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[Very Small/Simple Release] Power Booster
Discussion on [Very Small/Simple Release] Power Booster within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
06/30/2011, 09:57
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#1
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[Very Small/Simple Release] Power Booster
This is for NewestCOServer (****** yes I know. I am still learning my way up though.)
I would like to thank Arco for giving me this idea. He gave me this idea about a year ago, although I wouldn't have been able to code it then; as for now, I can/did.
So basically what this item does is levels you up to 137 for 3 minutes, then you turn back to your previous level.
Code:
#region Power Booster
[I]case #:[/I]
{
byte iLevel = Level;
Level = 137;
byte countDown = 180;
while (countDown >= 1)
{
Thread.Sleep(1000);
countDown--;
}
Level = iLevel;
RemoveItem(I);
break;
}
#endregion
As you can see I didn't put a case number. The reason so is because I was to lazy to make a custom item for it. So just go to your itemtype and use one of them item ID's.
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06/30/2011, 10:23
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#2
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I feel like that is going to freeze up that thread for 3 minutes.
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06/30/2011, 10:26
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#3
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Yeah thats going to cause major issues on whichever thread its called on, i suspect packet handling, which will probably disconnect the client.
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07/01/2011, 12:41
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#4
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I know I responded to this a few days ago privately, but I guess I should respect the community and share my opinion (for people that actually might want to implement this).
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07/01/2011, 12:44
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#5
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Something like a timer would be ideal for something like this... but yah if they disconnect during that you will be saving their level as 137...
use item
/dc
Boom, 137.
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07/01/2011, 13:14
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#6
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Quote:
Originally Posted by pro4never
Something like a timer would be ideal for something like this... but yah if they disconnect during that you will be saving their level as 137...
use item
/dc
Boom, 137.
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Timer from the System.Threading class?
I should use it more often... it sounds like a good idea.
It wouldn't put the thread to sleep. It would be like a timed action right?
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07/01/2011, 14:16
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#7
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Yah timers run separate from the thread they are called on.
You can easily write a few layers ontop of the threading class to keep track of delayed actions (modify the delay, end action or null it out if it's no longer needed) to make it more useful but even without, it would work just fine for something simple like this.
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07/01/2011, 14:42
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#8
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Timers use .Nets Threadpool class to register and perform their tasks
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07/01/2011, 22:10
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#9
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if you manage a event pool to the character it would be easier than that... and wont take more than 2 lines...
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07/01/2011, 22:15
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#10
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Quote:
Originally Posted by Korvacs
Timers use .Nets Threadpool class to register and perform their tasks
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Hey, I was wondering if you can PM me your MSN. I was needing to talk to you about some things.
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07/01/2011, 22:17
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#11
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Quote:
Originally Posted by 12tails
if you manage a event pool to the character it would be easier than that... and wont take more than 2 lines...
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Jack and Chris are right: a timer would work perfectly in this case. Event pools aren't good ideas... or.. I don't think they are at least. That would be an extra worker for each client.
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07/02/2011, 06:49
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#12
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Quote:
Originally Posted by Y u k i
Just because a eventsystem is more work, it doesnt mean its worse. Im quite sure a eventpool would be better. Threads use much ram and "split" the CPU.
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No, I mean the system would use more worker threads- and in the long run, that's bad. It's like loading maps with threads for each map. It'll slow down the process because there are too many threads. I would just stick with a timer. Then it's just one thread working when it needs to.
PS: I guess I can see how it could work. It's basically the same thing, as long as you don't overuse it and keep it assigned doing things. In the long run, it would be faster- as long as you manage things properly with the thread.
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07/02/2011, 08:44
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#13
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lol? why?
xD
level = 138;
and finish all .-. :P
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07/02/2011, 14:03
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#14
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Quote:
Originally Posted by Y u k i
The ****? Why would you use a eventpool to load DMAPs and also, A Thread for each event? What? Non Blocking threadpool with lets say 5 Threads is enough for 100īs of players
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o.o That's the point I was trying to make. Why the hell would you do something like that? lol- I see part of your point now though. You wouldn't have the threads actively executing things.
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