Buenas funciona bien las sources pero ahora tengo un pronblemita:
El Color No me funciona Como puedo solucionarlo ? RGB drogado
en void __declspec ( naked ) cRFItem::BattleGloveGlow() se maneja los colores manualmente ejemplo el 0x26 es calipso o turqueza
Bueno lo tengo asi
void __declspec ( naked ) BattleGloveGlow()
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 41 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x26 --------- Aca se cambia pero como veo los colores que deseo de donde saco el codigo xD
JMP dwBattleGlovesGlow_Jump
hay programas de comvercion de hectadecimal a decimal en la pagina de todos modos alli te envio unos cuantos colores que averigue ya que me dio flogera averiguar mas xD
0x26 color calipo(turqueza)
0x27 verde agua
0x28 color coral
0x29 fucsia
0x2a motaza
Buenas llevo buscando mas de 1 semana pero no encuentro un programa que saque 0x26 que programa usar hay uno aqui en el foro ? Gracias por responder de antemano
https://es.calcuworld.com/calculadoras-matematicas/calculadora-hexadecimal/
Gracias por responder Mira Fue que cambie los index en las SRC por que el proble es de los index creo que estan copados
pero movi todo y se puso asi me falta algo mover ?
https://prnt.sc/thqib6
#include "Stdafx.h"
#include "BattleGloves.h"
#include "TMemory.h"
#include "Import.h"
#include "Defines.h"
#include "Util.h"
#include "Item.h"
void __declspec ( naked ) BattleGloveLoad() {
static DWORD BattleGloveModel = 0x00614D10;
static DWORD BattleGloveReturn = 0x0050DE83;
// ----
static PCHAR PhoenixSoulModel = "Sword36";
static PCHAR PhoenixSoulLeft = "Sword36L";
static PCHAR PhoenixSoulRight = "Sword36R";
// ----
LoadItemModel(GET_ITEM_MODEL ( 0, 200 ),"Custom\\GuantesRf\\","Sword41",-1);
LoadItemModel(0x610,"Custom\\GuantesRf\\","Sword41_L",-1);
LoadItemModel(0x611,"Custom\\GuantesRf\\","Sword41_R",-1);
LoadItemModel(GET_ITEM_MODEL ( 0, 201 ),"Custom\\GuantesRf\\","Sword42",-1);
LoadItemModel(0x612,"Custom\\GuantesRf\\","Sword42_L",-1);
LoadItemModel(0x613,"Custom\\GuantesRf\\","Sword42_R",-1);
LoadItemModel(GET_ITEM_MODEL ( 0, 202 ),"Custom\\GuantesRf\\","Sword43",-1);
LoadItemModel(0x614,"Custom\\GuantesRf\\","Sword43_L",-1);
LoadItemModel(0x615,"Custom\\GuantesRf\\","Sword43_R",-1);
LoadItemModel(GET_ITEM_MODEL ( 0, 203 ),"Custom\\GuantesRf\\","Sword44",-1);
LoadItemModel(0x616,"Custom\\GuantesRf\\","Sword44_L",-1);
LoadItemModel(0x617,"Custom\\GuantesRf\\","Sword44_R",-1);
LoadItemModel(GET_ITEM_MODEL ( 0, 204 ),"Custom\\Item\\","Sword45",-1);
LoadItemModel(0x618,"Custom\\Item\\","Sword45_L",-1);
LoadItemModel(0x619,"Custom\\Item\\","Sword45_R",-1);
LoadItemModel(GET_ITEM_MODEL ( 0, 205 ),"Custom\\Item\\","Sword46",-1);
LoadItemModel(0x61A,"Custom\\Item\\","Sword46_L",-1);
LoadItemModel(0x61B,"Custom\\Item\\","Sword46_R",-1);
LoadItemModel(GET_ITEM_MODEL ( 0, 206 ),"Custom\\Item\\","Sword47",-1);
LoadItemModel(0x61C,"Custom\\Item\\","Sword47_L",-1);
LoadItemModel(0x61D,"Custom\\Item\\","Sword47_R",-1);
LoadItemModel(GET_ITEM_MODEL ( 0, 207 ),"Custom\\Item\\","Sword48",-1);
LoadItemModel(0x61E,"Custom\\Item\\","Sword48_L",-1);
