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Online wildriff66 #240 Posteado: March 29, 2023, 03:43:10 PM

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Does anyone have the Phoenix Shot skill added to the source?
I will share what I have for Mu Helper for the Phoenix Shot Skill (Added the input boxes, extra item list, ranges for both pickup and attack).


Offline muccone #241 Posteado: March 29, 2023, 10:43:22 PM

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Does anyone have the Phoenix Shot skill added to the source?
I will share what I have for Mu Helper for the Phoenix Shot Skill (Added the input boxes, extra item list, ranges for both pickup and attack).

Phoenix Shot skill ID? I can

Telegram Account :@mucone    develop Mu

Offline RinOv #242 Posteado: March 31, 2023, 12:27:45 AM

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Alguien está trabajando estos files? Voy a comenzar a meterle mano y fix cosas , si tienen bug reporte los y los reparamos

Empezaré con la s4 ya que hay cosas mezcladas del 502 en el 401

RinOv Group

Offline tangyi90 #243 Posteado: March 31, 2023, 01:39:23 AM

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where to add?

//HealthBar 100%
void RenderMonsterHP()
{

   float   Width = 38.f;
   char    Text[100];
   for (int j = 0; j < MAX_CHARACTERS_CLIENT; ++j)
   {
      CHARACTER* c = &CharactersClient[j];
      OBJECT* o = &c->Object;
      vec3_t      Position;
      int         ScreenX, ScreenY;


      if (KIND_MONSTER == c->Object.Kind && MODEL_PLAYER != c->Object.Type && c->Object.Kind != KIND_TRAP)
      {
         BYTE LifePercent = 80;
         


         Vector(o->Position[0], o->Position[1], o->Position[2] + o->BoundingBoxMax[2] + 100.f, Position);
         Projection(Position, &ScreenX, &ScreenY);
         ScreenX -= (int)(Width / 2);
         if (o->Live && KIND_NPC != c->Object.Kind)
         {
         
            
            NEW_HEALTH_BAR* lpNewHealthBar = GetNewHealthBar(c->Key, c->Object.Kind);
         
            if (lpNewHealthBar == NULL)continue;

            int LifePercent = lpNewHealthBar->rate ;
            int ShieldPercent = lpNewHealthBar->rate2 ;
            float iHP = (float)(LifePercent * 72) / 100;
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR_BACK, ScreenX, ScreenY - 5, 75.f, 5.f);
            if(c->Dead != 0)
            {
               iHP -= c->Dead;
               if (iHP <= 0)
               {
                  iHP = 0;
               }
            }
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR, ScreenX + 2, ScreenY - 4, iHP, 3.f);
            
            g_pRenderText->SetFont(g_hFont);
            if (c->Dead != 0)
            {
               sprintf(Text, "%s die...", c->ID);
            }
            else
            {
               sprintf(Text, "%s", c->ID);
            }
            g_pRenderText->SetTextColor(255, 230, 210, 255);
            g_pRenderText->RenderText(ScreenX, ScreenY - 13, Text, 75.f, 0, RT3_SORT_CENTER);
            
            
         }
      }
   }
   glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
   DisableAlphaBlend();
   glColor3f(1.f, 1.f, 1.f);
}



Gracias:


Offline RinOv #244 Posteado: March 31, 2023, 06:23:47 AM

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where to add?

//HealthBar 100%
void RenderMonsterHP()
{

   float   Width = 38.f;
   char    Text[100];
   for (int j = 0; j < MAX_CHARACTERS_CLIENT; ++j)
   {
      CHARACTER* c = &CharactersClient[j];
      OBJECT* o = &c->Object;
      vec3_t      Position;
      int         ScreenX, ScreenY;


      if (KIND_MONSTER == c->Object.Kind && MODEL_PLAYER != c->Object.Type && c->Object.Kind != KIND_TRAP)
      {
         BYTE LifePercent = 80;
         


         Vector(o->Position[0], o->Position[1], o->Position[2] + o->BoundingBoxMax[2] + 100.f, Position);
         Projection(Position, &ScreenX, &ScreenY);
         ScreenX -= (int)(Width / 2);
         if (o->Live && KIND_NPC != c->Object.Kind)
         {
         
