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[TQ Binaries] Discussion and documentation

Discussion on [TQ Binaries] Discussion and documentation within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 01/19/2012, 17:05   #46


 
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Are you sure? It effects if someone flashes or not, not if they can attack them or not, theres also no level check involved.
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Old 01/19/2012, 17:12   #47
 
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Just because of the way it's handled inside the EO source, doesn't mean it was handled the same in CO.
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Old 01/19/2012, 17:50   #48


 
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Quote:
Originally Posted by nTL3fTy View Post
Just because of the way it's handled inside the EO source, doesn't mean it was handled the same in CO.
Correct, but what im trying to do is understand what this mapstatus represents in EO and then compare that to map types in CO to see which is most suitable.
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Old 01/19/2012, 18:32   #49
 
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Originally Posted by Korvacs View Post
Correct, but what im trying to do is understand what this mapstatus represents in EO and then compare that to map types in CO to see which is most suitable.
Here's what I've gathered from some '5095' binaries:

I believe this is in the SetAttackTarget() method, not sure though.
Code:
if (map.IsNewbieProtected)
{
  if (sender.Level <= 25)
  {
    STR_LEV_NOT_ENOUGH_TO_PK
    return
  }

  if (target.Level <= 25)
  {
    if (sender.Pk < 100)
    {
      STR_LEV_MAP_NEWBIE_PROTECT
    }
    else
    {
      STR_GOTO_JAIL_PK_NEWBIE
    }
  }
}
Edit: yes, this is inside the CUser::SetAttackTarget() method.
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Old 01/19/2012, 18:37   #50
 
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Quote:
Originally Posted by nTL3fTy View Post
It's labeled that in EO, but it's something different in CO.
Code:
enum ENUM_MAPTYPE {
    MAPTYPE_NORMAL		= 0x0000,    // 00
    MAPTYPE_PKFIELD		= 0x0001,    // 01
    MAPTYPE_CHGMAP_DISABLE	= 0x0002,    // 02                    // magic call team member
    MAPTYPE_RECORD_DISABLE	= 0x0004,    // 04
    MAPTYPE_PK_DISABLE		= 0x0008,    // 08
    MAPTYPE_BOOTH_ENABLE	= 0x0010,    // 16 
    MAPTYPE_TEAM_DISABLE	= 0x0020,    // 32
    MAPTYPE_TELEPORT_DISABLE	= 0x0040,    // 64                    // chgmap by action
    MAPTYPE_SYN_MAP		= 0x0080,    // 128
    MAPTYPE_PRISON_MAP		= 0x0100,    // 256
    MAPTYPE_WING_DISABLE	= 0x0200,    // 512                    // bowman fly disable
    MAPTYPE_FAMILY		= 0x0400,    // 1024
    MAPTYPE_MINEFIELD		= 0x0800,    // 2048
    MAPTYPE_CALLNEWBIE_DISABLE	= 0x1000,    // 4096
    MAPTYPE_REBORN_NOW_ENABLE	= 0x2000,    // 8192
    MAPTYPE_NEWBIE_PROTECT	= 0x4000,    // 16384    
}
That should make a bit more sense.
Thank you so much for that and also for your "client_active" from cq_task explanation. Helped me fix some issues.
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Old 01/19/2012, 18:44   #51


 
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Quote:
Originally Posted by nTL3fTy View Post
Here's what I've gathered from some '5095' binaries:

I believe this is in the SetAttackTarget() method, not sure though.
Code:
if (map.IsNewbieProtected)
{
  if (sender.Level <= 25)
  {
    STR_LEV_NOT_ENOUGH_TO_PK
    return
  }

  if (target.Level <= 25)
  {
    if (sender.Pk < 100)
    {
      STR_LEV_MAP_NEWBIE_PROTECT
    }
    else
    {
      STR_GOTO_JAIL_PK_NEWBIE
    }
  }
}
Ok, clearly your not getting it. Forget about CO all togeather, i just need to know what the DeadIsland map status type does, thats as far as this goes. Nevermind about what CO does at this stage, once i know what the map status does in EO then i know what i need to be checking for in CO.
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Old 01/19/2012, 21:03   #52


 
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Quote:
Originally Posted by Korvacs View Post
Ok, clearly your not getting it. Forget about CO all togeather, i just need to know what the DeadIsland map status type does, thats as far as this goes. Nevermind about what CO does at this stage, once i know what the map status does in EO then i know what i need to be checking for in CO.
Seems to be a no blue name, no exp lost, no item lost, no pk points things. Based on the EO source. Probably something for a quest?
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Old 01/19/2012, 21:30   #53


 
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Quote:
Originally Posted by CptSky View Post
Seems to be a no blue name, no exp lost, no item lost, no pk points things. Based on the EO source. Probably something for a quest?
It seems that way, which is similar to arena, its a shame no one in the EO section has any idea how the source works, i just want clarity really >_>
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Old 01/20/2012, 18:00   #54
 
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Quote:
Originally Posted by Korvacs View Post
It seems that way, which is similar to arena, its a shame no one in the EO section has any idea how the source works, i just want clarity really >_>
And you're surprised that a section that thrives on the binaries, have no clue on how the actual code source works?
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Old 01/20/2012, 18:13   #55


 
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Quote:
Originally Posted by Arco. View Post
And you're surprised that a section that thrives on the binaries, have no clue on how the actual code source works?
I guess, i just thought that since maptypes are obviously used in binaries someone could tell me what it does
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Old 01/20/2012, 19:42   #56
 
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Most of that section is clueless on anything aside from a select few.
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Old 01/21/2012, 09:01   #57
 
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I wouldnt mind getting one of the bin database iv never really looked at them before if anyone wouldnt mind sharing, they are allowed right?
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Old 01/21/2012, 11:45   #58

 
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Quote:
Originally Posted by BioHazarxPaul View Post
I wouldnt mind getting one of the bin database iv never really looked at them before if anyone wouldnt mind sharing, they are allowed right?
Quote:
Originally Posted by pro4never View Post
Yes it's only the TQ .exe's that are not allowed.
Database was originally for MySQL 3/4 but here's one that I converted so that you can import it in MySQL 5.5.

//edit Not something important but what does up_lev_time do in the cq_levexp table? The other entries are self-explanatory but not this one.
Attached Files
File Type: rar DB_MySQL_55_5065_cq.rar (852.9 KB, 60 views)
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Old 01/21/2012, 15:37   #59
 
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If anyone gets board of building binaries for conquer, you could actually help us revive EO pserver development by helping with a binary project on that forum. Im sure its really similar and you'd actually make everyone so overwhelmingly happy. Lol
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Old 01/21/2012, 15:45   #60


 
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Quote:
Originally Posted by cruey View Post
If anyone gets board of building binaries for conquer, you could actually help us revive EO pserver development by helping with a binary project on that forum. Im sure its really similar and you'd actually make everyone so overwhelmingly happy. Lol
The EO pserver section needs to get into programing their own source code instead of relying on binaries, then you could develop new content and upgrade to the later versions of EO.
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