed = 65000
FEMaxAttackSpeed = 65000
MGMaxAttackSpeed = 65000
DLMaxAttackSpeed = 65000
SUMaxAttackSpeed = 65000
RFMaxAttackSpeed = 65000

[ReconnectInfo]
ReconnectTime = 0


[TimeZone]
//=================================
//-- ZONA HORARIA GMT
//=================================
TIME_GMT = +7

[Custom]
//=================================================================================================================
//-- Seleciona la cantidad de main.exe que de desea abrir
//=================================================================================================================
MaxGameInstances= 10
CustomShowNhiemVu = 0
//=================================
//-- Delect Character Levl
//-- Delect Character Max Level
//=================================
DelectCharacter = 401

//=================================================================================================================
//-- Sistema MultiCharacter 25 personajes
//=================================================================================================================
MultiCharacter = 0

//=================================
//-- Remover Classes
// 0 -> No Remove
// 1 -> Remove SU/DL/RF
// 2 -> Remove SU/RF
// 3 -> Remove RF
//=================================
RemoveClass = 0
CharsCount = 7

//=================================
//-- Custom Rank User (Patentes)
// Types when mouse over
// 0 -> Complete
// 1 -> No show Stats
// 2 -> No Show Logo
// 3 -> No Show Stats/Logo
// 4 -> Show Logo Over Head
//=================================

//RankUserType = 0
//RankUserShowOverHead = 1
//RankUserShowReset = 1
//RankUserShowMasterReset = 1
//RankUserOnlyOnSafeZone = 1
//RankUserNeedAltKey = 0

RankUserType = 1
RankUserShowOverHead = 1 // ON OFF RANKTITLE
RankUserShowReset = 1
RankUserShowMasterReset = 1
RankUserOnlyOnSafeZone = 1
RankUserNeedAltKey = 0

//=================================
//-- Desabilita Master Skill Tree
//=================================
DisableMasterSkillTree = 0

//=================================
//-- Habilitar Cs Skills
//-- habilitar in Common.dat
//=================================
EnableCsSkillsAllMaps = 1

//=================================
//-- Remover Recuo Reflect (Remove reflect Effect)
//=================================
DisableReflectEffect = 0

//=================================
//-- Enable Premium Shop
//(Habilitar o shopping para comprar Vip)
//=================================
EnableVipShop = 0
VipTypes = 3

//=================================
//-- Enable Print Screen + logo
//-- Change Data\Custom\Interface\MU-logo.OZT to your MU logo
// 0 = Disabled
// 1 = Left Top position
// 2 = Right Top position
// 3 = Left Buttom position
// 4 = Right Buttom position
// 5 = Center position
//=================================
PrintLogo = 5

//=================================
//-- Unicode (on/off)
//=================================
Unicode = 0

//=================================
//-- Mini Map Hover (on/off)
//=================================
MiniMapHover = 1

//=================================
//-- Enable Custom Menu
// CustomMenuSwitch: 0 Disable / 1 Enable
// CustomMenuType: Type: 1 - Logo; 2 - Button
//=================================
CustomMenuSwitch = 1
CustomMenuType = 2
EnableEventTimeButton = 0
EnableVipShopButton = 1
EnableRankingButton = 0
EnableCommandButton = 1
EnableAchievementsButton = 1
EnablePartySettingsButton = 1
EnableChangeClassButton = 0
EnableCoinStatus = 1

//=================================
//-- MuHelper Type
//-- 0: Classic
//-- 1: ex700
//=================================
MuHelperType = 1

//=================================
//-- Enable New Shop Value System
//=================================
EnableShopValueSystem = 0

//=================================
//-- Enable Custom Store Buttons
//=================================
EnableStoreBlessButtom = 1
EnableStoreSoulButtom = 1
EnableStoreChaosButtom = 1
EnableStoreCoin1Buttom = 1
EnableStoreCoin2Buttom = 1
EnableStoreCoin3Buttom = 1
EnableOffStoreButtom = 1

//=================================
//-- Enable Custom Monster System
//=================================
CustomMonsterEnable = 1

