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5700 & Flower System
Discussion on 5700 & Flower System within the CO2 Private Server forum part of the Conquer Online 2 category.
03/01/2013, 18:51
#1
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5700 & Flower System
Hey1 every1
1-Can any one Explain To know What change in Patch 5700??
To Figure it out on my own
or just realese it for me and noobs
like me
2- can anyone tell me why the flowerRank screen doesn't show off when i press on the icon (Explain To me about it)
Ty For ur Time
03/01/2013, 21:23
#2
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CryptographyKey
check this
will help you
03/01/2013, 21:51
#3
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Quote:
Originally Posted by
Sadwos
CryptographyKey
check this
will help you
ty
already done
03/02/2013, 22:05
#4
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any one can tell me if there r more changes than this
PHP Code:
#region Spawns Packets
//Pacotes Corretos..
public ConquerStructures . NobilityRank NobilityRank
{
get
{
return ( Conquer_Online_Server . Game . ConquerStructures . NobilityRank ) this . SpawnPacket [ 131 ];
}
set
{
this . SpawnPacket [ 131 ] = ( byte ) value ;
if ( Owner != null )
{
if ( this . Owner . AsMember != null )
{
this . Owner . AsMember . NobilityRank = value ;
}
}
}
}
public ushort GuildID
{
get
{
return BitConverter . ToUInt16 ( this . SpawnPacket , 12 );
}
set
{
WriteUInt32 ( value , 12 , this . SpawnPacket );
}
}
public ushort GuildRank
{
get
{
return BitConverter . ToUInt16 ( this . SpawnPacket , 16 );
}
set
{
WriteUInt16 ( value , 16 , this . SpawnPacket );
}
}
public byte ClanRank
{
get { return this . SpawnPacket [ 173 ]; }
set { this . SpawnPacket [ 173 ] = value ; }
}
public uint ClanID
{
get { return BitConverter . ToUInt32 ( this . SpawnPacket , 169 ); }
set { WriteUInt32 ( value , 169 , this . SpawnPacket ); }
}
public Enums . ConquerAngle Facing
{
get { return ( Enums . ConquerAngle ) this . SpawnPacket [ 100 ]; }
set
{
this . SpawnPacket [ 100 ] = ( byte ) value ;
}
}
public ushort Action
{
get { return BitConverter . ToUInt16 ( this . SpawnPacket , 101 ); }
set
{
WriteUInt16 ( value , 101 , this . SpawnPacket );
}
}
public uint QuizPoints
{
get
{
return _quizpoints ;
}
set
{
if ( EntityFlag == EntityFlag . Player )
{
Update ( Network . GamePackets . Update . QuizPoints , value , true );
}
_quizpoints = value ;
WriteUInt32 ( value , 143 , this . SpawnPacket );
}
}
public uint ExtraBattlePower
{
get
{
return BitConverter . ToUInt32 ( this . SpawnPacket , 105 );
}
set
{
if ( value > 200 )
{
value = 0 ;
}
if ( this . ExtraBattlePower > 100 )
{
Writer . WriteUInt32 ( 0 , 105 , this . SpawnPacket );
}
if (((( this . ExtraBattlePower > 0 ) && ( value == 0 )) || ( value > 0 )) && (( value != 0 ) || ( this . ExtraBattlePower != 0 )))
{
this . Update ( 36 , value , false );
Writer . WriteUInt32 ( value , 105 , this . SpawnPacket );
}
}
}
public uint ArsenalBP
{
get
{
return BitConverter . ToUInt32 ( this . SpawnPacket , 104 );
}
set
{
value = 100 ;
if ( value > 0 )
{
Update ( Network . GamePackets . Update . ArsenalBP , value , false );
WriteUInt32 ( value , 104 , this . SpawnPacket );
}
}
}
public byte Reborn
{
get
{
this . SpawnPacket [ 108 ] = _reborn ;
return _reborn ;
}
set
{
if ( EntityFlag == EntityFlag . Player )
{
