Quote:
Originally Posted by mohamedkhaled
@pro4never i would suggest to not release mobs classes or codes for any reason.
and 1 more question! i know well at C# but i didn't read the whole source yet .. but i tried to make npc that upgrades weapon level/quality but when i use something like this it don't upgrade the level.. didn't check the method also! xD
PHP Code:
Client.UpgradeEquipLevel(8);
but when i use
PHP Code:
Client.UpgradeEquipQuality(8);
the quality upgrades!
here
PHP Code:
HeadBand = 1 //level
weapon 1 = 4 //level / quality
weapon 2 = 5 //level / quality
Armor = 3 //level
Necklace = 2 //quality
Ring = 6 //quality
Boot = 8 //quality
Some of them accept level upgrade and some of them don't the same for the quality upgrade.
i don't know why did he released the source either.. if they want something i suggest to let them think and do it themselves i expected annoying will be the 1st thing he will get ..
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Try using it via cmd to test it out first. There could be issues with upgrading but it should work just fine in my tests.
There is a uplevel cmd already added so double check with that and then try doing it with external scripts after
Quote:
Originally Posted by { Angelius }
i changed the packet builder today and yuk
it happens that some ulongs went up from 8 bytes to 28 byte or im just miscounting ?
o_O and btw lots of missing bytes/uints in the the spawnchar packet lol
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When writing a ulong or anything it simply writes the value to those section of bytes. It doesn't effect any future writing.
To double check try doing...
byte[] Test = new byte[10];
WriteUInt32(value, 0, Test);
Test = Test;
Breakpoint the test = test line and then view the bytes it contains and you will see that you are only writing to the first 4 bytes.
And yes, There's lots of values I never filled in in heroinfo/entity spawn packet... most of which are just me not having added the corresponding system yet but I have them almost all written down somewhere.
IE: artifact item ID's and stuff.