            
            NEW_HEALTH_BAR* lpNewHealthBar = GetNewHealthBar(c->Key, c->Object.Kind);
         
            if (lpNewHealthBar == NULL)continue;

            int LifePercent = lpNewHealthBar->rate ;
            int ShieldPercent = lpNewHealthBar->rate2 ;
            float iHP = (float)(LifePercent * 72) / 100;
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR_BACK, ScreenX, ScreenY - 5, 75.f, 5.f);
            if(c->Dead != 0)
            {
               iHP -= c->Dead;
               if (iHP <= 0)
               {
                  iHP = 0;
               }
            }
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR, ScreenX + 2, ScreenY - 4, iHP, 3.f);
            
            g_pRenderText->SetFont(g_hFont);
            if (c->Dead != 0)
            {
               sprintf(Text, "%s die...", c->ID);
            }
            else
            {
               sprintf(Text, "%s", c->ID);
            }
            g_pRenderText->SetTextColor(255, 230, 210, 255);
            g_pRenderText->RenderText(ScreenX, ScreenY - 13, Text, 75.f, 0, RT3_SORT_CENTER);
            
            
         }
      }
   }
   glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
   DisableAlphaBlend();
   glColor3f(1.f, 1.f, 1.f);
}



lahpbar ya existe lado files, solo tienes que armarlo cliente, busca cualquier files muemu source main: HealthBar.cpp y HealthBar.h para la base y reemplazar el contenido la funcioon DrawNewHealthBar() por void RenderMonsterHP()

por ultimo busca su referencias ya que debes enviarlo por protocol, en source 5.2 es wsclient en teoria con eso deberia funcionar luego reviso

RinOv Group

Gracias:


Offline hoanmaster #245 Posteado: April 01, 2023, 10:11:24 PM

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Offline tangyi90 #246 Posteado: April 02, 2023, 05:48:37 AM

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Could not find the function DrawNewHealthBar()


where to add?

//HealthBar 100%
void RenderMonsterHP()
{

   float   Width = 38.f;
   char    Text[100];
   for (int j = 0; j < MAX_CHARACTERS_CLIENT; ++j)
   {
      CHARACTER* c = &CharactersClient[j];
      OBJECT* o = &c->Object;
      vec3_t      Position;
      int         ScreenX, ScreenY;


      if (KIND_MONSTER == c->Object.Kind && MODEL_PLAYER != c->Object.Type && c->Object.Kind != KIND_TRAP)
      {
         BYTE LifePercent = 80;
         


         Vector(o->Position[0], o->Position[1], o->Position[2] + o->BoundingBoxMax[2] + 100.f, Position);
         Projection(Position, &ScreenX, &ScreenY);
         ScreenX -= (int)(Width / 2);
         if (o->Live && KIND_NPC != c->Object.Kind)
         {
         
            
            NEW_HEALTH_BAR* lpNewHealthBar = GetNewHealthBar(c->Key, c->Object.Kind);
         
            if (lpNewHealthBar == NULL)continue;

            int LifePercent = lpNewHealthBar->rate ;
            int ShieldPercent = lpNewHealthBar->rate2 ;
            float iHP = (float)(LifePercent * 72) / 100;
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR_BACK, ScreenX, ScreenY - 5, 75.f, 5.f);
            if(c->Dead != 0)
            {
               iHP -= c->Dead;
               if (iHP <= 0)
               {
                  iHP = 0;
               }
            }
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR, ScreenX + 2, ScreenY - 4, iHP, 3.f);
            
            g_pRenderText->SetFont(g_hFont);
            if (c->Dead != 0)
            {
               sprintf(Text, "%s die...", c->ID);
            }
            else
            {
               sprintf(Text, "%s", c->ID);
            }
            g_pRenderText->SetTextColor(255, 230, 210, 255);
            g_pRenderText->RenderText(ScreenX, ScreenY - 13, Text, 75.f, 0, RT3_SORT_CENTER);
            
            
         }
      }
   }
   glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
   DisableAlphaBlend();
   glColor3f(1.f, 1.f, 1.f);
}



lahpbar ya existe lado files, solo tienes que armarlo cliente, busca cualquier files muemu source main: HealthBar.cpp y HealthBar.h para la base y reemplazar el contenido la funcioon DrawNewHealthBar() por void RenderMonsterHP()

por ultimo busca su referencias ya que debes enviarlo por protocol, en source 5.2 es wsclient en teoria con eso deberia funcionar luego reviso


Offline son1xx2 #247 Posteado: April 02, 2023, 06:27:28 AM

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Could not find the function DrawNewHealthBar()


where to add?

