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P Server "NPC base code/shops/drop items" for who asked me 2 do it

Discussion on P Server "NPC base code/shops/drop items" for who asked me 2 do it within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 06/25/2008, 19:51   #1021
 
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Quote:
Originally Posted by IAmHawtness View Post
Lmao I had the same idea as adz, although when killing someone on my server you'll get x amount of CPs based on the victims level, your own level, etc.. And you can buy XP *****, Mets, DBs, etc. for CPs
Pretty good idea i just stuck with normal exp lol still working on bits of it
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Old 06/25/2008, 19:51   #1022
 
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does anyone know the npc id for artisan cloud?
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Old 06/25/2008, 19:52   #1023
 
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Oh yea, btw.. When you change the color of your gear you get "superhuman strength"?
Well, I found a solution

Find this in NpcDialog.cs

Quote:
if (TheRew[0] == "color")
{
string[] Armorspli = ClickyClient.MyChar.Eq_Armor.Split('-');
char[] color = Armorspli[0].ToCharArray();
string newcolor = (Convert.ToString(color[0]) + Convert.ToString(color[1]) + Convert.ToString(color[2]) + TheRew[1] + Convert.ToString(color[4]) + Convert.ToString(color[5]));
ClickyClient.MyChar.Eq_Armor = ClickyClient.MyChar.Eq_Armor.Replace(Armorspli[0], newcolor);
ClickyClient.MyChar.SaveChar();
ClickyClient.MyChar.SendEquips();
Done = true;
Change ClickyClient.MyChar.SendEquips(); to ClickyClient.MyChar.SendEquips2();



It should look like this
Quote:
ClickyClient.MyChar.Eq_Armor.Replace(Armorspli[0], newcolor);
ClickyClient.MyChar.SaveChar();
ClickyClient.MyChar.SendEquips2();
Done = true;
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Old 06/25/2008, 20:29   #1024
 
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Quote:
Originally Posted by IAmHawtness View Post
Oh yea, btw.. When you change the color of your gear you get "superhuman strength"?
Well, I found a solution

Find this in NpcDialog.cs



Change ClickyClient.MyChar.SendEquips(); to ClickyClient.MyChar.SendEquips2();



It should look like this
this dont work for me =/
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Old 06/25/2008, 20:31   #1025
 
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you need hex editor to change it, other wise won't work >.>
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Old 06/25/2008, 20:36   #1026
 
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Quote:
Originally Posted by Light200 View Post
you need hex editor to change it, other wise won't work >.>
A hex editor? What the hell?
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Old 06/25/2008, 20:44   #1027
 
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Quote:
Originally Posted by IAmHawtness View Post
Oh yea, btw.. When you change the color of your gear you get "superhuman strength"?
Well, I found a solution

Find this in NpcDialog.cs



Change ClickyClient.MyChar.SendEquips(); to ClickyClient.MyChar.SendEquips2();



It should look like this
^ Is correct i changed them all quite a while ago exept color i dunno why i never did it lol thanks though
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Old 06/25/2008, 21:05   #1028
 
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Quote:
Originally Posted by IAmHawtness View Post
Lmao I had the same idea as adz, although when killing someone on my server you'll get x amount of CPs based on the victims level, your own level, etc.. And you can buy XP *****, Mets, DBs, etc. for CPs

When i buy db,exp ball or mets in market i buy them with silvers... how can i change for buying with cps?
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Old 06/25/2008, 21:13   #1029
 
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i know much ppls need guilds so i will post the the source for guild ^^


1.Guild.cs go in source\
Code:
using System;
using System.Collections.Generic;
using System.Text;
using System.Collections;

namespace COServer
{
    public class Guild : object
    {
        #region Private Members

        private string v_Name;
        private string v_Bulletin;
        private string v_Leader;
        private Guild[] v_Branches = new Guild[5];
        private Guild[] v_Enemies = new Guild[5];
        private Guild[] v_Allies = new Guild[5];
        private string[][] v_MemberIDs = new string[100][];

        private int v_Fund;
        private int v_Members;
        private int v_Wins;
        private int v_GuildID;

        private bool v_HoldingPole = false;
        private bool v_Branch = false;

