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  1. #1
    Super Moderator Goten's Avatar




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    Boss class - completo!


    [BOSS CLASS] - SIMPLES E RAPIDO COM MODIFICAÇÕES DE ITEMS
    CustomMonster.cpp

    PROCURE POR:
    Código:
    [ void CCustomMonster::SetMainAttribute(lpViewObj Object, int MonsterID) ]
    OBS: ADICIONE O CODIGO ANTES DO Void CCustomMonster /\

    Código:
    //-----------------------------------
       int iModel = MonsterID + MAX_MONSTER_MODEL;
       if (MonsterID == 893 || MonsterID == 894 || MonsterID == 895 || MonsterID == 896 || MonsterID == 897)
       {
          iModel = 1163;
       }
    
       //-----------------------------------
       DWORD ObjectStruct = pViewObject(a4, iModel, a2, a3, 0.0);
       ObjectPreview* gPreview = &*(ObjectPreview*)ObjectStruct;
       if (gPreview == nullptr){
          return pShowMonster(MonsterID, a2, a3, a4);
       }
       memcpy(gPreview->Name, lpInfo->Name, sizeof(lpInfo->Name));
       NPCNAME_DATA* NpcName = gNPCName.GetNPCName(MonsterID, pMapNumber, gPreview->RespawnPosX, gPreview->RespawnPosY);
       if (NpcName != 0){
          sprintf(gPreview->Name, NpcName->Name);
       }
       printf("[%s] gCustomMonster.m_CustomMonsterInfo.ID: %d\n", __FUNCTION__, lpInfo->ID);
       switch (lpInfo->Type){
       case 0:
          *(BYTE*)(ObjectStruct + 893) = emNPC;
          break;
       case 1:
          *(BYTE*)(ObjectStruct + 893) = emMonster;
          break;
       default:
          *(BYTE*)(ObjectStruct + 893) = emNone;
          break;
       }
    
       *(float *)(ObjectStruct + 872) = lpInfo->Size;
       gPreview->ID = MonsterID;
       *(BYTE*)(ObjectStruct + 798) = 0;
    
    
       //Class BK
       if (MonsterID == 893)
       {
          gPreview->HelmSlot = ITEM2(7, 29);
          gPreview->ArmorSlot = ITEM2(8, 29);
          gPreview->PantsSlot = ITEM2(9, 29);
          gPreview->GlovesSlot = ITEM2(10, 29);
          gPreview->BootsSlot = ITEM2(11, 29);
          gPreview->WeaponFirstSlot = ITEM2(0, 22);
          gPreview->WeaponSecondSlot = ITEM2(0, 22);
          gPreview->WingsSlot = ITEM2(12, 36);
    
          gPreview->HelmLevel = 15;
          gPreview->ArmorLevel = 15;
          gPreview->PantsLevel = 15;
          gPreview->GlovesLevel = 15;
          gPreview->BootsLevel = 15;
          gPreview->WeaponFirstLevel = 15;
          gPreview->WeaponSecondLevel = 15;
    
          //
          gPreview->HelmExcellent = 63;
          gPreview->ArmorExcellent = 63;
          gPreview->PantsExcellent = 63;
          gPreview->GlovesExcellent = 63;
          gPreview->BootsExcellent = 63;
          gPreview->WeaponFirstExcellent = 63;
          gPreview->WeaponSecondExcellent = 63;
    
       }
    
    
       //Class SM
       if (MonsterID == 894)
       {
          gPreview->HelmSlot = ITEM2(7, 30);
          gPreview->ArmorSlot = ITEM2(8, 30);
          gPreview->PantsSlot = ITEM2(9, 30);
          gPreview->GlovesSlot = ITEM2(10, 30);
          gPreview->BootsSlot = ITEM2(11, 30);
          gPreview->WeaponFirstSlot = ITEM2(5, 12);
          gPreview->WeaponSecondSlot = ITEM2(6, 15);
          gPreview->WingsSlot = ITEM2(12, 37);
    
          gPreview->HelmLevel = 15;
          gPreview->ArmorLevel = 15;
          gPreview->PantsLevel = 15;
          gPreview->GlovesLevel = 15;
          gPreview->BootsLevel = 15;
          gPreview->WeaponFirstLevel = 15;
          gPreview->WeaponSecondLevel = 15;
    
