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[Info] Potency calculation in CoEmuv2
Discussion on [Info] Potency calculation in CoEmuv2 within the CO2 Private Server forum part of the Conquer Online 2 category.
08/14/2009, 11:18
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#1
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[Info] Potency calculation in CoEmuv2
Well as its stated,
Where is it? Because i got the mentor packets and i am creating it atm,
And i want to know where it is so i can make a calculation of the shared potency if someone know where it is kthx.
xellios
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08/14/2009, 22:58
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#2
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#nvm found out its only client side >.>
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08/15/2009, 03:41
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#3
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you should gimme those mentor packets.. peanut here lol
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08/15/2009, 06:05
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#4
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You have to calculate it server side, the client never indicates its current potency to the server, otherwise it would be subject to alot of expl0itz.
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08/15/2009, 10:49
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#5
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Peanut .. go packetlog you lazy ***:P
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08/15/2009, 22:09
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#6
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Quote:
Originally Posted by xellios
#nvm found out its only client side >.>
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it's not a client side only f u have the r8 status ID , i tried it once but i forgot the id ,i think it was 22 with switch 1, i am not sure you can try it and if u couldn't get it tell me i'll try to get it again
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08/15/2009, 22:13
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#7
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cant packetlog my cmop wont let me , my router wont
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08/15/2009, 22:30
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#8
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Quote:
Originally Posted by samehvan
it's not a client side only f u have the r8 status ID , i tried it once but i forgot the id ,i think it was 22 with switch 1, i am not sure you can try it and if u couldn't get it tell me i'll try to get it again
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Nope.. didnt work.
Though i could make a calculation like this :
if(Item.Plus > Values)
Potency += Item.Plus.Values;
But i would like you to gimme it too saves me time :P
BTW What packet id is the button for Revive here.
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08/15/2009, 23:01
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#9
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The button for revive here uses the same packet as the normal revive.
Why don't you packetlog that yourself?
Ironic.
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08/15/2009, 23:34
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#10
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Quote:
Originally Posted by _tao4229_
The button for revive here uses the same packet as the normal revive.
Why don't you packetlog that yourself?
Ironic.
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You may got a packetlogger for me?? Or know a good one?
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08/15/2009, 23:40
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#11
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It's got a switch. Normal revive = 0, Revive here = 1
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08/15/2009, 23:53
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#12
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Quote:
Originally Posted by tanelipe
It's got a switch. Normal revive = 0, Revive here = 1
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How is that a switch? That's a BOOL seeing it's 32-bit. Failed.
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08/16/2009, 00:00
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#13
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Ok well tanelipe it helped. and uhh now back to the calculation >: P
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08/16/2009, 05:21
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#14
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i tried it again for u , now here it is ,
the main Potency points already calculated by the client when u send the player level,rebirth count and equipment items now all u need is the bonus points just like mentor and clans r8 ??
if yes then it's a status packet with type 36 and switch 1 ,
i think u will need to code a new packet for some other needs connected to character status but has a different structure than the one u already have just in case u wanted to add Top (WeeklyPkWar,ClassPkWar,GW and other ranks u may have)
Note:- i don't use PacketLogger so my structure may be different than Co2 but the thing i am sure of is it works fine and without any overloads may harm ur client or even leak ur PC
this is the packet i made
Code:
public static byte[] TestPacket(ClientSocket CSocket,int Type,int Value)
{
PacketBuilder Packet = new PacketBuilder(1017, 20);
Packet.Long(CSocket.Client.ID);
Packet.Long(1);//switch
Packet.Long(Type);
Packet.Long(Value);
return Packet.getFinal();
}
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08/16/2009, 06:39
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#15
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Quote:
Originally Posted by samehvan
i tried it again for u , now here it is ,
the main Potency points already calculated by the client when u send the player level,rebirth count and equipment items now all u need is the bonus points just like mentor and clans r8 ??
if yes then it's a status packet with type 36 and switch 1 ,
i think u will need to code a new packet for some other needs connected to character status but has a different structure than the one u already have just in case u wanted to add Top (WeeklyPkWar,ClassPkWar,GW and other ranks u may have)
Note:- i don't use PacketLogger so my structure may be different than Co2 but the thing i am sure of is it works fine and without any overloads may harm ur client or even leak ur PC
this is the packet i made
Code:
public static byte[] TestPacket(ClientSocket CSocket,int Type,int Value)
{
PacketBuilder Packet = new PacketBuilder(1017, 20);
Packet.Long(CSocket.Client.ID);
Packet.Long(1);//switch
Packet.Long(Type);
Packet.Long(Value);
return Packet.getFinal();
}
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actually the mentor and the clans **** already worked thank you but i was doing this so it could calculate how much potency the apprentice get of his mentor potency but i guess i will just make a calculation with :
Potency += MentorBattlePower / 5 / 2;
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