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  1. PKOdev.NET mod loader project template for Visual Studio 2019 Community I am posting a template project for Visual Studio 2019 Community, which is designed to develop mods for PKOdev.NET mod loader using the C++ programming language. The project includes 1) File structure (address.h, pointer.h, hook.h, structure.h, dllmain.cpp); The address.h file contains the addresses of imported functions and objects from the .exe file. This file also defines the namespaces for the corresponding versions of the .exe file, within which it is necessary to specify the addresses for each version of the executable file. All addresses should be in the address namespace. namespace address { // Game.exe 2 (1252912474) namespace GAME_13X_2 { // void CHeadSay::Render(D3DXVECTOR3& pos) const unsigned int CHeadSay__Render = 0x00470770; } // Game.exe 4 (1585009030) namespace GAME_13X_4 { // void CHeadSay::Render(D3DXVECTOR3& pos) const unsigned int CHeadSay__Render = 0x004707D0; } } The pointer.h file contains pointers to imported functions from the .exe file. All pointers should be in the pointer namespace. namespace pointer { // void CHeadSay::Render(D3DXVECTOR3& pos) typedef void(__thiscall* CHeadSay__Render__Ptr)(void*, D3DXVECTOR3&); CHeadSay__Render__Ptr CHeadSay__Render = (CHeadSay__Render__Ptr)(void*)(address::MOD_EXE_VERSION::CHeadSay__Render); } The hook.h file contains the definitions of the hook functions of the original functions from the .exe file. All hooks should be in the hook namespace. namespace hook { // void CHeadSay::Render(D3DXVECTOR3& pos) void __fastcall CHeadSay__Render(void* This, void* NotUsed, D3DXVECTOR3& Pos); } The structure.h file contains various data structures necessary for the mod to work. // 3D vector structure struct D3DXVECTOR3 { float x; float y; float z; }; The dllmain.cpp file contains the entry point, the implementation of the loader interface functions, the implementation of the hook functions, and the mod code itself. 2) Mod loader interface (loader.h) and its implementation. 3) Build configurations for all supported .exe files with appropriate preprocessor definitions. 4) MS Detours library for hooking functions calls in .exe files. DetourAttach(&(PVOID&)pkodev::pointer::CHeadSay__Render, pkodev::hook::CHeadSay__Render); How to set up your own project 1) Rename the project files (pkodev.mod.dummy) to the name of your new mod; 2) Remove unnecessary build configurations; 3) For each build configuration, specify the name of the mod's output DLL file (Target Name); 4) For each build configuration, specify preprocessor definitions MOD_NAME, MOD_AUTHOR, and MOD_VERSION. Download PKOdev .NET mod loader project template for Visual Studio 2019 Community (C++).
  2. Server Proposition Neutral+PK Type ? Max Level 100 ? Max Pet Level 42 ? Equipment System 110% Upgrades of Equipments - Weapons, Set, Accessories ? Sealed 45/55/65/95 ? Accessories of 40/50/60/75/85 ? Upgrade - ATK/DEF Type Unseals ? RNG Roll for Unseal 95 ? Head of Kylin - Obtains 1k HP/SP, +10 Hit Rate/Dodge, +10 HP/SP Rec, +25 Movement, +2 Physical Resist, Keep Kylin effect on any set ? Upgradeable Cloak - Chance of success, 10 Levels, Grants incremental stats ? Bracelet/Handguard/Belts - Forgeable with Satan Gems ? Gem System Normal ? Unique ? Great ? Azrael ? Satan ? May or may not release, killing time...
  3. Hello friends, Im planning to start a project and share it on github, however i want to know if you guys would like to work and improve this project. Preference: Languages PHP, Javascript Tools Angular, Laravel
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