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Fix Companions in Lotf 5165(or whatever version)

Discussion on Fix Companions in Lotf 5165(or whatever version) within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old 02/15/2010, 23:14   #31
 
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Awesome! Thank you so much =D That made the guards work! Thanks a million =P



Unfortunately, that didn't fix the bats and pets. =\
There's also a problem with NightDevil and Golem... (as seen in the picture)



It would be cute if everyone else could see it ... which they cannot =s and if it didn't make itself invincible with 0 HP.


Help x_x"
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Old 02/15/2010, 23:37   #32
 
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Quote:
Originally Posted by darkdestiny54 View Post
Awesome! Thank you so much =D That made the guards work! Thanks a million =P



Unfortunately, that didn't fix the bats and pets. =\
There's also a problem with NightDevil and Golem... (as seen in the picture)



It would be cute if everyone else could see it ... which they cannot =s and if it didn't make itself invincible with 0 HP.


Help x_x"
I'm guessing for the bats and pets you'd have to add them to companions.txt.
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Old 02/16/2010, 00:18   #33
 
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Quote:
Originally Posted by lostsolder05 View Post
try this go to public void logoff

above:

if (MyChar.MyTeam != null)
{
if (MyChar.TeamLeader)
MyChar.MyTeam.Dismiss(MyChar);
else
MyChar.MyTeam.Leaves(MyChar);
}

add:

if (MyChar.MyCompanion != null)
{
MyChar.MyCompanion.Dissappear();
}

should work. not tested though.

edit:

if it not already prevented. you may also wanna prevent people from riding horses and using "companions".
logging off will make it disappear, but when you warp some where and come back, companion is not visible, but its still there and other char can still see it and will also follow the one summon it.
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Old 02/16/2010, 01:56   #34
 
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Quote:
Originally Posted by killerbee View Post
logging off will make it disappear, but when you warp some where and come back, companion is not visible, but its still there and other char can still see it and will also follow the one summon it.
Yeah, I'm getting that too.
Also, (as said above)- the companions.txt ... how would we add bats and stuff to that?

Let me know! =P
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Old 02/16/2010, 20:30   #35
 
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Change this
Code:
public static COPacket SpawnEntity(Game.Character C)
        {
            byte[] Packet = new byte[8 + 138 + (C.Name + C.MyClient.AuthInfo.Status).Length];
            COPacket P = new COPacket(Packet);

            P.WriteInt16((ushort)(Packet.Length - 8));
            P.WriteInt16((ushort)10014);
            P.WriteInt32(C.Mesh);
            P.WriteInt32(C.EntityID);

            if (C.MyGuild != null)
            {
                P.WriteInt16(C.MyGuild.GuildID);//Guild ID
                P.Move(1);//Guild Branch ID maybe
                P.WriteByte((byte)C.GuildRank);
            }
            else
                P.Move(4);
            P.WriteInt64((ulong)C.StatEff.Value);

            if (C.Alive)
            {
                P.WriteInt32(C.Equips.HeadGear.ID);
                P.WriteInt32(C.Equips.Garment.ID);
                P.WriteInt32(C.Equips.Armor.ID);
                P.WriteInt32(C.Equips.LeftHand.ID);
                P.WriteInt32(C.Equips.RightHand.ID);
                P.WriteInt32(C.Equips.Steed.ID);
            }
            else P.Move(24);
            P.WriteInt32(12);
            P.WriteInt16(0);
            P.WriteInt16(0);
            if (C.Alive)
                P.WriteInt16(C.Hair);
            else P.Move(2);
            P.WriteInt16(C.Loc.X);
            P.WriteInt16(C.Loc.Y);