//=================================
//-- 0: S6 ORIGINAL
//-- 1: Interface 97/99
//-- 2: Interface S2/S3
//-- 3: Interface ex700
//-- 4: Interface legends
//=================================
CustomInterfaceType = 0

//=================================
//-- Interface S2/S3
//-- 1: removed
//-- 0: not removed
//=================================
CustomRemoveCoord = 1

//=================================
//-- Enable MONITOR FPS/MS
//-- 0: OFF
//-- 1: ON
//=================================
MonitorFPS = 0
MonitorMS = 0

//=================================
//-- Increase FPS Limit
//-- Values:
//-- 40 = Max 26 FPS (Default Value)
//-- 34 = Max 31 FPS (Best Value)
//-- 32 = Max 33 FPS
//-- 30 = Max 34 FPS
//-- 25 = Max 40 FPS
//=================================
LimitFPS = 40

//=================================
//-- 1: Enable
//-- 0: Disable
//=================================
ChatNew = 1

[Effect]
//=================================
//-- Enable Effect item +15
//-- 0: OFF
//-- 1: ON
//=================================
EffectPlus15 = 1

[Disable]
//=================================
//-- Disable Party HP Bar
//-- 0: Enable
//-- 1: Disable Bar and Show Icon
//-- 2: Disable All
//=================================
DisablePartyHpBar = 0

//=================================
//-- Disable GensButtom [Key B]
//-- 0: Enable
//-- 1: Disable
//=================================
DisableGens = 0

//=================================
//-- Disable ViewMap [Key TAP]
//-- 0: Enable
//-- 1: Disable
//=================================
DisableTabMap = 0

//=================================
//-- Disable DisableMuHelper
//-- 0: Enable
//-- 1: Disable
//=================================
DisableHelper = 0

//=================================
//-- Disable Advance
//-- 0: Enable
//-- 1: Disable
//=================================
DisableAdvance = 0

//=================================
//-- Disable CustomClaws
//-- 0: Enable
//-- 1: Disable
//=================================
DisableCustomClaws = 0

//=================================
//-- Disable CustomBow
//-- 0: Enable
//-- 1: Disable
//=================================
DisableCustomBow = 0

//=================================
//-- Disable CustomCloack
//-- 0: Enable
//-- 1: Disable
//=================================
DisableCustomCloack = 0

//=================================
//-- Disable CustomPosition
//-- 0: Enable
//-- 1: Disable
//=================================
DisableCustomPosition = 0

//=================================
//-- Disable CustomPet
//-- 0: Enable
//-- 1: Disable
//=================================
DisableCustomPet = 0

//=================================
//-- Disable EffectRemake
//-- 0: Enable
//-- 1: Disable
//=================================
DisableEffectRemake = 0

//=================================
//-- Disable SocketInvetori
//-- 0: Enable
//-- 1: Disable
//=================================
DisableSocketInvetori = 0

//=================================
//-- Disable Buttoms
//-- 0: Enable
//-- 1: Disable
//=================================
DisableRepeirInInventory = 0
DisableButtonOpenStore = 0
DisableButtonInventoryExt = 0
DisableButtonQuestInStats = 0
DisableButtonPetsInStats = 0
DisableButtonSkillMaster = 0

//=================================
//-- Disable Menu
//-- 0: Enable
//-- 1: Disable
//=================================
Disableviptaikhoan = 1 //sklep vip
Disablevipnhanvat = 1
Disabledanhhieu = 1
Disablequanham = 1
Disabletuluyen = 1
Disablekinhmach = 1
Disablenguhanh = 1
Disablethuankhiet = 1
Disablevongquay = 1

[UPGRADE]
//=================================
//-- Habilitar Inventario zen UPGRADE
//-- 1: Enable
//-- 0: Disable
//=================================
InventoryUPGRADE = 1

//=================================
//-- Habilitar SelectCharS13
//-- Habilitar Animaciones en SelectChar
//-- Copiar world 77 y Object77
//-- Habilitar CustomSelectServerX700
//-- Habilitar Animaciones en SelectServer
//-- Copiar world 76 y Object76
//-- 1: Enable
//-- 0: Disable
//=================================
SelectCharAnimate = 1
SelectCharS13 = 1
CustomSelectServerX700 = 0
 
Upvote 0
the problem is that I can sell items that are located in the area I marked in the photo.

if the items are in another area, they cannot be sold

dimon23 - How to remove button "create account" in client? - RaGEZONE Forums


 
Upvote 0
for me looks like non-compatible client patch/main.exe or missing files or wrong files
I have the source files, so the client files are probably correct

how can this be fixed?
 
