Redux v2 - Official 5065 Classic Source

02/10/2014 18:56 -Zo#961
hmm it has no definition for LuckyTimeExpires..
02/10/2014 19:09 Aceking#962
Work with me a little here, I am writing all this directly into the forum so things might not be 100%. If you spend a couple minutes on it, it shouldnt be too hard to figure out.

Code:
killer.Character.LuckyTimeExpires > DateTime.Now
02/10/2014 19:13 -Zo#963
ohh im gonna test it now..

#edited, works fine now thanks :3
02/10/2014 20:14 ~gameface~#964
hmm i try to make something like a present item where u can get some different items with other percent chances but i can't open this item, any idea why? O.o

Code:
    public class Item_710010 : IItem
    {
        public override void Run(Player _client, ConquerItem _item)
        {
            Common.PercentSuccess(50);
            _client.CreateItem(720028 - 0 - 0 - 0 - 0 - 0);
            Common.PercentSuccess(20);
            _client.CreateItem(720027 - 0 - 0 - 0 - 0 - 0);
            Common.PercentSuccess(15);
            _client.CreateItem(1088003 - 0 - 0 - 0 - 0 - 0);
            Common.PercentSuccess(15);
            _client.CreateItem(1088001 - 0 - 0 - 0 - 0 - 0);
            _client.DeleteItem(_item);
        }
    }
02/10/2014 20:36 Aceking#965
Well message board is finished, so as promised, here is version 2.91.

Changelog:
  • Fully functioning Message Board. Everything works. 44 character maximum text display. Unlimited amount of pages (or at least as many as the client will allow).
    Only thing that is not 100% like TQ is the guild board.
    I don't see any reason to restrict it to only your guild members seeing it, so everybody can see it. It's not hard to add that filter if you wish to change it.
  • Also updated the chat system. Chat system is fully functioning as far as Talk, Friend, Team, Guild, Whisper, Ghost, MarketHawk and Broadcast is concerned.
    I am leaving out the Service channel, feel free to do whatever you please with that.
  • New tinymap files, so it should fix the bridge issue.
  • Fixed the item repository error (Credits to Turk)
  • Incorrect graphics for level 1 items now display correctly.
  • Fixed red/black name effects being removed upon dying.
  • Fixed up item reborn effects. Support was there for the most part, just cleaned it up a little and imported the data from the database item information into the packet.
  • Also added an enum for the reborn item effect ID's.
    The effects are not coded for reborn items, but they display on the items.
  • Added team member locations, and also team leader locations.
  • Fixed an issue with ranged skills and the distance calculations. They will now attack within the proper distance.
  • Added XP gain on monster kill.
  • Fixed weapon skills not being selected correctly.
  • Fixed an issue where you were not returning to your previously reborn level.
  • Fixed an issue with trojans not being able to dual wield weapons.
  • Virtue Points were added.
  • Fixed an issue with guards not attacking correctly.
  • Fixed an issue where disconnecting while dead will not respawn you with 1 HP.
  • Fixed experience gain for healing spells.
  • Fixed the healing rain spell.

I think that about covers everything
There is a database backup in there, its from the 2.9 release.
So if you already have 2.9, you do not need to use the backup.

Enjoy

[Only registered and activated users can see links. Click Here To Register...]
02/11/2014 08:42 Eteru#966
Quote:
Originally Posted by Aceking View Post
Well message board is finished, so as promised, here is version 2.91.

Changelog:
  • Fully functioning Message Board. Everything works. 44 character maximum text display. Unlimited amount of pages (or at least as many as the client will allow).
    Only thing that is not 100% like TQ is the guild board.
    I don't see any reason to restrict it to only your guild members seeing it, so everybody can see it. It's not hard to add that filter if you wish to change it.
  • Also updated the chat system. Chat system is fully functioning as far as Talk, Friend, Team, Guild, Whisper, Ghost, MarketHawk and Broadcast is concerned.
    I am leaving out the Service channel, feel free to do whatever you please with that.
  • New tinymap files, so it should fix the bridge issue.
  • Fixed the item repository error (Credits to Turk)
  • Incorrect graphics for level 1 items now display correctly.
  • Fixed red/black name effects being removed upon dying.
  • Fixed up item reborn effects. Support was there for the most part, just cleaned it up a little and imported the data from the database item information into the packet.
  • Also added an enum for the reborn item effect ID's.
    The effects are not coded for reborn items, but they display on the items.
  • Added team member locations, and also team leader locations.
  • Fixed an issue with ranged skills and the distance calculations. They will now attack within the proper distance.
  • Added XP gain on monster kill.
  • Fixed weapon skills not being selected correctly.
  • Fixed an issue where you were not returning to your previously reborn level.
  • Fixed an issue with trojans not being able to dual wield weapons.
  • Virtue Points were added.
  • Fixed an issue with guards not attacking correctly.
  • Fixed an issue where disconnecting while dead will not respawn you with 1 HP.
  • Fixed experience gain for healing spells.
  • Fixed the healing rain spell.

