CO Private Server

07/20/2006 06:05 vDrag0n#766
ideo read ur pms =]
07/21/2006 02:30 lostsolder05#767
srry guys im not gunna be any help with the C#

but ive been trying to take coding out of you guys health/stanima/mana cmds
and maken them 1 like a /heal cmd

strange but when i try it my client wont connect
07/21/2006 02:47 andyd123#768
@everyone.
I think I might just quit.
This project is very quiet. There is hardly time to work on it for anyone, and people that have lots of time to work on it, dont have the required skills (like me), so ill try and learn more, and ill check back in every now and then.
-andy
07/22/2006 02:56 ranny2#769
I added an NPC that is static (always there ^^)
Example, though it needs more work:
Code:
int x_min = Char.CurrentLoc.X - VIEWTHRESHOLD;
      int y_min = Char.CurrentLoc.Y - VIEWTHRESHOLD;
      int x_max = Char.CurrentLoc.X + VIEWTHRESHOLD;
      int y_max = Char.CurrentLoc.Y + VIEWTHRESHOLD;

      if (Client.Char.Map == Maps.TwinCity)
      {
        if (x_min <= (438 + 10) && x_max >= (438 - 10) && y_min <= (377 + 10) && y_max >= (377 - 10))
        {
          Client.SendData(PacketBuilder.Message(Client.MessageID, "Alert", Client.Char.Name, "You are in Range of NPC. ", ChatType.Top));
          int Guard_ID_I = Convert.ToInt32(617478);
          int Guard_Model_I = Convert.ToInt32(224);
          int Guard_x_I = Convert.ToInt32(438);
          int Guard_y_I = Convert.ToInt32(377);
          Client.SendData(PacketBuilder.SpawnGuard(Guard_ID_I, Convert.ToInt32(224), Guard_x_I, Guard_y_I));
        }
      }
At the moment it suports on 1 npc, cause it only a basic function atm.
07/22/2006 14:03 Hyberkill#770
ranny where should i add it? x) sorry for the noob question i think its to world.cs.... but not sure exactly where THX ALOT FOR THE CODE !!!
07/22/2006 17:22 master15#771
Hyberkill> at line 134 in World.cs
07/22/2006 19:14 Hyberkill#772
thx alot go to [Only registered and activated users can see links. Click Here To Register...] to check out my scripts :D ive made few scripts for the Spells
07/22/2006 19:22 Hyberkill#773
errrrr problem :( when ive added code i dont see NPC and when i type /spawn command it doesnt work also :( can anyone help out? the code is correct i think... maybe my client..... :(
07/22/2006 19:32 aidas2004#774
ranny2> thnx man, i didn't have time to test it but i think this must work.
Btw, if u whana spawn more NPC's simple change theyer ID's coz u can't spawn more then 1 NPC with the same ID =]
thnx again, for help
IDEO
07/22/2006 21:15 andyd123#775
Quote:
Originally posted by ranny2@Jul 22 2006, 02:56
I added an NPC that is static (always there ^^)
Example, though it needs more work:
Code:
int x_min = Char.CurrentLoc.X - VIEWTHRESHOLD;
      int y_min = Char.CurrentLoc.Y - VIEWTHRESHOLD;
      int x_max = Char.CurrentLoc.X + VIEWTHRESHOLD;
      int y_max = Char.CurrentLoc.Y + VIEWTHRESHOLD;

      if (Client.Char.Map == Maps.TwinCity)
      {
        if (x_min <= (438 + 10) && x_max >= (438 - 10) && y_min <= (377 + 10) && y_max >= (377 - 10))
        {
          Client.SendData(PacketBuilder.Message(Client.MessageID, "Alert", Client.Char.Name, "You are in Range of NPC. ", ChatType.Top));
          int Guard_ID_I = Convert.ToInt32(617478);
          int Guard_Model_I = Convert.ToInt32(224);
          int Guard_x_I = Convert.ToInt32(438);
          int Guard_y_I = Convert.ToInt32(377);
          Client.SendData(PacketBuilder.SpawnGuard(Guard_ID_I, Convert.ToInt32(224), Guard_x_I, Guard_y_I));
        }
      }
At the moment it suports on 1 npc, cause it only a basic function atm.
I must ask..
This code, by looking at it, wouldnt it only respawn the NPC once you get close to it?


