am wondering what the subtype "Kill" is used for , because i though when I send it to the client the client will request GeneralType/Command-> Death . but that is not happening here , i cant see why should i send subtype "Kill" to the Client.... or am doing it wrong?
then why the server is sending the chat packet with "%s was killed by %s!"
nah we are not talking about the binary , i wanna just know when the client is requesting GeneralData->subtype death?
Question 1: you ****** something up. The server sends KILL subtype of attack packet and NEVER sends that string for it to display (my source never sends the message yet it displays perfectly. If you're sending the packet then that's YOUR fault)
Option 2: It requests the subtype death to transform itself into a ghost. This happens because there is an animation delay between death and the actual addition of ghost mesh (so it can complete before just changing lookface).
If you send the death stateffs properly when an entity is killed then they should be unable to move. This means they will not appear as a walking 'naked' person before the client requests the death subtype at the proper time to transform the character into a ghost (IE: already fallen to the ground, post animation).
Question 1: you ****** something up. The server sends KILL subtype of attack packet and NEVER sends that string for it to display (my source never sends the message yet it displays perfectly. If you're sending the packet then that's YOUR fault)
lol! it's from my Proxy , i sniffed TQ's packets and their server is sending that chat packet, am not sending anything am just asking how it works, like when the Target HP hit's 0 what do you send exactly in order!?
In attack handling (however you wish to define that)
if(dmg < target.Health)
//deal damage, send normal attack packet of correct type (magic, bow, melee) with correct info and perform actions such as updating client hp
else
//change attack type to kill and send packet, perform client death actions which includes setting death/ghost status effects which stops movement and stops them from using skill.
Note: above all this (at the start of handling damage) I check to see that the target is alive. This is both a sanity check and also a handling to avoid issues with skills such as triple strike which hit the same target more than once and could (depending on how you coded your system) drop items/give exp 3 times for killing it.
if(!target.Alive)
return;//or continue obv if you are using some sort of foreach loop to go through the targets of a multi target spell. Generally they are separate methods though.
In attack handling (however you wish to define that)
if(dmg < target.Health)
//deal damage, send normal attack packet of correct type (magic, bow, melee) with correct info and perform actions such as updating client hp
else
//change attack type to kill and send packet, perform client death actions which includes setting death/ghost status effects which stops movement and stops them from using skill.
Note: above all this (at the start of handling damage) I check to see that the target is alive. This is both a sanity check and also a handling to avoid issues with skills such as triple strike which hit the same target more than once and could (depending on how you coded your system) drop items/give exp 3 times for killing it.
if(!target.Alive)
return;//or continue obv if you are using some sort of foreach loop to go through the targets of a multi target spell. Generally they are separate methods though.
am doing exactly what you just told me :P , thnx you can close it
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Arigato.
packet attack hack finnaly done:D 03/09/2009 - Archlord - 25 Replies finnaly its done, after a long time work and changes the packet hack for multiattack hacking is done, no cooldown on the skils, and casting 3 spells at oness
commands
/attackone
/attackof
/packets
report any bugs here or normal qeustions
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