//HealthBar 100%
void RenderMonsterHP()
{

   float   Width = 38.f;
   char    Text[100];
   for (int j = 0; j < MAX_CHARACTERS_CLIENT; ++j)
   {
      CHARACTER* c = &CharactersClient[j];
      OBJECT* o = &c->Object;
      vec3_t      Position;
      int         ScreenX, ScreenY;


      if (KIND_MONSTER == c->Object.Kind && MODEL_PLAYER != c->Object.Type && c->Object.Kind != KIND_TRAP)
      {
         BYTE LifePercent = 80;
         


         Vector(o->Position[0], o->Position[1], o->Position[2] + o->BoundingBoxMax[2] + 100.f, Position);
         Projection(Position, &ScreenX, &ScreenY);
         ScreenX -= (int)(Width / 2);
         if (o->Live && KIND_NPC != c->Object.Kind)
         {
         
            
            NEW_HEALTH_BAR* lpNewHealthBar = GetNewHealthBar(c->Key, c->Object.Kind);
         
            if (lpNewHealthBar == NULL)continue;

            int LifePercent = lpNewHealthBar->rate ;
            int ShieldPercent = lpNewHealthBar->rate2 ;
            float iHP = (float)(LifePercent * 72) / 100;
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR_BACK, ScreenX, ScreenY - 5, 75.f, 5.f);
            if(c->Dead != 0)
            {
               iHP -= c->Dead;
               if (iHP <= 0)
               {
                  iHP = 0;
               }
            }
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR, ScreenX + 2, ScreenY - 4, iHP, 3.f);
            
            g_pRenderText->SetFont(g_hFont);
            if (c->Dead != 0)
            {
               sprintf(Text, "%s die...", c->ID);
            }
            else
            {
               sprintf(Text, "%s", c->ID);
            }
            g_pRenderText->SetTextColor(255, 230, 210, 255);
            g_pRenderText->RenderText(ScreenX, ScreenY - 13, Text, 75.f, 0, RT3_SORT_CENTER);
            
            
         }
      }
   }
   glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
   DisableAlphaBlend();
   glColor3f(1.f, 1.f, 1.f);
}



lahpbar ya existe lado files, solo tienes que armarlo cliente, busca cualquier files muemu source main: HealthBar.cpp y HealthBar.h para la base y reemplazar el contenido la funcioon DrawNewHealthBar() por void RenderMonsterHP()

por ultimo busca su referencias ya que debes enviarlo por protocol, en source 5.2 es wsclient en teoria con eso deberia funcionar luego reviso

Don't just copy and paste, understand the tutorial and how to do it

Do better, don't try to do the same ;)

Offline Sandokan #248 Posteado: April 02, 2023, 01:12:14 PM

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  • ar
Alguien está trabajando estos files? Voy a comenzar a meterle mano y fix cosas , si tienen bug reporte los y los reparamos

Empezaré con la s4 ya que hay cosas mezcladas del 502 en el 401

Yo estoy por arrancar, mi idea es bajar a S3 Ep1. Si querés agregame a Discord.

Discord: Sandokan#4852

Offline Odisk #249 Posteado: April 02, 2023, 03:17:47 PM

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Alguien está trabajando estos files? Voy a comenzar a meterle mano y fix cosas , si tienen bug reporte los y los reparamos

Empezaré con la s4 ya que hay cosas mezcladas del 502 en el 401

estamos igual se quedo en s4 y ahora voy a dejarlo en s3

one day

Offline tangyi90 #250 Posteado: April 02, 2023, 11:08:55 PM

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I don't know where there is a tutorial on the principle,I can only learn how to operate through your specific code and position,I can better learn how to operate,


Could not find the function DrawNewHealthBar()


where to add?

