Kết quả 441 đến 450 của 460
Chủ đề: Full Source SCF Đạt Đạt
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29-06-17, 12:35 PM #441
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Ðề: Full Source SCF Đạt Đạt
ai có thể hướng dẫn em mix wing custom trong chaos machine ko ạ
Khách viếng thăm hãy cùng phuong.ph xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!
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29-06-17, 08:38 PM #442
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Ðề: Full Source SCF Đạt Đạt
Đợi rảnh làm nốt rồi share bản build đã fix crash + mix nâng cấp vũ khí rồng lv2 + mix wing 2.5, 4 + item rank (sv + cl) + lỗi hiển thị wing custom.
Khách viếng thăm hãy cùngbimalohaxây dựng diễn đàn CLBGAMESVN vững mạnh nhé!
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The Following 8 Users Say Thank You to bimaloha For This Useful Post:
beobanlinh (30-06-17), bin9xhn2 (29-06-17), DAMMEMU (30-06-17), Jackma2000 (29-06-17), nghoanganh (29-06-17),
princecold8x(30-06-17), tomsmile (29-06-17), tr0ngvang (29-06-17)
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29-06-17, 08:56 PM #443
Ðề: Full Source SCF Đạt Đạt
Lần sửa cuối bởi Jackma2000, ngày 29-06-17 lúc 11:27 PM.
Khách viếng thăm hãy cùng Jackma2000 xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!
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29-06-17, 09:25 PM #444
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Ðề: Full Source SCF Đạt Đạt
Khách viếng thăm hãy cùng bin9xhn2 xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!
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29-06-17, 09:50 PM #445
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Ðề: Full Source SCF Đạt Đạt
Khách viếng thăm hãy cùng socolas xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!
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29-06-17, 11:28 PM #446
Ðề: Full Source SCF Đạt Đạt
Đã mò ra cái op 28
Nó hiển thị rồi
Mà chả sao đâu xem list mumoira
Có tới 8 cái /datdatKhách viếng thăm hãy cùng Jackma2000 xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!
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30-06-17, 12:17 PM #447
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Ðề: Full Source SCF Đạt Đạt
Lần sửa cuối bởi socolas, ngày 30-06-17 lúc 09:51 PM. Lý do: fix link
Khách viếng thăm hãy cùng socolas xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!
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Các thành viên gởi lời cảm ơn đến socolas vì bài viết này !
Jackma2000 (30-06-17)
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30-06-17, 07:56 PM #448
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Ðề: Full Source SCF Đạt Đạt
Nhá hàng tạm cái fix hiển thị option của wings custom đã nhé.
Riêng wings 12 250 và 12 251 đợi up nốt GS rồi đưa sau
[Only registered and activated users can see links. ]
sửa Item.Cpp trong source zClient như sau:
Code:#include "stdafx.h" #include "TMemory.h" #include "TDebugLog.h" #include "ItemAsm.h" #include "Import.h" #include "Defines.h" #include "ItemPrice.h" #include "Item.h" #include "ItemRank.h" #include "ItemModel.h" #include "ElfCheat.h" // ---------------------------------------------------------------------------------------------- Item gItem; // ---------------------------------------------------------------------------------------------- void Item::Load() { ItemAsmLoad(); // ---- SetOp ( ( LPVOID ) 0x633FCB, this->LoadModels, ASM::CALL ); SetOp ( ( LPVOID ) 0x633FE3, this->LoadTextures, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x5087E6, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x58B78F, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x58B7A6, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x58B7FC, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C1A7F, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C2117, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C4268, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x7AF806, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E42F9, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E4347, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E439C, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x846B99, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x846C13, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x8475C3, this->GetPrice, ASM::CALL ); SetOp ( ( LPVOID ) 0x9683D0, this->GetPrice, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x83476C, this->IsExpensiveItem, ASM::CALL ); SetOp ( ( LPVOID ) 0x8477BC, this->IsExpensiveItem, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x7E3FC0, this->IsWings, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E4766, this->IsWings, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E5195, this->IsWings, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x7DBD6B, this->GetUpgradeFlag, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x48FB8C, this->PreviewCharSet, ASM::CALL ); SetOp ( ( LPVOID ) 0x63D2D8, this->PreviewCharSet, ASM::CALL ); SetOp ( ( LPVOID ) 0x641189, this->PreviewCharSet, ASM::CALL ); SetOp ( ( LPVOID ) 0x641F42, this->PreviewCharSet, ASM::CALL ); SetOp ( ( LPVOID ) 0x642598, this->PreviewCharSet, ASM::CALL ); SetOp ( ( LPVOID ) 