I think that about covers everything
There is a database backup in there, its from the 2.9 release.
So if you already have 2.9, you do not need to use the backup.

Enjoy

[Only registered and activated users can see links. Click Here To Register...]
I assume the Healing Rain fix works with Nectar, or is easily transferable to it as well? Have you noticed that when XP is ready, it doesn't always "activate" right away?

Edit: I noticed that when I enter maps such as Guild Map, TC mine, if I relog into the game, I am usually teleported to invalid coordinates either in TC or AC. How can I fix this? I don't want these maps(especially the mines) to default at a certain spawn point. I just want the location to save for those maps as it does for TC and the other main towns. Why is it doing that?

Also, I am having issues decrypting MagicType.dat. I use the key (2537) I was given with the DatCrypterv2. It works on the others, but MagicType seems to be all jumbled. If I cannot edit this, how am I to edit the magictype table in the database? I want to edit Scatter because the range or distance (which one of these is which?) is too short for Scatter level 5 in my opinion. Any help with this?
02/11/2014 13:04 Aceking#967
Quote:
Originally Posted by Eteru View Post
I assume the Healing Rain fix works with Nectar, or is easily transferable to it as well? Have you noticed that when XP is ready, it doesn't always "activate" right away?

Edit: I noticed that when I enter maps such as Guild Map, TC mine, if I relog into the game, I am usually teleported to invalid coordinates either in TC or AC. How can I fix this? I don't want these maps(especially the mines) to default at a certain spawn point. I just want the location to save for those maps as it does for TC and the other main towns. Why is it doing that?

Also, I am having issues decrypting MagicType.dat. I use the key (2537) I was given with the DatCrypterv2. It works on the others, but MagicType seems to be all jumbled. If I cannot edit this, how am I to edit the magictype table in the database? I want to edit Scatter because the range or distance (which one of these is which?) is too short for Scatter level 5 in my opinion. Any help with this?
Actually, the scatter range used in Redux is higher than that of retail CO.

Retail CO has a range of 8/8/10/10/12/12
Where as we use 8/9/10/11/12/13

As far as the maps go, I would suggest breakpointing it to see where it goes wrong.
02/11/2014 13:34 ~gameface~#968
btw. the scatter has a small delay in my mind =O
02/11/2014 14:32 mujake#969
I am trying to get Shelby working, and it seems it can't see the amount of VirtuePoints i have, i saw in source codes to read them and load them but it still don't want.Below is an sample of the code.
Also i noticed that team members won't get exp .

02/11/2014 16:24 Aceking#970
Quote:
Originally Posted by mujake View Post
I am trying to get Shelby working, and it seems it can't see the amount of VirtuePoints i have, i saw in source codes to read them and load them but it still don't want.Below is an sample of the code.
Also i noticed that team members won't get exp .

Try using _client.Character.VirtuePoints or whatever the variable is for the database.

And no, team exp is not coded.
02/11/2014 16:52 pro4never#971
Quote:
Originally Posted by Aceking View Post
Try using _client.Character.VirtuePoints or whatever the variable is for the database.

And no, team exp is not coded.
If that's needed then it's showing the accessor is not functioning properly (there should be a get/set to link _client.VirtuePoints with the _client.Character.VirtuePoints variables)
02/11/2014 21:28 ~gameface~#972
I got a small question coz of the drop rule on DB.. if i setup that the drop chance is 50 and the drop amount is 3, than it means it has a 50 pct chance to drop 3 items of the same type like mets or not? but it seems not to work, i just get 1 met dropped..
02/11/2014 22:09 DDTtrainer#973
wow ace, for a "small" release the changes are huge. Pro, you should update the 1st page with this. Great work guys.
02/11/2014 22:12 EOS 60D#974
Quote:
Originally Posted by ~gameface~ View Post
btw. the scatter has a small delay in my mind =O
Thats what im thinking too :D..
02/11/2014 22:24 pro4never#975
Quote:
Originally Posted by ~gameface~ View Post
I got a small question coz of the drop rule on DB.. if i setup that the drop chance is 50 and the drop amount is 3, than it means it has a 50 pct chance to drop 3 items of the same type like mets or not? but it seems not to work, i just get 1 met dropped..
Each drop is a re-roll at the same percentage chance.


50 pct chance of 1 drop
25 pct chance of 2 drop
12.5 pct chance of 3 drop