ProjectX V5 (Aka. Codename CandyConquer) - 5517 Source

01/24/2016 18:02 Super Aids#1
CandyConquer is the base source for ProjectX V5 and it's based around patch 5517.

It's currently playable, but has some missing features that would be up to you to implement.

It uses MSSQL with a custom ORM implementation. The whole source is documented and kept in a user-friendly structure. It should be fairly easy to work with. It's not a fully featured or bugless source, but it's definitely better than my previous sources, both in terms of design, stability and maintainability. As it is now it should be able to be used to write a runable private server, if you're willing to put a little effort into it. It has a neat runtime-compilation implementation that is used for different stuff throughout the source such as commands, npcs, item-usage and tournaments.

These are the current major features:
  • Character Creation : v1.2.1
  • Movement : v1.2.1
  • Chat : v1.2.1
  • Teams : v1.2.1
  • Guilds : v1.2.1
  • Combat (Physical, Magic, Ranged.) : v1.2.1
  • Warehouses + Password Protection : v1.2.1
  • Guild Houses (Comes with a shared warehouse for the whole guild) : v1.2.1
  • Player Houses (Players can have an apartment/house per city.) : v1.2.1
  • Composition : v1.2.1
  • Dura : v1.2.1
  • Met/Db/Repair Upgrade in TC : v1.2.1
  • Monsters : v1.2.1
  • Drops : v1.2.1
  • Guards (Including reviver-guards etc.) : v1.2.1
  • Nobility : v1.2.1
  • ArenaQualifier : v1.2.1
  • Tournament System (Team Death Match is implemented as an example.) : v1.2.1
  • Trade : v1.2.1
  • Command System (dc + teleport is implemented as examples. Commands have prefixes (/, @, # and .) : v1.2.1
  • Marriage : v1.2.1
  • VIP Composition : v1.2.1
  • VIP Repair : v1.2.1
  • Npcs (Including npc scripting system.) : v1.2.1
  • Items (Including item usage scripting system.) : v1.2.1
  • Equipments (Including masked equipments.) : v1.2.1
  • Weather (Complex weather system with time triggers / map triggers / season triggers) : v1.2.1
  • Localization (Players can have different languages tied to them which will display ingame messages in their chosen languages. As of now English is only implemented.) : v1.2.1

To compile the project you must only compile "AuthApi" and "WorldApi", because the scripts are added with sub projects as a part of the solution, which makes "Build all" unavailable. You can of course just delete the script projects if you wish to enable it again, but then you must go to the database in each scripts folder and modify them through there. Note: You don't need to compile the scripts projects at all since they get compiled during runtime when the server starts, new scripts are added or existing scripts are modified/deleted.

Downloads:
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01/25/2016 00:04 iBotx#2
Too much effort, lol. Got no time to read it all, but it looks promising and kinda complicated. Honestly, why is it so organised? xD
01/25/2016 03:35 Spirited#3
Quote:
Originally Posted by iBotx View Post
Too much effort, lol. Got no time to read it all, but it looks promising and kinda complicated. Honestly, why is it so organised? xD
It's a bit over-abstracted, but I don't see anything wrong with containerization. It's handy to create smaller modules to build up from.
01/25/2016 04:44 Super Aids#4
Quote:
Originally Posted by iBotx View Post
Too much effort, lol. Got no time to read it all, but it looks promising and kinda complicated. Honestly, why is it so organised? xD
Because in the end of the day I'll be using this source for a server, so I wanted a design that satisfied me and how I want to be able to maintain the source in the future.
01/25/2016 06:39 Spirited#5
Quote:
Originally Posted by Super Aids View Post
Because in the end of the day I'll be using this source for a server, so I wanted a design that satisfied me and how I want to be able to maintain the source in the future.
That's all that really matters when it's your project.
01/28/2016 20:12 divi<3#6
cute
02/09/2016 08:09 Super Aids#7
Quote:
Originally Posted by divi<3 View Post
cute
:o
02/09/2016 11:11 zanecox#8
Jcup and aeriola
03/05/2016 08:37 luigue#9
how you configure it ?

I tried to carry out the settings but always the error.

you can help me???
03/05/2016 09:14 Spirited#10
Quote:
Originally Posted by luigue View Post
how you configure it ?

I tried to carry out the settings but always the error.

you can help me???
No. Nobody can help you because you told us nothing. That leads me to believe that you didn't google whatever error you got either, and that you're going to create even more spam than you're making now. But go ahead, post the error you're having and maybe we can help you.
03/05/2016 17:13 luigue#11
Quote:
Originally Posted by Spirited View Post
No. Nobody can help you because you told us nothing. That leads me to believe that you didn't google whatever error you got either, and that you're going to create even more spam than you're making now. But go ahead, post the error you're having and maybe we can help you.

Sorry, but this and the error that is happening , previously had happened to the localizations , stats settings , DMAPs but could correct .. but this tried and did not work.
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03/05/2016 22:17 Xio.#12
Quote:
Originally Posted by luigue View Post
Sorry, but this and the error that is happening , previously had happened to the localizations , stats settings , DMAPs but could correct .. but this tried and did not work.
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06/17/2016 01:15 Benguin#13
very good
07/05/2016 04:56 Asphy×ia#14
Completely out of curiosity, was the IP previously used before you released this an external IP? If I use my external, it throws an error, however if I use my local (192.168..) it seems to work.

Edit: This isn't anything to do with ports. I'm uncertain bc I've used it before on another source without problems. I figured since it is my router's internet-facing address it may not want to bind, but still confused
07/06/2016 16:56 abbas94#15
How do I set this up? I'm confused.. the source to me seems spread out? Although its nice to see everything's separate, i.e. npc dialogs etc