0x65EA2D, this->PreviewCharSet, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x7D9D5A, this->AllowRepairWings, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x58B77E, this->SetOption, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C7833, this->SetOption, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C7D71, this->SetOption, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C7F1B, this->SetOption, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C80BE, this->SetOption, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E216A, this->SetOption, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x4FA5E8, this->SetOptionText, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E568B, this->SetOptionText, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x5666C1, this->SetItemEffect, ASM::CALL ); SetOp ( ( LPVOID ) 0x61041C, this->SetItemEffect, ASM::CALL ); SetOp ( ( LPVOID ) 0x610466, this->SetItemEffect, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x51BCA5, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x590260, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C1A2F, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C1B70, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C423A, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x5C46E0, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x7D9A52, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x7DF4B2, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x7DFB0B, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E04D9, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E0811, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x7E5E8B, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x836FFD, this->GetMaxDurability, ASM::CALL ); SetOp ( ( LPVOID ) 0x95F5EE, this->GetMaxDurability, ASM::CALL ); // ---- SetOp ( ( LPVOID ) 0x57AC07, this->GetItemColor, ASM::CALL ); SetOp ( ( LPVOID ) 0x6083B9, this->GetItemColor, ASM::CALL ); SetOp ( ( LPVOID ) 0x60905E, this->GetItemColor2, ASM::CALL ); } // ---------------------------------------------------------------------------------------------- void Item::LoadModels() { pInitModelData(); g_ItemModel.SetModel(); // ---- char * Path = "Data\\Custom\\Item\\"; char * Path1 = "Data\\Custom\\Item\\CustomWings\\"; char * Path2 = "Data\\Custom\\Item\\VuKhi\\"; char * Path3 = "Data\\Custom\\Item\\SetDo\\"; // ---- /// wing 4 pLoadModel ( ITEM2 ( 12, 240 ), Path1, "Wing01", -1 ); pLoadModel ( ITEM2 ( 12, 241 ), Path1, "Wing02", -1 ); pLoadModel ( ITEM2 ( 12, 242 ), Path1, "Wing03", -1 ); pLoadModel ( ITEM2 ( 12, 243 ), Path1, "Wing04", -1 ); pLoadModel ( ITEM2 ( 12, 244 ), Path1, "Wing05", -1 ); pLoadModel ( ITEM2 ( 12, 245 ), Path1, "Wing06", -1 ); ///// wing 2.5 pLoadModel ( ITEM2 ( 12, 246 ), Path1, "CloakOfDeath", -1 ); pLoadModel ( ITEM2 ( 12, 247 ), Path1, "WingofChaos", -1 ); pLoadModel ( ITEM2 ( 12, 248 ), Path1, "WingofPower", -1 ); pLoadModel ( ITEM2 ( 12, 249 ), Path1, "WingofLife", -1 ); ///// wing 8 pLoadModel ( ITEM2 ( 12, 250 ), Path1, "WingsofConqueror", -1 ); pLoadModel ( ITEM2 ( 12, 251 ), Path1, "WingsofAngelandDevil", -1 ); /// Wing Custom /* pLoadModel ( ITEM2 ( 12, 200 ), Path1, "WING200", -1 ); pLoadModel ( ITEM2 ( 12, 214 ), Path1, "WING214", -1 ); pLoadModel ( ITEM2 ( 12, 215 ), Path1, "WING215", -1 ); pLoadModel ( ITEM2 ( 12, 216 ), Path1, "WING216", -1 ); pLoadModel ( ITEM2 ( 12, 217 ), Path1, "WING217", -1 ); pLoadModel ( ITEM2 ( 12, 218 ), Path1, "WING218", -1 ); pLoadModel ( ITEM2 ( 12, 219 ), Path1, "WING219", -1 ); pLoadModel ( ITEM2 ( 12, 220 ), Path1, "WING220", -1 ); pLoadModel ( ITEM2 ( 12, 221 ), Path1, "WING221", -1 ); pLoadModel ( ITEM2 ( 12, 222 ), Path1, "WING222", -1 ); pLoadModel ( ITEM2 ( 12, 223 ), Path1, "WING223", -1 ); pLoadModel ( ITEM2 ( 12, 224 ), Path1, "WING224", -1 ); pLoadModel ( ITEM2 ( 12, 225 ), Path1, "WING225", -1 ); pLoadModel ( ITEM2 ( 12, 226 ), Path1, "WING226", -1 ); pLoadModel ( ITEM2 ( 12, 227 ), Path1, "WING227", -1 ); pLoadModel ( ITEM2 ( 12, 228 ), Path1, "WING228", -1 ); pLoadModel ( ITEM2 ( 12, 229 ), Path1, "WING229", -1 ); pLoadModel ( ITEM2 ( 12, 230 ), Path1, "WING230", -1 ); pLoadModel ( ITEM2 ( 12, 231 ), Path1, "WING231", -1 ); pLoadModel ( ITEM2 ( 12, 232 ), Path1, "WING232", -1 ); pLoadModel ( ITEM2 ( 12, 233 ), Path1, "WING233", -1 ); pLoadModel ( ITEM2 ( 12, 234 ), Path1, "WING234", -1 ); pLoadModel ( ITEM2 ( 12, 235 ), Path1, "WING235", -1 ); pLoadModel ( ITEM2 ( 12, 236 ), Path1, "WING236", -1 ); pLoadModel ( ITEM2 ( 12, 252 ), Path1, "WING252", -1 ); pLoadModel ( ITEM2 ( 12, 253 ), Path1, "WING253", -1 ); pLoadModel ( ITEM2 ( 12, 254 ), Path1, "WING254", -1 ); pLoadModel ( ITEM2 ( 12, 255 ), Path1, "WING255", -1 ); */ // ---- pLoadModel ( ITEM2 ( 14, 200 ), Path, "JewelOfAncient", -1 ); pLoadModel ( ITEM2 ( 14, 201 ), Path, "JewelOfCurse", -1 ); pLoadModel ( ITEM2 ( 14, 202 ), Path, "JewelOfExcellent", -1 ); pLoadModel ( ITEM2 ( 14, 203 ), Path, "JewelOfLuck", -1 ); pLoadModel ( ITEM2 ( 14, 204 ), Path, "JewelOfNature", -1 ); pLoadModel ( ITEM2 ( 14, 205 ), Path, "JewelOfPink", -1 ); pLoadModel ( ITEM2 ( 14, 206 ), Path, "JewelOfSocket", -1 ); // mix wing pLoadModel ( ITEM2 ( 14, 176 ), Path, "DeathKingBone", -1 ); pLoadModel ( ITEM2 ( 14, 177 ), Path, "HellMaineLeather", -1 ); pLoadModel ( ITEM2 ( 14, 178 ), Path, "DarkPhoenixFlame", -1 ); pLoadModel ( ITEM2 ( 14, 179 ), Path, "DeathBeamKnightSoul", -1 ); pLoadModel ( ITEM2 ( 14, 180 ), Path, "CrystalFeather", -1 ); pLoadModel ( ITEM2 ( 14, 181 ), Path, "ConquerorFlame", -1 ); pLoadModel ( ITEM2 ( 14, 182 ), Path, "AngelDevilFlame", -1 ); // set season 7 pLoadModel ( ITEM2 ( 7, 77 ), Path, "HelmMaleBloodyDragon", -1 ); pLoadModel ( ITEM2 ( 8, 77 ), Path, "ArmorMaleBloodyDragon", -1 ); pLoadModel ( ITEM2 ( 9, 77 ), Path, "PantMaleBloodyDragon", -1 ); pLoadModel ( ITEM2 ( 0, 41 ), Path, "GloveMaleBloodyDragon", -1 ); //===>> Vuot Huyet Long pLoadModel ( ITEM2 ( 11, 77 ), Path, "BootMaleBloodyDragon", -1 ); pLoadModel ( ITEM2 ( 7, 75 ), Path, "HelmFemaleLightLord", -1 ); pLoadModel ( ITEM2 ( 7, 84 ), Path, "HelmFemaleCircubus", -1 ); pLoadModel ( ITEM2 ( 7, 85 ), Path, "HelmMaleAmbition", -1 ); pLoadModel ( ITEM2 ( 7, 86 ), Path, "HelmMaleStormWing", -1 ); pLoadModel ( ITEM2 ( 7, 88 ), Path, "HelmMaleDarkDevil", -1 ); pLoadModel ( ITEM2 ( 8, 75 ), Path, "ArmorFemaleLightLord", -1 ); pLoadModel ( ITEM2 ( 8, 76 ), Path, "ArmorMaleMagicKnight", -1 ); pLoadModel ( ITEM2 ( 8, 84 ), Path, "ArmorFemaleCircubus", -1 ); pLoadModel ( ITEM2 ( 8, 85 ), Path, "ArmorMaleAmbition", -1 ); pLoadModel ( ITEM2 ( 8, 86 ), Path, "ArmorMaleStormWing", -1 ); pLoadModel ( ITEM2 ( 8, 87 ), Path, "ArmorMaleHellKnight", -1 ); pLoadModel ( ITEM2 ( 8, 88 ), Path, "ArmorMaleDarkDevil", -1 ); pLoadModel ( ITEM2 ( 9, 75 ), Path, "PantFemaleLightLord", -1 ); pLoadModel ( ITEM2 ( 9, 76 ), Path, "PantMaleMagicKnight", -1 ); pLoadModel ( ITEM2 ( 9, 84 ), Path, "PantFemaleCircubus", -1 ); pLoadModel ( ITEM2 ( 9, 85 ), Path, "PantMaleAmbition", -1 ); pLoadModel ( ITEM2 ( 9, 86 ), Path, "PantMaleStormWing", -1 ); pLoadModel ( ITEM2 ( 9, 87 ), Path, "PantMaleHellKnight", -1 ); pLoadModel ( ITEM2 ( 9, 88 ), Path, "PantMaleDarkDevil", -1 ); pLoadModel ( ITEM2 ( 10, 75 ), Path, "GloveFemaleLightLord", -1 ); pLoadModel ( ITEM2 ( 10, 76 ), Path, "GloveMaleMagicKnight", -1 ); pLoadModel ( ITEM2 ( 10, 84 ), Path, "GloveFemaleCircubus", -1 ); pLoadModel ( ITEM2 ( 10, 85 ), Path, "GloveMaleAmbition", -1 ); pLoadModel ( ITEM2 ( 10, 86 ), Path, "GloveMaleStormWing", -1 ); pLoadModel ( ITEM2 ( 10, 87 ), Path, "GloveMaleHellKnight", -1 ); pLoadModel ( ITEM2 ( 10, 88 ), Path, "GloveMaleDarkDevil", -1 ); pLoadModel ( ITEM2 ( 11, 75 ), Path, "BootFemaleLightLord", -1 ); pLoadModel ( ITEM2 ( 11, 76 ), Path, "BootMaleMagicKnight", -1 ); pLoadModel ( ITEM2 ( 11, 84 ), Path, "BootFemaleCircubus", -1 ); pLoadModel ( ITEM2 ( 11, 85 ), Path, "BootMaleAmbition", -1 ); pLoadModel ( ITEM2 ( 11, 86 ), Path, "BootMaleStormWing", -1 ); pLoadModel ( ITEM2 ( 11, 87 ), Path, "BootMaleHellKnight", -1 ); pLoadModel ( ITEM2 ( 11, 88 ), Path, "BootMaleDarkDevil", -1 ); // Set Do Moi pLoadModel ( ITEM2 ( 7, 89 ), Path, "HelmMale18", -1 ); pLoadModel ( ITEM2 ( 8, 89 ), Path, "ArmorMale18", -1 ); pLoadModel ( ITEM2 ( 9, 89 ), Path, "PantMale18", -1 ); pLoadModel ( ITEM2 ( 11, 89 ), Path, "BootMale18", -1 ); // vu khi season 11 pLoadModel ( ITEM2 ( 0, 51 ), Path, "absolute02_sword", -1 ); pLoadModel ( ITEM2 ( 2, 25 ), Path, "absolute_septer", -1 ); pLoadModel ( ITEM2 ( 4, 30 ), Path, "absolute_gunbow", -1 ); pLoadModel ( ITEM2 ( 5, 42 ), Path, "SpiteStaff", -1 ); pLoadModel ( ITEM2 ( 5, 43 ), Path, "GayPhuongHoang", -1 ); pLoadModel ( ITEM2 ( 5, 44 ), Path, "GayTamMa", -1 ); pLoadModel ( ITEM2 ( 5, 49 ), Path, "absolute02_staff", -1 ); pLoadModel ( ITEM2 ( 5, 50 ), Path, "absolute_stick", -1 ); //truong DL pLoadModel ( ITEM2 ( 2, 26 ), Path2, "MACE_SCEPTER_26", -1 ); pLoadModel ( ITEM2 ( 2, 27 ), Path2, "MACE_SCEPTER_27", -1 ); pLoadModel ( ITEM2 ( 2, 28 ), Path2, "MACE_SCEPTER_28", -1 ); pLoadModel ( ITEM2 ( 2, 29 ), Path2, "MACE_SCEPTER_29", -1 ); pLoadModel ( ITEM2 ( 2, 30 ), Path2, "MACE_SCEPTER_30", -1 ); //long giao pLoadModel ( ITEM2 ( 3, 100 ), Path, "MagmaSpear", -1 ); // ma dao - tuyet the hao kiem pLoadModel ( ITEM2 ( 0, 42 ), Path, "MaDao", -1 ); pLoadModel ( ITEM2 ( 0, 43 ), Path, "TuyetTheHaoKiem", -1 ); pLoadModel ( ITEM2 ( 0, 36 ), Path, "CycloneSword", -1 ); pLoadModel ( ITEM2 ( 0, 37 ), Path, "BlastBreakerSword", -1 ); pLoadModel ( ITEM2 ( 0, 38 ), Path, "AsuraSword", -1 ); // truong quy pLoadModel ( ITEM2 ( 2, 20 ), Path, "HornOfSteelMace", -1 ); pLoadModel ( ITEM2 ( 2, 22 ), Path, "ThunderBoltScepter", -1 ); pLoadModel ( ITEM2 ( 2, 23 ), Path, "TruongQuy", -1 ); // khien season 7 pLoadModel ( ITEM2 ( 6, 22 ), Path, "LazyWindShield", -1 ); pLoadModel ( ITEM2 ( 6, 23 ), Path, "DarkDevilShield", -1 ); pLoadModel ( ITEM2 ( 6, 24 ), Path, "LightLordShield", -1 ); pLoadModel ( ITEM2 ( 6, 25 ), Path, "MagicKnightShield", -1 ); pLoadModel ( ITEM2 ( 6, 26 ), Path, "AmbitionShield", -1 ); // set sogoku pLoadModel ( ITEM2 ( 7, 90 ), Path3, "Helm_90", -1 ); pLoadModel ( ITEM2 ( 8, 90 ), Path3, "Armor_90", -1 ); pLoadModel ( ITEM2 ( 9, 90 ), Path3, "Pant_90", -1 ); pLoadModel ( ITEM2 ( 10, 90 ), Path3, "Glove_90", -1 ); pLoadModel ( ITEM2 ( 11, 90 ), Path3, "Boot_90", -1 ); // gay pLoadModel ( ITEM2 ( 5, 51 ), Path2, "STAFF_BOOK_51", -1 ); pLoadModel ( ITEM2 ( 5, 52 ), Path2, "STAFF_BOOK_52", -1 ); pLoadModel ( ITEM2 ( 5, 53 ), Path2, "STAFF_BOOK_53", -1 ); pLoadModel ( ITEM2 ( 5, 54 ), Path2, "STAFF_BOOK_54", -1 ); pLoadModel ( ITEM2 ( 5, 55 ), Path2, "STAFF_BOOK_55", -1 ); pLoadModel ( ITEM2 ( 5, 56 ), Path2, "STAFF_BOOK_56", -1 ); pLoadModel ( ITEM2 ( 5, 57 ), Path2, "STAFF_BOOK_57", -1 ); pLoadModel ( ITEM2 ( 5, 58 ), Path2, "STAFF_BOOK_58", -1 ); pLoadModel ( ITEM2 ( 5, 59 ), Path2, "STAFF_BOOK_59", -1 ); pLoadModel ( ITEM2 ( 5, 60 ), Path2, "STAFF_BOOK_60", -1 ); pLoadModel ( ITEM2 ( 5, 61 ), Path2, "STAFF_BOOK_61", -1 ); //khien moi pLoadModel ( ITEM2 ( 6, 29 ), Path2, "SHIELD_29", -1 ); pLoadModel ( ITEM2 ( 6, 30 ), Path2, "SHIELD_30", -1 ); pLoadModel ( ITEM2 ( 6, 31 ), Path2, "SHIELD_31", -1 ); pLoadModel ( ITEM2 ( 6, 32 ), Path2, "SHIELD_32", -1 ); pLoadModel ( ITEM2 ( 6, 33 ), Path2, "SHIELD_33", -1 ); pLoadModel ( ITEM2 ( 6, 34 ), Path2, "SHIELD_34", -1 ); pLoadModel ( ITEM2 ( 6, 35 ), Path2, "SHIELD_35", -1 ); pLoadModel ( ITEM2 ( 6, 36 ), Path2, "SHIELD_36", -1 ); pLoadModel ( ITEM2 ( 6, 37 ), Path2, "SHIELD_37", -1 ); pLoadModel ( ITEM2 ( 6, 38 ), Path2, "SHIELD_38", -1 ); pLoadModel ( ITEM2 ( 6, 39 ), Path2, "SHIELD_39", -1 ); pLoadModel ( ITEM2 ( 6, 40 ), Path2, "SHIELD_40", -1 ); pLoadModel ( ITEM2 ( 6, 41 ), Path2, "SHIELD_41", -1 ); pLoadModel ( ITEM2 ( 6, 42 ), Path2, "SHIELD_42", -1 ); pLoadModel ( ITEM2 ( 6, 43 ), Path2, "SHIELD_43", -1 ); // cung moi pLoadModel ( ITEM2 ( 4, 31 ), Path2, "BowDemonZANCLAIR", -1 ); } // ---------------------------------------------------------------------------------------------- void Item::LoadTextures() { pInitTextureData(); g_ItemModel.SetTexture(); // ---- char * Path = "Custom\\Item\\"; char * Path1 = "Custom\\Item\\CustomWings\\"; char * Path2 = "Custom\\Item\\VuKhi\\"; char * Path3 = "Custom\\Item\\SetDo\\"; // ---- //////wing 4 pLoadTexture ( ITEM2 ( 12, 240 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 241 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 242 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 243 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 244 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 245 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); ///// wing 2.5 pLoadTexture ( ITEM2 ( 12, 246 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 247 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 248 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 249 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); ///// wing ss8 pLoadTexture ( ITEM2 ( 12, 250 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 251 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); ////Custom wing /* pLoadTexture ( ITEM2 ( 12, 214 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 215 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 216 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 217 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 218 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 219 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 220 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 221 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 222 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 223 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 224 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 225 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 226 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 227 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 228 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 229 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 230 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 231 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 232 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 233 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 234 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 235 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 12, 236 ), Path1, GL_REPEAT, GL_NEAREST, GL_TRUE ); */ // ---- pLoadTexture ( ITEM2 ( 14, 200 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 201 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 202 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 203 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 204 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 205 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 206 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); // mix wing pLoadTexture ( ITEM2 ( 14, 176 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 177 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 178 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 179 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 180 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 181 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 14, 182 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); // set season 7 pLoadTexture ( ITEM2 ( 7, 77 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 8, 77 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 9, 77 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 0, 41 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 11, 77 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 7, 75 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); //mu pLoadTexture ( ITEM2 ( 7, 84 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 7, 85 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 7, 86 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 7, 88 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 8, 75 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); //ao pLoadTexture ( ITEM2 ( 8, 76 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 