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pnew

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Posts posted by pnew

  1. Wait, why packet 0x0284? To use it as a special effect-type thing? That seems overly complicated. If I recall, you can just use Olly to search for switches and find the case for 0x11A and adjust the size of the packet. All you really need to do is set the size of heal up to 4 bytes instead of the 2 (?) it's at. Something similar to:

    PUSH 0x11A

    PUSH X ;X = packet size

    is what I remember it being.

    Also packet 0x13D, which I think has to deal with regen? Increase the size of this packet by two also and you're good.

    i'd like to change color of number according to amount of recovery.

    that's why to use 0x284.

    like this:

    oanh91.jpg

    and,i'll try to modify packet[0x13D] (used in clif_heal -> pc_heal -> status_heal).

    (its seems that function[status_heal] is called from many skills)

    I was able to find many clues in your favor,Variant! /thx

    In 2012-05-25a (in my environment)

    case 0x11a:

    00771A3D   PUSH	009A1D48	  ; /Arg1 = 009A1D48; Case 11A of switch 007713BA
    00771A42   MOV	ECX,ESI		  ; |
    00771A44   CALL	00776EF0	  ; \00776EF0
    

    I'll organize information i got as soon as possible,and share.

    (I'm still a little confused)

  2. Just tested. I tried changing it to INT_MAX to see if itl display higher then 32,767 and upon healing more then that the client would show 0.

    oh...i cant find the place recieved packet 0x011a in client...

    as Variant said, i think that for display than 32767,

    there need to adjust packet size to Dword(short -> int) not only server side but also client side.

    or to use other packet.

    Healing follows a different packet so you need to adjust the packet size not only in clif.c/.h (and other server side locations I'm forgetting), but also in the client itself.

    great!! thanks for your valuable information.

    i'll try to use packet[0x0284] in conjunction with 0x011a.

    (perhaps,its outlandish way, hehe)

    screenshot in progress:

    29en4mh.jpg

    NOTE:

    sorry for my poor C/C++ (&asm) skill,i cant create plug-in DLL....

    so,i think that my post may be wrong for this topic.

    and should be posted in other section.. /hmm .

    its difficult for me to express assemble...

    i'll study more.

    • Upvote 1
  3. Im pointing this out since their's been issues on some servers where players could deal more then 32,767 and then not be able to see damage anymore. It was like "Am I hitting my enemy?". Healing does show its display when healing more then 32,767, but doesn't display any higher then that. Do you think its possible to fix those issues?

    non-damage skill display capped 32767,it seem to that cause is about packet.

    but,i dont know how to modify packet.... /spit

    in clif.c , around line: 5026 [clif_skill_nodamage]

    WBUFW(buf,4)=min(heal, INT16_MAX);
    

    ↑ Probably, max packet that can be sent to client is word byte (~32767).

    around line: about 5024,

      /// Non-damaging skill effect (ZC_USE_SKILL).
      /// 011a <skill id>.W <skill lv>.W <dst id>.L <src id>.L <result>.B
    

    <skill lv>.W ← this item seems to store "amount of recovery(≒non-damage)" as well as skill lv.

    (it might be that irrelevant reply)

  4. Dear god is this real? I tried doing this a few years ago and got it to count over 999,999 but couldn't make it display more then 6 digits. You have done something many have tried and failed to do. Why did no one quote or comment this? This is freaken awesome and should be looked into more.

    HOLY CRAP. I've been looking for something like this forever as well. How did I miss this when I read through the post the first time?

    @Rytech

    @Vach

    oh,thanks for your replies!

    i think that few people are interested in it, and its minor,hahaha /oh

    It displays like this.(2012-05-25a)

    [media=]

    [/media]

    note:

    I'd like to customize only to "replace" as possible.

    but,i couldn't find a free space for extended digits on the stack.

    for now,i stored it on global variable area....

