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MU SEASON 3 BASE MAIN 5.2

Publicado por Dakosmu, Feb 25, 2023, 04:34 PM

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Dakosmu

MU SEASON 3 BASE MAIN 5.2

Since I don't have much time to spend on it, I leave these files for anyone who needs them.

SEASON 5.2 downgraded to Season 3


IMAGENES
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DESCARGAS
CLIENT:
You require the following to view this post content:
  • You require a post count of at least 1, you need another 1 posts.
You require the following to view this post content:
  • You require a post count of at least 1, you need another 1 posts.
1 Duel
You require the following to view this post content:
  • You require a post count of at least 1, you need another 1 posts.
2: Change Trade, Quest, Personal store
You require the following to view this post content:
  • You require a post count of at least 1, you need another 1 posts.
3: Original select server
You require the following to view this post content:
  • You require a post count of at least 1, you need another 1 posts.
requeridos (los pueden obtener de cualquier cliente S2/S3 original)[/b]

Data/Logo/Login_Back01.ozj
Data/Logo/Login_Back02.ozj
Data/Object56
Data/World56

Surce

SelectServerS2.h:
#pragma once

#define AccessModel ((void(_cdecl*)(int Type, char* Dir, char* FileName, int i))0x00614D10)
#define OpenTexture ((void(_cdecl*)(int Model, char* SubFolder, int Wrap, int Type, bool Check))0x00614710)
#define CreateObject ((DWORD(_cdecl*)(int Type, float Position[3], float Angle[3], float Scale))0x005F1A40)
#define CreateHero ((DWORD(_cdecl*)(int Key, int Class, int Skin, float X, float Y, float Rotate))0x00586DA0)
#define CreateBug ((void(_cdecl*)(int Type, float Position[3], DWORD Owner, int SubType, int LinkBone))0x00501700)
#define CreatePetDarkSpirit_Now ((void(_cdecl*)(DWORD c))0x004F8C30)
#define SetAction ((void(_cdecl*)(DWORD o, int Action, bool bBlending))0x00542310)
#define OpenLogoSceneData ((void(_cdecl*)())0x006310C0)
#define BitmapLoad ((bool(__cdecl*)(const char* szFileName, GLuint uiTextureIndex, GLuint uiFilter, GLuint uiWrapMode, bool bCheck, bool bFullPath)) 0x00772330)
#define BeginBitmap ((void(_cdecl*)())0x00637770)
#define EndBitmap ((void(_cdecl*)())0x00637870)
#define RenderBitmap ((void(__cdecl*)(int Texture, float x, float y, float Width, float Height, float u, float v, float uWidth, float vHeight, bool Scale ,bool StartScale, float Alpha)) 0x637C60)
#define CreateFrustrum ((void(_cdecl*)(float Aspect, float position[3]))0x005DBAC0)

void InitSelectServerS2();

void CreateLoginLogo();
void CreateLoginDarkLord();
void MoveLoginDarkLord();
void ChangeLoginDarkHorseSize();
void LoadLoginBackImages();
void RenderLoginBackImages(float Red, float Green, float Blue);
void ChangeLoginFrustrumPosition(float Aspect, float position[3]);
void SetLoginCameraViewFar();
void ChangeLoginCameraPosition();
void ChangeLoginCameraRange();

SelectServerS2.cpp:
#include "stdafx.h"
#include "SelectServerS2.h"
#include "Util.h"

void InitSelectServerS2()
{
SetDword(0x004D75EA + 6, 55); // Change Map Number

SetCompleteHook(0xE9, 0x0062D37E, &CreateLoginLogo); // Create the MU Logo

SetCompleteHook(0xE9, 0x004D763B, &CreateLoginDarkLord); // Create Dark Lord
SetCompleteHook(0xE9, 0x004D7765, &MoveLoginDarkLord); // Animation of Dark Lord
SetCompleteHook(0xE9, 0x0050382D, &ChangeLoginDarkHorseSize); // Change the Dark Horse Size

