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Autor Topic: Season 8 Update 13 Louis + S9~15 Items, Maps, Monsters, Boss, Dragons flying  (Visto 35825 veces)

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Offline favgames Posteado: January 01, 2020, 10:13:44 AM | Modificado: December 11, 2020, 07:27:19 PM by favgames

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Files Season 8 EP3 Louis Update 13:

- Add S9~S15 Items ( Set + Sockets, Weapons + socket, Mix itens )
- Add Maps + Music Main.dll + Source
- Add Monster + Boss (Swampdarkness , Urkmountain,  Ferea , Nixielakes , Nars + EventItembags)
- Dragons flying invasion
- Npc James for Quest Upgrade System ( bloodangel darkangel holyangel awakening Blue eye  set /weapon upgrad quest)
- Item for Quest upgrade in Shopx/MuCoinC/James or drop Boss Swamp Darkness
- New maps + Minimaps + Monsters + Boss + move NPC to boss area + map name in Text_por.bmd + Move M + Gates + Portal Red/Blue teleport:
 Swamp of Darkness (82)
 Nixies Lake (83)
 Ferea (84)
 Nars (85)
 Kubera Mine (86)
 Urk Montain (87)
 Deep Dungeon (88)
 Atlans Abyss (89)
 Scorched Canyon (90) [UPDATE 3]

New Items + Socket:
Bloodangel Set + Weapons + Effects for  All classes
Darkangel Set + Weapons + Effects for  All classes
Holyangel Set + Weapons + Effects for  All classes
Awakening Set + Weapons + Effects for  All classes
Blue Eye Set + Weapons + Effects for  All classes
New Wings Lv4 For All Classes + Effects

Screenshots:

















MHP Server add Checksum for (use tools/RapidCRCUnicodePortable for generate your CRC:
Code: [Select]
"Data\Local\Mix.bmd" "0xEDD5915C"
"Data\Player\player.bmd" "0xD25E0173"
"MHPClient.dll" "0x00FB25F5"
"MHPVerify.dll" "0x86750A0E"
"main.exe" "0x6BF2F6FF"
"Main.dll" "0x3529030C"



Credits:

X-TEAM
OMEGA
Louis
MyHeart
Kapocha33
kayito
chuckhai
outros não me recordo!!

Gracias:

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Offline FAKUS #1 Posteado: January 01, 2020, 02:18:59 PM

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Hola, pudieron acomodar el tema de los glow item exelent?

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Offline xdjoa #2 Posteado: January 01, 2020, 02:58:01 PM

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Offline favgames #3 Posteado: January 01, 2020, 03:07:34 PM

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Hola, pudieron acomodar el tema de los glow item exelent?
Tools\MAIN_INFO \CustomItem.txt

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Offline favgames #4 Posteado: January 01, 2020, 03:12:27 PM

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Tiene glove custom
Tiene todos los claws custom, pero UP13 no es compatible correctamente en un área segura. Necesita actualización 14+

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Offline yhoon #5 Posteado: January 01, 2020, 04:59:08 PM

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Hola, pudieron acomodar el tema de los glow item exelent?
Tools\MAIN_INFO \CustomItem.txt

No, se refiere al brillo de item exe que en los s8 originales no tiene. Es decir que si editas un item por ejemplo comun +0 no tiene brillo como tiene que ser, pero si editas un item FULL +0 se ve exactamente como un item comun. Pasa lo mismo si lo edita +1+2+3+4+5+6+7+8+9+10+11+12+13+14+15 , se ve como un item comun subido a cualquier nivel


Offline yhoon #6 Posteado: January 02, 2020, 01:32:24 AM

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Definitivamente no arreglaron el bug visual de los items exe


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Offline favgames #7 Posteado: January 02, 2020, 11:06:37 AM | Modificado: January 03, 2020, 07:25:09 PM by favgames

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Source add music in custom map season 8. by OMEGA (me)