Update ( Network . GamePackets . Update . Reborn , value , true );
}
_reborn = value ;
this . SpawnPacket [ 108 ] = value ;
}
}
public byte Away
{
get
{
return this . SpawnPacket [ 112 ];
}
set
{
this . SpawnPacket [ 112 ] = value ;
}
}
public byte Boss
{
get
{
return this . SpawnPacket [ 179 ];
}
set
{
this . SpawnPacket [ 179 ] = 1 ;
this . SpawnPacket [ 180 ] = 2 ;
this . SpawnPacket [ 181 ] = 3 ;
}
}
public byte FirstRebornClass
{
get
{
return cls ;
}
set
{
cls = value ;
this . SpawnPacket [ 221 ] = value ;
}
}
public byte SecondRebornClass
{
get
{
return secls ;
}
set
{
secls = value ;
this . SpawnPacket [ 223 ] = value ;
}
}
public byte ThirdRebornClass
{
get
{
return seclss ;
}
set
{
seclss = value ;
this . SpawnPacket [ 225 ] = value ;
}
}
public byte Class
{
get
{
return _class ;
}
set
{
if ( EntityFlag == EntityFlag . Player )
{
if ( Owner != null )
{
if ( this . Owner . ArenaStatistic != null )
this . Owner . ArenaStatistic .Class = value ;
Update ( Network . GamePackets . Update .Class, value , false );
}
}
_class = value ;
this . SpawnPacket [ 221 ] = value ;
this . SpawnPacket [ 223 ] = value ;
this . SpawnPacket [ 225 ] = value ;
}
}
public uint Hitpoints
{
get
{
return _hitpoints ;
}
set
{
if ( EntityFlag == EntityFlag . Player )
Update ( Network . GamePackets . Update . Hitpoints , value , false );
_hitpoints = value ;
if ( Boss > 0 )
{
uint key = ( uint )( MaxHitpoints / 10000 );
if ( key != 0 )
WriteUInt16 (( ushort )( value / key ), 85 , this . SpawnPacket );
else
WriteUInt16 (( ushort )( value * MaxHitpoints / 1000 / 1.09 ), 85 , this . SpawnPacket );
}
else
WriteUInt16 (( ushort ) value , 86 , this . SpawnPacket );
}
}
public byte Level
{
get
{
this . SpawnPacket [ 109 ] = _level ;
return _level ;
}
set
{
if ( EntityFlag == EntityFlag . Player )
{
Update ( Network . GamePackets . Update . Level , value , true );
Data update = new Data ( true );
update . UID = UID ;
update . ID = Data . Leveled ;
if ( Owner != null )
{
( Owner as GameState ). SendScreen ( update , true );
this . Owner . ArenaStatistic . Level = value ;
this . Owner . ArenaStatistic . ArenaPoints = 1000 ;
}
if ( Owner != null )
{
if ( this . Owner . AsMember != null )
{
this . Owner . AsMember . Level = value ;
}
}
this . SpawnPacket [ 109 ] = value ;
}
else
{
this . SpawnPacket [ 92 ] = value ;
}
_level = value ;
}
}
public ushort X
{
get
{
return _x ;
}
set
{
_x = value ;
WriteUInt16 ( value , 94 , this . SpawnPacket );
}
}
public ushort Y
{
get
{
return _y ;
}
set
{
_y = value ;
WriteUInt16 ( value , 96 , this . SpawnPacket );
}
}
public ushort HairStyle
{
get
{
return _hairstyle ;
}
set
{
if ( EntityFlag == EntityFlag . Player )
{
Update ( Network . GamePackets . Update . HairStyle , value , true );
}
_hairstyle = value ;
WriteUInt16 ( value , 98 , this . SpawnPacket );
}
}
public string Name
{
get
{
return _Name ;
}
set
{
this . _Name = value ;
int index = 234 ;
if ( this . ClanName != "" )
{
this . SpawnPacket = new byte [(((( 8 + index ) + 3 ) + this . Name . Length ) + this . ClanName . Length ) + 2 ];
Writer . WriteUInt16 (( ushort )(((( index + 3 ) + this . Name . Length ) + this . ClanName . Length ) + 2 ), 0 , this . SpawnPacket );
Writer . WriteUInt16 ( 0x271e , 2 , this . SpawnPacket );
Writer . WriteUInt32 ( this . Flags , index - 7 , this . SpawnPacket );
this . SpawnPacket [ index ] = 4 ;