SetCompleteHook(0xE9, 0x004D76C8, 0x004D76FB); // Skip the CCameraMove calls

SetCompleteHook(0xE8, 0x004D7602, &LoadLoginBackImages); // Load the background images of the login
SetCompleteHook(0xE8, 0x004D79DA, &RenderLoginBackImages); // Render the login background images
SetByte(0x004D79DA + 5, 0x90); // Render the login background images

SetCompleteHook(0xE8, 0x004D7A45, &ChangeLoginFrustrumPosition); // Change the frustrum position for the camera

SetCompleteHook(0xE9, 0x004D87B4, &SetLoginCameraViewFar); // Set the CameraViewFar value in LOG_IN_SCENE

SetCompleteHook(0xE9, 0x004D8AE7, &ChangeLoginCameraPosition); // Set the CameraAngle and CameraPosition values

SetCompleteHook(0xE9, 0x005DB456, &ChangeLoginCameraRange); // Set the CameraViewFar and CameraViewNear values
}

__declspec(naked) void CreateLoginLogo()
{
static DWORD jmpBack = 0x0062D99B;

_asm
{
Pushad;
}

AccessModel(162, "Data\\Logo\\", "Logo", 3);

OpenTexture(162, "Logo\\", GL_REPEAT, GL_LINEAR, true);

static float Angle[3] = { 10.0f, 0.0f, 36.0f };

static float Position[3] = { 10680.0f, 15550.0f, 1710.0f };

CreateObject(162, Position, Angle, 1.0f);

_asm
{
Popad;
Jmp jmpBack;
}
}

__declspec(naked) void CreateLoginDarkLord()
{
static DWORD jmpBack = 0x004D7642;
static DWORD ViewportAddress;

_asm
{
Pushad;
}

*(bool*)0x081C03F6 = false;

CreateHero(2, 4, 0, 0, 0, 0);

ViewportAddress = ((DWORD(__thiscall*)(void*, DWORD))0x0096A4C0)(((void* (*)())0x00402BC0)(), 2);

*(float*)(ViewportAddress + 872) = 1.6f; // Scale

*(float*)(ViewportAddress + 1040) = 0.0f; // Angle[0]
*(float*)(ViewportAddress + 1044) = 0.0f; // Angle[1]
*(float*)(ViewportAddress + 1048) = 188.0f; // Angle[2]

*(float*)(ViewportAddress + 1028) = 10603.0f; // Position[0]
*(float*)(ViewportAddress + 1032) = 14112.0f; // Position[1]
*(float*)(ViewportAddress + 1036) = 580.0f; // Position[2]

CreateBug(226, (float*)(ViewportAddress + 1028), (DWORD)(ViewportAddress + 776), 0, 0);

CreatePetDarkSpirit_Now(ViewportAddress);

_asm
{
Popad;
Jmp jmpBack;
}
}

__declspec(naked) void MoveLoginDarkLord()
{
static DWORD jmpBack = 0x004D776A;
static DWORD CUIMngInstance = 0x00482B70;
static DWORD ViewportAddress;
static int restartAnimation;
static BYTE random;

_asm
{
Pushad;
}

ViewportAddress = ((DWORD(__thiscall*)(void*, DWORD))0x0096A4C0)(((void* (*)())0x00402BC0)(), 2);

restartAnimation = (int)((int(*(float*)0x05EF5A1C) % 2300) * 0.0099999998f);

if (!restartAnimation)
{
random = (BYTE)(rand() % 6);


if (random == 1)
{
SetAction((DWORD)(ViewportAddress + 776), 88, true);
}
else if (random == 2)
{
SetAction((DWORD)(ViewportAddress + 776), 89, true);
}
}

_asm
{
Popad;
Call[CUIMngInstance];
Jmp jmpBack;
}
}

__declspec(naked) void ChangeLoginDarkHorseSize()
{
static DWORD jmpBack = 0x00503834;
static DWORD jmpContinue = 0x0050387C;
static float DarkHorseSize = 1.6f;

