So my first step is releasing every single feature out there in big filters which close to its end.recently i have published a full gui with some features like stall network and item chat linking etc.. the reason why its not released at this forum is because it depends on ducksoup ver2 which not yet released from his owner, however you might find it at his discord group

So whats next?
Well the next thing is some kind of turning the tables
backing to our todays release, i've re written almost all the function but its not fully replaced (the source code of the function at my point of view will be commented so that you can read it and change whatever you want at the main function according to your needs). this function is responsible for writing into party matching slots.
the main purpose from this function is differentiating party types in a better way, however you can go farther than this.
maybe you can make the parties that the player able to join according his level,etc... in green and others who cannot in red.
maybe making some vip entries where its always at the top, and much more of course can be done with it.
the provided features there as an example is
- adding the job type beside the playername
- changing the color of a line
- changing the type icon according to job type
another example that not provided at the source replacing the euro and chin texts by the icons
Code:
m_IRM.GetResObj<CIFStatic>(GDR_PARTYMATCH_SLOT_RACE,1)->SetGWndSize(16,16);
m_IRM.GetResObj<CIFStatic>(GDR_PARTYMATCH_SLOT_RACE,1)->SetText(L"");
m_IRM.GetResObj<CIFStatic>(GDR_PARTYMATCH_SLOT_RACE,1)->TB_Func_13(Data->pad_04[4] ? "interface\\ifcommon\\com_kindred_china.ddj" : "interface\\ifcommon\\com_kindred_europe.ddj", 0, 0);
this function will be changing the text to any instance that inherit it but with certain width.
like
Code:
Hello World Test
Code:
Hello World....
Code:
void CGFontTexture::SetText(const wchar_t* str,int size)
{
reinterpret_cast<void(__thiscall*)(CGFontTexture*,const wchar_t*,int,int)>(0x8B47C0)(this, str,size,1);
}
Codes:








