Hello, i can't find they map ID, somebody can give me theire ?
Thx ;)
Thx ;)
Rebuild the File, Than copy "TheCOServer" from ur release folder to ur Debug folder, Done ... :pQuote:
i changed lvl and equipped gears and when i create a new char it is lvl 110 and full sup tro gears ... i don't understand why... see my screenshot of my TheDB.cs
Open ur Chat.cs, Look for herc and rename it... than rebuild your file and than copy "TheCOServer" from ur release folder to ur Debug folder, Done ... :pQuote:
Ok thx and for rename /skill herc in /skill avezole ?
Thx :)
Sam made them i'm just bug fixing there is still alot to be done on the guilds which i'm gonna need alot of help from Sam (he is probably gonna have to do the majority of it)Quote:
the map ids have been posted at least 10 times...
please stop double posting so much
@adz
grats on guilds btw =o
[3825] face=6 txt0=Je peux vous vendre quelques items vous savez... opt0=Met-DB-SDG-SPG-SMG-SRG-Non merci req=gold,200000-gold,10000000-gold,20000000-gold,20000000- gold,20000000-gold,20000000 rew=item,1088001,0,0,0,0,0,1-item,1088000,0,0,0,0,0,1- item,700013,0,0,0,0,0,1-item,700003,0,0,0,0,0,1-item,700063,0,0,0,0,0,1- item,700033,0,0,0,0,0,1
Quote:
Sam made them i'm just bug fixing there is still alot to be done on the guilds which i'm gonna need alot of help from Sam (he is probably gonna have to do the majority of it)
But i am working on a few things at once, guilds are going ok.
Oh that reminds me does anyone know how to code skills? If you can, can you code a few that I already havent? Would save me alot of time.
if (SkillId == 1045 || SkillId == 1046)
{
byte Range = 10;
Hashtable Targets = new Hashtable();
Hashtable PTargets = new Hashtable();
byte SkillLvl = (byte)Skills[(short)SkillId];
IDictionaryEnumerator en = MobsFunctions.AllMobs.GetEnumerator();
double Aim = MyMath.PointDirecton((short)ToX, (short)ToY, PosX, PosY);
while (en.MoveNext())
{
SingleMob TheMob = (SingleMob)en.Value;
double MobDir = MyMath.PointDirecton(TheMob.PosX, TheMob.PosY, PosX, PosY);
int MobDist = MyMath.PointDistance(TheMob.PosX, TheMob.PosY, PosX, PosY);
long DMG = (long)Rand.Next((int)MinAtk, (int)MaxAtk);
if ((Level - 2) > TheMob.Level)
{
int AddDamage = (int)(2 + (Level - (TheMob.Level + 2)) / 2);
DMG *= AddDamage;
DMG = DMG * 3 / 4;
}
if (TheMob.Map == PosMap)
if (MobDist < Range + 1)
if (MobDir == Aim)
if (!Targets.Contains(TheMob))
Targets.Add(TheMob,DMG);
}
en = WorldHandler.AllClients.GetEnumerator();
while (en.MoveNext())
{
Character ThePlayer = ((Client)en.Value).MyChar;
double CharDir = MyMath.PointDirecton(ThePlayer.PosX, ThePlayer.PosY, PosX, PosY);
int CharDist = MyMath.PointDistance(ThePlayer.PosX, ThePlayer.PosY, PosX, PosY);
long DMG = (long)Rand.Next((int)MinAtk, (int)MaxAtk);
DMG -= ThePlayer.Defense;
if (DMG < 1)
DMG = 1;
if (PKMode == 0 || PKMode == 2)
if (ThePlayer.PosMap == PosMap)
if (CharDist < Range + 1)
if (CharDir == Aim)
if (ThePlayer != this)
if (ThePlayer.Alive)
PTargets.Add(ThePlayer, DMG);
}
Already had that.Quote:
normal fb and ssCode:if (SkillId == 1045 || SkillId == 1046) { byte Range = 10; Hashtable Targets = new Hashtable(); Hashtable PTargets = new Hashtable(); byte SkillLvl = (byte)Skills[(short)SkillId]; IDictionaryEnumerator en = MobsFunctions.AllMobs.GetEnumerator(); double Aim = MyMath.PointDirecton((short)ToX, (short)ToY, PosX, PosY); while (en.MoveNext()) { SingleMob TheMob = (SingleMob)en.Value; double MobDir = MyMath.PointDirecton(TheMob.PosX, TheMob.PosY, PosX, PosY); int MobDist = MyMath.PointDistance(TheMob.PosX, TheMob.PosY, PosX, PosY); long DMG = (long)Rand.Next((int)MinAtk, (int)MaxAtk); if ((Level - 2) > TheMob.Level) { int AddDamage = (int)(2 + (Level - (TheMob.Level + 2)) / 2); DMG *= AddDamage; DMG = DMG * 3 / 4; } if (TheMob.Map == PosMap) if (MobDist < Range + 1) if (MobDir == Aim) if (!Targets.Contains(TheMob)) Targets.Add(TheMob,DMG); } en = WorldHandler.AllClients.GetEnumerator(); while (en.MoveNext()) { Character ThePlayer = ((Client)en.Value).MyChar; double CharDir = MyMath.PointDirecton(ThePlayer.PosX, ThePlayer.PosY, PosX, PosY); int CharDist = MyMath.PointDistance(ThePlayer.PosX, ThePlayer.PosY, PosX, PosY); long DMG = (long)Rand.Next((int)MinAtk, (int)MaxAtk); DMG -= ThePlayer.Defense; if (DMG < 1) DMG = 1; if (PKMode == 0 || PKMode == 2) if (ThePlayer.PosMap == PosMap) if (CharDist < Range + 1) if (CharDir == Aim) if (ThePlayer != this) if (ThePlayer.Alive) PTargets.Add(ThePlayer, DMG); }