          //
          gPreview->HelmExcellent = 63;
          gPreview->ArmorExcellent = 63;
          gPreview->PantsExcellent = 63;
          gPreview->GlovesExcellent = 63;
          gPreview->BootsExcellent = 63;
          gPreview->WeaponFirstExcellent = 63;
          gPreview->WeaponSecondExcellent = 63;
    
       }
    
       //Class ELF
       if (MonsterID == 895)
       {
          gPreview->HelmSlot = ITEM2(7, 31);
          gPreview->ArmorSlot = ITEM2(8, 31);
          gPreview->PantsSlot = ITEM2(9, 31);
          gPreview->GlovesSlot = ITEM2(10, 31);
          gPreview->BootsSlot = ITEM2(11, 31);
          gPreview->WeaponFirstSlot = ITEM2(4, 22);
          gPreview->WeaponSecondSlot = ITEM2(4, 7);
          gPreview->WingsSlot = ITEM2(12, 38);
    
          gPreview->HelmLevel = 15;
          gPreview->ArmorLevel = 15;
          gPreview->PantsLevel = 15;
          gPreview->GlovesLevel = 15;
          gPreview->BootsLevel = 15;
          gPreview->WeaponFirstLevel = 15;
          gPreview->WeaponSecondLevel = 15;
    
          //
          gPreview->HelmExcellent = 63;
          gPreview->ArmorExcellent = 63;
          gPreview->PantsExcellent = 63;
          gPreview->GlovesExcellent = 63;
          gPreview->BootsExcellent = 63;
          gPreview->WeaponFirstExcellent = 63;
          gPreview->WeaponSecondExcellent = 63;
    
       }
    
       //Class MG
       if (MonsterID == 896)
       {
          //gPreview->HelmSlot = ITEM2(7, 32);
          gPreview->ArmorSlot = ITEM2(8, 32);
          gPreview->PantsSlot = ITEM2(9, 32);
          gPreview->GlovesSlot = ITEM2(10, 32);
          gPreview->BootsSlot = ITEM2(11, 32);
          gPreview->WeaponFirstSlot = ITEM2(0, 23);
          gPreview->WeaponSecondSlot = ITEM2(0, 23);
          gPreview->WingsSlot = ITEM2(12, 39);
    
          gPreview->HelmLevel = 15;
          gPreview->ArmorLevel = 15;
          gPreview->PantsLevel = 15;
          gPreview->GlovesLevel = 15;
          gPreview->BootsLevel = 15;
          gPreview->WeaponFirstLevel = 15;
          gPreview->WeaponSecondLevel = 15;
    
          //
          gPreview->HelmExcellent = 63;
          gPreview->ArmorExcellent = 63;
          gPreview->PantsExcellent = 63;
          gPreview->GlovesExcellent = 63;
          gPreview->BootsExcellent = 63;
          gPreview->WeaponFirstExcellent = 63;
          gPreview->WeaponSecondExcellent = 63;
    
       }
       //Class DL
       if (MonsterID == 897)
       {
          gPreview->HelmSlot = ITEM2(7, 33);
          gPreview->ArmorSlot = ITEM2(8, 33);
          gPreview->PantsSlot = ITEM2(9, 33);
          gPreview->GlovesSlot = ITEM2(10, 33);
          gPreview->BootsSlot = ITEM2(11, 33);
          gPreview->WeaponFirstSlot = ITEM2(2, 15);
          gPreview->WeaponSecondSlot = ITEM2(6, 20);
          gPreview->WingsSlot = ITEM2(12, 40);
          gPreview->PetSlot = ITEM2(13, 4);
    