8, 84 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 8, 85 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 8, 86 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 8, 87 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 8, 88 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 9, 75 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); //quan pLoadTexture ( ITEM2 ( 9, 76 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 9, 84 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 9, 85 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 9, 86 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 9, 87 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 9, 88 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 10, 75 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); //gang tay pLoadTexture ( ITEM2 ( 10, 76 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 10, 84 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 10, 85 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 10, 86 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 10, 87 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 10, 88 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 11, 75 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); //giay pLoadTexture ( ITEM2 ( 11, 76 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 11, 84 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 11, 85 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 11, 86 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 11, 87 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 11, 88 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); // Set Do Moi pLoadTexture ( ITEM2 ( 7, 89 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 8, 89 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 9, 89 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 11, 89 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); //vu khi season 11 pLoadTexture ( ITEM2 ( 0, 51 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 2, 25 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 4, 30 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 42 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 43 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 44 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 49 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 50 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); //truong DL pLoadTexture ( ITEM2 ( 2, 26 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 2, 27 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 2, 28 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 2, 29 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 2, 30 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); //long giao pLoadTexture ( ITEM2 ( 3, 100 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); // Long Giao //ma dao pLoadTexture ( ITEM2 ( 0, 42 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 0, 43 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); // pLoadTexture ( ITEM2 ( 0, 36 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 0, 37 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 0, 38 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); // truong quy pLoadTexture ( ITEM2 ( 2, 20 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 2, 22 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 2, 23 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); // khien season 7 pLoadTexture ( ITEM2 ( 6, 22 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 23 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 24 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 25 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 26 ), Path, GL_REPEAT, GL_NEAREST, GL_TRUE ); //Set Sogoku pLoadTexture ( ITEM2 ( 7, 90 ), Path3, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 8, 90 ), Path3, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 9, 90 ), Path3, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 10, 90 ), Path3, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 7, 90 ), Path3, GL_REPEAT, GL_NEAREST, GL_TRUE ); // gay pLoadTexture ( ITEM2 ( 5, 51 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 52 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 53 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 54 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 55 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 56 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 57 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 58 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 59 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 60 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 5, 61 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); // khien moi pLoadTexture ( ITEM2 ( 6, 29 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 30 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 31 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 32 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 33 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 34 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 35 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 36 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 37 