Maybe this will spark some actual development...
Something to note is, most of the database files were batched, or generated from the CO-client files, you'll have to create your own if you wish to upgrade versions (or integrate your own database system).
Other than that, feel free to edit & distribute this source;
From Database.rar \Database\Scripts\Npcs\10062.vb must be deleted.
Seems I started fiddling with Cross-AppDomain calling in the ScriptingEngine that was released, here's an actual working version of the ScriptingEngine project, sorry for inconvenience (extract this one over top the one in ConquerServer_v2.rar)
Symbols (Project -> ConquerServer_v2 Properties -> Build)
Code:
TOURNAMENT_NOBILITY - Define that the tournament system should be synced to nobility PROTECTION_SPEEDHACK - Speed-hack checks are enabled SPAWN_NO_MOBS - Spawn no monsters SPAWN_GUARDS_ONLY - Spawn only guard-typed monsters LOG_PACKETS - Log incoming packets CODE_DEBUG - This just points to where the database is loated
If you switch this to use the 'fixed' ScriptingEngine.dll that I included above, you must change the following... (WebsiteLibrary.cs)
Code:
foreach (Type type in Script.CompiledAssembly.GetTypes())
Code:
foreach (Type type in Script.Assembly.GetTypes())
If you run into issues/problems with this, install Visual C++ 2008 (or 2010).