Redux v2 - Official 5065 Classic Source

12/29/2013 19:19 pro4never#601
Keep in mind you can

/report the issue

That way we have a change log of things fixed and as specific bug reports as possible.

@Ace - If you'd like I can whip up a really basic system to print out trouble tickets via the web hosting so you can view it. I'm not working on it actively but it will give you a reference sheet of bugs ^^
12/29/2013 19:33 Aceking#602
The ability to view reported bugs would be helpful
12/29/2013 20:51 pro4never#603
Not well formatted but w/e

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12/29/2013 22:05 killersub#604
Quote:
Originally Posted by pro4never View Post
Not well formatted but w/e

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Besides me currently working on the DiceKing, what are some of the "bigger" bugs you guys need help on? I'm willing to give it a shot.
12/29/2013 22:22 pro4never#605
Quote:
Originally Posted by killersub View Post
Besides me currently working on the DiceKing, what are some of the "bigger" bugs you guys need help on? I'm willing to give it a shot.

Most of the issues right now are content related rather than 'bugs'.

Monster AI needs to be re-written significantly (mostly just need to add pathfinding)


Most of the content areas of the game are missing though. ADV zone, lab, metzone, all quests, etc.
12/29/2013 22:29 killersub#606
Quote:
Originally Posted by pro4never View Post
Most of the issues right now are content related rather than 'bugs'.

Monster AI needs to be re-written significantly (mostly just need to add pathfinding)


Most of the content areas of the game are missing though. ADV zone, lab, metzone, all quests, etc.
What is wrong with the current Monster AI, if I may ask?

If I remember correctly, I believe the COPS v6 source by CptSky had a pretty nice Monster AI system inside of it that worked/works like a charm.

I might reference a new AI system from there and see where that gets me.
12/29/2013 22:37 pro4never#607
I just wrote a basic default AI for testing. It was never intended for use in a live server. it contains no pathfinding and just basic logic checks.

As we expand the source and add support for things like bosses, skills and more it will become more and more flawed.

It's already pretty bad given no pathfinding.
12/30/2013 04:20 killersub#608
Quote:
Originally Posted by pro4never View Post
I just wrote a basic default AI for testing. It was never intended for use in a live server. it contains no pathfinding and just basic logic checks.

As we expand the source and add support for things like bosses, skills and more it will become more and more flawed.

It's already pretty bad given no pathfinding.
Alright let's do this step-by-step, where can I begin the coding for the pathfinding? i.e. where would one start this operation? At Monster.cs or somewhere else?
12/30/2013 04:49 Aceking#609
Quote:
Originally Posted by killersub View Post
Alright let's do this step-by-step, where can I begin the coding for the pathfinding? i.e. where would one start this operation? At Monster.cs or somewhere else?
Monster.cs contains the monster AI.
You will find it under the monster_tick method.

In all honesty your not going to be able to add in path finding. The entire AI will likely have to re-written to make it more efficient and make full use of the path finding.
12/30/2013 04:58 killersub#610
Quote:
Originally Posted by Aceking View Post
Monster.cs contains the monster AI.
You will find it under the monster_tick method.

In all honesty your not going to be able to add in path finding. The entire AI will likely have to re-written to make it more efficient and make full use of the path finding.
Well I can give it a shot eh?

On a side note: I'm coding a couple of TQ NPC's into the server and they are not functioning in the game. For example, when I would click on an NPC in the game it would say it couldn't load the NPC script. I followed the examples of NPCs in the source.

Here is how I started the NPC script:
Code:
public class NPC_390 : INpc
    {
        public NPC_390(Game_Server.Player _client)
            : base(_client)
        {
            ID = 390;
            Face = 24;
        }
Is that not how one would start the coding of the NPC? Don't worry, I have also added the
Code:
public override void Run(Game_Server.Player _client, ushort _linkback)
in there as well.
12/30/2013 05:14 Aceking#611
Quote:
Originally Posted by killersub View Post
Well I can give it a shot eh?

On a side note: I'm coding a couple of TQ NPC's into the server and they are not functioning in the game. For example, when I would click on an NPC in the game it would say it couldn't load the NPC script. I followed the examples of NPCs in the source.

Here is how I started the NPC script:
Code:
public class NPC_390 : INpc
    {
        public NPC_390(Game_Server.Player _client)
            : base(_client)
        {
            ID = 390;
            Face = 24;
        }
Is that not how one would start the coding of the NPC? Don't worry, I have also added the
Code:
public override void Run(Game_Server.Player _client, ushort _linkback)
in there as well.
Of course you can give it a shot
And yes that seems correct....just make sure the number is the same ID as the npc in the database you are trying to script.
12/30/2013 05:18 killersub#612
Quote:
Originally Posted by Aceking View Post
Of course you can give it a shot
And yes that seems correct....just make sure the number is the same ID as the npc in the database you are trying to script.
The LoveStone in the market is ID 390 am I not correct? I click it in the game and it gives me the same ID: 390.

I have tried this multiple times already but the NPC still says it cannot be loaded.
12/30/2013 07:51 mujake#613
Quote:
Originally Posted by killersub View Post
The LoveStone in the market is ID 390 am I not correct? I click it in the game and it gives me the same ID: 390.

I have tried this multiple times already but the NPC still says it cannot be loaded.
You should start from an existing NPC file , like conductress the rename it to your needs and replace NPC ID, that's how i did and it worked.

Regarding NPCs they must work and talk like the ones on official, just to know if i download offcial co to start stealing NPC scripts as my English is bad and i can't really recall all NPC texts exactly.

As i am no pro at coding i moved the variables for each operation in particular, and this is the Socketing NPC i have done..few minor tweaks since last post

12/30/2013 08:07 killersub#614
Quote:
Originally Posted by mujake View Post
You should start from an existing NPC file , like conductress the rename it to your needs and replace NPC ID, that's how i did and it worked.

Regarding NPCs they must work and talk like the ones on official, just to know if i download offcial co to start stealing NPC scripts as my English is bad and i can't really recall all NPC texts exactly.
Thanks that worked.

On another side note, I have here the original Love Stone from Real Conquer Online with the text that is exactly(or near) the one back in TQ.

Code:
/// <summary>
    /// Handles NPC usage for [390] LoveStone
    /// </summary>
    public class NPC_390 : INpc
    {

        public NPC_390(Game_Server.Player _client)
            : base(_client)
        {
            ID = 390;
            Face = 1600;
        }

        public override void Run(Game_Server.Player _client, ushort _linkback)
        {
            Responses = new List<NpcDialogPacket>();
            AddAvatar();
            switch (_linkback)
            {
                case 0:
                    AddText("Fate brings lovers together; I hope that we can all get married and live happily with our lover. What can I do for you?");
                    AddOption("I want to get marrried.", 1);
                    AddOption("Nothing special.", 255);
                    break;
                case 1:
                    if (_client.Spouse == "None" || _client.Spouse == "")
                    {
                        AddText("Marriage is the promise of forever. Are you sure that you want to spend the rest of your life with your lover?");
                        AddOption("I want to get marrried.", 2);
                        AddOption("I prefer being single.", 255);
                    }
                    else
                    {
                        AddText("Sorry, You are already married and I do not allow multiple marriages.");
                        AddOption("I see.", 255);
                    }
                    break;
                case 2:
                    AddText("Are you ready to propose?");
                    AddOption("I am ready.", 3);
                    AddOption("Let me think it over.", 255);
                    break;
                case 3:
                    _client.Send(GeneralActionPacket.Create(_client.UID, (DataAction)116, 1067));
                    AddText("Please click on your lover to propose.");
                    AddOption("Okay, thanks.", 255);
                    break;
            }
            AddFinish();
            Send();

        }
    }
However, I have not coded in Marriage yet(if it's not in the source already). I am planning to do that in the meantime.
12/30/2013 11:21 mujake#615
Here , I just finished "stealing" Shelby from retail co, I took the liberty of adding and dragon ball as prize for 50k virtue points as I recall on older versions having it.


The only problem is making the NPC read correctly Virtue points values, as I am having virtue points but it shows 0 .