            P.WriteByte(C.Direction);
            P.WriteByte(C.Action);
            P.Move(4);
            P.WriteByte(C.Reborns);
            P.WriteInt16(C.Level);
            P.WriteByte(0);//type 0 = screen / 1 = window
            P.Move(16);
            P.WriteInt32((byte)C.Nobility.Rank);
            P.WriteInt16((ushort)C.Equips.Armor.Color);
            P.WriteInt16((ushort)C.Equips.LeftHand.Color);
            P.WriteInt16((ushort)C.Equips.HeadGear.Color);
            P.WriteInt32(C.UniversityPoints);
            P.WriteInt16(C.Equips.Steed.Plus);
            P.WriteInt32(0);//Not sure
            P.WriteInt32(C.Equips.Steed.TalismanProgress);
            P.Move(24);
            P.WriteByte(1);
            P.WriteByte((byte)(C.Name + C.MyClient.AuthInfo.Status).Length);
            P.WriteString((C.Name + C.MyClient.AuthInfo.Status));

            return P;
        }
to this?
Code:
public static COPacket SpawnEntity(Game.Companion Cmp)
{
byte[] Packet = new byte[8 + 138 + Cmp.Name.Length];
COPacket P = new COPacket(Packet);

P.WriteInt16((ushort)(Packet.Length - 8));
P.WriteInt16((ushort)10014);
P.WriteInt32(Cmp.Mesh);
P.WriteInt32(Cmp.EntityID);
P.WriteInt32(0);
P.WriteInt64(0);//Status Effect
P.Move(28);
P.WriteInt16((ushort)Cmp.CurHP);
P.WriteInt16(Cmp.Level);
P.Move(2);//Hair
P.WriteInt16(Cmp.Loc.X);
P.WriteInt16(Cmp.Loc.Y);
P.WriteByte(Cmp.Direction);
P.WriteByte(100);
P.Move(72);
P.WriteByte(1);
P.WriteByte((byte)Cmp.Name.Length);
P.WriteString(Cmp.Name);

return P;
}
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Old 02/16/2010, 20:38   #36
 
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Quote:
Originally Posted by WHITELIONX View Post
Change this
Code:
public static COPacket SpawnEntity(Game.Character C)
        {
            byte[] Packet = new byte[8 + 138 + (C.Name + C.MyClient.AuthInfo.Status).Length];
            COPacket P = new COPacket(Packet);

            P.WriteInt16((ushort)(Packet.Length - 8));
            P.WriteInt16((ushort)10014);
            P.WriteInt32(C.Mesh);
            P.WriteInt32(C.EntityID);

            if (C.MyGuild != null)
            {
                P.WriteInt16(C.MyGuild.GuildID);//Guild ID
                P.Move(1);//Guild Branch ID maybe
                P.WriteByte((byte)C.GuildRank);
            }
            else
                P.Move(4);
            P.WriteInt64((ulong)C.StatEff.Value);

            if (C.Alive)
            {
                P.WriteInt32(C.Equips.HeadGear.ID);
                P.WriteInt32(C.Equips.Garment.ID);
                P.WriteInt32(C.Equips.Armor.ID);
                P.WriteInt32(C.Equips.LeftHand.ID);
                P.WriteInt32(C.Equips.RightHand.ID);
                P.WriteInt32(C.Equips.Steed.ID);
            }
            else P.Move(24);
            P.WriteInt32(12);
            P.WriteInt16(0);
            P.WriteInt16(0);
            if (C.Alive)
                P.WriteInt16(C.Hair);
            else P.Move(2);
            P.WriteInt16(C.Loc.X);
            P.WriteInt16(C.Loc.Y);

            P.WriteByte(C.Direction);
            P.WriteByte(C.Action);
            P.Move(4);
            P.WriteByte(C.Reborns);
            P.WriteInt16(C.Level);
            P.WriteByte(0);//type 0 = screen / 1 = window
            P.Move(16);
            P.WriteInt32((byte)C.Nobility.Rank);
            P.WriteInt16((ushort)C.Equips.Armor.Color);
            P.WriteInt16((ushort)C.Equips.LeftHand.Color);
            P.WriteInt16((ushort)C.Equips.HeadGear.Color);
            P.WriteInt32(C.UniversityPoints);
            P.WriteInt16(C.Equips.Steed.Plus);
            P.WriteInt32(0);//Not sure
            P.WriteInt32(C.Equips.Steed.TalismanProgress);
            P.Move(24);
            P.WriteByte(1);
            P.WriteByte((byte)(C.Name + C.MyClient.AuthInfo.Status).Length);
            P.WriteString((C.Name + C.MyClient.AuthInfo.Status));

            return P;
        }
to this?
Code:
public static COPacket SpawnEntity(Game.Companion Cmp)
{
byte[] Packet = new byte[8 + 138 + Cmp.Name.Length];
COPacket P = new COPacket(Packet);

P.WriteInt16((ushort)(Packet.Length - 8));
P.WriteInt16((ushort)10014);
P.WriteInt32(Cmp.Mesh);
P.WriteInt32(Cmp.EntityID);
P.WriteInt32(0);
P.WriteInt64(0);//Status Effect
P.Move(28);
P.WriteInt16((ushort)Cmp.CurHP);
P.WriteInt16(Cmp.Level);
P.Move(2);//Hair
P.WriteInt16(Cmp.Loc.X);
P.WriteInt16(Cmp.Loc.Y);
P.WriteByte(Cmp.Direction);
P.WriteByte(100);
P.Move(72);
P.WriteByte(1);
P.WriteByte((byte)Cmp.Name.Length);
P.WriteString(Cmp.Name);

return P;
}
I don't think thats it.
The first packet you displayed is the spawn character packet, and your telling people to replace the spawn character packet with the spawn guard packet.
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Old 02/16/2010, 22:51   #37
 
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Quote:
Originally Posted by .Arco View Post
I don't think thats it.
The first packet you displayed is the spawn character packet, and your telling people to replace the spawn character packet with the spawn guard packet.
You're right. That shouldn't work. What we need are the IDs for the companion.txt file in OldCODB. Does anyone have the information for these? (Even if it's from an older server like LOFT or something?)
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Old 02/18/2010, 05:24   #38
 
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Nope not telling anybody to do anything lol I was asking a question hence the ? at the end of the words "To this"
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Old 02/18/2010, 07:07   #39
 
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Quote:
Originally Posted by WHITELIONX View Post
Nope not telling anybody to do anything lol I was asking a question hence the ? at the end of the words "To this"
It's ok dude- we know. We're all trying hard to figure this out and we appreciate the effort. =P
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Old 02/18/2010, 13:08   #40


 
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Quote:
Originally Posted by WHITELIONX View Post
Nope not telling anybody to do anything lol I was asking a question hence the ? at the end of the words "To this"
What you suggested would make it so that you couldnt spawn characters aswell.
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Old 02/18/2010, 20:10   #41
 
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Hello all.
Here is extended companion up to use summon reborn skills like, Skeleton, FireEvil, SummonBat, SummonBatBoss.


Replace your orginal companion.txt with this.
Code:
9000 3500 3500 90 1000 10000 920 IronGuard
9001 4500 4500 100 1001 20000 920 CopperGuard
9002 5500 5500 110 1001 35000 920 SilverGuard
9003 6500 6500 120 1002 60000 920 GoldGuard
9005 28 28 15 1002 3000 148 GhostBat
9006 66 66 40 1002 6000 148 FastBat
9007 195 195 70 1002 15000 148 SwiftBat
9008 448 448 100 1002 60000 148 MagicBat
9010 28 28 15 1002 10000 548 GhostBatBoss
9011 66 66 40 1002 20000 548 FastBatBoss
9012 195 195 70 1002 35000 548 SwiftBatBoss
9013 448 448 100 1002 60000 548 MagicBatBoss
9015 14 14 15 0 3000 206 EvilBatA
9016 30 50 40 0 6000 206 EvilBatB
9017 50 90 70 0 15000 206 EvilBatC
9018 70 130 100 0 30000 206 EvilBatD
9020 16 16 15 1002 3000 209 FireRatA
9021 30 60 40 1002 15000 209 FireRatB
9022 130 130 70 1002 15000 209 FireRatC
9023 400 400 100 1002 30000 209 FireRatD
9025 14 14 15 0 10000 211 SkeletonA
9026 30 50 40 0 20000 211 SkeletonB
9027 50 90 70 0 35000 211 SkeletonC
9028 70 130 100 0 60000 211 SkeletonD
here is info for know structure of companions
Code:
public uint MinAttack;
        public uint MaxAttack;
        public byte Level;
        public uint SkillUses;
        public ushort HP;
        public uint Mesh;
        public string Name;

Usage skills:
/skill 4000 0 - SummonGuard (stamina)
/skill 4010 0 - SummonBat (XP consume)
/skill 4020 0 - SummonBatBoss (XP consume)
/skill 4050 0 - BloodyBatA (stamina)
/skill 4060 0 - FireEvilA (stamina)
/skill 4070 0 - SkeletonA (stamina)

Now you can have all summon skill with a summonmonster
Rest we need to change in source add some code for some check when we change map or dead for dissapear companion.
I will be so glad if someone can help in DivineHare and NightDevil.
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Old 02/18/2010, 22:13   #42
 
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Thanks it works!
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Old 02/18/2010, 22:16   #43
 
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good job glove

i do that but i chance mesh and names xD

and i put spells xD

9028 70 130 100 0 60000 211 SkeletonD

the 0 is mellee rigth xD
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Old 02/18/2010, 22:20   #44
 
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Quote:
Originally Posted by glover View Post
Hello all.
Here is extended companion up to use summon reborn skills like, Skeleton, FireEvil, SummonBat, SummonBatBoss.


(code)

Usage skills:
/skill 4000 0 - SummonGuard (stamina)
/skill 4010 0 - SummonBat (XP consume)
/skill 4020 0 - SummonBatBoss (XP consume)
/skill 4050 0 - BloodyBatA (stamina)
/skill 4060 0 - FireEvilA (stamina)
/skill 4070 0 - SkeletonA (stamina)

Now you can have all summon skill with a summonmonster
Rest we need to change in source add some code for some check when we change map or dead for dissapear companion.
I will be so glad if someone can help in DivineHare and NightDevil.
You are AMAZING! Great Job!! =D
So, this is what I came up with from that code:
Code:
9000 3500 3500 90 1000 10000 920 IronGuard
9001 4500 4500 100 1001 20000 920 CopperGuard
9002 5500 5500 110 1001 35000 920 SilverGuard
9003 6500 6500 120 1002 60000 920 GoldGuard
9005 28 28 15 0 3000 148 GhostBat
9006 66 66 40 0 6000 148 FastBat
9007 195 195 70 0 15000 148 SwiftBat
9008 448 448 100 0 60000 148 MagicBat
9010 28 28 15 0 10000 548 GhostBatBoss
9011 66 66 40 0 20000 548 FastBatBoss
9012 195 195 70 0 35000 548 SwiftBatBoss
9013 448 448 100 0 60000 548 MagicBatBoss
9015 14 14 15 0 3000 206 EvilBatA
9016 30 50 40 0 6000 206 EvilBatB
9017 50 90 70 0 15000 206 EvilBatC
9018 70 130 100 0 30000 206 EvilBatD
9020 16 16 15 1150 3000 209 FireRatA
9021 30 60 40 1150 15000 209 FireRatB
9022 130 130 70 1150 15000 209 FireRatC
9023 400 400 100 1150 30000 209 FireRatD
9025 14 14 15 0 10000 211 SkeletonA
9026 30 50 40 0 20000 211 SkeletonB
9027 50 90 70 0 35000 211 SkeletonC
9028 70 130 100 0 60000 211 SkeletonD
That should make it so that it fixes all of the FireRats so that they shoot fire and the bats melee.
DO NOT THANK ME. THANK glover!!!

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Old 02/18/2010, 23:05   #45
 
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Good job glover and darkdestiny!
Love to see you guys contributing!
This will help alot of people!
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