CustomMap.h
Code: [Select]
#define pWzAudioPlay  ((void(__cdecl*)(PCHAR MusicId,int Arg2))0x004D60B0) // S6 = 0x004CF050)
#define pWzAudioStop  ((void(__cdecl*)(PCHAR MusicId,int Arg2))0x004D6070) //S6 = 0x004CF000)
#define pLoadGameStuffs  ((void(__cdecl*)(HDC Arg1))0x00936AAC) //S6 0x004D9CF0)


CustomMap.cpp

Code: [Select]
#include "stdafx.h"
#include "CustomMap.h"
#include "Defines.h"
#include "Util.h"
#include "Import.h"

CCustomMap gCustomMap;

// ----------------------------------------------------------------------------------------------

char* LoadMapName(signed int MapNumber)
{
if (MapNumber >= 82 && MapNumber <= 90)
{
return pGetTextLine(pTextLineThis, (4382 + MapNumber - 82));
}
return pMapName(MapNumber);
}

// Music Map add OMEGA
void LoadMapMusic(HDC Arg1)
{
 static PCHAR MusicID;
 // ----
 if(pPlayerState == 5)       // -> Si el PJ esta adentro del Juego
 {
  switch(pMapNumber)
  {
   case 82:        // -> Si el PJ esta en el Mapa Numero: 82
   {
MusicID = "Data\\Music\\Map82.mp3";
   
pWzAudioPlay(MusicID,0);
   
   }
   break;
   case 83:        // -> Si el PJ esta en el Mapa Numero: 83
   {
MusicID = "Data\\Music\\Map83.mp3";
pWzAudioPlay(MusicID,0);
   }
   break;
   case 84:        // -> Si el PJ esta en el Mapa Numero: 84
   {
MusicID = "Data\\Music\\Map84.mp3";
pWzAudioPlay(MusicID,0);
   }
   break;
   case 85:        // -> Si el PJ esta en el Mapa Numero: 85
   {
MusicID = "Data\\Music\\Map85.mp3";
pWzAudioPlay(MusicID,0);
   }
   break;
   case 86:        // -> Si el PJ esta en el Mapa Numero: 86
   {
MusicID = "Data\\Music\\Map86.mp3";
pWzAudioPlay(MusicID,0);
   }
   break;
   case 87:        // -> Si el PJ esta en el Mapa Numero: 87
   {
MusicID = "Data\\Music\\Map87.mp3";
pWzAudioPlay(MusicID,0);
   }
   break;
   case 88:        // -> Si el PJ esta en el Mapa Numero: 88
   {
MusicID = "Data\\Music\\Map88.mp3";
pWzAudioPlay(MusicID,0);
   }
   break;
   case 89:        // -> Si el PJ esta en el Mapa Numero: 89
   {
MusicID = "Data\\Music\\Map89.mp3";
pWzAudioPlay(MusicID,0);
   }
   break;
   case 90:        // -> Si el PJ esta en el Mapa Numero: 90
   {
MusicID = "Data\\Music\\Map90.mp3";
pWzAudioPlay(MusicID,0);
   }
   break;
  }
 }
 // ----
 pLoadGameStuffs(Arg1);
}

//Final add music
void CCustomMap::Load()
{
SetOp((LPVOID)0x0052AA39, (LPVOID)LoadMapName, ASM::CALL);
SetOp((LPVOID)0x0052AA80, (LPVOID)LoadMapName, ASM::CALL);
SetOp((LPVOID)0x00639C8D, (LPVOID)LoadMapName, ASM::CALL);
SetOp((LPVOID)0x007C35AB, (LPVOID)LoadMapName, ASM::CALL);
SetOp((LPVOID)0x007D230F, (LPVOID)LoadMapName, ASM::CALL);
SetOp((LPVOID)0x0099170C, (LPVOID)LoadMapName, ASM::CALL);
SetOp((LPVOID)0x00998A14, (LPVOID)LoadMapName, ASM::CALL);

