Add buff for players in real time through GS

03/25/2021 02:51 qq395270128#1
Code:
        
DWORD32* SilkInfo = reinterpret_cast<DWORD32 * (__stdcall*)()>(0x5AA0B0)();
        SilkInfo[2] = SilkID;
        reinterpret_cast<int(__stdcall*)(DWORD32, DWORD32*)>(0x59B480)((DWORD32)this+0xA30, SilkInfo);
this=CGObjPC
03/25/2021 08:40 JellyBitz#2
I tried but it's not working like "adding buffs". It's more like "executing skills".

Limitations are race, equipment required, and mp consumed to be casted.
Could be these fixed from SkillInfo directly or a new modified skill without conditions has to be created to use this stuff properly?

Kind funny some skills are just casting the animation even without target involved.
03/25/2021 11:35 qq395270128#3
Quote:
Originally Posted by JellyBitz View Post
I tried but it's not working like "adding buffs". It's more like "executing skills".

Limitations are race, equipment required, and mp consumed to be casted.
Could be these fixed from SkillInfo directly or a new modified skill without conditions has to be created to use this stuff properly?

Kind funny some skills are just casting the animation even without target involved.
Code:
		__asm
		{
            mov eax, 0x49A390
			mov esi, CObjPC
			push 0					
			push 0			
			push 0			
			push 0	
			push 0	
			push 0
			push 0	
			push 0	
			push 180				
			push [SilkID]							
			push 0									
			call eax
		}
You try this function
180 The duration cannot exceed the maximum duration of the skill
03/25/2021 21:48 zxvoyeu2#4
perfect working , thx :rolleyes:
03/26/2021 12:46 SubZero**#5
Great work