[(Awesome)RELEASE] CoEmuv2.Nano(5095) Source Code

06/12/2009 12:49 Beta Limit#706
Anyone got this working for 64-bit yet? :/ have no idea how to convert it.

If anyone has can they send it to me?

Thanks
06/12/2009 13:05 mihai90#707
I have a problem with NPCs.....my db-backup no have monsters or NPCs or map skill.....and on my SQL I no have any creature or NPCs or map skill....pls add my yahoo ID to talk pls......my ID is [Only registered and activated users can see links. Click Here To Register...]
06/12/2009 14:11 YukiXian#708
Quote:
Originally Posted by mihai90 View Post
I have a problem with NPCs.....my db-backup no have monsters or NPCs or map skill.....and on my SQL I no have any creature or NPCs or map skill....pls add my yahoo ID to talk pls......my ID is [Only registered and activated users can see links. Click Here To Register...]
Please check this post :
[Only registered and activated users can see links. Click Here To Register...]

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All 2h Weapon skills working :D:D!!!
06/12/2009 14:20 Kiyono#709
Quote:
Originally Posted by Kiyono View Post
So I tried multiple places but I just can't find out where to put the weapon skills =/
Any help?
Still not sure about this but I think I need to put them in the "melee" region of attack.cs.
06/12/2009 15:58 alexbigfoot#710
the way i do it is like this, while melee attack, i generate a bool. if its true then it will go to weapon skills otherwise it will run further with the melee attack.
if it was true, then get the weapon skill by weapon, also check if the weapons are not null( they are not equiped) if so, use a label to go to melee, and jump over the bool. if you have equiped the weapons, then get the skill id for an weapon, if you have equiped just one weapon then the skill will belong to the equiped weapon if you have both equiped generate a bool and if its true then the skillid will belong to one otherwise the skill id will belong to the other.
after you got the skill id you can add a void to use the skill.
06/12/2009 17:02 WHITELIONX#711
I am still having guard problem I spawn and they kill me >.<
06/12/2009 17:36 n0mansland#712
lol I never go blue name when i attack guards so they never kill me x.x
06/12/2009 18:15 WHITELIONX#713
I am not going bluenamed rofl in fact even on pk my char doesn`t flash BUT the guards are killing me everytime I respawn. I mean I spawn and dead before I can even move >.<
06/12/2009 19:34 YukiXian#714
Quote:
Originally Posted by WHITELIONX View Post
I am not going bluenamed rofl in fact even on pk my char doesn`t flash BUT the guards are killing me everytime I respawn. I mean I spawn and dead before I can even move >.<
Even if you just login?
Otherwise your server doesn't update the StatusEffect thingy
06/12/2009 22:31 Kiyono#715
So I just tried coding a skill (D= me + coding ?!?!) and it works... sort off.
I just did some random melee hits to see what 100% damage was then added up some more damage.
According to the CO site it should do:
Code:
Level 0 = 10% more damage than a melee hit.
Level 1 = 15% more damage than a melee hit.
Level 2 = 20% more damage than a melee hit.
Level 3 = 25% more damage than a melee hit.
Level 4 = 30% more damage than a melee hit.
Code:
case 6000: //TwoFoldBlades
                                {
                                    Dictionary<int, int> Targets = new Dictionary<int, int>();
                                    int RemainingHP = AttackedMob.CurrentHP;
                                    int Level = AttackSkill.Level;
                                    switch (Level)
                                    {
                                        case 0:
                                            {
                                                double pct = (double)(10 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
                                                int ExtraDamage = Convert.ToInt32(pct);
                                                Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
                                                break;
                                            }
                                        case 1:
                                            {
                                                double pct = (double)(15 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
                                                int ExtraDamage = Convert.ToInt32(pct);
                                                Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
                                                break;
                                            }
                                        case 2:
                                            {
                                                double pct = (double)(20 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
                                                int ExtraDamage = Convert.ToInt32(pct);
                                                Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
                                                break;
                                            }
                                        case 3:
                                            {
                                                double pct = (double)(25 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
                                                int ExtraDamage = Convert.ToInt32(pct);
                                                Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
                                                break;
                                            }
                                        case 4:
                                            {
                                                double pct = (double)(30 * Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) / 100;
                                                int ExtraDamage = Convert.ToInt32(pct);
                                                Damage = (int)Math.Floor(Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725 + ExtraDamage);
                                                break;
                                            }
                                    }
                                    bool killed = Calculation.doMonster(AttackedMob, Damage, AType, CSocket);
                                    Targets.Add(AttackedMob.UID, Damage);
                                    ConquerPacket.ToLocal(ConquerPacket.MagicAttack(CSocket.Client.ID, AttackSkill.ID, AttackSkill.Level, Targets, AttackedMob.X, AttackedMob.Y), CSocket.Client.X, CSocket.Client.Y, (int)CSocket.Client.Map, 0, 0);
                                    Targets.Clear();
                                    break;
                                }
So what I want is someone to tell me how badly this is coded.

//edit btw is it me or do all the skill need to be coded separately for different entities?
06/12/2009 22:48 kinshi88#716
Damage = (Damge Calc) * ExtraPct

Where extra pct is 1.1, 1.15, 1.2, 1.25, or 1.3 depending on the level of the skill.

So all the calculation is at the end.
06/12/2009 23:25 Kiyono#717
Quote:
Originally Posted by kinshi88 View Post
Damage = (Damge Calc) * ExtraPct

Where extra pct is 1.1, 1.15, 1.2, 1.25, or 1.3 depending on the level of the skill.

So all the calculation is at the end.
Since I completely suck at coding this is the best I could do lol
Code:
case 6000: //TwoFoldBlades
                                {
                                    Dictionary<int, int> Targets = new Dictionary<int, int>();
                                    int RemainingHP = AttackedMob.CurrentHP;
                                    int Level = AttackSkill.Level;
                                    double ExtPCT = 0;
                                    switch (Level)
                                    {
                                        case 0:
                                            {
                                                ExtPCT = 1.10;
                                                break;
                                            }
                                        case 1:
                                            {
                                                ExtPCT = 1.15;
                                                break;
                                            }
                                        case 2:
                                            {
                                                ExtPCT = 1.20;
                                                break;
                                            }
                                        case 3:
                                            {
                                                ExtPCT = 1.25;
                                                break;
                                            }
                                        case 4:
                                            {
                                                ExtPCT = 1.30;
                                                break;
                                            }
                                    }
                                    Damage = (int)Math.Floor((Calculation.Damage(Attacker, AttackedMob, 2, 0, 0) * 1.725) * ExtPCT);
                                    bool killed = Calculation.doMonster(AttackedMob, Damage, AType, CSocket);
                                    Targets.Add(AttackedMob.UID, Damage);
                                    ConquerPacket.ToLocal(ConquerPacket.MagicAttack(CSocket.Client.ID, AttackSkill.ID, AttackSkill.Level, Targets, AttackedMob.X, AttackedMob.Y), CSocket.Client.X, CSocket.Client.Y, (int)CSocket.Client.Map, 0, 0);
                                    Targets.Clear();
                                    break;
                                }
2nd thing I ever coded and it actually works D=
06/12/2009 23:37 n0mansland#718
that code works? =O?
06/12/2009 23:47 Kiyono#719
Works for me but don't copy & paste my code cause it's crappy lol.
06/12/2009 23:58 alexbigfoot#720
Quote:
Originally Posted by Kiyono View Post
Works for me but don't copy & paste my code cause it's crappy lol.
Could he make a better one? I doubt.