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Need a little bit of help with a 2NDMetempsychosis issue...
Discussion on Need a little bit of help with a 2NDMetempsychosis issue... within the CO2 Private Server forum part of the Conquer Online 2 category.
02/16/2011, 05:48
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#1
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Need a little bit of help with a 2NDMetempsychosis issue...
I apologize if this isn't the place to post this, although I would think it would be the right place as this is "CO2 PServer - Discussions / Questions" so yeah.
This is the deal. In the PServer that I play, there's 10rebirth levels. Unfortunately the 2nd reborn aura only works on the 2nd rebirth. I would really really appreciate it if I can be supplied with some code to make it so ANYONE over 2nd rebirth may have the effect, and where the code would go and everything. I will not accept credit for the work, I would give it to whoever supplied the code, or I can be PM'd for the server name that I play and you can talk to the owner about it. Please, I'm seriously tired of being stuck on 2nd rebirth, just because I don't wanna lose the effect.
Thanks for the time that was taken away from reading this mammoth paragraph.
-NightmarexFox
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02/16/2011, 08:15
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#2
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It's actually pretty easy. Just add 8 more status effects in statuseffect.ini, with the effects you want for each reborn, once you have them added, all you have to do is adding the status effect in the server.
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02/17/2011, 03:58
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#3
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Quote:
Originally Posted by -impulse-
It's actually pretty easy. Just add 8 more status effects in statuseffect.ini, with the effects you want for each reborn, once you have them added, all you have to do is adding the status effect in the server.
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So is it basically client sided? Sorry for the noobish questions, I know about this much of server sided editing...
--> This is how much I know : || Yeah, that little itty bity space inbetween
Also could you tell me how I'd do that?
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02/17/2011, 05:42
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#4
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Yes. Client sided indeed. You would be smart to use photoshop or gimp to edit 2ndmetempsychosis and you can just edit and resave as 3rdmetempsychosis so on, so forth haha
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02/17/2011, 07:01
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#5
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Could anybody explain what exactly I'd have to add/edit in statuseffect.ini? Also what exactly would I need to do for each rb? I'm super sorry, I'm just completely noobish at anything code wise.
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02/17/2011, 18:27
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#6
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If you don't care about adding a custom effect for each reborn level simply just do something like...
if(Client.Reborns > 1)
Client.AddEffect(Enum.Effects.2ndReborn);
Or however your source handles effects (you'd wanna do this when the client logs on... such as in the requesthotkey handler.)
I assume when you send the spawn entity packet it already shows the 2ndreborn effect even with a value > 2 in the packet but I could be wrong about that. I just know that it's not a status effect when spawning to others... so statuseffect wouldn't really be required except to show it to self.
<edit>
I seem to remember the effect showing without EVER using a statuseffect... is it not just shown due to sending the spawn packet with a reborn value of 2? Why not just go to the packet and do
if(Client.Reborns > 1)
WriteByte(2, offset, Packet);//again, however your packet writer works
That way even if reborns are like 10 it will write to packet as though 2nd reb.
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02/17/2011, 23:13
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#7
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Quote:
Originally Posted by pro4never
If you don't care about adding a custom effect for each reborn level simply just do something like...
if(Client.Reborns > 1)
Client.AddEffect(Enum.Effects.2ndReborn);
Or however your source handles effects (you'd wanna do this when the client logs on... such as in the requesthotkey handler.)
I assume when you send the spawn entity packet it already shows the 2ndreborn effect even with a value > 2 in the packet but I could be wrong about that. I just know that it's not a status effect when spawning to others... so statuseffect wouldn't really be required except to show it to self.
<edit>
I seem to remember the effect showing without EVER using a statuseffect... is it not just shown due to sending the spawn packet with a reborn value of 2? Why not just go to the packet and do
if(Client.Reborns > 1)
WriteByte(2, offset, Packet);//again, however your packet writer works
That way even if reborns are like 10 it will write to packet as though 2nd reb.
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Unfortunately I don't have my own server, or access to the server I play on and I doubt the owner will even listen to me in the first place... however, the "if(Client.Reborns > 1)...." [The last packet thingy you wrote]is that all I need to put in there if I did have a server?
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02/18/2011, 05:53
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#8
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That means if the character's reborn count exceeds 1, then the effect will be sent from the client to server. You can also do it continually
if(Client.Reborns>1)
Client.SendPacket(Effect, "2ndmetempsychosis") //call it directly from the client rather than from another definition
if(Client.Reborns>2)
Client.SendPacket(Effect, "3rdreborn") //doesn't matter the name, just what you named it inside the client.
so on so forth.
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02/18/2011, 06:25
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#9
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^ This way it`ll send both.
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