//Bypass in terrains files
SetByte(0x00627499,0xEB);
SetByte(0x0062749F,0xEB);
SetByte(0x006276C6,0xEB);
SetByte(0x006276CC,0xEB);
SetByte(0x00627763,0xEB);
SetByte(0x00627769,0xEB);

//Set Music S8
SetOp((LPVOID)0x004E1D9E,(LPVOID)LoadMapMusic,ASM::CALL); // S6 0x004DADA4
}



import.h
Code: [Select]
#define pPlayerState			*(int*)0x118D320 // s6 0x0E609E8



Credits:
 Jorge S6 Source
OMEGA (Me)  Conrvert to s8 offsets






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Offline ZabiinoOo #8 Posteado: January 02, 2020, 02:32:38 PM

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Prohibido pedir soporte via MP
Leer las reglas de cada seccion
we trust god

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Offline favgames #9 Posteado: January 02, 2020, 03:34:19 PM | Modificado: January 05, 2020, 02:30:09 PM by favgames

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Update1: Custom map Music patch:

Deep Dungeon No tengo la música y cambié a Dungeon music
Atlans Abyss No tengo la música y cambié a Atlans music



Source Main s8 + Music custom map:
Google translator :)

Gracias:

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Online Hoangsy99 #10 Posteado: January 02, 2020, 09:10:24 PM | Modificado: February 16, 2020, 11:31:26 PM by Hoangsy99

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Gracias:


Offline favgames #11 Posteado: January 02, 2020, 10:20:45 PM

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Here code enable effect exc items from ss9 , hope you find offset with ss8 thanks
Code: [Select]
./...
#define HOOK_EXC_GLOW 0x006116F6
#define JMPBACK_EXC_GLOW 0x00611700
void __declspec(naked) VicExcGlow()
{
    _asm
    {
        cmp dword ptr[ebp + 0x20], 0x00;
        jne _jmpback;
        cmp dword ptr[ebp + 0x1C], 0x01;
        jne jmpback;
        mov edx, 0x00611735;
        jmp edx;
    jmpback:
        mov eax, dword ptr[ebp + 0x1C];
        and eax, 0x3F;
        cmp eax , 0x00;
        jg jmpback_;
    _jmpback:
        mov edx, 0x00611C26;
        jmp edx;
    jmpback_:
        mov edx, JMPBACK_EXC_GLOW;
        jmp edx;
    }
}
void SetHook()
{
    HookThis((DWORD)&VicExcGlow, HOOK_EXC_GLOW);
    MemSet(0x00949685, 0x90, 2);  //ignore itm.IsItemType(6) (type 6 : AA) result
    //...
}
   
Demo :

SENDME MAIN UNPACK AND CLIENT S9 ?

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Offline xdjoa #12 Posteado: January 02, 2020, 10:20:59 PM

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Puedes agregar desde source la cefect.dl de @Kapocha33 para los efectos porfavor o no funciona en s8


Online Hoangsy99 #13 Posteado: January 02, 2020, 10:29:16 PM | Modificado: February 16, 2020, 11:32:37 PM by Hoangsy99

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Gracias:


Offline favgames #14 Posteado: January 04, 2020, 03:27:51 AM

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Puedes agregar desde source la cefect.dl de @Kapocha33 para los efectos porfavor o no funciona en s8
Link Soure dll effect?


Offline xdjoa #15 Posteado: January 04, 2020, 05:38:28 AM

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Puedes agregar desde source la cefect.dl de @Kapocha33 para los efectos porfavor o no funciona en s8
Link Soure dll effect?

No es source es una dl que se puede agregar desde la source http://tuservermu.com.ve/index.php?topic=27542.0

Gracias:


Offline xdjoa #16 Posteado: January 04, 2020, 05:44:14 AM

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Puedes agregar desde source la cefect.dl de @Kapocha33 para los efectos porfavor o no funciona en s8
Link Soure dll effect?