    (in progress)

    • Upvote 1
  5. My modification:

    #ifdef NEW_CARTS
    if( (type == 9 && sd->status.base_level > 98) ||
     (type == 8 && sd->status.base_level > 98) ||
     (type == 7 && sd->status.base_level > 98) ||
     (type == 6 && sd->status.base_level > 98) ||
     (type == 5 && sd->status.base_level >  90) ||
     (type == 4 && sd->status.base_level >  80) ||
     (type == 3 && sd->status.base_level >  65) ||
     (type == 2 && sd->status.base_level >  40) ||
     (type == 1))
    #else
    

    It dosnt work After tried , As I mention there is a lv cap in the client

    In addition to the above,use hex editor.

    please search & replace it. (2012-04-10a)

    Address	before after
    000C3AED : 64	 62
    000C3B28 : 6E	 62
    000C3B63 : 78	 62
    000C3B9C : 81	 83
    000C3B9E : 82	 62
    000C3B9F : 00	 90
    000C3BA0 : 00	 90
    000C3BA1 : 00	 90
    0015C565 : 64	 62
    

  6. Added:

    • WDGExtendedNPCDialog

    Updated:

    • WDGUseCustomAuraSprites

    thanks for your checking.

    and great works!

    ai4rei and GreenBox, you are AWESOME!

    i'll use DLL gratefully,

    BTW, im trying to extend damage digits (6 -> 9-digit),

    probably have succeeded,Buuut,its very difficult for my poor skill to create DLL lol /oops

    I'll study more....

    【screen shot】

    http://imageshack.us...arecco0352.jpg/

    • Upvote 1
  7. Note, that there are multiple occurrences of both ring_blue.tga and pikapika2.bmp, among others the latter being also used for "First Aid" skill effect. Running "Find all referenced strings" and picking the first match won't get you to the actual reference required. You will notice that the correct references are inside EF_LEVEL99* cases.

    thanks for reply!!

    and,I was really helped me a detailed explanation!!

    This is how I've tried

      1, diff "Use Custom Aura Sprites"

      2,"aurafloat.tga" and "auraring.bmp" put in effect folder (→stored grf)

      3, set breakpoint "6990C7" and "6990D9" with olly

      4, run (and login Lv99-Swordman)

      5, not stop at breakpoint and displayed "ring_blue.tga" "pikapika2.bmp" yet......

    then,I tried to fix in order to place both string reference.

    In my environment, Instead images doesnt appear even after diffing.... /sob

    I'll try in a way that was taught!

  8. Updated:
    • WDGUseCustomAuraSprites

    hi Ai4rei!

    i tried WDGUseCustomAuraSprites.dll you shared (with 2012-06-18aRagexeRE)

    DLL was replace this, ->006990C7

    006990C6   > 55			PUSH	EBP						; /Arg2;
    006990C7   . 68 D4308800	PUSH	008830D4					;  ASCII "effect\ring_blue.tga"
    006990CC   . 8BCE		MOV	ECX,ESI						; |
    006990CE   . E8 EDDC0000	CALL	006A6DC0					; \2012-06-.006A6DC0
    

    but,it seems that 2012-06-18a use this line, ->005DF54B

    005DF545   . 8BCC		MOV	ECX,ESP
    005DF547   . 896424 38		MOV	DWORD PTR SS:[ESP+38],ESP
    005DF54B   . 68 D4308800	PUSH	008830D4					;  ASCII "effect\ring_blue.tga"
    005DF550   . FF15 60528500	CALL	DWORD PTR DS					:[<&MSVCP90.??0?$bas>;
    

    and,"pikapika2.bmp" is not

    006990D9	 68 80348800	PUSH			 00883480			;  ASCII "effect\pikapika2.bmp"
    

    but

    005DEE30	 68 80348800	PUSH			 00883480			;  ASCII "effect\pikapika2.bmp"
    

    sorry,I have not tried the other client.

    Please check ;)

  9. After speaking to Borf about multi-language support, this is completely possible. How languages will work will be explained later on once the editor is complete. This will be more of an end feature.

    thanks for ur reply.

    and I really can not wait for the completion of BE2.0!! /no1

  10. hi!

    im using 2012-06-18aRagexeRE and other.

    Anyone knows how to extend the Weapon's ID?

    For example)

    1250-1299 katar

    1250-1299 + 14800-14850 ( ID I want (freely))

    or, where the ID range has been set in client?

    If i know the place that set at least,i can analyzed and hexed from there....

    (I can handle Ollydbg a little)

    Many thanks in advance!

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