this . SpawnPacket [ index + 1 ] = ( byte ) this . _Name . Length ;
Writer . WriteString ( this . _Name , index + 2 , this . SpawnPacket );
this . SpawnPacket [(( index + 1 ) + this . SpawnPacket [ index + 1 ]) + 2 ] = ( byte ) this . ClanName . Length ;
Writer . WriteString ( this . ClanName , (( index + 1 ) + this . SpawnPacket [ index + 1 ]) + 3 , this . SpawnPacket );
}
else
{
this . SpawnPacket = new byte [(( 8 + index ) + 3 ) + this . Name . Length ];
Writer . WriteUInt16 (( ushort )(( index + 3 ) + this . Name . Length ), 0 , this . SpawnPacket );
Writer . WriteUInt16 ( 0x271e , 2 , this . SpawnPacket );
Writer . WriteUInt32 ( this . Flags , index - 7 , this . SpawnPacket );
this . SpawnPacket [ index ] = 4 ;
this . SpawnPacket [ index + 1 ] = ( byte ) this . _Name . Length ;
Writer . WriteString ( this . _Name , index + 2 , this . SpawnPacket );
}
}
}
public string ClanName
{
get
{
return this . clan ;
}
set
{
this . clan = value ;
if ( value != null )
{
int index = 234 ;
if ( value != "" )
{
byte [] buffer = new byte [(((( 8 + index ) + 3 ) + this . Name . Length ) + value . Length ) + 2 ];
for ( int i = 2 ; i < ( this . SpawnPacket . Length - 7 ); i ++)
{
buffer [ i ] = this . SpawnPacket [ i ];
}
this . SpawnPacket = new byte [(((( 8 + index ) + 3 ) + this . Name . Length ) + value . Length ) + 2 ];
Writer . WriteUInt16 (( ushort )(((( index + 3 ) + this . Name . Length ) + value . Length ) + 2 ), 0 , this . SpawnPacket );
for ( int j = 2 ; j < buffer . Length ; j ++)
{
this . SpawnPacket [ j ] = buffer [ j ];
}
Writer . WriteUInt16 ( 0x271e , 2 , this . SpawnPacket );
this . SpawnPacket [ index ] = 4 ;
this . SpawnPacket [ index + 1 ] = ( byte ) this . _Name . Length ;
Writer . WriteString ( this . _Name , index + 2 , this . SpawnPacket );
this . SpawnPacket [(( index + 1 ) + this . SpawnPacket [ index + 1 ]) + 2 ] = ( byte ) value . Length ;
Writer . WriteString ( value , (( index + 1 ) + this . SpawnPacket [ index + 1 ]) + 3 , this . SpawnPacket );
}
else
{
byte [] buffer2 = new byte [((( 8 + index ) + 3 ) + this . Name . Length ) + 2 ];
for ( int k = 2 ; k < ( this . SpawnPacket . Length - 8 ); k ++)
{
if ( k < buffer2 . Length )
{
buffer2 [ k ] = this . SpawnPacket [ k ];
}
}
this . SpawnPacket = new byte [((( 8 + index ) + 3 ) + this . Name . Length ) + 2 ];
Writer . WriteUInt16 (( ushort )((( index + 3 ) + this . Name . Length ) + 2 ), 0 , this . SpawnPacket );
for ( int m = 2 ; m < buffer2 . Length ; m ++)
{
this . SpawnPacket [ m ] = buffer2 [ m ];
}
Writer . WriteUInt16 ( 0x271e , 2 , this . SpawnPacket );
this . SpawnPacket [ index ] = 4 ;
this . SpawnPacket [ index + 1 ] = ( byte ) this . _Name . Length ;
Writer . WriteString ( this . _Name , index + 2 , this . SpawnPacket );
this . SpawnPacket [(( index + 1 ) + this . SpawnPacket [ index + 1 ]) + 2 ] = ( byte ) value . Length ;
Writer . WriteString ( value , (( index + 1 ) + this . SpawnPacket [ index + 1 ]) + 3 , this . SpawnPacket );
}
}
}
}
public uint ActualMyTypeFlower
{
get
{
return f_flower ;
}
set
{
f_flower = value ;
WriteUInt32 ( value , 129 , this . SpawnPacket );
}
}
public uint RightWeapon
{
get
{
return BitConverter . ToUInt32 ( this . SpawnPacket , 208 );
}
set
{
if ( EntityFlag == EntityFlag . Player )
{
Update ( Network . GamePackets . Update . RightWeapon , value , true );
}
WriteUInt32 ( value , 208 , this . SpawnPacket );
}