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 38 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 39 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 40 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 41 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 42 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); pLoadTexture ( ITEM2 ( 6, 43 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); //cung moi pLoadTexture ( ITEM2 ( 4, 31 ), Path2, GL_REPEAT, GL_NEAREST, GL_TRUE ); } // ---------------------------------------------------------------------------------------------- bool Item::IsCustomWings ( WORD ItemID, bool Preview ) { // ---- if ( Preview ) { ItemID -= ITEM_INTER; } // ---- if ( ItemID >= ITEM ( 12, 200 ) && ItemID <= ITEM ( 12, 254 ) ) { return true; } // ---- return false; } // ---------------------------------------------------------------------------------------------- bool Item::IsCustomJewels ( WORD ItemID, bool Preview ) { if ( Preview ) { ItemID -= ITEM_INTER; } // ---- if ( ItemID >= ITEM ( 14, 200 ) && ItemID <= ITEM ( 14, 254 ) ) { return true; } // ---- return false; } // ---------------------------------------------------------------------------------------------- __int64 Item::GetPrice ( ObjectItem * lpItem, int Mode ) { __int64 Money = -1; __int64 StartMoney = pSetItemPrice ( lpItem, Mode ); __int64 NewOptionAddMoney = 0; int Divisor = 3; // ---- if ( gItemPrice.CheckItem ( lpItem->ItemID, GET_ITEMOPT_LEVEL ( lpItem->Level ), &Money, &Divisor ) ) { if ( Money != -1 ) { if ( Mode == 1 ) { Money /= Divisor; } // ---- return Money; } } // ---- if ( lpItem->ItemID >= ITEM ( 0, 0 ) && lpItem->ItemID <= ITEM ( 12, 6 ) || lpItem->ItemID >= ITEM ( 12, 36 ) && lpItem->ItemID <= ITEM ( 12, 43 ) || lpItem->ItemID >= ITEM ( 12, 49 ) && lpItem->ItemID <= ITEM ( 12, 50 ) || lpItem->ItemID == ITEM ( 13, 30 ) ) { for ( int i = 0; i < lpItem->SpecialCount; i++ ) { switch ( lpItem->SpecialType[i] ) { case eItemOption::Damage: case eItemOption::WizardryDamage: case eItemOption::CurseSpell: case eItemOption::Defense: case eItemOption::HPRecovery: { switch ( lpItem->SpecialValue[i] ) { case 20: NewOptionAddMoney += ( StartMoney * 84.0 / 10.0 ); break; case 24: NewOptionAddMoney += ( StartMoney * 112.0 / 10.0 ); break; case 28: NewOptionAddMoney += ( StartMoney * 140.0 / 10.0 ); break; } } break; } } } // ---- if ( NewOptionAddMoney > 0 ) { if ( StartMoney + NewOptionAddMoney > 2000000000 ) { Money = 2000000000; } else { Money = StartMoney + NewOptionAddMoney; } } // ---- if ( Money != -1 ) { if ( Mode == 1 ) { Money /= 3; } // ---- return Money; } // ---- return pSetItemPrice ( lpItem, Mode ); } // ---------------------------------------------------------------------------------------------- bool Item::IsExpensiveItem ( ObjectItem * lpItem ) { if ( lpItem->ItemID == ITEM ( 13, 20 ) && lpItem->Level == 0 ) { //-> Wizards Ring return false; } // ---- if ( gItem.IsCustomJewels ( lpItem->ItemID, false ) ) { return true; } // ---- return pIsExpensiveItem ( lpItem ); } // ---------------------------------------------------------------------------------------------- int Item::IsWings ( LPVOID This, LPVOID EDX, DWORD ItemID ) { if ( gItem.IsCustomWings ( ItemID, false ) ) { return true; } // ---- return pIsWings ( This, ItemID ); } // ---------------------------------------------------------------------------------------------- bool Item::GetUpgradeFlag ( LPVOID This, LPVOID EDX, ObjectItem * lpSource, ObjectItem * lpTarget ) { BYTE TargetLevel = ( lpTarget->Level >> 3 ) & 0xF; // ---- if ( gItem.IsCustomJewels ( lpSource->ItemID, false ) ) { return true; } // ---- if ( gItem.IsCustomWings ( lpTarget->ItemID, false ) ) { if ( lpSource->ItemID == ITEM ( 14, 13 ) ) { if ( TargetLevel >= 0 && TargetLevel <= 5 ) { return true; } } else if ( lpSource->ItemID == ITEM ( 14, 14 ) ) { if ( TargetLevel >= 0 && TargetLevel <= 8 ) { return true; } } } // ---- return pIsUpgradeItem ( This, lpSource, lpTarget ); } // ---------------------------------------------------------------------------------------------- void Item::PreviewCharSet ( int ObjectIndex, BYTE * CharSet, lpViewObj Object, int Mode ) { pPreviewCharSet ( ObjectIndex, CharSet, Object, Mode ); // ---- lpViewObj lpObj; // ---- if ( Object == NULL ) { lpObj = &* ( lpViewObj ) pGetPreviewStruct ( pPreviewThis(), ObjectIndex ); } else { lpObj = Object; } BYTE Class = lpObj->Class & 7; BYTE WCharSet = CharSet[16]; if ( WCharSet == 32 && Class == DarkLord ) { lpObj->WingsSlot = ITEM2 ( 12, 130 ); } else if ( WCharSet == 64 && Class == Summoner ) { lpObj->WingsSlot = ITEM2 ( 12, 131 ); } else if ( WCharSet == 96 && Class == Elf ) { lpObj->WingsSlot = ITEM2 ( 12, 132 ); } else if ( WCharSet == 128 && ( Class == DarkWizard || Class == MagicGladiator ) ) { lpObj->WingsSlot = ITEM2 ( 12, 133 ); } else if ( WCharSet == 160 && ( Class == DarkKnight || Class == MagicGladiator ) ) { lpObj->WingsSlot = ITEM2 ( 12, 134 ); } else if ( WCharSet == 192 && Class == Monk ) { lpObj->WingsSlot = ITEM2 ( 12, 135 ); } else { BYTE CustomWings = WCharSet / 4; if ( CustomWings > 0 ) { lpObj->WingsSlot = ITEM2 ( 12, 200 ) + ( CustomWings - 1 ); } } } // ---------------------------------------------------------------------------------------------- bool Item::AllowRepairWings ( ObjectItem * lpItem ) { if ( gItem.IsCustomWings ( lpItem->ItemID, false ) ) { return true; } // ---- return pAllowRepairWings ( lpItem ); } // ---------------------------------------------------------------------------------------------- void Item::SetOption ( ObjectItem * lpItem, BYTE Option, BYTE Special, BYTE Value ) { pSetItemOption ( lpItem, Option, Special, Value ); // ---- int ItemAttr = * ( DWORD* ) 0x8128AC0 + 84 * lpItem->ItemID; //item.bmd reader int SpecialValue = GET_ITEMOPT0 ( Option ) + 4 * ( GET_ITEMOPT16 ( Special ) >> 6 ); // ---- lpItem->ReqLevel = * ( short* ) ( ItemAttr + 60 ); if (lpItem->ItemID == ITEM(12, 250) || lpItem->ItemID == ITEM(12, 251)) { if (Special & MAX_ITEMOPT_BIT >= 10 && Special & MAX_ITEMOPT_BIT <= 15) { lpItem->Unknown14 += 1; } // ---- if (GET_ITEMOPT_LUCK(Option)) //-> Add luck option { lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::Luck; lpItem->SpecialCount++; } // ---- if (GET_ITEMOPT_0(Special)) //-> Set IgnorOpDefense { lpItem->SpecialValue[lpItem->SpecialCount] = 10; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::IgnorOpDefense; lpItem->SpecialCount++; } // ---- if (GET_ITEMOPT_1(Special)) //-> Set ReturnAttack { lpItem->SpecialValue[lpItem->SpecialCount] = 10; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::ReturnAttack; lpItem->SpecialCount++; } // ---- if (GET_ITEMOPT_2(Special)) //-> Set CompleteLife { lpItem->SpecialValue[lpItem->SpecialCount] = 6; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::CompleteLife; lpItem->SpecialCount++; } // ---- if (GET_ITEMOPT_3(Special)) //-> Set CompleteMana { lpItem->SpecialValue[lpItem->SpecialCount] = 6; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::CompleteMana; lpItem->SpecialCount++; } // ---- if (SpecialValue < 1) { return; } // ---- switch (lpItem->ItemID) //-> Set add option { case ITEM(12, 250): //-> DW { if (GET_ITEMOPT_4(Special)) { lpItem->SpecialValue[lpItem->SpecialCount] = 4 * SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::WizardryDamage; lpItem->SpecialCount++; } else if (GET_ITEMOPT_5(Special)) { lpItem->SpecialValue[lpItem->SpecialCount] = 4 * SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::Defense; lpItem->SpecialCount++; } else { lpItem->SpecialValue[lpItem->SpecialCount] = SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::HPRecovery; lpItem->SpecialCount++; } } break; // -- case ITEM(12, 251): //-> MG { if (GET_ITEMOPT_4(Special)) { lpItem->SpecialValue[lpItem->SpecialCount] = 4 * SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::Damage; lpItem->SpecialCount++; } else if (GET_ITEMOPT_5(Special)) { lpItem->SpecialValue[lpItem->SpecialCount] = 4 * SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::WizardryDamage; lpItem->SpecialCount++; } else { lpItem->SpecialValue[lpItem->SpecialCount] = SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::HPRecovery; lpItem->SpecialCount++; } } break; // -- } } else if (lpItem->ItemID >= ITEM(12, 246) && lpItem->ItemID <= ITEM(12, 249)) { if (Special & MAX_ITEMOPT_BIT >= 10 && Special & MAX_ITEMOPT_BIT <= 15) { lpItem->Unknown14 += 1; } // ---- if (GET_ITEMOPT_LUCK(Option)) //-> Add luck option { lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::Luck; lpItem->SpecialCount++; } // ---- if (GET_ITEMOPT_0(Special)) //-> Set IgnorOpDefense { lpItem->SpecialValue[lpItem->SpecialCount] = 7; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::IgnorOpDefense; lpItem->SpecialCount++; } // ---- if (GET_ITEMOPT_1(Special)) //-> Set ReturnAttack { lpItem->SpecialValue[lpItem->SpecialCount] = 7; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::ReturnAttack; lpItem->SpecialCount++; } // ---- if (GET_ITEMOPT_2(Special)) //-> Set CompleteLife { lpItem->SpecialValue[lpItem->SpecialCount] = 7; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::CompleteLife; lpItem->SpecialCount++; } // ---- if (GET_ITEMOPT_3(Special)) //-> Set CompleteMana { lpItem->SpecialValue[lpItem->SpecialCount] = 7; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::CompleteMana; lpItem->SpecialCount++; } // ---- if (SpecialValue < 1) { return; } // ---- if (GET_ITEMOPT_4(Special)) { lpItem->SpecialValue[lpItem->SpecialCount] = 4 * SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::WizardryDamage; lpItem->SpecialCount++; } else if (GET_ITEMOPT_5(Special)) { lpItem->SpecialValue[lpItem->SpecialCount] = 4 * SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::Defense; lpItem->SpecialCount++; } else { lpItem->SpecialValue[lpItem->SpecialCount] = SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::HPRecovery; lpItem->SpecialCount++; } } // ---- else if ( gItem.IsCustomWings ( lpItem->ItemID, false ) ) { if ( Special & MAX_ITEMOPT_BIT >= 10 && Special & MAX_ITEMOPT_BIT <= 15 ) { lpItem->Unknown14 += 1; } // ---- if ( GET_ITEMOPT_LUCK ( Option ) ) { //-> Add luck option lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::Luck; lpItem->SpecialCount++; } // ---- if ( GET_ITEMOPT_0 ( Special ) ) { //-> Set IgnorOpDefense lpItem->SpecialValue[lpItem->SpecialCount] = 5; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::IgnorOpDefense; lpItem->SpecialCount++; } // ---- if ( GET_ITEMOPT_1 ( Special ) ) { //-> Set ReturnAttack lpItem->SpecialValue[lpItem->SpecialCount] = 5; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::ReturnAttack; lpItem->SpecialCount++; } // ---- if ( GET_ITEMOPT_2 ( Special ) ) { //-> Set CompleteLife