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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.

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Old   #1
 
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Question 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

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Old 03/01/2013, 21:23   #2
 
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CryptographyKey
check this

will help you
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Old 03/01/2013, 21:51   #3
 
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Quote:
Originally Posted by Sadwos View Post
CryptographyKey
check this

will help you
ty

already done
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Old 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.SpawnPacket12);
            }
            
set
            
{
                
WriteUInt32(value12this.SpawnPacket);
            }
        }

        public 
ushort GuildRank
        
{
            
get
            
{
                return 
BitConverter.ToUInt16(this.SpawnPacket16);
            }
            
set
            
{
                
WriteUInt16(value16this.SpawnPacket);
            }
        }

        public 
byte ClanRank
        
{
            
get { return this.SpawnPacket[173]; }
            
set this.SpawnPacket[173] = value; }
        }

        public 
uint ClanID
        
{
            
get { return BitConverter.ToUInt32(this.SpawnPacket169); }
            
set WriteUInt32(value169this.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.SpawnPacket101); }
            
set
            
{
                
WriteUInt16(value101this.SpawnPacket);
            }
        }

        public 
uint QuizPoints
        
{
            
get
            
{
                return 
_quizpoints;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    
Update(Network.GamePackets.Update.QuizPointsvaluetrue);
                }
                
_quizpoints value;
                
WriteUInt32(value143this.SpawnPacket);
            }
        }

        public 
uint ExtraBattlePower
        
{
            
get
            
{
                return 
BitConverter.ToUInt32(this.SpawnPacket105);
            }
            
set
            
{
                if (
value 200)
                {
                    
value 0;
                }
                if (
this.ExtraBattlePower 100)
                {
                    
Writer.WriteUInt32(0105this.SpawnPacket);
                }
                if ((((
this.ExtraBattlePower 0) && (value   == 0)) || (value 0)) && ((value != 0) ||   (this.ExtraBattlePower != 0)))
                {
                    
this.Update(36valuefalse);
                    
Writer.WriteUInt32(value105this.SpawnPacket);
                }
            }
        }

        public 
uint ArsenalBP
        
{
            
get
            
{
                return 
BitConverter.ToUInt32(this.SpawnPacket104);
            }
            
set
            
{
                
value 100;
                if (
value 0)
                {

                    
Update(Network.GamePackets.Update.ArsenalBPvaluefalse);
                    
WriteUInt32(value104this.SpawnPacket);
                }
            }
        }

        public 
byte Reborn
        
{
            
get
            
{
                
this.SpawnPacket[108] = _reborn;
                return 
_reborn;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    
Update(Network.GamePackets.Update.Rebornvaluetrue);
                }
                
_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, valuefalse);
                    }
                }
                
_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.Hitpointsvaluefalse);
                
_hitpoints value;

                if (
Boss 0)
                {
                    
uint key = (uint)(MaxHitpoints 10000);
                    if (
key != 0)
                        
WriteUInt16((ushort)(value key), 85this.SpawnPacket);
                    else
                        
WriteUInt16((ushort)(value MaxHitpoints 1000 1.09), 85this.SpawnPacket);
                }
                else
                    
WriteUInt16((ushort)value86this.SpawnPacket);
            }
        }

        public 
byte Level
        
{
            
get
            
{
                
this.SpawnPacket[109] = _level;
                return 
_level;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    
Update(Network.GamePackets.Update.Levelvaluetrue);
                    
Data update = new Data(true);
                    
update.UID UID;
                    
update.ID Data.Leveled;
                    if (
Owner != null)
                    {
                        (
Owner as GameState).SendScreen(updatetrue);
                        
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(value94this.SpawnPacket);
            }
        }

        public 
ushort Y
        
{
            
get
            
{
                return 
_y;
            }
            
set
            
{
                
_y value;
                
WriteUInt16(value96this.SpawnPacket);
            }
        }

        public 
ushort HairStyle
        
{
            
get
            
{
                return 
_hairstyle;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    
Update(Network.GamePackets.Update.HairStylevaluetrue);
                }
                
_hairstyle value;
                
WriteUInt16(value98this.SpawnPacket);
            }
        }

        public 
string Name
        
{
            
get
            
{
                return 
_Name;
            }
            
set
            
{
                
this._Name value;
                
int index 234;
                if (
this.ClanName != "")
                {
                    
this.SpawnPacket = new byte[((((index) + 3) + this.Name.Length) + this.ClanName.Length) + 2];
                    
Writer.WriteUInt16((ushort)((((index 3) +   this.Name.Length) + this.ClanName.Length) + 2), 0this.SpawnPacket);
                    
Writer.WriteUInt16(0x271e2this.SpawnPacket);
                    
Writer.WriteUInt32(this.Flagsindex 7this.SpawnPacket);
                    
this.SpawnPacket[index] = 4;
                    
this.SpawnPacket[index 1] = (byte)this._Name.Length;
                    
Writer.WriteString(this._Nameindex 2this.SpawnPacket);
                    
this.SpawnPacket[((index 1) + this.SpawnPacket[index 1]) + 2] = (byte)this.ClanName.Length;
                    