No es source es una dl que se puede agregar desde la source http://tuservermu.com.ve/index.php?topic=27542.0
Citar
void InitCEffect()
{
   HMODULE hModule = LoadLibraryA("CEffect.dll");

   void (*EntryProc)() = ((void(*)())GetProcAddress(hModule, "EntryProc"));

   if (EntryProc)
   {
  EntryProc();
  }
}



Online Hoangsy99 #17 Posteado: January 04, 2020, 05:56:00 AM

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I think it 🤔
example effect form main season 13:




struct and code main season 6
Code: [Select]
#pragma pack(push, 1)
struct DYNAMIC_EFFECT_INFO    //(size: 132)
{
    /*+0*/  bool    Enable; //int
    BYTE gap1[3];
    /*+4*/  DWORD    EffectID;
    /*+8*/  DWORD    TextureID;
    /*+12*/  int  SubEffectID;
    /*+16*/  float    Scale;
    /*+20*/  VAngle    VecPos;
    /*+32*/  VAngle    WorldPos;
    /*+44*/  VAngle    Color;
    /*+56*/  float    Unknown56; //Alpha
    /*+60*/  DWORD    Unknown60;
    /*+64*/  ObjectModel    * m_Owner;
    /*+68*/  float    Unknown68; //
    /*+72*/  DWORD    Unknown72;
    /*+76*/  BYTE    Unknown76; //int
    BYTE Gap01[3];
    /*+80*/  float    Unknown80;
    /*+84*/  VAngle    Unknown84;
    /*+96*/  VAngle    Color2;
    /*+108*/    VAngle    VecPos2;
    BYTE Gap02[12];
};
#pragma pack(pop)

Offset
Code: [Select]
[COLOR=#a52a2a]//Main 1.04C: 0x8905508
//Main 1.04D/1.04E: 0x8907508[/COLOR]

code
Spoiler for Hiden:
DYNAMIC_EFFECT_INFO *m_DynamicEffectInfo = (DYNAMIC_EFFECT_INFO*)0x8905508;

int CEffect::DynamicEffectEx(DWORD ModelID, vec3_t VecPos, vec3_t WorldPos, vec3_t Color, int SubEffectID, float Scale, ObjectModel* lpModel)
{
    DYNAMIC_EFFECT_INFO *lpEffect;

    for (int i = 0; i < 3000; ++i)
    {
  lpEffect = &m_DynamicEffectInfo;
  if (!lpEffect->Enable)
   break;
    }

    if (!lpEffect)
    {
  return 0;
    }

    lpEffect->Enable = 1;
    lpEffect->EffectID = ModelID;
    lpEffect->TextureID = ModelID;
    lpEffect->SubEffectID = SubEffectID;
    lpEffect->VecPos.X = VecPos[0];
    lpEffect->VecPos.Y = VecPos[1];
    lpEffect->VecPos.Z = VecPos[2];
    lpEffect->VecPos2.X = VecPos[0];
    lpEffect->VecPos2.Y = VecPos[1];
    lpEffect->VecPos2.Z = VecPos[2];
    lpEffect->Color.X = Color[0];
    lpEffect->Color.Y = Color[1];
    lpEffect->Color.Z = Color[2];
    lpEffect->Scale = Scale;
    lpEffect->Unknown80 = 0.0;
    lpEffect->Unknown60 = 2;
    lpEffect->Unknown72 = 0;
    lpEffect->m_Owner = lpModel;
    lpEffect->Unknown68 = 0.0;
    lpEffect->Unknown76 = 1;
    lpEffect->WorldPos.X = WorldPos[0];
    lpEffect->WorldPos.Y = WorldPos[1];
    lpEffect->WorldPos.Z = WorldPos[2];
    lpEffect->Unknown84.X = 0.0;
    lpEffect->Unknown84.Y = 0.0;
    lpEffect->Unknown84.Z = 0.0;

