Fireworks effect name

05/27/2013 23:07 Super Aids#1
Been searching the client and couldn't find it. Tried guessing the name and got nothing. Tried searching around here, but can't find it either.

So anyone got the name to use with StringPacket for fireworks?
05/27/2013 23:09 _DreadNought_#2
Like what AcidCOV3 had?
05/27/2013 23:10 Super Aids#3
I don't know what was used there, just the regular fireworks for the firework items lmao.
05/27/2013 23:20 _DreadNought_#4
Oh, then I'm not sure.

I was thinking of the big bang fireworks =d
05/27/2013 23:46 Super Aids#5
Oh, nope. Just the regular old school fireworks xD

Found the one I was looking for :p
05/28/2013 00:42 urgabel#6
Quote:
Originally Posted by Super Aids View Post
Been searching the client and couldn't find it. Tried guessing the name and got nothing. Tried searching around here, but can't find it either.

So anyone got the name to use with StringPacket for fireworks?
Do you mean this?
Code:
[COLOR=Red][B]client.Send(GamePackets.StringPacket.Effect(client.Entity.UID, "firework-1love"));[/B][/COLOR]
[COLOR=Red][B]client.Send(GamePackets.StringPacket.Effect(client.Entity.UID, "firework-2love"));[/B][/COLOR]
[COLOR=Red][B]client.Send(GamePackets.StringPacket.Effect(client.Entity.UID, "firework-like"));[/B][/COLOR]
05/28/2013 01:35 CptSky#7
From what I remember, there was a way to spawn the effect without the MsgName. It might be in my COPS v6 source... I would have to recheck.
05/28/2013 02:46 Super Aids#8
urgabel, yeah that was it, but I found it xD
05/28/2013 02:50 urgabel#9
Quote:
Originally Posted by Super Aids View Post
urgabel, yeah that was it, but I found it xD
What about "ReturnSyndicateFireWorks"?
05/28/2013 02:55 Super Aids#10
Oh thanks for that one :p
05/28/2013 03:39 CptSky#11
Quote:
Originally Posted by CptSky View Post
From what I remember, there was a way to spawn the effect without the MsgName. It might be in my COPS v6 source... I would have to recheck.
Well, it's still with the MsgName packet, but you don't send the actual effect. You send the Fireworks subtype with the (x, y).

Code:
                    case Action.Marry:
                        {
                            if (Player.UniqId != SenderUID)
                                return;

                            Player Target = null;
                            if (!World.AllPlayers.TryGetValue(TargetUID, out Target))
                                return;

                            if (Target.Map != Player.Map)
                                return;

                            if (!MyMath.CanSee(Player.X, Player.Y, Target.X, Target.Y, 17))
                                return;

                            if (!(Player.Look % 10 < 3 && Target.Look % 10 > 2) && !(Player.Look % 10 > 2 && Target.Look % 10 < 3))
                                return;

                            if (Target.Spouse != "Non" && Target.Spouse != "None" && Target.Spouse != "")
                                return;

                            Player.Spouse = Target.Name;
                            Player.Send(MsgName.Create(Player.UniqId, Player.Spouse, MsgName.Action.Spouse));

                            Target.Spouse = Player.Name;
                            Target.Send(MsgName.Create(Target.UniqId, Target.Spouse, MsgName.Action.Spouse));

                            World.BroadcastMapMsg(Player.Map, MsgName.Create((Player.X | Player.Y << 16), "1122", MsgName.Action.Fireworks));
                            World.BroadcastMsg(MsgTalk.Create("SYSTEM", "ALLUSERS", String.Format(Client.GetStr("STR_MARRY"), Player.Name, Target.Name), MsgTalk.Channel.GM, 0xFF0000));
                            break;
                        }