Writer.WriteString(this.ClanName, ((index 1) + this.SpawnPacket[index 1]) + 3this.SpawnPacket);
                }
                else
                {
                    
this.SpawnPacket = new byte[((index) + 3) + this.Name.Length];
                    
Writer.WriteUInt16((ushort)((index 3) + this.Name.Length), 0this.SpawnPacket);
                    
Writer.WriteUInt16(0x271e2this.SpawnPacket);
                    
Writer.WriteUInt32(this.Flagsindex 7this.SpawnPacket);
                    
this.SpawnPacket[index] = 4;
                    
this.SpawnPacket[index 1] = (byte)this._Name.Length;
                    
Writer.WriteString(this._Nameindex 2this.SpawnPacket);
                }
            }
        }

        public 
string ClanName
        
{
            
get
            
{
                return 
this.clan;
            }
            
set
            
{
                
this.clan value;
                if (
value != null)
                {
                    
int index 234;
                    if (
value != "")
                    {
                        
byte[] buffer = new byte[((((index) + 3) + this.Name.Length) + value.Length) + 2];
                        for (
int i 2< (this.SpawnPacket.Length 7); i++)
                        {
                            
buffer[i] = this.SpawnPacket[i];
                        }
                        
this.SpawnPacket = new byte[((((index) + 3) + this.Name.Length) + value.Length) + 2];
                        
Writer.WriteUInt16((ushort)((((index 3) +   this.Name.Length) + value.Length) + 2), 0this.SpawnPacket);
                        for (
int j 2buffer.Lengthj++)
                        {
                            
this.SpawnPacket[j] = buffer[j];
                        }
                        
Writer.WriteUInt16(0x271e2this.SpawnPacket);
                        
this.SpawnPacket[index] = 4;
                        
this.SpawnPacket[index 1] = (byte)this._Name.Length;
                        
Writer.WriteString(this._Nameindex 2this.SpawnPacket);
                        
this.SpawnPacket[((index 1) + this.SpawnPacket[index 1]) + 2] = (byte)value.Length;
                        
Writer.WriteString(value, ((index 1) + this.SpawnPacket[index 1]) + 3this.SpawnPacket);
                    }
                    else
                    {
                        
byte[] buffer2 = new byte[(((index) + 3) + this.Name.Length) + 2];
                        for (
int k 2< (this.SpawnPacket.Length 8); k++)
                        {
                            if (
buffer2.Length)
                            {
                                
buffer2[k] = this.SpawnPacket[k];
                            }
                        }
                        
this.SpawnPacket = new byte[(((index) + 3) + this.Name.Length) + 2];
                        
Writer.WriteUInt16((ushort)(((index 3) + this.Name.Length) + 2), 0this.SpawnPacket);
                        for (
int m 2buffer2.Lengthm++)
                        {
                            
this.SpawnPacket[m] = buffer2[m];
                        }
                        
Writer.WriteUInt16(0x271e2this.SpawnPacket);
                        
this.SpawnPacket[index] = 4;
                        
this.SpawnPacket[index 1] = (byte)this._Name.Length;
                        
Writer.WriteString(this._Nameindex 2this.SpawnPacket);
                        
this.SpawnPacket[((index 1) + this.SpawnPacket[index 1]) + 2] = (byte)value.Length;
                        
Writer.WriteString(value, ((index 1) + this.SpawnPacket[index 1]) + 3this.SpawnPacket);
                    }
                }
            }
        }

        public 
uint ActualMyTypeFlower
        
{
            
get
            
{
                return 
f_flower;
            }
            
set
            
{
                
f_flower value;
                
WriteUInt32(value129this.SpawnPacket);
            }
        }
        public 
uint RightWeapon
        
{
            
get
            
{
                return 
BitConverter.ToUInt32(this.SpawnPacket208);
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                {
                    
Update(Network.GamePackets.Update.RightWeaponvaluetrue);
                }
                
WriteUInt32(value208this.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
    
}

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Old 03/02/2013, 23:20   #5
 
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you should realize every method in spawn packet how it works and tests
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Old 03/03/2013, 09:50   #6
 
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Quote:
Originally Posted by |xabi| View Post
you should realize every method in spawn packet how it works and tests

more explaination
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Old 03/03/2013, 11:52   #7
 
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Quote:
Originally Posted by abdoumatrix View Post
more explaination
lol try to understand !!
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Old 03/03/2013, 13:16   #8
 
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Quote:
Originally Posted by |xabi| View Post
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 )
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Old 03/03/2013, 18:48   #9
 
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Quote:
Originally Posted by abdoumatrix View Post
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
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Old 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
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Old 03/03/2013, 21:07   #11
 
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Awesome Mano .. i guess .. Am sure that i know u
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Old 03/04/2013, 00:37   #12
 
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I guess that EgypationMano is Kimo
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Old 03/04/2013, 00:58   #13
 
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w.e bas hwa 3ndo Knowlage Koisa fe3lan
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Old 03/04/2013, 03:32   #14
 
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Quote:
Originally Posted by Mero.El.Omda View Post
I guess that EgypationMano is Kimo
Quote:
Originally Posted by shadowman123 View Post
w.e bas hwa 3ndo Knowlage Koisa fe3lan
sorry to disappoint you but i am not Kimo
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Old 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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