Yes, that would work, but think. What if you use that code to spawn a monster, then say if you were attacking a monster, then when another player came on screen, the monster would appear as new to the other player, correct?
07/22/2006 21:17 lostsolder05#776
Quote:
Originally posted by aidas2004@Jul 22 2006, 19:32
else if (Splitter[0] == "/give")
{

if (Splitter[1] == "necklace")
{
Client.SendData(PacketBuilder.Necklace(Splitter[2]));
}
else if (Splitter[1] == "boots")
{
Client.SendData(PacketBuilder.Boots(Splitter[2]));
}
else if (Splitter[1] == "ring")
{
Client.SendData(PacketBuilder.Ring(Splitter[2]));
}
else if (Splitter[1] == "headwear")
{
Client.SendData(PacketBuilder.HeadWear(Splitter[2]));
}
else if (Splitter[1] == "armor")
{
Client.SendData(PacketBuilder.Armor(Splitter[2]));
}
else if (Splitter[1] == "righthand")
{
Client.SendData(PacketBuilder.RightHand(Splitter[2]));
}
else if (Splitter[1] == "lefthand")
{
Client.SendData(PacketBuilder.LeftHand(Splitter[2]));
}
else if (Splitter[1] == "fulltrojan")
{
Client.SendData(PacketBuilder.Armor("135999"));
Client.SendData(PacketBuilder.RightHand("480339")) ;
Client.SendData(PacketBuilder.LeftHand("480339"));
Client.SendData(PacketBuilder.Ring("151249"));
Client.SendData(PacketBuilder.Boots("160249"));
Client.SendData(PacketBuilder.HeadWear("112989"));
Client.SendData(PacketBuilder.Necklace("120249"));
}
else if (Splitter[1] == "fullwarrior")
{
Client.SendData(PacketBuilder.Armor("136999"));
Client.SendData(PacketBuilder.RightHand("480339")) ;
Client.SendData(PacketBuilder.LeftHand("900399"));
Client.SendData(PacketBuilder.Ring("151249"));
Client.SendData(PacketBuilder.Boots("160249"));
Client.SendData(PacketBuilder.HeadWear("112919"));
Client.SendData(PacketBuilder.Necklace("120249"));
}
else if (Splitter[1] == "fullarcher")
{
Client.SendData(PacketBuilder.Armor("138999"));
Client.SendData(PacketBuilder.RightHand("500329")) ;
Client.SendData(PacketBuilder.LeftHand("1050001")) ;
Client.SendData(PacketBuilder.Ring("151249"));
Client.SendData(PacketBuilder.Boots("160249"));
Client.SendData(PacketBuilder.HeadWear("117399"));
Client.SendData(PacketBuilder.Necklace("120249"));
}
else if (Splitter[1] == "fulltoaist")
{
Client.SendData(PacketBuilder.Armor("139999"));
Client.SendData(PacketBuilder.RightHand("421339")) ;
Client.SendData(PacketBuilder.Ring("121229"));
Client.SendData(PacketBuilder.Boots("160249"));
Client.SendData(PacketBuilder.HeadWear("112949"));
Client.SendData(PacketBuilder.Necklace("120249"));
}
else
{
Client.SendData(PacketBuilder.Message(Client.Messa geID, "SYSTEM", "ALL", "Give usage : /give itemtype", ChatType.Talk));
}
}
i cant seem to get this code to work
07/22/2006 21:27 Hyberkill#777
hmmmmm yea...... it will respawn the monster.... this way its a lill buged..... but works for npc.... about the mobs... we should work a way to just put it there... so it wont keep respawning when a player gets in its sight
07/22/2006 21:29 Hyberkill#778
ive found anouther bug.... when i attack other player..... i kill him ... and after that he lies on the ground..... i hit him one more time... and he stands up and then again lies lol and when he lies and i switch to him and move.... he just stands up like he isnt dead lol
07/22/2006 21:30 Hyberkill#779
(sorry for tripple post)
Lostsoldier08 i cant get that command working also :( and the /spawn thing also...... neither ranny2 command.... dont know might be from out client....
07/22/2006 22:41 andyd123#780
Edit your posts ftw!
Anyhow, first post
-> I think it is possible another way. When u attack it sends attack packet, so perhaps adding a thing that reads hp from a db..
Second post, it simply doesnt send the death packet, it was never implemented yet..
Third, make sure u guys have the packet in ur packet builder.
the /spawn command that says "Entity spawned" simply refreshes your screen.