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Durability?
Discussion on Durability? within the CO2 Private Server forum part of the Conquer Online 2 category.
03/19/2011, 15:35
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#1
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Durability?
I've done some tests, and can't seem to find a relation for depletion of durability on an item and its representation (35/38 for example).
1. How is durability calculated?
2. How often is the update durability subtype for packet 0x3F1 sent?
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03/19/2011, 15:49
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#2
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Durablity is sent by GeneralData ??? Naaw I Don't think so rofl.
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03/19/2011, 15:58
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#3
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Quote:
Originally Posted by iStefan
Durablity is sent by GeneralData ??? Naaw I Don't think so rofl.
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My bad, I meant 0x3F1. Subtype for v4267 is 0x11.
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03/19/2011, 22:18
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#4
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An item's durability is in the itemtype.dat.
The value shown in the client is the value / 100.
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03/19/2011, 22:21
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#5
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Quote:
Originally Posted by .Kinshi
An item's durability is in the itemtype.dat.
The value shown in the client is the value / 100.
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Thanks... But more specifically, how is the durability depleted when a monster attacks a character for example? It's not a 1:1 ratio between attacks and durability, definitely.
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03/20/2011, 00:39
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#6
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I would image, if the attack hits, take off 1 from the durability?
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03/20/2011, 00:50
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#7
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@K: I guess you`re using mets to repair it after every xp skill?
IMO just try different ratios, like 1 dura / 8 hits or something like that. Or start debugging binaries.
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03/20/2011, 03:43
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#8
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Quote:
Originally Posted by KraHen
Or start debugging binaries.
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Or you could poke around the EO server source. There's a lot of useful information inside it.
The main function that decrements durability:
Code:
bool CUser::DecEquipmentDurability(bool bBeAttack, bool bMagic, int bDurValue/*=1*/)
{
int nInc = -1 * bDurValue;
for(int i = ITEMPOSITION_EQUIPBEGIN; i < ITEMPOSITION_EQUIPEND; i++)
{
if (!bMagic)
{
if (i == ITEMPOSITION_RINGR ||
i == ITEMPOSITION_RINGL ||
i == ITEMPOSITION_SHOES ||
i == ITEMPOSITION_WEAPONR ||
i == ITEMPOSITION_WEAPONL)
{
if(!bBeAttack)
AddEquipmentDurability(i, nInc);
}
else
{
if(bBeAttack)
AddEquipmentDurability(i, nInc);
}
}
else
{
if (i == ITEMPOSITION_RINGR ||
i == ITEMPOSITION_RINGL ||
i == ITEMPOSITION_SHOES ||
i == ITEMPOSITION_WEAPONR ||
i == ITEMPOSITION_WEAPONL)
{
if(!bBeAttack)
AddEquipmentDurability(i, -5);
}
else
{
if(bBeAttack)
AddEquipmentDurability(i, nInc);
}
}
}
return true;
}
You can find where/how its called fairly easily.
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03/20/2011, 04:04
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#9
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Quote:
Originally Posted by nTL3fTy
Or you could poke around the EO server source. There's a lot of useful information inside it.
The main function that decrements durability:
Code:
bool CUser::DecEquipmentDurability(bool bBeAttack, bool bMagic, int bDurValue/*=1*/)
{
int nInc = -1 * bDurValue;
for(int i = ITEMPOSITION_EQUIPBEGIN; i < ITEMPOSITION_EQUIPEND; i++)
{
if (!bMagic)
{
if (i == ITEMPOSITION_RINGR ||
i == ITEMPOSITION_RINGL ||
i == ITEMPOSITION_SHOES ||
i == ITEMPOSITION_WEAPONR ||
i == ITEMPOSITION_WEAPONL)
{
if(!bBeAttack)
AddEquipmentDurability(i, nInc);
}
else
{
if(bBeAttack)
AddEquipmentDurability(i, nInc);
}
}
else
{
if (i == ITEMPOSITION_RINGR ||
i == ITEMPOSITION_RINGL ||
i == ITEMPOSITION_SHOES ||
i == ITEMPOSITION_WEAPONR ||
i == ITEMPOSITION_WEAPONL)
{
if(!bBeAttack)
AddEquipmentDurability(i, -5);
}
else
{
if(bBeAttack)
AddEquipmentDurability(i, nInc);
}
}
}
return true;
}
You can find where/how its called fairly easily.
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That's a good idea for these types of calculations; I completely forgot about that source.
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03/20/2011, 11:36
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#10
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aaaaa Okay my apologizes. There's a thread by 12talis for durablity, you can check it and take example from there.
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03/20/2011, 15:11
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#11
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Quote:
Originally Posted by iStefan
aaaaa Okay my apologizes. There's a thread by 12talis for durablity, you can check it and take example from there.
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Yes, but it's far from close to the official calculation. I have no problem implementing it, it's getting the official calculation that's the problem.
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03/23/2011, 18:58
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#12
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I didnt read all posts
but on the binaries, its like 10000 = 100 Durability '-'
then its 100 hits = 1 Dura '-'
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