_asm
{
Cmp Dword Ptr Ds : [0x00E609E8] , 2;
Jnz EXIT;
Mov Eax, [Ebp + 0x08];
Fld DarkHorseSize;
Fstp Dword Ptr[Eax + 0x60];
Jmp jmpContinue;
EXIT:
Cmp Dword Ptr Ds : [0x00E609E8] , 4;
Jmp jmpBack;
}
}

void LoadLoginBackImages()
{
BitmapLoad("Logo\\Login_Back01.jpg", 31011, GL_NEAREST, GL_CLAMP, true, false);

BitmapLoad("Logo\\Login_Back02.jpg", 31012, GL_NEAREST, GL_CLAMP, true, false);

OpenLogoSceneData();
}

void RenderLoginBackImages(float Red, float Green, float Blue)
{
glColor3f(Red, Green, Blue);

BeginBitmap();

RenderBitmap(31011, 0.0f, 25.0f, 320.0f, 320.0f, 0.0f, 0.0f, 1.0f, 1.0f, true, true, 0.0f);

RenderBitmap(31012, 320.0f, 25.0f, 320.0f, 320.0f, 0.0f, 0.0f, 1.0f, 1.0f, true, true, 0.0f);

EndBitmap();
}

void ChangeLoginFrustrumPosition(float Aspect, float position[3])
{
float pos[3] = { 11679.0f, 14191.0f, 333.0f };

CreateFrustrum(Aspect, pos);
}

__declspec(naked) void SetLoginCameraViewFar()
{
static DWORD jmpBack = 0x004D87BF;
static DWORD jmpContinue = 0x004D8808;

_asm
{
Cmp Dword Ptr Ds : [0x00E609E8] , 2;
Jz EXIT;
Jmp jmpBack;
EXIT:
}

*(float*)0x00E61E3C = 20400.0f;

_asm
{
Jmp jmpContinue;
}
}

__declspec(naked) void ChangeLoginCameraPosition()
{
static DWORD jmpBack = 0x004D8AEE;
static DWORD jmpContinue = 0x004D8B42;

_asm
{
Cmp Dword Ptr Ds : [0x00E609E8] , 2;
Jz EXIT;
Cmp Dword Ptr Ds : [0x00E609E8] , 4;
Jmp jmpBack;
EXIT:
}

*(float*)0x087933D0 = -96.5f;
*(float*)0x087933D4 = 0.0f;
*(float*)0x087933D8 = -36.0f;
*(float*)0x087933DC = 12778.0f;
*(float*)0x087933E0 = 12678.0f;
*(float*)0x087933E4 = 579.0f;

_asm
{
Jmp jmpContinue;
}
}

__declspec(naked) void ChangeLoginCameraRange()
{
static DWORD jmpBack = 0x005DB464;
static DWORD jmpContinue = 0x005DB589;

static DWORD offsetCall = 0x5C6E80;
static float widthValue1 = 640.0f;
static float widthValue2 = 17.0f;
static float widthValue3 = 6.0f;
static float widthValue4 = 2400.0f;

_asm
{
Cmp Dword Ptr Ds : [0x00E609E8] , 2;
Jnz EXIT;
Call offsetCall;
Mov[Ebp - 0xDC], Eax;
Fild[Ebp - 0xDC];
Fdiv widthValue1;
Fmul widthValue2;
Fmul widthValue3;
Fstp[Ebp - 0x74];
Fld widthValue4;
Fmul widthValue2;
Fmul widthValue3;
Fstp[Ebp - 0x78];
Jmp jmpContinue;
EXIT:
Cmp Dword Ptr Ds : [0x00E609E8] , 4;
Jmp jmpBack;
}
}

Main.cpp:
#include "SelectServerS2.h"

InitSelectServerS2();


CONTRASEÑA
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CREDITOS
son1xx2
kayito

Virustotal
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Bon Dia

kaiokun


sayf

Regístrate para ver el enlaceMU SEASON 3 BASE MAIN 5.2

Since I don't have much time to spend on it, I leave these files for anyone who needs them.

