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[Release] X-Team Sources (S4, S6, S8)

Junior Spellweaver
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Re: Source [MUEMU]

Hi gays

I work in a repack for season 8 server, my server is online since september, i decided to share my files with you, inclusive my site and others.

SERVER AND CLIENT INFO
Client:
Game Languages: Portuguese, english and Spanish
11 New Wings
12 New Weapons
25 New Sets
Anti-Hack MHP ativo
New Event King of MU
Several bugs fix in the source

Arquivos inclusos:
SOURCE INCLUDED
MUSERVER EASY VERSION
ODBC
COMPLETE SITE COMPATIBLE
DATABASE COMPATIBLE WITH THE SITE
DATABASE WITHOUT SITE
JOBS FOR RANKINGS, TOPS, MEDALS
FILES TO CONFIGURE CLIENT
MUEDITOR
TOOLS
SETUP FOR CLIENTE

Servidor:
Version Ex803
Shopping IN-GAME
Exp VIP 1000x
Exp FREE 900x
Max Level 400(+330 M.Level)
Max Status 64.900
Bug Bless OFF
Tipo Reset Acumulative
Level Reset 400
M.Reset Level 400
Ativa M.Reset 300 resets
Pentagram Mix 100%
Item Drop 85%
Pontos por master level 3
CHAOS MIX: 100%

IMAGENS DO SITE:
o5xii8G - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


tdrGidm - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


WWBac21 - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


J44Ic4H - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums
Para mais informações vejam o site

IMAGENS DO SERVIDOR:
cKE7nDA - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


6mq4mzh - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


M7MUylk - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


EaOZRtZ - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


zo5yt0e - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


xIKJ341 - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


mn1rKbP - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


gvu8WF3 - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


q87WWDm - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


vU5YYtL - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums
DOWNLOAD DO MUSERVER+TOOLS+SITE+OTHES


CLIENTE DOWNLOAD:


Abraço.

By louis(luis_Br) / mukoreia / jogandomu
 

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Last edited by a moderator:
Newbie Spellweaver
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Re: Source [MUEMU]

@Luis_br - Addpoint commands are not working. :/ no addstr or addvit or addene.. etc.

configuration Luis_br:

34 "/f"
35 "/a"
36 "/v"
37 "/e"
38 "/c"

original configuration:

34 "/addstr"
35 "/addagi"
36 "/addvit"
37 "/addene"
38 "/addcmd"
 
Newbie Spellweaver
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Re: Source [MUEMU]

guys, s4 don't have Cash Shop? Wcoin?
 
Junior Spellweaver
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Re: Source [MUEMU]

ethondev - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


ingles:
I can not open the website, locked in this image, it is already configured, please help me!

portugues:
Não consigo abrir o site, travado nessa imagem, já está configurado, por favor me ajude!

English:
This is a problem with ntwdblib.dll, try paste this file in the apache directory:


Portugues:
Isso é problema com o ntwdblib.dll, copie o arquivo na pasta do apache, não sei exatamente onde, mais ele resolve o problema, não sei se no windows 10 funciona tb. também não esquece de mudar o php.ini e remover o ;


T+
 
Last edited:
Junior Spellweaver
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Re: Source [MUEMU]

luis,

ethondev - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


english:
How to fix this error?

portugues:
Como arrumar esse erro?

exec this comand
CREATE function [dbo].[fn_nivel_gm]
(
@acc varchar(10)
)
returns int
as
begin
declare @nivel int
set @nivel = (Select top 1 nivel_gm from character where accountid=@acc order by nivel_gm desc)

return @nivel
end
 
Evolution Team
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Re: Source [MUEMU]

someone still working on 803 version?
 
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Re: Source [MUEMU]

Could you, telll me exacly what bugs it have? I am thinking start working s8 source codes, add some customs maybe.

Uso tapatalk cual es el peo?

well actually it's very playable, except for if you want the acheron and illusion temple to be working, it requires recoding, so it's not bug.. so far here are the BUGS that i found:
 
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Re: Source [MUEMU]

Will be many inconvenience if you share your corrent sources? Sorry if bother

Uso tapatalk cual es el peo?