LoadItemModel(0x61F,"Custom\\Item\\","Sword48_R",-1);
LoadItemModel(GET_ITEM_MODEL ( 0, 208 ),"Custom\\Item\\","Sword49",-1);
LoadItemModel(0x620,"Custom\\Item\\","Sword49_L",-1);
LoadItemModel(0x621,"Custom\\Item\\","Sword49_R",-1);
LoadItemModel(GET_ITEM_MODEL ( 0, 209 ),"Custom\\GuantesRf\\","Sword50",-1);
LoadItemModel(0x622,"Custom\\GuantesRf\\","Sword50_L",-1);
LoadItemModel(0x623,"Custom\\GuantesRf\\","Sword50_R",-1);
_asm {
PUSH -1
PUSH 0x00D28B88
PUSH 0x00D28B90
PUSH 0x4B6
CALL BattleGloveModel
ADD ESP, 0x10
PUSH -1
PUSH 0x00D28B9C
PUSH 0x00D28BA8
PUSH 0x268
CALL BattleGloveModel
ADD ESP, 0x10
PUSH -1
PUSH 0x00D28BB4
PUSH 0x00D28BC0
PUSH 0x269
CALL BattleGloveModel
ADD ESP, 0x10
// ----
JMP BattleGloveReturn
}
}
void __declspec ( naked ) BattleGloveAssoc() {
static DWORD BattleGloveCall1 = 0x0050D810;
static DWORD BattleGloveCall2 = 0x00512D50;
static DWORD BattleGloveCall3 = 0x00513C60;
static DWORD BattleGloveCall4 = 0x005135F0;
static DWORD BattleGloveCall5 = 0x00512D60;
// ----
static DWORD BattleGloveJump = 0x0050DCB0;
// ----
_asm {
PUSH 0x269 //; /Arg3 = 269
PUSH 0x268 //; |Arg2 = 268
PUSH 0x4B6 //; |Arg1 = 4B6
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX //; /Arg2 => ARG.ECX+5C
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall2 //; |
PUSH EAX //; |Arg1
LEA ECX, [EBP-0x70] //; |
CALL BattleGloveCall3 //; \Main.00513C60
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 1 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX //; /Arg2 => [LOCAL.46]
LEA EAX, [EBP-0x7C] //; |
PUSH EAX //; |Arg1 => OFFSET LOCAL.31
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x3C //; |
CALL BattleGloveCall4 //; \Main.005135F0
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5 //; [Main.00512D60
// ----Gloves1
PUSH 0x611 //; /Arg3 = 611 -> Right
PUSH 0x610 //; |Arg2 = 610 -> Left
PUSH 0x4BC //; |Arg1 = 4BF -> ITEM2(0,200)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 1 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----Gloves2
PUSH 0x613 //; /Arg3 = 613 -> Right
PUSH 0x612 //; |Arg2 = 612 -> Left
PUSH 0x4BD //; |Arg1 = 4BD -> ITEM2(0,42)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 2 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----Gloves3
PUSH 0x615 //; /Arg3 = 615 -> Right
PUSH 0x614 //; |Arg2 = 614 -> Left
PUSH 0x4BE //; |Arg1 = 4BE -> ITEM2(0,43)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 3 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----Gloves4
PUSH 0x617 //; /Arg3 = 617 -> Right
PUSH 0x616 //; |Arg2 = 616 -> Left
PUSH 0x4BF//0x4C1 //; |Arg1 = 4C1 -> ITEM2(0,44)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 4 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----Gloves5
PUSH 0x619 //; /Arg3 = 619 -> Right
PUSH 0x618 //; |Arg2 = 618 -> Left
PUSH 0x4C0//0x4C5 //; |Arg1 = 4C6 -> ITEM2(0,45)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 5 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----Gloves6
PUSH 0x61B//0x621 //; /Arg3 = 62B -> Right
PUSH 0x61A//0x620 //; |Arg2 = 61A -> Left
