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Offline 183358 Posteado: May 29, 2020, 12:10:44 PM | Modificado: May 29, 2020, 03:39:56 PM by ZabiinoOo

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I share for you because I'm no longer passionate about MuOnline anymore it makes me tired
Thank you, wish you success
GOODBYE !!!




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Offline Karuritoku #1 Posteado: May 29, 2020, 12:30:36 PM

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@ZabiinoOo  ayúdalo a agregar el hide al tema, porque si no no le van a dar gracias.

Gracias:


Offline 183358 #2 Posteado: May 29, 2020, 12:36:34 PM

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@ZabiinoOo  ayúdalo a agregar el hide al tema, porque si no no le van a dar gracias.
Thank you

Gracias:


Offline takumi12 #3 Posteado: May 29, 2020, 12:41:47 PM

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cabe mencionar que esto es para 1.4e desconozco si las offset también sean las mismas en 1.4d


Las offset no se crea, ni se destruye, solo se transforma

Gracias:


Offline axeman192 #4 Posteado: May 29, 2020, 12:50:18 PM

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¿Es para la versión 1.04d? Yo uso 1.04e
Compartir es impactante. :D


Offline MaxVoll #5 Posteado: May 29, 2020, 03:31:06 PM

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very good, works perfect.. thanks


Offline mavine #6 Posteado: May 29, 2020, 05:05:29 PM

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to point in which .cpp or .h to put the proper code to help general!


Offline onlinezajzaj #7 Posteado: May 29, 2020, 07:05:39 PM | Modificado: May 29, 2020, 07:20:49 PM by onlinezajzaj

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Very good, a great share!


I don't understand this code yet, who can help me
Code: [Select]
		if (IsLuckyItem(lpObj->Inventory[aRecv->Source].m_Index))
{
return;
}


Offline GX_KYO #8 Posteado: May 29, 2020, 07:43:12 PM

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@ZabiinoOo Arregla el post, desde que le agregaste el hide y los codes, desordenaste todo jajaja jajaja jajaja

Killing me one breath at a time... Cutting you with my pair of lives... So go on and lay me down to rest, You make it painless, painless!
I can't... I can't... I can't...
I can't feel ANY PAIN!

Offline ZabiinoOo #9 Posteado: May 29, 2020, 08:11:41 PM

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@ZabiinoOo Arregla el post, desde que le agregaste el hide y los codes, desordenaste todo jajaja jajaja jajaja

No, solo cerre los code a como el los tenia por casillas




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

Gracias:


Offline onlinezajzaj #10 Posteado: May 29, 2020, 08:11:57 PM

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@ZabiinoOo Arregla el post, desde que le agregaste el hide y los codes, desordenaste todo jajaja jajaja jajaja

source code works fine, i tried it, you should check it again


Offline iggfree #11 Posteado: May 29, 2020, 09:23:21 PM

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Hello, is it suitable for 1.04E?


Offline 183358 #12 Posteado: May 29, 2020, 09:26:36 PM

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Offline Higgs #13 Posteado: May 29, 2020, 10:02:20 PM

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#if(MOVE_ITEM)
   SetCompleteHook(0xE9, 0x0083B7E4 + 0x150, &Equipments);//1.04D->0x0083B7E4
#endif
Hook 1.04e?


Offline kind #14 Posteado: May 29, 2020, 10:58:54 PM

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Tremendo aporte! Muchisimas gracias :)
Encontre el primer bug, el 2do anillo no se equipa solo, alguien mas le sucede?
Found the first bug, the 2nd ring doesn't equip. Someone else have it?


Offline axeman192 #15 Posteado: May 29, 2020, 11:07:11 PM

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Funciona perfectamente conmigo :D Gracias por tu contribución.

