Transformations (5165)

03/05/2010 06:45 [GM]#46
Quote:
Originally Posted by .Arco View Post
:awesome:

hm... what is that efg?
03/05/2010 07:07 -NewDawn-#47
Quote:
Originally Posted by [GM] View Post
hm... what is that efg?
Quote:
Originally Posted by .Arco View Post
:awesome:
How did you do that?
lol
03/05/2010 08:25 salem rey#48
Please tell us how did you do it? please
03/05/2010 08:57 kamote#49
for it to be seen by other player try this:

1. goto Character.cs and find
Code:
public void AddBuff(Buff B)
2. change the entire method with this one
Code:
                     public void AddBuff(Buff B)
        {
            Buff ExBuff = BuffOf(B.Eff);
            if (ExBuff.Eff == B.Eff)
                Buffs.Remove(ExBuff);

              foreach (Game.Character CC in Game.World.H_Chars.Values)
              {
               if (CC.Loc.Map == MyClient.MyChar.Loc.Map && MyMath.InBox(MyClient.MyChar.Loc.X, MyClient.MyChar.Loc.Y, CC.Loc.X, CC.Loc.Y, 100))
               {
               if (B.Eff == SkillsClass.ExtraEffect.Transform)
               {
                switch (B.Transform)
                {
                    case 2000:
                    case 2001:
                    case 2002:
                    case 2003:
                    case 2010:
                    case 2011:
                    case 2012:
                    case 2013:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)2141000000)); /// golem
                        break;
                    case 2005:
                    case 2006:
                    case 2007:
                    case 2008:
                    case 2009:
                    case 2040:
                    case 2041:
                    case 2042:
                    case 2043:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)2131000000)); /// water elf
                        break;
                    case 2020:
                    case 2021:
                    case 2022:
                    case 2023:
                    case 2024:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)2071000000)); /// divine hare
                        break;
                    case 2030:
                    case 2031:
                    case 2032:
                    case 2033:
                    case 2034:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)2171000000)); /// night devil
                        break;
                    default:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)(B.Transform * 10000000 + Avatar * 10000 + Mesh)));
                    break;
                   }
                }
            }

            Buffs.Add(B);
            StatEff.Add(B.StEff);
        }
03/05/2010 09:04 -NewDawn-#50
Quote:
Originally Posted by kamote View Post
for it to be seen by other player try this code:

Code:
              foreach (Game.Character CC in Game.World.H_Chars.Values)
              {
               if (CC.Loc.Map == MyClient.MyChar.Loc.Map && MyMath.InBox(MyClient.MyChar.Loc.X, MyClient.MyChar.Loc.Y, CC.Loc.X, CC.Loc.Y, 100))
               {
               if (B.Eff == SkillsClass.ExtraEffect.Transform)
               {
                switch (B.Transform)
                {
                    case 2000:
                    case 2001:
                    case 2002:
                    case 2003:
                    case 2010:
                    case 2011:
                    case 2012:
                    case 2013:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)2141000000)); /// golem
                        break;
                    case 2005:
                    case 2006:
                    case 2007:
                    case 2008:
                    case 2009:
                    case 2040:
                    case 2041:
                    case 2042:
                    case 2043:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)2131000000)); /// water elf
                        break;
                    case 2020:
                    case 2021:
                    case 2022:
                    case 2023:
                    case 2024:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)2071000000)); /// divine hare
                        break;
                    case 2030:
                    case 2031:
                    case 2032:
                    case 2033:
                    case 2034:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)2171000000)); /// night devil
                        break;
                    default:
                        CC.MyClient.AddSend(Packets.Status(MyClient.MyChar.EntityID, Status.Mesh, (ulong)(B.Transform * 10000000 + Avatar * 10000 + Mesh)));
                    break;
                   }
                }
            }
=\ Nice try... but it doesn't quite work. If that did work, it would make the character looking at the Nightdevil caster ... a nightdevil. (if that makes sense).
03/05/2010 09:21 kamote#51
Quote:
Originally Posted by -NewDawn- View Post
=\ Nice try... but it doesn't quite work. If that did work, it would make the character looking at the Nightdevil caster ... a nightdevil. (if that makes sense).
the code will only fix the client side problem... not the Mesh of the transformation. If you notice, the code was only an update of the original code of the OP of this thread...
03/05/2010 13:10 Arcо#52
Quote:
Originally Posted by [GM] View Post
hm... what is that efg?
Epic Fail Guy.
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03/05/2010 16:19 HardNotTo#53
efg could be = elitepvpers forum groupie
03/05/2010 21:30 Jixe#54
Can someone post the companions, cause it won't work without companions.
03/05/2010 23:22 Arcо#55
Quote:
Originally Posted by Jixe View Post
Can someone post the companions, cause it won't work without companions.
The companions were posted in another thread decker.
03/09/2010 03:14 kamote#56
@Arco: can you share your transformation code?
03/09/2010 03:45 Arcо#57
Quote:
Originally Posted by kamote View Post
@Arco: can you share your transformation code?
It was just foreach(Game.Character C in World.H_Chars.Values)
{
C.Myclientblahblahblah
}
03/09/2010 03:56 kamote#58
oh i see... just like mine... thanks anyway..
03/11/2010 04:14 ktamer#59
Just wanna' say thx for this Release. As with most releases I'm glad it's never perfect. Direct code makes a leecher demand more. For me this code was a great stress reliever. I don't have as much patience as some for makin' these longer codes. Helps me to focus on the bigger things. Keep up the good work man.
03/31/2010 02:27 silvery~blood#60
the same 12 error
in skills.cs the errors are underlined
in the under codes
Quote:
switch (Info.ExtraEff)
{
case ExtraEffect.BlessPray:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.Pray;
C.AddBuff(B);
C.Prayer = true;
C.PrayDT = DateTime.Now;
C.GettingLuckyTime = true;
break;
}
case ExtraEffect.UnMount:
{
if (C.Equips.Steed.Plus < User.Equips.Steed.Plus)
{
C.StatEff.Remove(StatusEffectEn.Ride);
}
break;
}
case ExtraEffect.Scapegoat:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.Normal;
C.AddBuff(B);
break;
}
case ExtraEffect.NoPots:
{
C.UnableToUseDrugsFor = Info.EffectLasts;
C.UnableToUseDrugs = DateTime.Now;
break;
}
case ExtraEffect.Ride:
{
if (!User.StatEff.Contains(StatusEffectEn.Ride))
User.StatEff.Add(StatusEffectEn.Ride);
else
User.StatEff.Remove(StatusEffectEn.Ride);
User.Vigor = User.MaxVigor;
break;
}
case ExtraEffect.Summon:
{
if (User.MyCompanion != null) User.MyCompanion.Dissappear();
User.MyCompanion = new Game.Companion(User, Info.Damage);
break;
}
case ExtraEffect.RemoveFly:
{
Buff B = C.BuffOf(ExtraEffect.Fly);
if (B.Eff == ExtraEffect.Fly && C.Potency < User.Potency)
C.RemoveBuff(B);
break;
}
case ExtraEffect.Transform:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Transform = Info.Damage;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.Normal;
C.AddBuff(B);
break;
}
case ExtraEffect.Fly:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.Fly;
C.AddBuff(B);
break;
}
case ExtraEffect.Revive:
{
C.Ghost = false;
C.BlueName = false;
C.CurHP = (ushort)C.MaxHP;
C.Alive = true;
C.StatEff.Clear();
C.PKPoints = C.PKPoints;
C.Body = C.Body;
C.Hair = C.Hair;
C.Equips.Send(C.MyClient, false);
World.Spawn(C, false);
break;
}
case ExtraEffect.FatalStrike:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.FatalStrike;
C.AddBuff(B);

break;
}
case ExtraEffect.ShurikenVortex:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.ShurikenVortex;
[uC.AddBuff(B);[/u]
C.VortexOn = true;
C.LastVortexAttk = DateTime.Now;
break;
}
case ExtraEffect.Stigma:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.Stigma;
C.AddBuff(B);

break;
}
case ExtraEffect.MagicShield:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.Shield;
C.AddBuff(B);

break;
}
case ExtraEffect.Invisibility:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.Invisible;
C.AddBuff(B);

break;
}
case ExtraEffect.Accuracy:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.Accuracy;
C.AddBuff(B);

break;
}
case ExtraEffect.Cyclone:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.Cyclone;
C.AddBuff(B);

break;
}
case ExtraEffect.Superman:
{
Buff B = new Buff();
B.Eff = Info.ExtraEff;
B.Lasts = Info.EffectLasts;
B.Value = Info.EffectValue;
B.Started = DateTime.Now;
B.StEff = StatusEffectEn.SuperMan;


C.AddBuff(B);

break;