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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
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#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
  
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03/01/2013, 21:23
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#2
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CryptographyKey
check this
will help you
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03/01/2013, 21:51
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#3
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Quote:
Originally Posted by Sadwos
CryptographyKey
check this
will help you
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ty
already done
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03/02/2013, 22:05
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#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
}
}
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03/02/2013, 23:20
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#5
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you should realize every method in spawn packet how it works and tests
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03/03/2013, 09:50
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#6
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Quote:
Originally Posted by |xabi|
you should realize every method in spawn packet how it works and tests
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more explaination
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03/03/2013, 11:52
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#7
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Quote:
Originally Posted by abdoumatrix
more explaination
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lol try to understand !!
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03/03/2013, 13:16
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#8
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Quote:
Originally Posted by |xabi|
lol try to understand !!
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(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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03/03/2013, 18:48
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#9
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Quote:
Originally Posted by abdoumatrix
any one can tell me if there r more changes than this
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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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03/03/2013, 20:30
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#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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03/03/2013, 21:07
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#11
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Awesome Mano .. i guess .. Am sure that i know u
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03/04/2013, 00:37
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#12
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I guess that EgypationMano is Kimo
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03/04/2013, 00:58
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#13
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w.e bas hwa 3ndo Knowlage Koisa fe3lan
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03/04/2013, 03:32
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#14
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Quote:
Originally Posted by Mero.El.Omda
I guess that EgypationMano is Kimo
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Quote:
Originally Posted by shadowman123
w.e bas hwa 3ndo Knowlage Koisa fe3lan
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sorry to disappoint you but i am not Kimo
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03/04/2013, 09:35
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#15
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anyway sorry for calling you a wrong name but you already good at C#
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