PUSH 0x4C1//0x4C8 //; |Arg1 = 4C1 -> ITEM2(0,46)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 6 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----Gloves7
PUSH 0x61D //; /Arg3 = 62D -> Right
PUSH 0x61C //; |Arg2 = 61C -> Left
PUSH 0x4C2 //; |Arg1 = 4C2 -> ITEM2(0,47)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 7 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----Gloves8
PUSH 0x61F //; /Arg3 = 62F -> Right
PUSH 0x61E //; |Arg2 = 61E -> Left
PUSH 0x4C3 //; |Arg1 = 4C3 -> ITEM2(0,48)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 8 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----Gloves9
PUSH 0x621 //; /Arg3 = 621 -> Right
PUSH 0x620 //; |Arg2 = 620 -> Left
PUSH 0x4C4 //; |Arg1 = 4C4 -> ITEM2(0,49)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 9 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----Gloves10
PUSH 0x623 //; /Arg3 = 623 -> Right
PUSH 0x622 //; |Arg2 = 623 -> Left
PUSH 0x4C5 //; |Arg1 = 4C5 -> ITEM2(0,50)
MOV ECX, DWORD PTR SS:[EBP-0x9C] //; |
ADD ECX, 0x5C //; |
CALL BattleGloveCall1 //; \Main.0050D810
MOV EAX, DWORD PTR SS:[EBP-0x9C]
ADD EAX, 0x5C
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x5C
CALL BattleGloveCall2
PUSH EAX
LEA ECX, [EBP-0x70]
CALL BattleGloveCall3
MOV DWORD PTR SS:[EBP-0xB8], EAX
MOV ECX, DWORD PTR SS:[EBP-0xB8]
MOV DWORD PTR SS:[EBP-0xBC], ECX
MOV DWORD PTR SS:[EBP-0x4], 10 // -> Battle Glove Number
MOV EDX, DWORD PTR SS:[EBP-0xBC]
PUSH EDX
LEA EAX, [EBP-0x7C]
PUSH EAX
MOV ECX, DWORD PTR SS:[EBP-0x9C]
ADD ECX, 0x3C
CALL BattleGloveCall4
MOV DWORD PTR SS:[EBP-0x4], -1
LEA ECX, [EBP-0x70]
CALL BattleGloveCall5
// ----
JMP BattleGloveJump
}
}
void __declspec ( naked ) BattleGloveTexture() {
static DWORD BattleGloveTexCall = 0x00614710;
static DWORD BattleGloveTexJump = 0x0050E09D;
// ----
LoadItemTexture(GET_ITEM_MODEL ( 0, 200 ),"Custom\\GuantesRf\\","Sword41",-1);
LoadItemTexture(0x610,"Custom\\GuantesRf\\","Sword41_L",-1);
LoadItemTexture(0x611,"Custom\\GuantesRf\\","Sword41_R",-1);
LoadItemTexture(GET_ITEM_MODEL ( 0, 201 ),"Custom\\GuantesRf\\","Sword42",-1);
LoadItemTexture(0x612,"Custom\\GuantesRf\\","Sword42_L",-1);
LoadItemTexture(0x613,"Custom\\GuantesRf\\","Sword42_R",-1);
LoadItemTexture(GET_ITEM_MODEL ( 0, 202 ),"Custom\\GuantesRf\\","Sword43",-1);
LoadItemTexture(0x614,"Custom\\GuantesRf\\","Sword43_L",-1);
LoadItemTexture(0x615,"Custom\\GuantesRf\\","Sword43_R",-1);
LoadItemTexture(GET_ITEM_MODEL ( 0, 203 ),"Custom\\GuantesRf\\","Sword44",-1);
LoadItemTexture(0x616,"Custom\\GuantesRf\\","Sword44_L",-1);
LoadItemTexture(0x617,"Custom\\GuantesRf\\","Sword44_R",-1);
LoadItemTexture(GET_ITEM_MODEL ( 0, 204 ),"Custom\\Item\\","Sword45",-1);
LoadItemTexture(0x618,"Custom\\Item\\","Sword45_L",-1);
LoadItemTexture(0x619,"Custom\\Item\\","Sword45_R",-1);
LoadItemTexture(GET_ITEM_MODEL ( 0, 205 ),"Custom\\Item\\","Sword46",-1);
LoadItemTexture(0x61A,"Custom\\Item\\","Sword46_L",-1);
LoadItemTexture(0x61B,"Custom\\Item\\","Sword46_R",-1);
LoadItemTexture(GET_ITEM_MODEL ( 0, 206 ),"Custom\\Item\\","Sword47",-1);
LoadItemTexture(0x61C,"Custom\\Item\\","Sword47_L",-1);
LoadItemTexture(0x61D,"Custom\\Item\\","Sword47_R",-1);