Gracias:


Offline kind #16 Posteado: May 29, 2020, 11:19:29 PM

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Fix para equipar el 2do anillo:
GAMESERVER - ITEMMANAGER.CPP
En funcion: void CItemManager::CGMoveItemProc(PMSG_MOVEITEM* aRecv, short aIndex)
reemplazar este if entero: if (aRecv->Source > 11) { //wear equipment case
Por lo siguiente
Code: [Select]
if (aRecv->Source > 11) { //wear equipment case
ITEM_INFO ItemInfo;
if (this->GetInfo(lpObj->Inventory[aRecv->Source].m_Index, &ItemInfo) == 0)
{
return; //invalid item.
}
pMsg.TargetSlot = ItemInfo.Slot;
if (pMsg.TargetSlot == 0
&& lpObj->Inventory[0].IsItem() //slot 0 already has item
&& !lpObj->Inventory[1].IsItem() //slot 1 is empty
&& lpObj->Inventory[aRecv->Source].m_Index < GET_ITEM(1, 0)) //sword item
pMsg.TargetSlot = 1;
else if (pMsg.TargetSlot == 10
&& lpObj->Inventory[10].IsItem() //slot 10 already has item
&& !lpObj->Inventory[11].IsItem()) //slot 11 empty
pMsg.TargetSlot = 11;
else if (lpObj->Inventory[ItemInfo.Slot].IsItem())
return; //already has item this slot
}

Gracias:


Offline mrhung95 #17 Posteado: May 29, 2020, 11:31:47 PM

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Offline bimaloha #18 Posteado: May 30, 2020, 12:53:05 AM

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This source code is mine  jajaja.
If you guys want 1.04d, I'll share it soon.

Gracias:


Offline chuckhai #19 Posteado: May 30, 2020, 01:05:03 AM

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This source code is mine  jajaja.
If you guys want 1.04d, I'll share it soon.
Yes tk  aplausos  aplausos  aplausos


Offline AZURE #20 Posteado: May 30, 2020, 03:19:41 AM

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disculpen en el stdafx  hay que poner algun codigo?


Offline axeman192 #21 Posteado: May 30, 2020, 03:21:24 AM

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disculpen en el stdafx  hay que poner algun codigo?
stdafx.h
Code: [Select]
#define MOVE_ITEM			1


Offline dark32 #22 Posteado: May 30, 2020, 04:29:16 AM

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denle boton derecho a un soul o life aver que pasa...


Offline Higgs #23 Posteado: May 30, 2020, 05:19:41 AM

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Help! I could not run


Offline bimaloha #24 Posteado: May 30, 2020, 07:25:02 AM

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It's already have offset for 1.04D on #1. I always write both of them in my source.
So here is the main function in gameserver for SCF:
Swords, Claws, Staffs, and Rings are works well.


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Offline onlinezajzaj #25 Posteado: May 30, 2020, 09:39:19 AM

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Click right mouse to Item, some cases will be Dis game, who has errors like me?

  sueno sueno

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Offline AZURE #26 Posteado: May 30, 2020, 12:29:15 PM

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hola alguien sale porque me sale este error


Offline DarkovaX #27 Posteado: May 30, 2020, 01:26:09 PM

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Alguna manera de adaptarlo a Season4(files louis upd 13)?


Offline Denif #28 Posteado: May 30, 2020, 02:10:41 PM

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hola alguien sale porque me sale este error


es por que la estructura no esta completa. intenta agregar esto a protocol.h

Code: [Select]
#if(MOVE_ITEM)
struct PMSG_ITEM_MOVE_RECV
{
PSBMSG_HEAD h;
BYTE sFlag;
BYTE tFlag;
BYTE Source;
BYTE Target;
};
/*==============================
//Te falta esta parte de aqui.
struct PMSG_SET_CHAOSBOX_STATE
{
PSBMSG_HEAD header; // C1:32
BYTE state;
};
================================*/
#endif

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Offline Kosh #29 Posteado: May 30, 2020, 03:14:27 PM | Modificado: May 30, 2020, 03:19:02 PM by Kosh

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hola alguien sale porque me sale este error


es por que la estructura no esta completa. intenta agregar esto a protocol.h

Code: [Select]
#if(MOVE_ITEM)
struct PMSG_ITEM_MOVE_RECV
{
PSBMSG_HEAD h;
BYTE sFlag;
BYTE tFlag;
BYTE Source;
BYTE Target;
};
/*==============================
//Te falta esta parte de aqui.
struct PMSG_SET_CHAOSBOX_STATE
{
PSBMSG_HEAD header; // C1:32
BYTE state;
};
================================*/
#endif

Una consulta cuando agregue

#define MOVE_ITEM

me arranco a marcar error diciendo se esperaba una expresion #if(MOVE_ITEM)(aqui marca el error)
algún error que cometi o algo¿? ideas¿?


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