}
public byte SubClass
{
get
{
return _SubClass ;
}
set
{
{
_SubClass = value ;
if ( EntityFlag == Game . EntityFlag . Player )
{
if ( FullyLoaded )
{
UpdateDatabase ( "SubClass" , _SubClass );
}
this . SpawnPacket [ 211 ] = _SubClass ;
this . SpawnPacket [ 212 ] = _SubClass ;
this . SpawnPacket [ 213 ] = _SubClass ;
this . SpawnPacket [ 214 ] = _SubClass ;
this . SpawnPacket [ 215 ] = _SubClass ;
this . SpawnPacket [ 216 ] = _SubClass ;
}
}
}
}
public byte TitleActivated
{
get { return this . SpawnPacket [ 181 ]; }
set { this . SpawnPacket [ 181 ] = value ; }
}
#endregion
}
}
03/02/2013, 23:20
#5
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you should realize every method in spawn packet how it works and tests
03/03/2013, 09:50
#6
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Quote:
Originally Posted by
|xabi|
you should realize every method in spawn packet how it works and tests
more explaination
03/03/2013, 11:52
#7
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Quote:
Originally Posted by
abdoumatrix
more explaination
lol try to understand !!
03/03/2013, 13:16
#8
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Quote:
Originally Posted by
|xabi|
lol try to understand !!
(Guide)Enlighten me than just laugh
(3ayez td7ak 2oly a2olk nokta
)
(anta bt2oly ya3ny afham el 7war mashy ezay low kda ma ana fahem nos el 7war ana 3ayez el nos el tany ely ana mgrbtosh 2bl kda
)
03/03/2013, 18:48
#9
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Quote:
Originally Posted by
abdoumatrix
any one can tell me if there r more changes than this
as i said try every methods in entity.cs
just try just try and you will know if there are more changes or not.
Note: please don't try to be the wise man
03/03/2013, 20:30
#10
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1-Entity Spawn packet has been changed , just add 2 more bytes to the packet length then shift everything by 2 starting with Entity.X
Character info also needs 2 more bytes be4 the names
2-about Flower rank screen when the client clicks the icon it sends a 1151 packet subtype which is Packet[4]=1 asking for the flower type rank which is a uint starting from Packet[8] , the response packet must has the same flower type and the ranks list
03/03/2013, 21:07
#11
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Awesome Mano .. i guess .. Am sure that i know u
03/04/2013, 00:37
#12
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I guess that EgypationMano is Kimo
03/04/2013, 00:58
#13
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w.e bas hwa 3ndo Knowlage Koisa fe3lan
03/04/2013, 03:32
#14
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Quote:
Originally Posted by
Mero.El.Omda
I guess that EgypationMano is Kimo
Quote:
Originally Posted by
shadowman123
w.e bas hwa 3ndo Knowlage Koisa fe3lan
sorry to disappoint you but i am not Kimo
03/04/2013, 09:35
#15
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anyway sorry for calling you a wrong name but you already good at C#
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Mostly complete... just figure a way to save it on your server....
ScreenShots:
http://img98.imageshack.us/img98/1949/164947279.j pg
http://img714.imageshack.us/img714/5372/64922998. jpg
http://img59.imageshack.us/img59/1025/64930238.jp g
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