LoadItemTexture(GET_ITEM_MODEL ( 0, 207 ),"Custom\\Item\\","Sword48",-1);
LoadItemTexture(0x61E,"Custom\\Item\\","Sword48_L",-1);
LoadItemTexture(0x61F,"Custom\\Item\\","Sword48_R",-1);
LoadItemTexture(GET_ITEM_MODEL ( 0, 208 ),"Custom\\Item\\","Sword49",-1);
LoadItemTexture(0x620,"Custom\\Item\\","Sword49_L",-1);
LoadItemTexture(0x621,"Custom\\Item\\","Sword49_R",-1);
LoadItemTexture(GET_ITEM_MODEL ( 0, 209 ),"Custom\\GuantesRf\\","Sword50",-1);
LoadItemTexture(0x622,"Custom\\GuantesRf\\","Sword50_L",-1);
LoadItemTexture(0x623,"Custom\\GuantesRf\\","Sword50_R",-1);
_asm {
PUSH 1
PUSH GL_NEAREST
PUSH GL_REPEAT
PUSH 0x00D28CC8
PUSH 0x4B6
CALL BattleGloveTexCall
ADD ESP, 0x14
PUSH 1
PUSH GL_NEAREST
PUSH GL_REPEAT
PUSH 0x00D28CD0
PUSH 0x268
CALL BattleGloveTexCall
ADD ESP, 0x14
PUSH 1
PUSH GL_NEAREST
PUSH GL_REPEAT
PUSH 0x00D28CD8
PUSH 0x269
CALL BattleGloveTexCall
ADD ESP, 0x14
// ----
JMP BattleGloveTexJump
}
}
void __declspec ( naked ) BattleGloveProp4() {
static DWORD BattleGloveProp4_Return = 0x005CD454;
static DWORD BattleGloveProp4_Jump = 0x005CD491;
// ----
_asm {
CMP DWORD PTR SS:[EBP+0x8], 0x4B6
JNZ BattleGloveProp4_LabelReturn
FLD DWORD PTR SS:[EBP-0x4C]
FSUB QWORD PTR DS:[0x0D27CA8] //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4C]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[0x0D254B8] //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
FLDZ
FSTP DWORD PTR DS:[0x82C6320] //FLOAT 0.0
FLDZ
FSTP DWORD PTR DS:[0x82C6324] //FLOAT 0.0
FLDZ
FSTP DWORD PTR DS:[0x82C6328] //FLOAT 0.0
JMP BattleGloveProp4_Jump
// ----
BattleGloveProp4_LabelReturn:
// ----
JMP BattleGloveProp4_Return
}
}
void __declspec ( naked ) BattleGloveProp5() {
static DWORD BattleGloveProp5_Return = 0x005CEFFB;
static DWORD BattleGloveProp5_Jump = 0x005CF01C;
// ----
_asm {
CMP DWORD PTR SS:[EBP+0x8], ITEM2 ( 0, 35 )
JNZ NextBattleGlove1
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003000000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves1
NextBattleGlove1:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 200 )
JNZ NextBattleGlove2
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves2
NextBattleGlove2:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 201 )
JNZ NextBattleGlove3
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves3
NextBattleGlove3:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 202 )
JNZ NextBattleGlove4
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves4
NextBattleGlove4:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 203 )
JNZ NextBattleGlove5
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves5
NextBattleGlove5:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 204 )
JNZ NextBattleGlove6
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves6
NextBattleGlove6:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 205 )
JNZ NextBattleGlove7
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves7
NextBattleGlove7:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 206 )
JNZ NextBattleGlove8
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves8
NextBattleGlove8:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 207 )
