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Autor Topic: Source RoxGaming Main 5.2 - 60 FPS UPDATE  (Visto 20152 veces)

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Offline Pyke #20 Posteado: June 10, 2025, 10:43:00 AM

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how to fix , monster and character death animation sir?

Does anyone know how to fix it?

Monsters remain active when killed and fade out, with no death animation

w_CharacterInfo.h
find
BYTE        Dead;
change BYTE to float
float        Dead;



Gracias:


Online dakosmu #21 Posteado: June 10, 2025, 11:54:18 AM

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BUG:
chat not working
and
custom jewels need to switch character to apply


use em ZzzScene.cpp

if(ChatTime > 0) ChatTime--;
      if(MacroTime > 0) MacroTime--;


 aplausos aplausos aplausos

Dakosmu Colaborador

Offline nhantac #22 Posteado: June 10, 2025, 01:33:13 PM

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BUG:
chat not working
and
custom jewels need to switch character to apply


use em ZzzScene.cpp

if(ChatTime > 0) ChatTime--;
      if(MacroTime > 0) MacroTime--;


 aplausos aplausos aplausos

làm sao để lên nhiều FPS thế bro


Offline HayllanderBR #23 Posteado: June 10, 2025, 02:50:04 PM

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Alguém fixo a movimentação das montarias ?


Offline tienduy1992 #24 Posteado: June 10, 2025, 06:52:43 PM

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Anyone fig: Using multi skill as evil spirit but can not get damage


Offline KhongGianOL #25 Posteado: June 12, 2025, 05:04:34 AM

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Be kind, for everyone you meet is fighting their hard battle

Offline samsunggon #26 Posteado: June 12, 2025, 06:59:05 AM

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all dupe method post in this forum
is working.

how to prevent using 5.2 main ?
sample
chaos machine+xshop dupe
duel+party dupe
trade dupe
store dupe


DISCORD: valentino1515


Offline Pyke #27 Posteado: June 12, 2025, 07:15:56 AM

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Anyone fig: Using multi skill as evil spirit but can not get damage

Find this in ZzzEffect.cpp

Code: [Select]
bool AttackCharacterRange(int Index, vec3_t Position, float Range, BYTE Serial, short PKKey, WORD SkillSerialNum)
{
    return false; // we don't send this packet anymore
}

replace

Code: [Select]
bool AttackCharacterRange(int Index, vec3_t Position, float Range, BYTE Serial, short PKKey, WORD SkillSerialNum)
{
    int Skill = CharacterAttribute->Skill[Index];

    int     Count = 0;
    int     DamageKey[5];
    bool    DamageChr = false;

    if (gMapManager.InBattleCastle() && battleCastle::IsBattleCastleStart())
    {
        DWORD att = TERRAIN_ATTRIBUTE(Position[0], Position[1]);
        if ((att & TW_NOATTACKZONE) == TW_NOATTACKZONE)
        {
            return false;
        }
        DamageChr = true;
    }

    for (int i = 0; i < MAX_CHARACTERS_CLIENT; i++)
    {
        CHARACTER* c = &CharactersClient[i];
        OBJECT* o = &c->Object;

        if (o->Live == false
            || o->Visible == false
            || c == Hero
            || (bool)c->Dead == true)
        {
            continue;
        }

        float dx = Position[0] - o->Position[0];
        float dy = Position[1] - o->Position[1];
        float Distance = sqrtf(dx * dx + dy * dy);

        if (Distance <= Range
            && (o->Kind == KIND_MONSTER || (o->Kind == KIND_PLAYER && (c->Key == PKKey || DamageChr))))
        {
            if (Skill == AT_SKILL_STORM || Skill == AT_SKILL_EVIL || (AT_SKILL_EVIL_SPIRIT_UP <= Skill && AT_SKILL_EVIL_SPIRIT_UP + 4 >= Skill) || (AT_SKILL_EVIL_SPIRIT_UP_M <= Skill && AT_SKILL_EVIL_SPIRIT_UP_M + 4 >= Skill)
                )
            {
                if (c->m_bFixForm == false)
                {
                    c->StormTime = 10;
                }

                if (c->MonsterIndex >= 459 && c->MonsterIndex <= 462)
                {
                    c->StormTime = 0;
                }
                else if (524 <= c->MonsterIndex && c->MonsterIndex <= 528)
                {
                    c->StormTime = 0;
                }
            }