SEASON 5.2 downgraded to Season 3


IMAGENES
Regístrate para ver el enlace Regístrate para ver el enlaceRegístrate para ver el enlaceRegístrate para ver el enlaceRegístrate para ver el enlaceRegístrate para ver el enlaceRegístrate para ver el enlaceRegístrate para ver el enlaceRegístrate para ver el enlaceRegístrate para ver el enlaceRegístrate para ver el enlace



DESCARGAS
CLIENT: This content is hidden and cannot be quoted. This content is hidden and cannot be quoted. 1 Duel
This content is hidden and cannot be quoted. 2: Change Trade, Quest, Personal store
This content is hidden and cannot be quoted. 3: Original select server
This content is hidden and cannot be quoted. requeridos (los pueden obtener de cualquier cliente S2/S3 original)[/b]

Data/Logo/Login_Back01.ozj
Data/Logo/Login_Back02.ozj
Data/Object56
Data/World56

Surce

SelectServerS2.h:
#pragma once

#define AccessModel ((void(_cdecl*)(int Type, char* Dir, char* FileName, int i))0x00614D10)
#define OpenTexture ((void(_cdecl*)(int Model, char* SubFolder, int Wrap, int Type, bool Check))0x00614710)
#define CreateObject ((DWORD(_cdecl*)(int Type, float Position[3], float Angle[3], float Scale))0x005F1A40)
#define CreateHero ((DWORD(_cdecl*)(int Key, int Class, int Skin, float X, float Y, float Rotate))0x00586DA0)
#define CreateBug ((void(_cdecl*)(int Type, float Position[3], DWORD Owner, int SubType, int LinkBone))0x00501700)
#define CreatePetDarkSpirit_Now ((void(_cdecl*)(DWORD c))0x004F8C30)
#define SetAction ((void(_cdecl*)(DWORD o, int Action, bool bBlending))0x00542310)
#define OpenLogoSceneData ((void(_cdecl*)())0x006310C0)
#define BitmapLoad ((bool(__cdecl*)(const char* szFileName, GLuint uiTextureIndex, GLuint uiFilter, GLuint uiWrapMode, bool bCheck, bool bFullPath)) 0x00772330)
#define BeginBitmap ((void(_cdecl*)())0x00637770)
#define EndBitmap ((void(_cdecl*)())0x00637870)
#define RenderBitmap ((void(__cdecl*)(int Texture, float x, float y, float Width, float Height, float u, float v, float uWidth, float vHeight, bool Scale ,bool StartScale, float Alpha)) 0x637C60)
#define CreateFrustrum ((void(_cdecl*)(float Aspect, float position[3]))0x005DBAC0)

void InitSelectServerS2();

void CreateLoginLogo();
void CreateLoginDarkLord();
void MoveLoginDarkLord();
void ChangeLoginDarkHorseSize();
void LoadLoginBackImages();
void RenderLoginBackImages(float Red, float Green, float Blue);
void ChangeLoginFrustrumPosition(float Aspect, float position[3]);
void SetLoginCameraViewFar();
void ChangeLoginCameraPosition();
void ChangeLoginCameraRange();

SelectServerS2.cpp:
#include "stdafx.h"
#include "SelectServerS2.h"
#include "Util.h"

void InitSelectServerS2()
{
   SetDword(0x004D75EA + 6, 55); // Change Map Number

   SetCompleteHook(0xE9, 0x0062D37E, &CreateLoginLogo); // Create the MU Logo

   SetCompleteHook(0xE9, 0x004D763B, &CreateLoginDarkLord); // Create Dark Lord
   SetCompleteHook(0xE9, 0x004D7765, &MoveLoginDarkLord); // Animation of Dark Lord
   SetCompleteHook(0xE9, 0x0050382D, &ChangeLoginDarkHorseSize); // Change the Dark Horse Size