JNZ NextBattleGlove9
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves9
NextBattleGlove9:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 208 )
JNZ NextBattleGlove10
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
// ----Gloves10
NextBattleGlove10:
// ----
CMP DWORD PTR SS: [EBP + 0x8], ITEM2 ( 0, 209 )
JNZ ReturnBattleGlove_Load
FLD DWORD PTR DS: [0x0D2C618] //FLOAT 0.003800000
FSTP DWORD PTR SS: [EBP - 0x2C]
JMP BattleGloveProp5_Jump
//
ReturnBattleGlove_Load:
// ----
JMP BattleGloveProp5_Return
}
}
static BOOL bBattleGlovesGlow_Switcher;
void __declspec ( naked ) BattleGloveGlow() {
static DWORD dwBattleGlovesGlow_Pointer;
static DWORD dwBattleGlovesGlow_Buffer;
static DWORD dwBattleGlovesNewGlow_Buffer;
static DWORD dwBattleGlovesGlow_Jump = 0x005F94E8;
// ----
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV dwBattleGlovesGlow_Pointer, EAX
}
// ----
if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 35 ) ) {
bBattleGlovesGlow_Switcher = TRUE;
}
//---- Gloves1
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 200 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
//---Gloves2
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 201 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
//---Gloves3
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 202 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
//--Gloves4
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 203 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
//---Gloves5
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 204 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
//---Gloves6
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 205 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
//---Gloves7
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 206 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
//---Gloves8
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 207 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
//---Gloves9
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 208 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
//---Gloves10
else if ( dwBattleGlovesGlow_Pointer == ITEM2 ( 0, 209 ) ) {
bBattleGlovesGlow_Switcher = FALSE;
// ----
_asm {
MOV DWORD PTR SS:[EBP-0x4], 0x2C
JMP dwBattleGlovesGlow_Jump
}
}
// ----
if ( bBattleGlovesGlow_Switcher == TRUE ) {
_asm {
MOV dwBattleGlovesGlow_Buffer, 0x005F91C9
JMP dwBattleGlovesGlow_Buffer
}
}
else {
_asm {
MOV dwBattleGlovesGlow_Buffer, 0x005F91D5
JMP dwBattleGlovesGlow_Buffer
}
}
}
Naked(cRFAddInventoryPos) {
static DWORD IsRFItem = 0;
static DWORD RFPosition = 0x005CD084; // 1.04D ENG
static DWORD NextRFPosition = 0x005CD086; // 1.04D ENG
static DWORD BattleGloveProp4_Jump = 0x005CD491;
static double a1 = 0.05;
static double a2 = 0.1;
//
_asm {
mov ecx, dword ptr ss : [ebp + 0x8]
mov dword ptr ss : [ebp + 0x8], ecx
mov IsRFItem, ecx
}
// ---
if ( IsRFItem == 0x04B3 ) {
_asm {jmp RFPosition}
}
else if ( IsRFItem == ITEM2 ( 0, 200 ) ) { //Gloves1
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else if ( IsRFItem == ITEM2 ( 0, 201 ) ) { //Gloves2