    switch (lpEffect->EffectID)
    {
    case 32587: //Texture ID Main Season 13 -- Effect\\shiny06.jpg
  if (lpEffect->SubEffectID)
  {
   if (lpEffect->SubEffectID > 0 && lpEffect->SubEffectID <= 3)
   {
    lpEffect->Unknown60 = GetLargeRand() % 11 + 20;
    lpEffect->Unknown56 = 0.0;
    lpEffect->Unknown68 = (float)(GetLargeRand() % 180);
    lpEffect->Scale = Scale - (float)(GetLargeRand() % 6) * (Scale / 10.0f);

    switch (lpEffect->SubEffectID)
    {
    case 1:
     lpEffect->VecPos.X = (float)(GetLargeRand() % 31) - 15.0f + lpEffect->VecPos.X;
     lpEffect->VecPos.Y = (float)(GetLargeRand() % 31) - 15.0f + lpEffect->VecPos.Y;
     lpEffect->VecPos.Z = (float)(GetLargeRand() % 21) + 12.0f + lpEffect->VecPos.Z;
     break;
    case 2:
     lpEffect->VecPos.X = (float)(GetLargeRand() % 31) / 30.0f * 40.0f - 20.0f + lpEffect->VecPos.X;
     lpEffect->VecPos.Y = (float)(GetLargeRand() % 31) / 30.0f * 40.0f - 20.0f + lpEffect->VecPos.Y;
     lpEffect->VecPos.Z = (float)(GetLargeRand() % 24) + 14.0f + lpEffect->VecPos.Z;
     break;
    case 3:
     lpEffect->VecPos.X = (float)(GetLargeRand() % 31) / 30.0f * 70.0f - 35.0f + lpEffect->VecPos.X;
     lpEffect->VecPos.Y = (float)(GetLargeRand() % 31) / 30.0f * 70.0f - 35.0f + lpEffect->VecPos.Y;
     lpEffect->VecPos.Z = (float)(GetLargeRand() % 30) + 20.0f + lpEffect->VecPos.Z;
     break;
    }
   }
   else
   {
    switch (lpEffect->SubEffectID)
    {
    case 4:

     break;
    case 6:
     lpEffect->Unknown60 = 15;
     lpEffect->Unknown68 = (float)(GetLargeRand() % 360);
     lpEffect->Unknown84.X = (float)-(GetLargeRand() % 2 - 1);
     lpEffect->Unknown84.Y = (float)-(GetLargeRand() % 4);
     lpEffect->Unknown84.Z = (float)-(GetLargeRand() % 4);
     break;
    case 7:
     lpEffect->Scale = (float)(GetLargeRand() % 8 + 1) * 0.1 * Scale;
     lpEffect->Unknown60 = GetLargeRand() % 20 + 20;
     lpEffect->Unknown56 = 1.0f;
     lpEffect->Unknown68 = (float)(GetLargeRand() % 180);
     break;
    }
   }
  }
  else
  {
   lpEffect->Unknown60 = 18;
   lpEffect->WorldPos.X = 45.0;
  }
  break; //return i; <---
    }

    return 0;
}


Gracias:


Offline Kapocha33 #18 Posteado: January 04, 2020, 07:02:30 AM

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Puedes agregar desde source la cefect.dl de @Kapocha33 para los efectos porfavor o no funciona en s8
Link Soure dll effect?

No es source es una dl que se puede agregar desde la source http://tuservermu.com.ve/index.php?topic=27542.0

No es compatible para S8 solamente para S6 1.04e

Consultas al Discord: Kapocha33

Gracias:


Offline kokolong #19 Posteado: January 05, 2020, 08:19:21 AM

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@favgames
Hi thanks for this awesome repack my friend  aplausos
Is there a video tutorial for installation ?

Gracias:


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