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New Jewels for 1.03k Main (1.03.11)

Newbie Spellweaver
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Mar 27, 2010
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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...:D) for beginers or if it it somewer plzz redirect me tnx..;)
 
Newbie Spellweaver
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Oct 12, 2006
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can someone put a explication for correct instalation of the pack of jewels???
it work in S6 Ep6 Antiferna??
thanks!
 
Newbie Spellweaver
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Feb 24, 2013
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how program compile this source ?? delphi7 ?? sorry for my english!
 
Newbie Spellweaver
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very vulgar nickname you have....
visual studio 2008

thx man ))



1>c:\documents and settings\muonline\my documents\visual studio 2008\projects\muonlie\muonlie\muonlie.cpp(3) : error C2065: 'PMSG_USEITEM' : undeclared identifier
1>c:\documents and settings\muonline\my documents\visual studio 2008\projects\muonlie\muonlie\muonlie.cpp(3) : error C2065: 'lpMsg' : undeclared identifier
1>c:\documents and settings\muonline\my documents\visual studio 2008\projects\muonlie\muonlie\muonlie.cpp(3) : error C2062: type 'int' unexpected
1>c:\documents and settings\muonline\my documents\visual studio 2008\projects\muonlie\muonlie\muonlie.cpp(4) : error C2143: syntax error : missing ';' before '{'
1>c:\documents and settings\muonline\my documents\visual studio 2008\projects\muonlie\muonlie\muonlie.cpp(4) : error C2447: '{' : missing function header (old-style formal list?)

Error. copile ! i using Visual Studio 2008
 
Newbie Spellweaver
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May 26, 2012
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Que funcion llama a ese bool?
-------------
That function calls that bool?
 
Newbie Spellweaver
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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 :p

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);
}

2oPKq - New Jewels for 1.03k Main (1.03.11) - RaGEZONE Forums


Credits: Hermex by decompilation of effects

You can post the offset of this functions: OriginalEffectFunc3, gObjSetItemEffect2, if you still have
 

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