Upvote 0
Just debug in your client main DLL source code the item position. I think the server doesn't allow you to sell those items because the position is wrong. The items are found by their position when selling them. Yes, the position could be wrongly generated when having those items in the inventory.
Questions:
1. Does this bug occurs with ANY kind of item?
2. Does this bug occurs with any other 1 slot item?
3. Any server app messages when the bug occurs?
4. Can you check the inventory in your SQL database having those items?
5. What's your MU season/version/files, so we can check them.
 
Upvote 0
Just debug in your client main DLL source code the item position. I think the server doesn't allow you to sell those items because the position is wrong. The items are found by their position when selling them. Yes, the position could be wrongly generated when having those items in the inventory.
Questions:
1. Does this bug occurs with ANY kind of item?
2. Does this bug occurs with any other 1 slot item?
3. Any server app messages when the bug occurs?
4. Can you check the inventory in your SQL database having those items?
5. What's your MU season/version/files, so we can check them.
I downloaded these files from here (it's season 6)


from what I noticed, the author shared these files with this error..

the problem occurs with any item, the problem is with the position of the items..no error messages..

I don't know how to deal with it, and I wasted a lot of time translating these files - it's a shame to leave it like this now :(
 
Last edited by a moderator:
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Hello,
I would like to add custom monsters, but I also want them to have custom sounds.
How to load Custom sounds into Main.dll file (monster sounds)?
 
Last edited:
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in some source code I saw lines of code in the main.dll file - but I just don't know which lines exactly should be copied
 
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NewUIMiniMap.h
#pragma once
#define MAX_MINI_MAP_DATA 100
typedef char MINI_MAP[116];

typedef struct
{
char byClass[12]; //-- +0
char m_TooltipText[28]; //-- +12
DWORD m_hToolTipFont; //-- +40
DWORD m_TooltipTextColor; //-- +44
DWORD* m_pNewUIMng; //-- +48
POINT m_Pos; //-- +52
POINT m_Width; //-- +60
POINT m_MiniWidth; //-- +68
POINT m_Lenth[6]; //-- +76
int m_MiniPos; //-- +124
char m_BtnExit[172]; //-- +128
MINI_MAP m_Mini_Map_Data[MAX_MINI_MAP_DATA]; //-- +300
float m_Btn_Loc[MAX_MINI_MAP_DATA][4]; //-- 11900
bool m_bSuccess; //-- 13500
}UIMiniMap;

