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Sry if my post is on rong place or.... plzz put a guide about how to add the jewels on the svr (im noob...) for beginers or if it it somewer plzz redirect me tnx..
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Join Today!+++ !Sry if my post is on rong place or.... plzz put a guide about how to add the jewels on the svr (im noob...) for beginers or if it it somewer plzz redirect me tnx..
You will need to code jewels in server side too
very vulgar nickname you have....how program compile this source ?? delphi7 ?? sorry for my english!
very vulgar nickname you have....
visual studio 2008
yes!, can you please share any information about Shine Effect, but not only of: wings, of some items how: Flamberge, Sword Bracker and other items of: Season 4.?
I have only this about Effects:
Code:void gObjLoadItemImage() //Decompilation from 1.03h { LoadItemBmp_MainFunction(); int i = 45; /*for(; i < 53; i++) { if(i == 47 || i == 48) continue; if(i == 46 || i == 48 || i == 50 || i == 53) continue; //remove LoadSkin(ITEMID(7,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,TRUE); } for(i = 45; i < 53; i++) { if(i == 46 || i == 48 || i == 50 || i == 53) continue; //remove LoadSkin(ITEMID(8,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE); LoadSkin(ITEMID(9,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE); LoadSkin(ITEMID(10,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE); LoadSkin(ITEMID(11,0)+i,"Player\\",GL_REPEAT,GL_NEAREST,GL_TRUE); }*/ LoadSkin(ITEMID(0,26),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE); LoadSkin(ITEMID(0,27),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE); //LoadSkin(ITEMID(0,28),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE); //LoadSkin(ITEMID(2,16),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE); //LoadSkin(ITEMID(2,17),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE); //LoadSkin(ITEMID(4,23),"Item\\",GL_REPEAT,GL_NEAREST,GL_TRUE);
Code:void CGlowEffect::NewItemGlow_Part1(int iID, float fUnk2, float fUnk3, ST_RGB *stRGB, int iUnk5) { char szTemp[256]; int iGlowID = 0; switch(iID) { case ITEMID(0,28): iGlowID = 8; break; case ITEMID(4,23): iGlowID = 35; break; case ITEMID(5,30): iGlowID = 1; break; case ITEMID(5,31): iGlowID = 19; break; case ITEMID(6,20): iGlowID = 36; break; case ITEMID(6,21): iGlowID = 30; break; default: { int iNewID = iID-ItemStartIndex; if(iNewID / 512 >= 7 && iNewID / 512 <= 11) { switch(iNewID % 512) //Item ID { case 1: case 48: iGlowID = 1; break;
Code:float Formula1 = (((int)(( *(float*)0x587C650) * 0.05f )) % 16) / 4; float Formula2 = Formula1 * 0.25f; g_ItemEffect.func_5168A0(arg1, 5, 66, Value_5, 5, Value_2, Value_3, Formula2, -1 );
and this, but well
Code:Func2: void gObjSetItemEffect2(UNK0 * arg1, UNK1 * lpMsg, int iID, float arg4, int arg5, float arg6, int arg7) //Completed { if(iID == ITEMID(0,26)) //Flameberge { func_51932D(arg1, arg5, arg4, (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), 5, -1); } else if(iID == ITEMID(0,27)) //Sword Breaker { func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(0,28)) //Rune Bastard Sword { func_5168A0(arg1, 2, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(5,30)) //Deadly Staff { func_51932D(arg1, arg5, arg4, (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1, arg7); lpMsg->ukn3[0x94] = 1; *(float*)(&arg1->ukn[0x48]) = 1.0f; *(float*)(&arg1->ukn[0x4C]) = 1.0f; *(float*)(&arg1->ukn[0x50]) = 1.0f; func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(5,32)) //Unknown (weird but Season4.5 have it) { func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(6,19)) //Frost Barrier { func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(6,20)) //Guardian Shield { func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(7,49)) //Seraphim Helm { func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(7,50)) //Divine Helm { func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(7,53)) //Unknown (weird but Season4.5 have it) { func_5168A0(arg1, 2, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(6,21)) //Cross Shield { func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else { OriginalEffectFunc2(arg1, lpMsg, iID, arg4, arg5, arg6, arg7); } } void gObjSetItemEffect3(UNK0 * arg1, UNK1 * lpMsg, int iID, float arg4, int arg5, float arg6, int arg7) //Completed { if(iID == ITEMID(0,26)) //Flameberge { func_51932D(arg1, arg5, arg4, (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), 5, arg7); } else if(iID == ITEMID(6,19)) //Frost Barrier { func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(7,49)) //Seraphim Helm { func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(7,53)) //Unknown (weird but Season4.5 have it) { func_5168A0(arg1, 2, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else if(iID == ITEMID(7,50)) //Divine Helm { func_5168A0(arg1, 1, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } else { OriginalEffectFunc3(arg1, lpMsg, iID, arg4, arg5, arg6, arg7); } } //Função 1 else if(iID == ITEMID(6,21)) //Cross Shield { glColor3f(1.0f, 1.0f, 1.0f); //OpenGL Set Color func_5168A0(arg1, 0, 2, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); arg1->ukn[0x94] = 1; //Unknown value (need check) func_5168A0(arg1, 1, 70, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), -((int)(*( float*)0x587C650))%2000, -1); //Shield Glass Effect Animation func_5168A0(arg1, 2, 66, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } //Função 2 else if(iID == ITEMID(6,21)) //Cross Shield { func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } Code : //Função 1 else if(iID == ITEMID(6,21)) //Cross Shield { glColor3f(1.0f, 1.0f, 1.0f); //OpenGL Set Color func_5168A0(arg1, 0, 2, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); arg1->ukn[0x94] = 1; //Unknown value (need check) func_5168A0(arg1, 1, 70, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), -((int)(*( float*)0x587C650))%2000, -1); //Shield Glass Effect Animation func_5168A0(arg1, 2, 66, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); } //Função 2 else if(iID == ITEMID(6,21)) //Cross Shield { func_5168A0(arg1, 0, arg5, *(float*)(&lpMsg->ukn3[0x1A8]), (int)lpMsg->ukn3[0x94], *(float*)(&lpMsg->ukn3[0x98]), *(float*)(&lpMsg->ukn3[0x9C]), *(float*)(&lpMsg->ukn3[0x0A0]), -1); }
Credits: Hermex by decompilation of effects
Whether this code is possible to connect to the 0.97 version of MU?
and did not help me with the search used offsets?Es posible solo necesitas los offsets