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Spawn Revive/ReviveHere butons
Discussion on Spawn Revive/ReviveHere butons within the CO2 Private Server forum part of the Conquer Online 2 category.
05/13/2011, 12:58
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#1
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elite*gold: 0
Join Date: Nov 2010
Posts: 159
Received Thanks: 39
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Spawn Revive/ReviveHere butons
Ok Any one can tell my how realy works revive/revivehere 12talis (5369) I am using
GeneralData
Quote:
public enum GeneralDataTypes : int
{
StatueScroll = 1066,
FriendOffMsg = 1058,
ReviveButton = 1052,
ReviveButtonRemove = 1051,
ShowShopMall = 1100,
ShopMallRemove = 1101,
ClaimCPButton = 1197,
CpsClaimedMsg = 1198,
DetainedEquips = 1231,
InvRedemShowing = 1235,
RemoveFlowerUp = 1247,
AddFlowerUp = 1244,
VipButtonRemove = 1281
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GeneralData
Quote:
public const ushort
SetLocation = 74,
SpawnEffect = 0x86,
ItemRequest = 75,
ConfirmAssociates = 76,
ConfirmProficiencies = 77,
ConfirmSpells = 78,
ChangeDirection = 79,
ChangeAction = 81,
UsePortal = 85,
Teleport = 86,
Leveled = 92,
EndXp = 93,
Revive = 94,
DeleteCharacter = 95,
ChangePKMode = 96,
ConfirmGuild = 97,
InvisibleEntity = 102,
NewCoordonates = 108,
StartVending = 111,
GetSurroundings = 114,
OpenCustom = 116,
ObserveEquipment = 117,
EndTransformation = 118,
EndFly = 120,
EnemyInfo = 123,
OpenWindow = 126,
CompleteLogin = 132,
RemoveEntity = 135,
Jump = 137,
EndTeleport = 146,
FriendInfo = 148,
ChangeAvatar = 0x97,
ChangeFace = 151,
TradePartner = 152,
Confiscator = 153,
ObvserveFriendEq = 310,
FlashStep = 156,
Away = 161,
PathFinding = 162;
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PacketHandler
Quote:
static void Revive(GeneralData generalData, Receivers.ClientState client)
{
if (NulledClient(client))
client.Send(new MapStatus() { ID = client.Entity.MapID, Status = 0 });
return;
if (Time32.Now >= client.Entity.DeathStamp.AddSeconds(20))
{
if (client.Entity.Buffers.Values.ContainsKey((ushort) Game.Enums.SkillIDs.SoulShackle))
{ client.Send(new Message("You can't revive while you're at soul shackle effect!", Color.Red, Message.TopLeft)); return; }
bool ReviveHere = generalData.dwParam == 1;
client.Send(new MapStatus() { ID = client.Entity.MapID, Status = 0 });
client.Entity.TransformationID = 0;
client.Entity.Update(true, false, true, Game.Enums.StatusFlag.Dead);
client.Entity.Update(true, false, true, Game.Enums.StatusFlag.Ghost);
client.Entity.Hitpoints = client.Entity.MaxHitpoints;
if (client.Entity.MapID == 1038 && Game.Features.GuildWar.Handle.Running)
{
client.Entity.Teleport(6001, 035, 076);
goto Jump;
}
if (client.Entity.PKPoints >= 100)
{
client.Entity.Teleport(6000, 035, 076);
}
if (ReviveHere)
client.Entity.Teleport(client.Entity.MapID, client.Entity.X, client.Entity.Y);
else
{
foreach (ushort[] Point in Database.DataHolder.RevivePoints)
{
if (Point[0] == client.Entity.MapID)
{
client.Entity.Teleport(Point[1], Point[2], Point[3]);
UpdateprevXY(client);
return;
}
}
client.Entity.Teleport(1002, 430, 380);
}
Jump:
client.Screen.FullWipe();
client.Screen.Reload(null);
}
}
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Attack type?????????
Quote:
#region Revive
if (Attacker.Owner.Screen.TryGetValue(TargetUID, out Attacked))
{
if (Attacked.Buffers.Contains(Enums.SkillIDs.SoulShac kle))
{ Attacker.Owner.Send(new Message("You can't revive that player while it is at soul shackle effect!", System.Drawing.Color.Red, Message.TopLeft)); return; }
if (Attacked.EntityFlag == EntityFlag.Player)
{
Attacked.Update(true, false, true, Enums.StatusFlag.Dead);
Attacked.TransformationID = 0;
Attacked.Hitpoints = Attacked.MaxHitpoints;
Attacked.Teleport(Attacked.MapID, Attacked.X, Attacked.Y);
Packet.Targets.SafeAdd(Attacked.UID, new SpellUse.DamageClass { Damage = Damage, Hit = 0 });
}
else
Packet.Targets.SafeAdd(Attacked.UID, new SpellUse.DamageClass { Damage = Damage, Hit = 0 });
}
#endregion
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05/13/2011, 13:31
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#2
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elite*gold: 0
Join Date: Mar 2011
Posts: 165
Received Thanks: 17
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I Don't think It's General Data. It's a Stat Eff.
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05/13/2011, 13:33
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#3
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elite*gold: 0
Join Date: Apr 2008
Posts: 1,152
Received Thanks: 321
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soo.. are you trying to make the buttons spawn or make revive here work?
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05/13/2011, 13:51
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#4
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elite*gold: 0
Join Date: Nov 2010
Posts: 159
Received Thanks: 39
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Buttons spawn and aw make it work for now only spawn need
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05/13/2011, 14:34
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#5
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elite*gold: 0
Join Date: Aug 2010
Posts: 992
Received Thanks: 1,110
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i think i can explain it a little bit,
right after the death hit you are gonna be clearing all player Status Effects cept for the ones that shouldent be removed .
and you are gonna have to add the NoMovement effect its = 32,
in 2 or maybe 3 seconds the client responds with a general data subtype which is 145,
and right there you'll be adding the Dead effect its = 1024,
and the Dead Mesh for the client ,
and thats it
its gonna look like this thought
public void Kill()
{
this.ClearAllEffects();
this.AddEffect(Enum.Effect.NoMovement, 0);
}
case 145:
Client.AddEffect(Enum.Effect.Dead, 0);
Spawns.SpawnThis(Packets.Status(Client.UID, Enum.Update.Mesh, Client.DeadMesh), Client);
break;
and thats it that should spawn the revive buttons and allow you to use both of the buttons the only thing left is to handle the revive points
ohh and one more thing to be able to use the revive here button you must use the right map status and send it to the player and you must be blessed no offense but i had some times that i was so sleepy that i forgot to use a prying stone and ended up wondering wth is wrong with the revive here case lol
good luck
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