#define MOVEMENT_MOVE 0
#define MOVEMENT_GET 1
#define MOVEMENT_TALK 2
#define MOVEMENT_ATTACK 3
#define MOVEMENT_OPERATE 4
#define MOVEMENT_SKILL 5
#define TW_SAFEZONE ( 0x0001)
#define TW_SAFEZONE ( 0x0001)
#define TW_CHARACTER ( 0x0002)
#define TW_NOMOVE ( 0x0004)
#define TW_NOGROUND ( 0x0008)
#define TW_WATER ( 0x0010)
#define TW_ACTION ( 0x0020)
#define TW_HEIGHT ( 0x0040)
#define TW_CAMERA_UP ( 0x0080)
#define TW_NOATTACKZONE ( 0x0100)
#define TW_ATT1 ( 0x0200)
#define TW_ATT2 ( 0x0400)
#define TW_ATT3 ( 0x0800)
#define TW_ATT4 ( 0x1000)
#define TW_ATT5 ( 0x2000)
#define TW_ATT6 ( 0x4000)
#define TW_ATT7 ( 0x8000)
#define TargetX *(DWORD*)0x81C038C
#define TargetY *(DWORD*)0x81C0388
#define DontMove *(bool*)0x81C03AA
#define Hero *(DWORD*)0x7BC4F04
#define MouseX *(int*)0x879340C
#define MouseY *(int*)0x8793410
#define SendMove ((bool(__cdecl*)(int c, int o)) 0x005A3C70)
#define PathFinding2 ((bool(__cdecl*)(int sx,int sy,int tx,int ty, int a, float fDistance, int iDefaultWall)) 0x00542D20)
#define HeroKey *(int*)0x87935A8
#define CRenderBitRotate ((void(__cdecl*)(int Texture,float x,float y,float Width,float Height,float Rotate)) 0x00638130)
#define BtnUpdateMouseEvent ((bool(__thiscall*)(BYTE *thisa)) 0x00779860)
#define Check_Mouse ((bool(__stdcall*)(int a1, int a2)) 0x0082B790)
#define EnableAlphaTest ((void(__cdecl*)(BYTE Mode)) 0x00635FD0)
#define EndRenderColor ((void(__cdecl*)())0x00637A30)
#define RenderColor ((void(__cdecl*)(float x,float y,float Width,float Height, float Alpha, int Flag)) 0x006378A0)
#define CRenderBitmaps ((void(__cdecl*)(int Texture,float x,float y,float Width,float Height,float u,float v,float uWidth,float vHeight,bool Scale,bool StartScale,float Alpha)) 0x00637C60)
#define pCheckInMouse ((bool(__cdecl*)(int x, int y, int w, int h)) 0x00790B10)
#define IsPress ((bool (__cdecl*)(int iVirtKey))0x00791070)
#define TERRAIN_INDEX ((int(__cdecl*)(int x,int y)) 0x005D66F0)

class CNewUIMiniMap
{
public:
CNewUIMiniMap(void);
virtual ~CNewUIMiniMap(void);
void Init();
bool __thiscall Render(UIMiniMap* thisa);
bool __thiscall UpdateMouseEvent(UIMiniMap* thisa);
};

extern CNewUIMiniMap g_pNewMiniMap;

NewUIMiniMap.cpp
#include "StdAfx.h"
#include "Util.h"
#include "NewUIMiniMap.h"

CNewUIMiniMap g_pNewMiniMap;
POINT Coord;
POINT SendCoord;
POINT CurZone = {0, 0};
BYTE GRadius = 0;
bool Movement = 0;

CNewUIMiniMap::CNewUIMiniMap(void)
{
}

CNewUIMiniMap::~CNewUIMiniMap(void)
{
}

void MoveCoordSend(int px, int py)
{
if ( *(BYTE *)(Hero + 780) )
{
TargetX = px;
TargetY = py;
int Wall;
Wall = TW_NOGROUND;
WORD* TerrainWall = (WORD*)0x82C6AA0;
WORD CurrAtt = TerrainWall[TargetX + (TargetY << 8)];
//OBJECT* o = (OBJECT*)Hero + 776;

DontMove = (signed int)CurrAtt >= 8 && !(CurrAtt & 0x20) && !(CurrAtt & 0x40);

if ( ( ( *(DWORD *)(Hero + 172))!=TargetX || (*(DWORD *)(Hero + 176))!=TargetY || !*(BYTE *)(Hero + 120)) &&
PathFinding2(*(DWORD *)(Hero + 172), *(DWORD *)(Hero + 176), TargetX, TargetY, Hero + 628, 0.0, 2) )
{
//--
int o = Hero + 776;
*(BYTE *)(Hero + 121) = MOVEMENT_MOVE;
Movement = true;
SendMove (Hero, o);
//--
/*vec3_t vLight, vPos;
Vector( 1.f, 1.f, 0.f, vLight );
VectorCopy(CollisionPosition, vPos );
pDelectEffect(224);
int iTerrainIndex = TERRAIN_INDEX(TargetX, TargetY);
if( !(TerrainWall[iTerrainIndex]&TW_NOMOVE) )
{
pCreateEffect(224, vPos, (float*)(o + 264), vLight, 0, o, -1, 0, 0, 0, 0.6f, -1);
}*/
}
}
}