   SetCompleteHook(0xE9, 0x004D76C8, 0x004D76FB); // Skip the CCameraMove calls

   SetCompleteHook(0xE8, 0x004D7602, &LoadLoginBackImages); // Load the background images of the login
   SetCompleteHook(0xE8, 0x004D79DA, &RenderLoginBackImages); // Render the login background images
   SetByte(0x004D79DA + 5, 0x90); // Render the login background images

   SetCompleteHook(0xE8, 0x004D7A45, &ChangeLoginFrustrumPosition); // Change the frustrum position for the camera

   SetCompleteHook(0xE9, 0x004D87B4, &SetLoginCameraViewFar); // Set the CameraViewFar value in LOG_IN_SCENE

   SetCompleteHook(0xE9, 0x004D8AE7, &ChangeLoginCameraPosition); // Set the CameraAngle and CameraPosition values

   SetCompleteHook(0xE9, 0x005DB456, &ChangeLoginCameraRange); // Set the CameraViewFar and CameraViewNear values
}

__declspec(naked) void CreateLoginLogo()
{
   static DWORD jmpBack = 0x0062D99B;

   _asm
   {
      Pushad;
   }

   AccessModel(162, "Data\\Logo\\", "Logo", 3);

   OpenTexture(162, "Logo\\", GL_REPEAT, GL_LINEAR, true);

   static float Angle[3] = { 10.0f, 0.0f, 36.0f };

   static float Position[3] = { 10680.0f, 15550.0f, 1710.0f };

   CreateObject(162, Position, Angle, 1.0f);

   _asm
   {
      Popad;
      Jmp jmpBack;
   }
}

__declspec(naked) void CreateLoginDarkLord()
{
   static DWORD jmpBack = 0x004D7642;
   static DWORD ViewportAddress;

   _asm
   {
      Pushad;
   }

   *(bool*)0x081C03F6 = false;

   CreateHero(2, 4, 0, 0, 0, 0);

   ViewportAddress = ((DWORD(__thiscall*)(void*, DWORD))0x0096A4C0)(((void* (*)())0x00402BC0)(), 2);

   *(float*)(ViewportAddress + 872) = 1.6f; // Scale

   *(float*)(ViewportAddress + 1040) = 0.0f; // Angle[0]
   *(float*)(ViewportAddress + 1044) = 0.0f; // Angle[1]
   *(float*)(ViewportAddress + 1048) = 188.0f; // Angle[2]

   *(float*)(ViewportAddress + 1028) = 10603.0f; // Position[0]
   *(float*)(ViewportAddress + 1032) = 14112.0f; // Position[1]
   *(float*)(ViewportAddress + 1036) = 580.0f; // Position[2]

   CreateBug(226, (float*)(ViewportAddress + 1028), (DWORD)(ViewportAddress + 776), 0, 0);

   CreatePetDarkSpirit_Now(ViewportAddress);

   _asm
   {
      Popad;
      Jmp jmpBack;
   }
}

__declspec(naked) void MoveLoginDarkLord()
{
   static DWORD jmpBack = 0x004D776A;
   static DWORD CUIMngInstance = 0x00482B70;
   static DWORD ViewportAddress;
   static int restartAnimation;
   static BYTE random;

   _asm
   {
      Pushad;
   }

   ViewportAddress = ((DWORD(__thiscall*)(void*, DWORD))0x0096A4C0)(((void* (*)())0x00402BC0)(), 2);

   restartAnimation = (int)((int(*(float*)0x05EF5A1C) % 2300) * 0.0099999998f);

   if (!restartAnimation)
   {
      random = (BYTE)(rand() % 6);


      if (random == 1)
      {
         SetAction((DWORD)(ViewportAddress + 776), 88, true);
      }
      else if (random == 2)
      {
         SetAction((DWORD)(ViewportAddress + 776), 89, true);
      }
   }

   _asm
   {
      Popad;
      Call[CUIMngInstance];
      Jmp jmpBack;
   }
}

__declspec(naked) void ChangeLoginDarkHorseSize()
{
   static DWORD jmpBack = 0x00503834;
   static DWORD jmpContinue = 0x0050387C;
   static float DarkHorseSize = 1.6f;

