[INFO] Jump over the guild gate and wall problem

08/16/2009 08:03 xellios#1
Yeah.. how to fix that since i tried to disable the coordinates but that doesnt work either.
08/16/2009 09:45 andyd123#2
You need to have a method that checks if you are jumping from a coordinate outside the wall to inside the wall, and you would need to check if a gate is open that would allow that jump.

This may or may not be inside of my Nano release.
08/16/2009 10:05 xellios#3
Nope it isnt otherwise i wouldnt ask it :P

Andy you gave me the advice well i followed it by switch 1 thingy and well whatss wrong with this code :

Quote:
case 94://Revive
{
if (CSocket.Client.Dead && DateTime.Now >= CSocket.Client.DeadActivated.AddSeconds(20))
{
CSocket.Client.InvencibleTime = DateTime.Now;
CSocket.Client.CurrentHP = CSocket.Client.MaxHP;
CSocket.Client.Dead = false;
int[] R = Nano.RevivePoints[(int)CSocket.Client.Map];
Handler.Teleport(R[0], R[1], R[2], 0, CSocket);
CSocket.Send(ConquerPacket.Status(CSocket, 2, 0, Struct.StatusTypes.StatusEffect));
CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.Model, Struct.StatusTypes.Model));
CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.CurrentHP, Struct.StatusTypes.Hp));
ConquerPacket.ToLocal(ConquerPacket.General(CSocke t.Client.ID, CSocket.Client.X, CSocket.Client.Y, 0, 0, 0, Struct.DataType.EntityRemove), CSocket.Client.X, CSocket.Client.Y, (int)CSocket.Client.Map, 0, CSocket.Client.ID);
ConquerPacket.ToLocal(ConquerPacket.SpawnCharacter (CSocket), CSocket.Client.X, CSocket.Client.Y, (int)CSocket.Client.Map, 0, 0);
}


switch (1)
{
case 1:
if (CSocket.Client.Dead && CSocket.Client.HeavenBlessing > 1)
{
CSocket.Client.CurrentHP = CSocket.Client.MaxHP;
CSocket.Client.Dead = false;
CSocket.Send(ConquerPacket.Status(CSocket, 2, 0, Struct.StatusTypes.StatusEffect));
CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.Model, Struct.StatusTypes.Model));
CSocket.Send(ConquerPacket.Status(CSocket, 2, CSocket.Client.CurrentHP, Struct.StatusTypes.Hp));
ConquerPacket.ToLocal(ConquerPacket.General(CSocke t.Client.ID, CSocket.Client.X, CSocket.Client.Y, 0, 0, 0, Struct.DataType.EntityRemove), CSocket.Client.X, CSocket.Client.Y, (int)CSocket.Client.Map, 0, CSocket.Client.ID);
ConquerPacket.ToLocal(ConquerPacket.SpawnCharacter (CSocket), CSocket.Client.X, CSocket.Client.Y, (int)CSocket.Client.Map, 0, 0);
ConquerPacket.ToLocal(ConquerPacket.Effect(CSocket .Client.ID, "relive"), CSocket.Client.X, CSocket.Client.Y, (int)CSocket.Client.Map, 0, 0);
}
break;

}



break;
}
08/16/2009 14:10 tribalost#4
You switch the subtype, not 1.
08/16/2009 14:22 xellios#5
Then if your so godly correct me lmao?
08/16/2009 18:16 tribalost#6
I dun see any reason y I'd do that. You'd only benefit from it.
08/16/2009 18:53 xellios#7
Then you obviously are only a talker and no thank you i fixed it myself .. so glp.
08/16/2009 18:58 tribalost#8
You see, I only gave out a point in which if you really did fix it, was pointing you at a direction. Now if your gonna flame me for it be my guest, not that I care anyways :)

And like I said, since I wasn't into CoEmu anymore, I didnt see any good reason why I'd go through packet logging and figuring out which was the subtype if I wasn't gonna use it in the first place.

But good job on figuring it out though.
08/16/2009 19:53 _tao4229_#9
What you did makes NO sense what so ever.
(The coding)