Sorry dude, i can't upload it, it's too big...
(or i don't have time yet, but i will share in the future..................)

Anyways...

I am sharing this code that i have just created to clear inventory of character. This is very useful since if you want to test stuffs in game since not all of them can be sold in npc, it is very annoying to get rid of them and sometimes players would really want to get rid some stuffs they want in game without having to log in the website just to clear their inventory. You can set this command on and off and assign only account level of players plus you can also assign amount of zen in using this command.

This command is adapted from this post: http://forum.ragezone.com/f197/source-muemu-1098374-post8715777/?highlight=%2Fclearinv#post8715777 by cocs55

And also i have adapted what michi (Jorge Luis) gave me skype for creating rebuild masterskill tree command to create this command, so credits goes to them.

So here is the mediafire link for the codes:

Here is also some screen instructions/explanations if you just want to adapt the code, maybe you have put some other codes yourself and copy pasting these would destroy it so, just study it and apply:

47DckB1 - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


VX9bjBP - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


NlGwYKP - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


oGqExoB - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


IM5bvcd - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


VANfs9N - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


Jbql5xl - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


FyJ9TyR - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


Here is the In Game Screen that it is working:

iPZyE5k - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


xhuDiu - [Release] X-Team Sources (S4, S6, S8) - RaGEZONE Forums


I hope this helps :)
 

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Evolution Team
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Re: Source [MUEMU]

its bad that doesnt released main s8.3 unpacked & cracked version so people can research offsets
 
Junior Spellweaver
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Re: Source [MUEMU]

New System For Muemu

CustomMove

Cofiguration:
- Move per level
- Move per Reset
- Move per VIP
- Move per PK

Example:
/pvp1
/pvp2
/event

CustomMove.cpp
Code:
// Gate.cpp: implementation of the CGate class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "CommandManager.h"
#include "CustomMove.h"
#include "GensSystem.h"
#include "Log.h"
#include "Map.h"
#include "MapManager.h"
#include "MemScript.h"
#include "Message.h"
#include "Notice.h"
#include "Util.h"

CCustomMove gCustomMove;
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CCustomMove::CCustomMove() // OK
{
	this->m_CustomMoveInfo.clear();
}

CCustomMove::~CCustomMove() // OK
{

}

void CCustomMove::Load(char* path) // OK
{
	CMemScript* lpMemScript = new CMemScript;

	if(lpMemScript == 0)
	{
		ErrorMessageBox(MEM_SCRIPT_ALLOC_ERROR,path);
		return;
	}

	if(lpMemScript->SetBuffer(path) == 0)
	{
		ErrorMessageBox(lpMemScript->GetLastError());
		delete lpMemScript;
		return;
	}

	this->m_CustomMoveInfo.clear();

	try
	{
		while(true)
		{
			if(lpMemScript->GetToken() == TOKEN_END)
			{
				break;
			}

			if(strcmp("end",lpMemScript->GetString()) == 0)
			{
				break;
			}

			CUSTOMMOVE_INFO info;

			info.Index = lpMemScript->GetNumber();

			strcpy_s(info.Name,lpMemScript->GetAsString());

			info.Map = lpMemScript->GetAsNumber();

			info.X = lpMemScript->GetAsNumber();

			info.Y = lpMemScript->GetAsNumber();

			info.MinLevel = lpMemScript->GetAsNumber();

			info.MaxLevel = lpMemScript->GetAsNumber();

			info.MinReset = lpMemScript->GetAsNumber();

			info.MaxReset = lpMemScript->GetAsNumber();

			info.AccountLevel = lpMemScript->GetAsNumber();

			info.PkMove = lpMemScript->GetAsNumber();

			this->m_CustomMoveInfo.insert(std::pair<int,CUSTOMMOVE_INFO>(info.Index,info));
		}
	}
	catch(...)
	{
		ErrorMessageBox(lpMemScript->GetLastError());
	}

	delete lpMemScript;
}

bool CCustomMove::GetInfo(int index,CUSTOMMOVE_INFO* lpInfo) // OK
{
	std::map<int,CUSTOMMOVE_INFO>::iterator it = this->m_CustomMoveInfo.find(index);

