[MU] Full Source SCF Đạt Đạt - Trang 45
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  1. #441
    Thành Viên
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    Thanked 6 Times in 6 Posts

    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!

  2. #442
    Vi phạm quy định bimaloha's Avatar
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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 cùng bimaloha xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!

  3. 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)

  4. #443
    Thành Viên Jackma2000's Avatar
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    Ðề: Full Source SCF Đạt Đạt

    Trích dẫn Gửi bởi bimaloha [Only registered and activated users can see links. ]
    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.
    Ok đã fix xong có gì pm tớ gửi cho
    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!

  5. #444
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    Ðề: Full Source SCF Đạt Đạt

    Trích dẫn Gửi bởi bimaloha [Only registered and activated users can see links. ]
    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.
    xin cảm ơn !!!
    đã thank !!!
    30 charrrrrrrrrrrrrrrrr
    Khách viếng thăm hãy cùng bin9xhn2 xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!

  6. #445
    Thành Viên socolas's Avatar
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    Ðề: Full Source SCF Đạt Đạt

    Trích dẫn Gửi bởi bin9xhn2 [Only registered and activated users can see links. ]
    xin cảm ơn !!!
    đã thank !!!
    30 charrrrrrrrrrrrrrrrr
    Đợi đến mùa quít năm sau rồi hái nhé bạn
    Khách viếng thăm hãy cùng socolas xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!

  7. #446
    Thành Viên Jackma2000's Avatar
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    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 /datdat
    Khách viếng thăm hãy cùng Jackma2000 xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!

  8. #447
    Thành Viên socolas's Avatar
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    Ðề: Full Source SCF Đạt Đạt

    Trích dẫn Gửi bởi Jackma2000 [Only registered and activated users can see links. ]
    Đã mò ra cái op 28
    Nó hiển thị rồi
    Mà chả sao đâu xem list mumoira
    Có tới 8 cái /datdat
    Cái wing full op là thế này phải không nhỉ
    [Only registered and activated users can see links. ]
    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!

  9. Các thành viên gởi lời cảm ơn đến socolas vì bài viết này !

    Jackma2000 (30-06-17)

  10. #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 );
        }
    }
    // ----------------------------------------------------------------------------------------------
    Có thể sửa lpItem->SpecialValue[lpItem->SpecialCount] = 7; bằng giá trị mong muốn.
    Khách viếng thăm hãy cùng bimaloha xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!

  11. 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)

  12. #449
    Thành Viên
    Ngày tham gia
    Sep 2015
    Bài viết
    46
    Thanks
    28
    Thanked 6 Times in 6 Posts

    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!

  13. #450
    Vi phạm quy định
    Ngày tham gia
    Nov 2015
    Bài viết
    70
    Thanks
    3
    Thanked 20 Times in 11 Posts

    Ðề: Full Source SCF Đạt Đạt

    [Only registered and activated users can see links. ]
    Sourde đạt đạt và ikeynet , zteam có sẵn rồi fix gì nữa mà fix, thêm id vào thôi
    Khách viếng thăm hãy cùng Hoanmaster1 xây dựng diễn đàn CLBGAMESVN vững mạnh nhé!

  14. Các thành viên gởi lời cảm ơn đến Hoanmaster1 vì bài viết này !

    Jackma2000 (30-06-17)

 

 
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