        #endregion

        public Guild[] Branches
        {
            get { return v_Branches; }
            set { v_Branches = value; }
        }
        public string Name
        {
            get { return v_Name; }
            set { v_Name = value; }
        }
        public string Bulletin
        {
            get { return v_Bulletin; }
            set { v_Bulletin = value; }
        }
        public string Leader
        {
            get { return v_Leader; }
            set { v_Leader = value; }
        }

        public Guild[] Enemies
        {
            get { return v_Enemies; }
            set { v_Enemies = value; }
        }
        public Guild[] Allies
        {
            get { return v_Allies; }
            set { v_Allies = value; }
        }

        public int Fund
        {
            get { return v_Fund; }
            set { v_Fund = value; }
        }
        public int Members
        {
            get { return v_Members; }
            set { v_Members = value; }
        }
        public int Wins
        {
            get { return v_Wins; }
            set { v_Wins = value; }
        }
        public int GuildID
        {
            get { return v_GuildID; }
            set { v_GuildID = value; }
        }
        public string[][] MemberIDs
        {
            get { return v_MemberIDs; }
            set { v_MemberIDs = value; }
        }

        public bool HoldingPole
        {
            get { return v_HoldingPole; }
            set { v_HoldingPole = value; }
        }
        public bool Branch
        {
            get { return v_Branch; }
            set { v_Branch = value; }
        }
    }
}
2.SendGuild go in source\ClientRequest\

Code:
using System;
using System.Collections.Generic;
using System.Text;
using COServer.GamePacketsOutgoing;

namespace COServer.GamePacketsIncomming
{
    public class SendGuilds : GameBasePacket
    {
        public SendGuilds(byte[] Data, COClient Client)
        {
            int Type = (Data[7] << 24) + (Data[6] << 16) + (Data[5] << 8) + Data[4];

            ///Type 1 = join, Type 12 = Guild Info
            int CharID = (Data[11] << 24) + (Data[10] << 16) + (Data[9] << 8) + Data[8];

            SendGuild Response = new SendGuild(Client.Char);
            byte[] Reply = Response.Send();
            Client.SendData(Reply);
        }
    }
}
Credits go to Me and CutZ.

Now i need too the GuildAdmin dialog pls
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Old 06/25/2008, 21:20   #1030
 
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Quote:
Originally Posted by Danutzhaha View Post
i know much ppls need guilds so i will post the the source for guild ^^


1.Guild.cs go in source
Code:
using System;
using System.Collections.Generic;
using System.Text;
using System.Collections;

namespace COServer
{
    public class Guild : object
    {
        #region Private Members

        private string v_Name;
        private string v_Bulletin;
        private string v_Leader;
        private Guild[] v_Branches = new Guild[5];
        private Guild[] v_Enemies = new Guild[5];
        private Guild[] v_Allies = new Guild[5];
        private string[][] v_MemberIDs = new string[100][];

        private int v_Fund;
        private int v_Members;
        private int v_Wins;
        private int v_GuildID;

        private bool v_HoldingPole = false;
        private bool v_Branch = false;

        #endregion

        public Guild[] Branches
        {
            get { return v_Branches; }
            set { v_Branches = value; }
        }
        public string Name
        {
            get { return v_Name; }
            set { v_Name = value; }
        }
        public string Bulletin
        {
            get { return v_Bulletin; }
            set { v_Bulletin = value; }
        }
        public string Leader
        {
            get { return v_Leader; }
            set { v_Leader = value; }
        }

        public Guild[] Enemies
        {
            get { return v_Enemies; }
            set { v_Enemies = value; }
        }
        public Guild[] Allies
        {
            get { return v_Allies; }
            set { v_Allies = value; }
        }

        public int Fund
        {
            get { return v_Fund; }
            set { v_Fund = value; }
        }
        public int Members
        {
            get { return v_Members; }
            set { v_Members = value; }
        }
        public int Wins
        {
            get { return v_Wins; }
            set { v_Wins = value; }
        }
        public int GuildID
        {
            get { return v_GuildID; }
            set { v_GuildID = value; }
        }
        public string[][] MemberIDs
        {
            get { return v_MemberIDs; }
            set { v_MemberIDs = value; }
        }

        public bool HoldingPole
        {
            get { return v_HoldingPole; }
            set { v_HoldingPole = value; }
        }
        public bool Branch
        {
            get { return v_Branch; }
            set { v_Branch = value; }
        }
    }
}
2.SendGuild go in sourceClientRequest

Code:
using System;
using System.Collections.Generic;
using System.Text;
using COServer.GamePacketsOutgoing;

namespace COServer.GamePacketsIncomming
{
    public class SendGuilds : GameBasePacket
    {
        public SendGuilds(byte[] Data, COClient Client)
        {
            int Type = (Data[7] << 24) + (Data[6] << 16) + (Data[5] << 8) + Data[4];

            ///Type 1 = join, Type 12 = Guild Info
            int CharID = (Data[11] << 24) + (Data[10] << 16) + (Data[9] << 8) + Data[8];

            SendGuild Response = new SendGuild(Client.Char);
            byte[] Reply = Response.Send();
            Client.SendData(Reply);
        }
    }
}
Credits go to Me and CutZ.

Now i need too the GuildAdmin dialog pls
Stolen from CoFuture, doesnt build, no credits go to you, you stole from their source.