	if(it == this->m_CustomMoveInfo.end())
	{
		return 0;
	}
	else
	{
		(*lpInfo) = it->second;
		return 1;
	}
}

bool CCustomMove::GetInfoByName(char* message,CUSTOMMOVE_INFO* lpInfo) // OK
{
	char command[32] = {0};

	memset(command,0,sizeof(command));

	gCommandManager.GetString(message,command,sizeof(command),0);


	for(std::map<int,CUSTOMMOVE_INFO>::iterator it=this->m_CustomMoveInfo.begin();it != this->m_CustomMoveInfo.end();it++)
	{
		if(_stricmp(it->second.Name,command) == 0)
		{
			(*lpInfo) = it->second;
			return 1;
		}
	}

	return 0;
}

void CCustomMove::GetMove(LPOBJ lpObj,int index) // OK
{
	CUSTOMMOVE_INFO CustomMoveInfo;

	if(this->GetInfo(index,&CustomMoveInfo) == 0)
	{
		return;
	}

	if(CustomMoveInfo.MinLevel != -1 && lpObj->Level < CustomMoveInfo.MinLevel)
	{
		gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(224),CustomMoveInfo.MinLevel);
		return;
	}

	if(CustomMoveInfo.MaxLevel != -1 && lpObj->Level > CustomMoveInfo.MaxLevel)
	{
		gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(230),CustomMoveInfo.MaxLevel);
		return;
	}

	if(CustomMoveInfo.MinReset != -1 && lpObj->Reset < CustomMoveInfo.MinReset)
	{
		gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(231),CustomMoveInfo.MinReset);
		return;
	}

	if(CustomMoveInfo.MaxReset != -1 && lpObj->Reset > CustomMoveInfo.MaxReset)
	{
		gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(232),CustomMoveInfo.MaxReset);
		return;
	}

	if(lpObj->AccountLevel < CustomMoveInfo.AccountLevel)
	{
		gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(226));
		return;
	}

	if(CustomMoveInfo.PkMove == 0 && lpObj->PKLevel >= 5)
	{
		gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(227));
		return;
	}

	if(lpObj->Interface.use != 0 || lpObj->Teleport != 0 || lpObj->DieRegen != 0 || lpObj->PShopOpen != 0)
	{
		gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(226));
		return;
	}

	if(CustomMoveInfo.Map == MAP_ATLANS && (lpObj->Inventory[8].IsItem() != 0 && (lpObj->Inventory[8].m_Index == GET_ITEM(13,2) || lpObj->Inventory[8].m_Index == GET_ITEM(13,3)))) // Uniria,Dinorant
	{
		gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(274));
		return;
	}

	if((CustomMoveInfo.Map == MAP_ICARUS || CustomMoveInfo.Map == MAP_KANTURU3) && (lpObj->Inventory[7].IsItem() == 0 && lpObj->Inventory[8].m_Index != GET_ITEM(13,3) && lpObj->Inventory[8].m_Index != GET_ITEM(13,37))) // Dinorant,Fenrir
	{
		gNotice.GCNoticeSend(lpObj->Index,1,0,0,0,0,0,gMessage.GetMessage(228));
		return;
	}

	gObjTeleport(lpObj->Index,CustomMoveInfo.Map,CustomMoveInfo.X,CustomMoveInfo.Y);
	gLog.Output(LOG_COMMAND,"[CustomMove][%s][%s] - (MoveIndex: %d)",lpObj->Account,lpObj->Name,index);
}

CustomMove.h
Code:
// Move.h: interface for the CMove class.
//
//////////////////////////////////////////////////////////////////////

#pragma once

#include "Protocol.h"
#include "User.h"

#define MAX_CUSTOMMOVE 20

struct CUSTOMMOVE_INFO
{
	int Index;
	char Name[32];
	int Map;
	int X;
	int Y;
	int MinLevel;
	int MaxLevel;
	int MinReset;
	int MaxReset;
	int AccountLevel;
	int PkMove;
};

class CCustomMove
{
public:
	CCustomMove();
	virtual ~CCustomMove();
	void Load(char* path);
	void GetMove(LPOBJ lpObj,int index);
    bool GetInfo(int index,CUSTOMMOVE_INFO* lpInfo);
    bool GetInfoByName(char* message,CUSTOMMOVE_INFO* lpInfo);
private:
	std::map<int,CUSTOMMOVE_INFO> m_CustomMoveInfo;
};

extern CCustomMove gCustomMove;


