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Monsters name not disappearing after death!

Discussion on Monsters name not disappearing after death! within the CO2 Private Server forum part of the Conquer Online 2 category.

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Monsters name not disappearing after death!

I don't know what is wrong , but after a while like killing 1000mobs the mobs name begin not to disappear , it works fine disappearing the name then idk like when mobs UIDs start with 500001+ the names does not disappear knowing that , I do send the correct packets:-

I send Attack(0x3FE) with type KILL, then I send FADE|GHOST|DEAD flags, and after 4secs I send RemoveEntity(10010)!!

what is annoying me is that it works fine , so I supposed to be handling it correctly, but then it start acting gay :\

here a pic of the issue :-

any-clue what might cause this?
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Old 01/18/2013, 14:41   #2


 
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Well seems right to me...

Anyway, that's what I used. I already had the problem, but I can't remember why.

DIE/FROZEN flags -> MsgAction (LeaveMap)

Code:
        public void Die(Int32 KillerUID)
        {
            Brain.Sleep();

            LastDieTime = Environment.TickCount;
            LastKillerUID = KillerUID;
            Disappeared = false;

            Timer.Start();

            CurHP = 0;

            Flags = (Int64)Monster.Flag.None;
            AddFlag(Monster.Flag.Die);
            AddFlag(Monster.Flag.Frozen);
            World.BroadcastRoomMsg(this, MsgUserAttrib.Create(this, Flags, MsgUserAttrib.Type.Flags));
        }

        public void Disappear()
        {
            Disappeared = true;
            World.BroadcastRoomMsg(this, MsgAction.Create(this, 0, MsgAction.Action.LeaveMap));

            X = StartX;
            Y = StartY;

            if (RespawnSpeed == -1)
            {
                Timer.Stop();

                Map CMap = World.AllMaps[Map];
                CMap.DelEntity(this);

                lock (World.AllMonsters)
                {
                    if (World.AllMonsters.ContainsKey(UniqId))
                        World.AllMonsters.Remove(UniqId);
                }
            }
        }

        public void Reborn()
        {
            AccuracyEndTime = 0;
            StarOfAccuracyEndTime = 0;
            ShieldEndTime = 0;
            MagicShieldEndTime = 0;
            StigmaEndTime = 0;
            InvisibilityEndTime = 0;
            SupermanEndTime = 0;
            CycloneEndTime = 0;
            FlyEndTime = 0;
            DodgeEndTime = 0;

            DexterityBonus = 1;
            DefenceBonus = 1;
            AttackBonus = 1;
            DodgeBonus = 1;
            SpeedBonus = 1;

            Action = (Int16)MsgAction.Emotion.StandBy;
            CurHP = MaxHP;
            Flags = (Int64)Monster.Flag.None;
            
            World.BroadcastRoomMsg(this, MsgPlayer.Create(this));
            //World.BroadcastRoomMsg(this, MsgAction.Create(this, 0, MsgAction.Action.Reborn));
            World.BroadcastRoomMsg(this, MsgName.Create(UniqId, "MBStandard", MsgName.Action.RoleEffect));
            Timer.Stop();

            Brain.Awake();
        }
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Old 01/18/2013, 15:01   #3
 
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Quote:
Originally Posted by CptSky View Post
Well seems right to me...

Anyway, that's what I used. I already had the problem, but I can't remember why.

DIE/FROZEN flags -> MsgAction (LeaveMap)

Code:
        public void Die(Int32 KillerUID)
        {
            Brain.Sleep();

            LastDieTime = Environment.TickCount;
            LastKillerUID = KillerUID;
            Disappeared = false;

            Timer.Start();

            CurHP = 0;

            Flags = (Int64)Monster.Flag.None;
            AddFlag(Monster.Flag.Die);
            AddFlag(Monster.Flag.Frozen);
            World.BroadcastRoomMsg(this, MsgUserAttrib.Create(this, Flags, MsgUserAttrib.Type.Flags));
        }

        public void Disappear()
        {
            Disappeared = true;
            World.BroadcastRoomMsg(this, MsgAction.Create(this, 0, MsgAction.Action.LeaveMap));

            X = StartX;
            Y = StartY;

            if (RespawnSpeed == -1)
            {
                Timer.Stop();

                Map CMap = World.AllMaps[Map];
                CMap.DelEntity(this);

                lock (World.AllMonsters)
                {
                    if (World.AllMonsters.ContainsKey(UniqId))
                        World.AllMonsters.Remove(UniqId);
                }
            }
        }

        public void Reborn()
        {
            AccuracyEndTime = 0;
            StarOfAccuracyEndTime = 0;
            ShieldEndTime = 0;
            MagicShieldEndTime = 0;
            StigmaEndTime = 0;
            InvisibilityEndTime = 0;
            SupermanEndTime = 0;
            CycloneEndTime = 0;
            FlyEndTime = 0;
            DodgeEndTime = 0;

            DexterityBonus = 1;
            DefenceBonus = 1;
            AttackBonus = 1;
            DodgeBonus = 1;
            SpeedBonus = 1;

            Action = (Int16)MsgAction.Emotion.StandBy;
            CurHP = MaxHP;
            Flags = (Int64)Monster.Flag.None;
            
            World.BroadcastRoomMsg(this, MsgPlayer.Create(this));
            //World.BroadcastRoomMsg(this, MsgAction.Create(this, 0, MsgAction.Action.Reborn));
            World.BroadcastRoomMsg(this, MsgName.Create(UniqId, "MBStandard", MsgName.Action.RoleEffect));
            Timer.Stop();

            Brain.Awake();
        }
FROZEN?
I send Fade = 1UL << 11,Ghost = 1UL << 10, and Dead = 1UL << 5 as flags , when I send Ghost flag the name should disappear , can't think of anything would affect it after amount of time , if it was working it should keep working 0.0

FIXED : it's the UID, it shouldn't pass 499999!
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