   _asm
   {
      Cmp Dword Ptr Ds : [0x00E609E8] , 2;
      Jnz EXIT;
      Mov Eax, [Ebp + 0x08];
      Fld DarkHorseSize;
      Fstp Dword Ptr[Eax + 0x60];
      Jmp jmpContinue;
   EXIT:
      Cmp Dword Ptr Ds : [0x00E609E8] , 4;
      Jmp jmpBack;
   }
}

void LoadLoginBackImages()
{
   BitmapLoad("Logo\\Login_Back01.jpg", 31011, GL_NEAREST, GL_CLAMP, true, false);

   BitmapLoad("Logo\\Login_Back02.jpg", 31012, GL_NEAREST, GL_CLAMP, true, false);

   OpenLogoSceneData();
}

void RenderLoginBackImages(float Red, float Green, float Blue)
{
   glColor3f(Red, Green, Blue);

   BeginBitmap();

   RenderBitmap(31011, 0.0f, 25.0f, 320.0f, 320.0f, 0.0f, 0.0f, 1.0f, 1.0f, true, true, 0.0f);

   RenderBitmap(31012, 320.0f, 25.0f, 320.0f, 320.0f, 0.0f, 0.0f, 1.0f, 1.0f, true, true, 0.0f);

   EndBitmap();
}

void ChangeLoginFrustrumPosition(float Aspect, float position[3])
{
   float pos[3] = { 11679.0f, 14191.0f, 333.0f };

   CreateFrustrum(Aspect, pos);
}

__declspec(naked) void SetLoginCameraViewFar()
{
   static DWORD jmpBack = 0x004D87BF;
   static DWORD jmpContinue = 0x004D8808;

   _asm
   {
      Cmp Dword Ptr Ds : [0x00E609E8] , 2;
      Jz EXIT;
      Jmp jmpBack;
   EXIT:
   }

   *(float*)0x00E61E3C = 20400.0f;

   _asm
   {
      Jmp jmpContinue;
   }
}

__declspec(naked) void ChangeLoginCameraPosition()
{
   static DWORD jmpBack = 0x004D8AEE;
   static DWORD jmpContinue = 0x004D8B42;

   _asm
   {
      Cmp Dword Ptr Ds : [0x00E609E8] , 2;
      Jz EXIT;
      Cmp Dword Ptr Ds : [0x00E609E8] , 4;
      Jmp jmpBack;
   EXIT:
   }

   *(float*)0x087933D0 = -96.5f;
   *(float*)0x087933D4 = 0.0f;
   *(float*)0x087933D8 = -36.0f;
   *(float*)0x087933DC = 12778.0f;
   *(float*)0x087933E0 = 12678.0f;
   *(float*)0x087933E4 = 579.0f;

   _asm
   {
      Jmp jmpContinue;
   }
}

__declspec(naked) void ChangeLoginCameraRange()
{
   static DWORD jmpBack = 0x005DB464;
   static DWORD jmpContinue = 0x005DB589;

   static DWORD offsetCall = 0x5C6E80;
   static float widthValue1 = 640.0f;
   static float widthValue2 = 17.0f;
   static float widthValue3 = 6.0f;
   static float widthValue4 = 2400.0f;

   _asm
   {
      Cmp Dword Ptr Ds : [0x00E609E8] , 2;
      Jnz EXIT;
      Call offsetCall;
      Mov[Ebp - 0xDC], Eax;
      Fild[Ebp - 0xDC];
      Fdiv widthValue1;
      Fmul widthValue2;
      Fmul widthValue3;
      Fstp[Ebp - 0x74];
      Fld widthValue4;
      Fmul widthValue2;
      Fmul widthValue3;
      Fstp[Ebp - 0x78];
      Jmp jmpContinue;
   EXIT:
      Cmp Dword Ptr Ds : [0x00E609E8] , 4;
      Jmp jmpBack;
   }
}

Main.cpp:
#include "SelectServerS2.h"

InitSelectServerS2();


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kayito

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Dakosmu

Bon Dia

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