Insert into ServeInfo.cpp

#include "CustomMove.h" <<<< INCLUDE

Code:
void CServerInfo::ReadMoveInfo() // OK
{
	gGate.Load(gPath.GetFullPath("Move\\Gate.txt"));

	gMove.Load(gPath.GetFullPath("Move\\Move.txt"));

[COLOR="#FF0000"]	gCustomMove.Load(gPath.GetFullPath("Custom\\CustomMove.txt"));[/COLOR]

	gMoveSummon.Load(gPath.GetFullPath("Move\\MoveSummon.txt"));

	LogAdd(LOG_BLUE,"[ServerInfo] Move loaded successfully");
}

Change into Protocol.cpp

#include "CustomMove.h" <<<< INCLUDE

Code:
	if(lpMsg->message[0] == '/')
	{

		if(gCommandManager.ManagementCore(&gObj[aIndex],lpMsg->message) == [COLOR="#FF0000"]1[/COLOR])
		{
			return;
		}
		else
		{
[COLOR="#FF0000"]			CUSTOMMOVE_INFO CustomMoveInfo;

			if(gCustomMove.GetInfoByName(lpMsg->message,&CustomMoveInfo) != 0)
			{
				gCustomMove.GetMove(lpObj,CustomMoveInfo.Index);
			}
[/COLOR]
			return;
		}
	}

Create new txt file in Data/Custom CustomMove.txt
Exemple of configuration:
Code:
// MAX 20 CUSTOM MOVES by louis www.jogandomu.com.br
//INDEX Command	Map	X	Y	MinLevel	MaxLevel	MinReset	MaxReset	AccountLevel	PKMove
1	"/pvp1"	0	211	212	20		400		*		*		2		0
2	"/pvp2"	1	200	145	20		400		*		*		0		1
3	"/pvp3"	2	215	216	20		400		*		*		0		1
end

Credits to Me
 
Skilled Illusionist
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Re: Source [MUEMU]

Luis_br , a xteam tem um sistema de script com arquivo lua que dá para fazer custons como essa que você fez, tipo você consegue codar nessa source esse sistema de script. Pois eu estou usando um server original que inclusive tenho esses moves custom que foi feito através do arquivo lua

Luis_br, xteam has a script system with lua file that gives to make custons like the one that you did, type you can codar in this source that system of script. Because I'm using an original server that I even have these custom moves that was done through the lua file
 
Junior Spellweaver
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Re: Source [MUEMU]

Luis_br , a xteam tem um sistema de script com arquivo lua que dá para fazer custons como essa que você fez, tipo você consegue codar nessa source esse sistema de script. Pois eu estou usando um server original que inclusive tenho esses moves custom que foi feito através do arquivo lua

Luis_br, xteam has a script system with lua file that gives to make custons like the one that you did, type you can codar in this source that system of script. Because I'm using an original server that I even have these custom moves that was done through the lua file

I did not know, Where I put these files? I did not find anything about it.

Não sabia...onde coloco ou edito esses arquivos? não encontrei nada sobre kk

Thank You Very "Mucho"
 
Newbie Spellweaver
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Re: Source [MUEMU]

Hello, someone knows allow characters like these [ ] - _ for the mu character creation?
Thanks!
 
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Re: Source [MUEMU]

Hello, someone knows allow characters like these [ ] - _ for the mu character creation?
Thanks!
You should check the dataserver source. Anyway it may create a security breach since those characters may be used to exploit databases...thats why they are forbidden on the first place.

 
Newbie Spellweaver
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Re: Source [MUEMU]

it possible to make max normal level 1000?
 
Custom Title Activated
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Re: Source [MUEMU]

Look for the define of maxlevel and change it...i believe it was on dataserver source and on gs source too....cant remember now....altho I didnt test this personally...but it SHOULD work.

 
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