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Fireworks effect name

Discussion on Fireworks effect name within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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Fireworks effect name

Been searching the client and couldn't find it. Tried guessing the name and got nothing. Tried searching around here, but can't find it either.

So anyone got the name to use with StringPacket for fireworks?
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Old 05/27/2013, 23:09   #2
 
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Like what AcidCOV3 had?
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Old 05/27/2013, 23:10   #3
 
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I don't know what was used there, just the regular fireworks for the firework items lmao.
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Old 05/27/2013, 23:20   #4
 
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Oh, then I'm not sure.

I was thinking of the big bang fireworks =d
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Old 05/27/2013, 23:46   #5
 
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Oh, nope. Just the regular old school fireworks xD

Found the one I was looking for
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Old 05/28/2013, 00:42   #6
 
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Quote:
Originally Posted by Super Aids View Post
Been searching the client and couldn't find it. Tried guessing the name and got nothing. Tried searching around here, but can't find it either.

So anyone got the name to use with StringPacket for fireworks?
Do you mean this?
Code:
[COLOR=Red][B]client.Send(GamePackets.StringPacket.Effect(client.Entity.UID, "firework-1love"));[/B][/COLOR]
[COLOR=Red][B]client.Send(GamePackets.StringPacket.Effect(client.Entity.UID, "firework-2love"));[/B][/COLOR]
[COLOR=Red][B]client.Send(GamePackets.StringPacket.Effect(client.Entity.UID, "firework-like"));[/B][/COLOR]
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Old 05/28/2013, 01:35   #7


 
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From what I remember, there was a way to spawn the effect without the MsgName. It might be in my COPS v6 source... I would have to recheck.
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Old 05/28/2013, 02:46   #8
 
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urgabel, yeah that was it, but I found it xD
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Old 05/28/2013, 02:50   #9
 
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Quote:
Originally Posted by Super Aids View Post
urgabel, yeah that was it, but I found it xD
What about "ReturnSyndicateFireWorks"?
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Old 05/28/2013, 02:55   #10
 
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Oh thanks for that one
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Old 05/28/2013, 03:39   #11


 
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Quote:
Originally Posted by CptSky View Post
From what I remember, there was a way to spawn the effect without the MsgName. It might be in my COPS v6 source... I would have to recheck.
Well, it's still with the MsgName packet, but you don't send the actual effect. You send the Fireworks subtype with the (x, y).

Code:
                    case Action.Marry:
                        {
                            if (Player.UniqId != SenderUID)
                                return;

                            Player Target = null;
                            if (!World.AllPlayers.TryGetValue(TargetUID, out Target))
                                return;

                            if (Target.Map != Player.Map)
                                return;

                            if (!MyMath.CanSee(Player.X, Player.Y, Target.X, Target.Y, 17))
                                return;

                            if (!(Player.Look % 10 < 3 && Target.Look % 10 > 2) && !(Player.Look % 10 > 2 && Target.Look % 10 < 3))
                                return;

                            if (Target.Spouse != "Non" && Target.Spouse != "None" && Target.Spouse != "")
                                return;

                            Player.Spouse = Target.Name;
                            Player.Send(MsgName.Create(Player.UniqId, Player.Spouse, MsgName.Action.Spouse));

                            Target.Spouse = Player.Name;
                            Target.Send(MsgName.Create(Target.UniqId, Target.Spouse, MsgName.Action.Spouse));

                            World.BroadcastMapMsg(Player.Map, MsgName.Create((Player.X | Player.Y << 16), "1122", MsgName.Action.Fireworks));
                            World.BroadcastMsg(MsgTalk.Create("SYSTEM", "ALLUSERS", String.Format(Client.GetStr("STR_MARRY"), Player.Name, Target.Name), MsgTalk.Channel.GM, 0xFF0000));
                            break;
                        }
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