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else if ( IsRFItem == ITEM2 ( 0, 202 ) ) { //Gloves3
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else if ( IsRFItem == ITEM2 ( 0, 203 ) ) { //Gloves4
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else if ( IsRFItem == ITEM2 ( 0, 204 ) ) { //Gloves5
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else if ( IsRFItem == ITEM2 ( 0, 205 ) ) { //Gloves6
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else if ( IsRFItem == ITEM2 ( 0, 206 ) ) { //Gloves7
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else if ( IsRFItem == ITEM2 ( 0, 207 ) ) { //Gloves8
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else if ( IsRFItem == ITEM2 ( 0, 208 ) ) { //Gloves9
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else if ( IsRFItem == ITEM2 ( 0, 209 ) ) { //Gloves10
_asm {
FLD DWORD PTR SS:[EBP-0x4c]
FSUB QWORD PTR DS:[a1]/*0x0D27CA8]*/ //D28D58 //FLOAT 0.004999999888241291
FSTP DWORD PTR SS:[EBP-0x4c]
FLD DWORD PTR SS:[EBP-0x48]
FADD QWORD PTR DS:[a2]/*0x0D254B8]*/ //D28D58 //FLOAT 0.01499999966472387
FSTP DWORD PTR SS:[EBP-0x48]
jmp RFPosition
}
}
else {
_asm {jmp NextRFPosition}
}
}
void InitBattleGloves() {
//SetRange ( ( LPVOID ) 0x0050DE38, 75, ASM::NOP );
// SetJmp ( ( LPVOID ) 0x0050DE38, this->BattleGloveLoad );
// ----
// SetRange ( ( LPVOID ) 0x0050DC31, 127, ASM::NOP );
// SetJmp ( ( LPVOID ) 0x0050DC31, this->BattleGloveAssoc );
// ----
// SetRange ( ( LPVOID ) 0x0050E043, 90, ASM::NOP );
// SetJmp ( ( LPVOID ) 0x0050E043, this->BattleGloveTexture );
// ----
// SetRange ( ( LPVOID ) 0x005CD419, 59, ASM::NOP );
// SetJmp ( ( LPVOID ) 0x005CD419, this->BattleGloveProp4 ); // -> Inventory Position
// ----
// SetRange ( ( LPVOID ) 0x005CEFE7, 20, ASM::NOP );
// SetJmp ( ( LPVOID ) 0x005CEFE7, this->BattleGloveProp5 ); // -> Inventory Rotation
// ----
// SetRange ( ( LPVOID ) 0x005F91C2, 7, ASM::NOP );
//SetJmp ( ( LPVOID ) 0x005F91C2, this->BattleGloveGlow );
//SetRange ( ( LPVOID ) 0x005CD07D, 7, ASM::NOP );
//SetJmp ( ( LPVOID ) 0x005CD07D, cRFAddInventoryPos );
MemorySet(oBattleGlove_Load,0x90,0x4B);
SetCompleteHook(0xE9,oBattleGlove_Load,&BattleGloveLoad);
MemorySet(oBattleGlove_Hook,0x90,0x7F);
SetCompleteHook(0xE9,oBattleGlove_Hook,&BattleGloveAssoc);
MemorySet(oBattleGlove_Texture,0x90,0x5A);
SetCompleteHook(0xE9,oBattleGlove_Texture,&BattleGloveTexture);
MemorySet(oBattleGloveProp4_Hook,0x90,0x3B);
SetCompleteHook(0xE9,oBattleGloveProp4_Hook,&BattleGloveProp4);
MemorySet(oBattleGloveProp5_Hook,0x90,0x14);
SetCompleteHook(0xE9,oBattleGloveProp5_Hook,&BattleGloveProp5);
//MemorySet(0x005F9133,0x90,0x21);
SetCompleteHook(0xE9,oBattleGloveGlow_Hook,&BattleGloveGlow);
//SetRange (oBattleGloveGlow_Hook, 7, ASM::NOP );
//SetOp(oBattleGloveGlow_Hook, &this->BattleGloveGlow, ASM::JMP);
SetRange ( ( LPVOID ) 0x005CD07D, 7, ASM::NOP );
SetJmp ( ( LPVOID ) 0x005CD07D, cRFAddInventoryPos );
}
[/quote]
[/quote]
para empezar saca tus gloves de void __declspec ( naked ) BattleGloveAssoc() solo tiene que estar la 36 que esta por default