          gPreview->HelmLevel = 15;
          gPreview->ArmorLevel = 15;
          gPreview->PantsLevel = 15;
          gPreview->GlovesLevel = 15;
          gPreview->BootsLevel = 15;
          gPreview->WeaponFirstLevel = 15;
          gPreview->WeaponSecondLevel = 15;
          gPreview->PetLevel = 0;
    
          gPreview->HelmExcellent = 63;
          gPreview->ArmorExcellent = 63;
          gPreview->PantsExcellent = 63;
          gPreview->GlovesExcellent = 63;
          gPreview->BootsExcellent = 63;
          gPreview->WeaponFirstExcellent = 63;
          gPreview->WeaponSecondExcellent = 63;
          gPreview->PetExcellent = 0;
       }
       gPreview->Unknown128 = *(DWORD*)0x879343C;
       pMonsterAttribute(ObjectStruct, MonsterID);
       return gPreview;
    
       return pShowMonster(MonsterID, a2, a3, a4);
    }
    # - NAO PRECISA DE MECHER EM GET-MAIN SOURCE!

    # - ADICIONE EM: CustomMonster em Get_Main_Info

    Código:
    893      1   "BOSS BK"      "Data\\Custom\\Monster\\Boss\\"      "Custom\\Monster\\Boss\\1\\"   "monster193"      1.30
    894      1   "BOSS SM"      "Data\\Custom\\Monster\\Boss\\"      "Custom\\Monster\\Boss\\2\\"   "monster194"      1.30
    895      1   "BOSS ELF"      "Data\\Custom\\Monster\\Boss\\"      "Custom\\Monster\\Boss\\3\\"   "monster195"      1.30
    896      1   "BOSS MG"      "Data\\Custom\\Monster\\Boss\\"      "Custom\\Monster\\Boss\\4\\"   "monster196"      1.30
    897      1   "BOSS DL"             "Data\\Custom\\Monster\\Boss\\"      "Custom\\Monster\\Boss\\5\\"   "monster197"      1.30
    # - ADICIONE EM: Monster no MuServer.

    Código:
    893       1      "BOSS BK"                            200     9000000   0         1000          1000          1000      0               88885       1000          5           43           1             10           900         2000           3600          2           100        0           4              0              100           254           100           100
    894       1      "BOSS SM"                            200     9000000   0         1000          1000          1000      0               88885       1000          5           1            2             10           900         100           3600          2           100        0           4              0              100           254           100           100
    895       1      "BOSS ELF"                           200     9000000   0         1000          1000          1000      0               88885       1000          5           1            2             10           900         100           3600          2           100        0           4              0              100           254           100           100
    896       1      "BOSS MG"                            200     9000000   0         1000          1000          1000      0               88885       1000          5           1            2             10           900         100           3600          2           100        0           4              0              100           254           100           100
    897       1      "BOSS DL"                            200     9000000   0         1000          1000          1000      0               88885       1000          5           1            2             10           900         100           3600          2           100        0           4              0              100           254           100           100
    ADICIONE: Arquivos das Estruturas .BMD dos Monstros no Cliente.

    [ Data/Custom/Monster/Boss ]

    FIM ISSO É TUDO PESSOAL DE INSTALAÇÃO!

    POR FIM VOU ESTAR DEIXANDO AQUI MEUS ARQUIVOS EDITADOS DO MEU NOVO PROJETO PARA QUE POSSAM FAZER SEM PROBLEMAS



    PESSOAL FOI RETIRADO A SUMMONER E O RAGE FIGHTER MAIS SE QUIZEREM EU COLOCO DINOVO NO CODIGO PARA VOCES


    CREDITOS:
    -=[Flix-Team]=-

  2. The Following 4 Users Say Thank You to Goten For This Useful Post:


  3. #2
    Iniciante zodiacobr's Avatar

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    Essas Skin dos Persongem se tiver disponibiliza ela pq aqui esta na pasta é a Medusa.

  4. #3
    Membro Farias's Avatar

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    Opa, vou testar pra ver !


    Goten, consegue mandar das outras CLASSES ? ( meu servidor é S6 )

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