lpItem->SpecialValue[lpItem->SpecialCount] = 5; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::CompleteLife; lpItem->SpecialCount++; } // ---- if ( GET_ITEMOPT_3 ( Special ) ) { //-> Set CompleteMana lpItem->SpecialValue[lpItem->SpecialCount] = 5; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::CompleteMana; lpItem->SpecialCount++; } // ---- if ( SpecialValue < 1 ) { return; } // ---- switch ( lpItem->ItemID ) { //-> Set add option // -- // -- default : { //-> SUM if ( GET_ITEMOPT_4 ( Special ) ) { lpItem->SpecialValue[lpItem->SpecialCount] = 4 * SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::WizardryDamage; lpItem->SpecialCount++; } else if ( GET_ITEMOPT_5 ( Special ) ) { lpItem->SpecialValue[lpItem->SpecialCount] = 4 * SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::CurseSpell; lpItem->SpecialCount++; } else { lpItem->SpecialValue[lpItem->SpecialCount] = SpecialValue; lpItem->SpecialType[lpItem->SpecialCount] = eItemOption::HPRecovery; lpItem->SpecialCount++; } } break; } } } // ---------------------------------------------------------------------------------------------- void Item::SetOptionText ( int ItemID, int Line, WORD OptionID, bool Arg4, int Arg5 ) { pSetItemOptionText ( ItemID, Line, OptionID, Arg4, Arg5 ); // ---- #ifdef __RMOS__ if ( !g_ItemRank.IsRankItem ( ItemID ) ) { return; } // ---- switch ( OptionID ) { case eItemOption::LifeIncrease: pSetItemTextLine ( Line, "Increase Max HP +%d%%", g_ItemRank.GetValue ( ItemID, 0 ) ); break; case eItemOption::ManaIncrease: pSetItemTextLine ( Line, "Increase Max Mana +%d%%", g_ItemRank.GetValue ( ItemID, 1 ) ); break; case eItemOption::DamageDecrease: pSetItemTextLine ( Line, "Damage Decrease +%d%%", g_ItemRank.GetValue ( ItemID, 2 ) ); break; case eItemOption::IncreaseWizardry: pSetItemTextLine ( Line, "Increase Wizardry Dmg +level/%d", g_ItemRank.GetValue ( ItemID, 3 ) ); break; case eItemOption::Reflect: pSetItemTextLine ( Line, "Reflect Damage +%d%%", g_ItemRank.GetValue ( ItemID, 3 ) ); break; case eItemOption::DefenseSuccess: pSetItemTextLine ( Line, "Defense success rate +%d%%", g_ItemRank.GetValue ( ItemID, 4 ) ); break; case eItemOption::IncreaseZen: pSetItemTextLine ( Line, "Increases acquisition rate of Zen after hunting monsters +%d%%", g_ItemRank.GetValue ( ItemID, 5 ) ); break; } #endif if (!g_ItemRank.IsRankItem(ItemID)) { return; } switch (OptionID) { case eItemOption::LifeIncrease: pSetItemTextLine(Line, bConfig.LifeIncrease, g_ItemRank.GetValue(ItemID, 0)); break; case eItemOption::ManaIncrease: pSetItemTextLine(Line, bConfig.ManaIncrease, g_ItemRank.GetValue(ItemID, 1)); break; case eItemOption::DamageDecrease: pSetItemTextLine(Line, bConfig.DamageDecrease, g_ItemRank.GetValue(ItemID, 2)); break; case eItemOption::IncreaseWizardry: pSetItemTextLine(Line, bConfig.IncreaseWizardry, g_ItemRank.GetValue(ItemID, 3)); break; case eItemOption::Reflect: pSetItemTextLine(Line, bConfig.Reflect, g_ItemRank.GetValue(ItemID, 3)); break; case eItemOption::DefenseSuccess: pSetItemTextLine(Line, bConfig.DamageDecrease, g_ItemRank.GetValue(ItemID, 4)); break; case eItemOption::IncreaseZen: pSetItemTextLine(Line, bConfig.IncreaseZen, g_ItemRank.GetValue(ItemID, 5)); break; } } // ---------------------------------------------------------------------------------------------- void Item::SetItemEffect ( int Arg1, int ModelID, VAngle Angle, int Arg4, int ItemLevel, char Arg6, int Arg7, int Arg8, int Arg9 ) { return pSetItemEffect ( Arg1, ModelID, Angle, Arg4, ItemLevel, Arg6, Arg7, Arg8, Arg9 ); } // ---------------------------------------------------------------------------------------------- short Item::GetMaxDurability ( ObjectItem * lpItem, int ScriptStruct, int Level ) { if ( gItem.IsCustomWings ( lpItem->ItemID, false ) ) { return 255; } // ---- return pGetMaxDurability ( lpItem, ScriptStruct, Level ); } // ---------------------------------------------------------------------------------------------- void Item::GetItemColor ( int ModelID, float Arg2, float Arg3, VAngle * Color, bool BalrogMode ) { if ( !g_ItemModel.SetColor ( ModelID, Color ) ) { return pGetItemColor ( ModelID, Arg2, Arg3, Color, BalrogMode ); } } // ---------------------------------------------------------------------------------------------- void Item::GetItemColor2 ( int ModelID, float Arg2, float Arg3, VAngle * Color, bool BalrogMode ) { if ( !g_ItemModel.SetColor ( ModelID, Color ) ) { return pGetItemColor2 ( ModelID, Arg2, Arg3, Color, BalrogMode ); } } // ----------------------------------------------------------------------------------------------
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The Following 3 Users Say Thank You to bimaloha For This Useful Post:
beobanlinh (30-06-17), Jackma2000 (30-06-17), phuong.ph (30-06-17)
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30-06-17, 09:57 PM #449
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Ðề: Full Source SCF Đạt Đạt
hướng dẫn cái mix wing custom trong chaos machine đc ko a
Khách viếng thăm hãy cùng phuong.ph xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!
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30-06-17, 10:50 PM #450
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Ðề: Full Source SCF Đạt Đạt
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Jackma2000 (30-06-17)
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