Well I at least have the information now. Time to figure out how to actually apply this but judging from the huge list of possible action types and my rather poor coding skills; I won't get very far. Is there any source out there with a working TQ style npc system? I would like to have a reference.
I know of 1 other source other than the l2h source that me and lat are working on that has it, and its not public to my knowledge, the implementation is also incorrect in it.
The decision process wasnt correct, so to counter that they had to also manually write in some npcs. As a result it was more of a hybrid system, some basic actiontypes and npcs worked with it, and the rest were done manually, no way near a fully correct implementation.
So how hard is it to at least implement a basic working system? (click npc, show dialog and dialog options)
//edit Skimming through the old Eudemons source (and found out that C++ is incomprehensible to me) and I saw that they had a auction system. Since it's in this source, conquer should have it too yet TQ never bothered to implement it =/
Which apparently is where the NPC task thing starts, not sure though since this case is a part of some switch that I've never seen before.
These enums don't tell me a lot either:
Code:
enum {
EVENT_BEACTIVED = 0, // to server // ´¥·¢
EVENT_ADDNPC, // no use
EVENT_LEAVEMAP, // to client // ɾ³ý
EVENT_DELNPC, // to server
EVENT_CHANGEPOS, // to client/server
EVENT_LAYNPC, // to client(id=region,data=lookface), answer MsgNpcInfo(CMsgPlayer for statuary)
};
Quote:
Originally Posted by Korvacs
Heres how i did the basic system:
Will watch when my internet stops being annoying and the video loads.
Well I at least have the information now. Time to figure out how to actually apply this but judging from the huge list of possible action types and my rather poor coding skills; I won't get very far. Is there any source out there with a working TQ style npc system? I would like to have a reference.
Have fun, It's not a great implementation but last time I checked the majority of stuff worked.
There's also a few other sources off the top of my head I can think of that implement a TQ based NPC system (PMCO, ImmuneOne has one that does I believe(very basic), there's also a CoEmu one with a really poor implementation).
Which apparently is where the NPC task thing starts, not sure though since this case is a part of some switch that I've never seen before.
These enums don't tell me a lot either:
Code:
enum {
EVENT_BEACTIVED = 0, // to server // ´¥·¢
EVENT_ADDNPC, // no use
EVENT_LEAVEMAP, // to client // ɾ³ý
EVENT_DELNPC, // to server
EVENT_CHANGEPOS, // to client/server
EVENT_LAYNPC, // to client(id=region,data=lookface), answer MsgNpcInfo(CMsgPlayer for statuary)
};
Those are subtypes of packet 2031, so this is packet processing for subtype 0.
Have fun, It's not a great implementation but last time I checked the majority of stuff worked.
There's also a few other sources off the top of my head I can think of that implement a TQ based NPC system (PMCO, ImmuneOne has one that does I believe(very basic), there's also a CoEmu one with a really poor implementation).
I noticed that Exodus had it right before you posted, also found master15's CoEmuv2 guide on this and I apparently already had the RedemptionCO source but it never even occurred to me that it might have TQ's npc system, lol Not sure what PMCO is? Link?
Quote:
Originally Posted by Lateralus
Those are subtypes of packet 2031, so this is packet processing for subtype 0.
It could be me but 2031 doesn't have subtypes?
But since you say so, it's either the unknown or the npc_mode.
//edit For some reason, RedemptionCO's system and Exodus use exactly the same structs (ActionStruct/TaskStruct even the spaces are in the same place) so that either means that Exodus' system is based on this or vice versa but since RedemptionCO's implementation was flawed (what was wrong with it again?) Exodus' version should be flawed too.
I noticed that Exodus had it right before you posted, also found master15's CoEmuv2 guide on this and I apparently already had the RedemptionCO source but it never even occurred to me that it might have TQ's npc system, lol Not sure what PMCO is? Link?
it could be me but 2031 doesn't have subtypes?
But since you say so, it's either the unknown or the npc_mode.
[Moved] Binaries vs C# sources discussion and donation debate (aka the mods are mean) 01/13/2012 - CO2 Private Server - 37 Replies Note: This was spawned in response to various server discussions in another thread.. I felt it was going extremly off topic. It's NOT designed as an attack and (at least from my standpoint) has nothing to do with Zero or his server.
That being said I felt that deleting 10-15 posts that broke no rule (besides being a tangent from original topic) would be unfair to members and I feel that the conversation is at least somewhat relevant to the forum.
</disclaimer>
<In regards to pvp...
New packets documentation website 11/30/2011 - SRO Coding Corner - 1 Replies I have opened new website where you will find packets + tools + mini emulator(open source) for beginners and advance developers wich will let you research on packets. For now there is not much on the website, i will public more packets every day. I posted it in new thread because many peoples may looking for knowledge here. I hope you will like it.
website adres: SSE packets center
http://img192.imageshack.us/img192/7762/strea.jpg
Request: MXI usage documentation (no PXI 08/13/2010 - Final Fantasy XI - 0 Replies I know that MXI and (PXI svn change documentation only!!!) data is becoming hard to find let alone obtain.
I wanted to know if anyone has any documentation from MXI
(that you will post, so we can download it)
mainly the svn stuff
or usage of MXI
theres plenty of PXI stuff, so please don't post it here