/fail
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Old 06/25/2008, 21:29   #1031
 
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Quote:
Originally Posted by Danutzhaha View Post
i know much ppls need guilds so i will post the the source for guild ^^


1.Guild.cs go in source
Code:
using System;
using System.Collections.Generic;
using System.Text;
using System.Collections;

namespace COServer
{
    public class Guild : object
    {
        #region Private Members

        private string v_Name;
        private string v_Bulletin;
        private string v_Leader;
        private Guild[] v_Branches = new Guild[5];
        private Guild[] v_Enemies = new Guild[5];
        private Guild[] v_Allies = new Guild[5];
        private string[][] v_MemberIDs = new string[100][];

        private int v_Fund;
        private int v_Members;
        private int v_Wins;
        private int v_GuildID;

        private bool v_HoldingPole = false;
        private bool v_Branch = false;

        #endregion

        public Guild[] Branches
        {
            get { return v_Branches; }
            set { v_Branches = value; }
        }
        public string Name
        {
            get { return v_Name; }
            set { v_Name = value; }
        }
        public string Bulletin
        {
            get { return v_Bulletin; }
            set { v_Bulletin = value; }
        }
        public string Leader
        {
            get { return v_Leader; }
            set { v_Leader = value; }
        }

        public Guild[] Enemies
        {
            get { return v_Enemies; }
            set { v_Enemies = value; }
        }
        public Guild[] Allies
        {
            get { return v_Allies; }
            set { v_Allies = value; }
        }

        public int Fund
        {
            get { return v_Fund; }
            set { v_Fund = value; }
        }
        public int Members
        {
            get { return v_Members; }
            set { v_Members = value; }
        }
        public int Wins
        {
            get { return v_Wins; }
            set { v_Wins = value; }
        }
        public int GuildID
        {
            get { return v_GuildID; }
            set { v_GuildID = value; }
        }
        public string[][] MemberIDs
        {
            get { return v_MemberIDs; }
            set { v_MemberIDs = value; }
        }

        public bool HoldingPole
        {
            get { return v_HoldingPole; }
            set { v_HoldingPole = value; }
        }
        public bool Branch
        {
            get { return v_Branch; }
            set { v_Branch = value; }
        }
    }
}
2.SendGuild go in sourceClientRequest

Code:
using System;
using System.Collections.Generic;
using System.Text;
using COServer.GamePacketsOutgoing;

namespace COServer.GamePacketsIncomming
{
    public class SendGuilds : GameBasePacket
    {
        public SendGuilds(byte[] Data, COClient Client)
        {
            int Type = (Data[7] << 24) + (Data[6] << 16) + (Data[5] << 8) + Data[4];

            ///Type 1 = join, Type 12 = Guild Info
            int CharID = (Data[11] << 24) + (Data[10] << 16) + (Data[9] << 8) + Data[8];

            SendGuild Response = new SendGuild(Client.Char);
            byte[] Reply = Response.Send();
            Client.SendData(Reply);
        }
    }
}
Credits go to Me and CutZ.

Now i need too the GuildAdmin dialog pls
This is stolen, Cuz u didn't changed anything, ... I edited this one and released it, and I didn't asked Credits,

Quote:
Originally Posted by IAmHawtness View Post
Oh yea, btw.. When you change the color of your gear you get "superhuman strength"?
Well, I found a solution

Find this in NpcDialog.cs



Change ClickyClient.MyChar.SendEquips(); to ClickyClient.MyChar.SendEquips2();



It should look like this
Thanks !!!
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Old 06/25/2008, 21:35   #1032
 
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Danutzhaha = fail
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Old 06/25/2008, 22:38   #1033
 
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Quote:
Originally Posted by adz06676 View Post
Danutzhaha = fail
U know what? I'll agree with you
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Old 06/25/2008, 22:52   #1034
 
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yuki any luck finding out how to set timers?
i saw you post the hptimer and it made me think....can we just make a new "hptimer" for npcs?
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Old 06/25/2008, 23:03   #1035
 
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Okay here is how to make a timer since so many people askin for it im only gonna post this once:

This will be a guide for a message Timer Go into Character.cs

find this :
Quote:
public Timer HPTimer = new Timer();
under it add this:
Quote:
public Timer HPTimer = new Timer();
public Timer MsgTimer = new Timer();
then find this:
Quote:
SkillTimer.Elapsed += new ElapsedEventHandler(CanUseSkill);
under it make your own timer so for the msgtimer it would be like:

Quote:
MsgTimer.Interval = 600000;
MsgTimer.Elapsed += new ElapsedEventHandler(MsgTimer_Elapsed);
MsgTimer.Start();
then go down and add this:
Quote:
void MsgTimer_Elapsed(object sender, ElapsedEventArgs e)
{
MsgTimer.Stop();
MyClient.SendPacket(ThePackets.SendMsg(MyClient.Me ssageId, "System", MyClient.MyChar.CharName, "MESSAGE HERE", 2011));
MsgTimer.Start();
}
if that helped gibz thanks plx
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