            DamageKey[Count++] = c->Key;
            if (Count >= 5)
            {
                break;
            }
        }
    }

    if (Count > 0)
    {
        if (Skill == AT_SKILL_DARK_SCREAM || (AT_SKILL_FIRE_SCREAM_UP <= Skill && AT_SKILL_FIRE_SCREAM_UP + 4 >= Skill))
        {
            BYTE _SerialTemp = (BYTE)SkillSerialNum;
            SendRequestMagicAttack(Skill, (int)(Position[0] / TERRAIN_SCALE), (int)(Position[1] / TERRAIN_SCALE), _SerialTemp, Count, DamageKey, SkillSerialNum);
        }
        else
        {
            if (Skill != AT_SKILL_MULTI_SHOT)
            {
                SendRequestMagicAttack(Skill, (int)(Position[0] / TERRAIN_SCALE), (int)(Position[1] / TERRAIN_SCALE), Serial, Count, DamageKey, SkillSerialNum);
            }
        }
        return true;
    }
    return false;
}

Gracias:


Offline T-LEGENDARY #28 Posteado: June 12, 2025, 11:11:17 AM

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@Pyke How add "M" Command move manager , help :)


Online Odisk #29 Posteado: June 12, 2025, 11:43:41 AM

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one day

Gracias:


Online Odisk #30 Posteado: June 12, 2025, 11:45:27 AM

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one day

Gracias:


Offline sayfmaster #31 Posteado: June 12, 2025, 12:11:03 PM | Modificado: June 12, 2025, 12:15:10 PM by sayfmaster

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just run the animation at the end of each CASE in the
Goboid.cpp file

if (b) b->PlayAnimation(&o->AnimationFrame, &o->PriorAnimationFrame, &o->PriorAction, o->Velocity, o->Position, o->Angle);

before the break;

CASE MODEL_DARK_HORSE:
CASE MODEL_FENRIR_GOLD:
CASE MODEL_UNICON:



Offline sayfmaster #32 Posteado: June 12, 2025, 12:15:47 PM

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just run the animation at the end of each CASE in the
Goboid.cpp file

if (b) b->PlayAnimation(&o->AnimationFrame, &o->PriorAnimationFrame, &o->PriorAction, o->Velocity, o->Position, o->Angle);

before the break;

CASE MODEL_DARK_HORSE:
CASE MODEL_FENRIR_GOLD:
CASE MODEL_UNICON:


dark horse animation bug

Gracias:


Offline anonymousgh #33 Posteado: June 12, 2025, 01:11:34 PM

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Fix FENRIR_WALK/ FENRIR_RUN:

Em GOBoid.cpp, procure por:

bool MoveBug ( OBJECT* o, bool bForceRender )

Antes de:
      switch (o->Type)
      {
      case MODEL_FENRIR_BLACK:
      case MODEL_FENRIR_BLUE:
      case MODEL_FENRIR_RED:
      case MODEL_FENRIR_GOLD:

Colocar:
      b->PlayAnimation(&o->AnimationFrame, &o->PriorAnimationFrame, &o->PriorAction, o->Velocity, o->Position, o->Angle);

Gracias:


Online dakosmu #34 Posteado: June 12, 2025, 03:07:06 PM

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Al Parecer todo el source trae los sistemas. falta activarlos






Dakosmu Colaborador

Gracias:


Offline lukaz2z #35 Posteado: June 12, 2025, 09:03:11 PM

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Al Parecer todo el source trae los sistemas. falta activarlos






disculpa tendrias para compartir los archivos necesarios para activarlo ? a mi me falta "#include "CGFxMacroMain.h"
#include "CGFxMacroSubMain.h"
#include "CGFxMacroGaugeBar.h""

y tambien #include "CAIController.h"

Gracias:


Offline phuongcuongmsqm #36 Posteado: June 13, 2025, 05:24:12 AM

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Al Parecer todo el source trae los sistemas. falta activarlos





YOU CAN SHARE IT


Offline T-LEGENDARY #37 Posteado: June 13, 2025, 07:32:06 AM

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Al Parecer todo el source trae los sistemas. falta activarlos






Share for us pack complet with source code


Offline KhongGianOL #38 Posteado: June 13, 2025, 10:21:07 AM

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Does everyone get the Lua Error when opening Main.exe?

Be kind, for everyone you meet is fighting their hard battle

Offline T-LEGENDARY #39 Posteado: June 13, 2025, 10:28:25 AM

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