//HealthBar 100%
void RenderMonsterHP()
{

   float   Width = 38.f;
   char    Text[100];
   for (int j = 0; j < MAX_CHARACTERS_CLIENT; ++j)
   {
      CHARACTER* c = &CharactersClient[j];
      OBJECT* o = &c->Object;
      vec3_t      Position;
      int         ScreenX, ScreenY;


      if (KIND_MONSTER == c->Object.Kind && MODEL_PLAYER != c->Object.Type && c->Object.Kind != KIND_TRAP)
      {
         BYTE LifePercent = 80;
         


         Vector(o->Position[0], o->Position[1], o->Position[2] + o->BoundingBoxMax[2] + 100.f, Position);
         Projection(Position, &ScreenX, &ScreenY);
         ScreenX -= (int)(Width / 2);
         if (o->Live && KIND_NPC != c->Object.Kind)
         {
         
            
            NEW_HEALTH_BAR* lpNewHealthBar = GetNewHealthBar(c->Key, c->Object.Kind);
         
            if (lpNewHealthBar == NULL)continue;

            int LifePercent = lpNewHealthBar->rate ;
            int ShieldPercent = lpNewHealthBar->rate2 ;
            float iHP = (float)(LifePercent * 72) / 100;
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR_BACK, ScreenX, ScreenY - 5, 75.f, 5.f);
            if(c->Dead != 0)
            {
               iHP -= c->Dead;
               if (iHP <= 0)
               {
                  iHP = 0;
               }
            }
            SEASON3B::RenderImage(BITMAP_MONSTER_HPBAR, ScreenX + 2, ScreenY - 4, iHP, 3.f);
            
            g_pRenderText->SetFont(g_hFont);
            if (c->Dead != 0)
            {
               sprintf(Text, "%s die...", c->ID);
            }
            else
            {
               sprintf(Text, "%s", c->ID);
            }
            g_pRenderText->SetTextColor(255, 230, 210, 255);
            g_pRenderText->RenderText(ScreenX, ScreenY - 13, Text, 75.f, 0, RT3_SORT_CENTER);
            
            
         }
      }
   }
   glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
   DisableAlphaBlend();
   glColor3f(1.f, 1.f, 1.f);
}



lahpbar ya existe lado files, solo tienes que armarlo cliente, busca cualquier files muemu source main: HealthBar.cpp y HealthBar.h para la base y reemplazar el contenido la funcioon DrawNewHealthBar() por void RenderMonsterHP()

por ultimo busca su referencias ya que debes enviarlo por protocol, en source 5.2 es wsclient en teoria con eso deberia funcionar luego reviso

Don't just copy and paste, understand the tutorial and how to do it

Gracias:


Offline Hoangsy99 #251 Posteado: April 03, 2023, 12:01:42 AM

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Gracias:


Offline tangyi90 #252 Posteado: April 04, 2023, 03:51:05 AM | Modificado: April 04, 2023, 03:56:59 AM by tangyi90

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Can someone provide the source code for MU help?

Gracias:


Offline login1 #253 Posteado: April 04, 2023, 08:34:46 AM

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Can someone provide the source code for MU help?
+, does anyone have Mu Helper sources ?


Offline son1xx2 #254 Posteado: April 04, 2023, 08:43:25 AM

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Do better, don't try to do the same ;)

Gracias:


Offline login1 #255 Posteado: April 04, 2023, 05:19:03 PM

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from which example is it best to take a reconnect system and add it to these files?


Offline hoanmaster #256 Posteado: April 05, 2023, 06:28:31 AM

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post multi item and all taget , in char , store, chao gobin v..v

Gracias:


Offline hoanmaster #257 Posteado: April 05, 2023, 09:25:47 AM

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Offline Rindy #258 Posteado: April 05, 2023, 09:50:05 AM

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  • gb

Offline hoanmaster #259 Posteado: April 06, 2023, 07:52:45 PM

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Gracias:


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