bool CNewUIMiniMap::Render(UIMiniMap* thisa)
{
float Rot = 45.f;
if ( thisa->m_bSuccess )
{
float x, y;

thisa->m_Pos.x = 640 / 2.f - 240.f;
thisa->m_Pos.y = 480 / 2.f - 240.f;
x = thisa->m_Pos.x;
y = thisa->m_Pos.y;
thisa->m_Width.x = 430;
thisa->m_Width.y = 430;

EnableAlphaTest(1);
RenderColor(x, y, thisa->m_Width.x, thisa->m_Width.y, 0.05, 1);
EndRenderColor();
EnableAlphaTest(1);
glColor4f(1.0, 1.0, 1.0, 1.0);
CRenderBitmaps(955000, x, y, thisa->m_Width.x, thisa->m_Width.y, 0.0, 0.0, 1.f, 1.f, 1, 1, 0);

POINTFLOAT m_CurHero = {(float)(*(int*)(Hero + 172)) / 256.0, (float) (256.0 - *(int*)(Hero + 176)) / 256.0};
EnableAlphaTest(1);
glColor4f(1.0, 1.0, 1.0, 1.0);
CRenderBitmaps(61519, x + m_CurHero.x * thisa->m_Width.x - 6.f, y + m_CurHero.y * thisa->m_Width.y - 3.f, 12.f, 12.f, 7.f/256.f, 7.f/512.f, 25.f/256.f, 25.f/512.f, 1, 1, 0.0);
}
return thisa->m_bSuccess;
}

bool CNewUIMiniMap::UpdateMouseEvent(UIMiniMap* thisa)
{
bool ret = true;

if(pCheckInMouse(thisa->m_Pos.x, thisa->m_Pos.y, thisa->m_Width.x, thisa->m_Width.y))
{
int x = (MouseX - thisa->m_Pos.x) + 1;
int y = (MouseY - thisa->m_Pos.y) + 1;

Coord.x = x / 1.6796875f;
Coord.y = 256.0 - (y / 1.6796875f);

if(IsPress(VK_LBUTTON))
{
WORD* TerrainWall = (WORD*)0x82C6AA0;
int iTerrainIndex = TERRAIN_INDEX(Coord.x, Coord.y);
if( !(TerrainWall[iTerrainIndex]&TW_NOMOVE) )
{
SendCoord = Coord;
MoveCoordSend(Coord.x, Coord.y);
}
}
return false;
}

return ret;
}

void CalcStopTime()
{
if(*(BYTE *)(Hero + 36) == 0)
{
if(Movement && *(BYTE *)(Hero + 120) == 0)
{
if(PathFinding2(*(DWORD *)(Hero + 172), *(DWORD *)(Hero + 176), SendCoord.x, SendCoord.y, Hero + 628, 0.0f, 2))
{
*(BYTE *)(Hero + 121) = MOVEMENT_MOVE;
SendMove (Hero, Hero + 776);
Movement = true;
}
else
{
Movement = false;
}
}
}
else
{
Movement = false;
}
((void(__cdecl*)()) 0x00559290)();
}

void CNewUIMiniMap::Init()
{
SetCompleteHook(0xE8, 0x0055B02B, &CalcStopTime); //ok
SetCompleteHook(0xE9, 0x0082ABA0, &CNewUIMiniMap::Render); //ok
SetCompleteHook(0xE9, 0x0082B6F0, &CNewUIMiniMap::UpdateMouseEvent); //ok
}
Credits : takumi
 
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freepro2101
I added these 2 new files and compiled a new Main.dll file - it compiled without errors - but no changes are visible in the game
 
Last edited:
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I deleted the line with the error :ROFLMAO:and compiled the main.dll file and then it works like this:

View attachment 273350

a white screen appeared instead of the <TAB> map
 
Last edited:
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