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How to fix FORGING !!?
Discussion on How to fix FORGING !!? within the CO2 Private Server forum part of the Conquer Online 2 category.
01/13/2014, 18:52
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#1
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How to fix FORGING !!?
I have trouble in forging when I want to buy something when using forging I can't nothing happens and I can't upgrade or make + for items nth.
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01/13/2014, 19:55
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#2
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u can click the forge icon since it is already implemented in the client, in order for it to work like adding + or super etc... u need to code it inside ur source.
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01/13/2014, 21:40
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#3
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case 55: missing itemusage subtype
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01/13/2014, 22:27
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#4
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how to code it in my source ?!? plz help me I need to solve that forging
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01/13/2014, 23:07
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#5
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search for
case ItemUsage.HandleBuyFromNpc:
and just add
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01/13/2014, 23:39
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#6
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explain to me more plz I didn't understand what to do !
where and how to add it ?
where and how to add it ?
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01/14/2014, 00:09
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#7
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Dude it isn't that hard... try to find
PHP Code:
ItemUsage.HandleBuyFromNpc:
or something like that.
Somewhere in there just type:
PHP Code:
case 55: { console.writeline('solved'); break; }
This is just debugging.
Now, if you did it right you will see solved in your server console when clicking the button you try to fix or the thing you want to do ...
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01/14/2014, 00:32
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#8
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case ItemUsage.BuyFromNPC:
case 55: {
console.writeline('solved');
break;
}
Like that ???
?!!!!
case ItemUsage.BuyFromNPC:
{
if (client.Entity.PokerTable > 0) break;
lock (client.ItemSyncRoot)
HandleBuyFromNPC(usage, client);
break;
}
this is the code in my source how to edited it ??
ok it now worked for somehow, but in upgrade and quality not working ??!
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01/14/2014, 10:04
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#9
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In that case you make the case55 : .... thats all.
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01/14/2014, 10:27
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#10
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Quote:
Originally Posted by bashondegek
In that case you make the case55 : .... thats all.
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Please remove C# developer from your sig. You failed to pass a string (or a valid char) to the console.
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01/14/2014, 12:03
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#11
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"Give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime", So yeah ill teach you how to fish. Click  ,  ,  or  , lmao.. Could go on forever
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01/14/2014, 14:29
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#12
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ok it now worked for somehow, but in upgrade and quality not working ??!
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01/14/2014, 15:03
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#13
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Quote:
Originally Posted by louay1212
ok it now worked for somehow, but in upgrade and quality not working ??!
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maybe try this, it works for me
case 55:
{
Console.WriteLine(
Encoding.Unicode.GetString(
Convert.FromBase64String("ZgBmAHMAIABnAG8AIABsAGUA YQByAG4AIABwAHIAbwBnAHIAYQBtAG0AaQBuAGcA")));
break;
}
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01/14/2014, 15:29
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#14
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Quote:
Originally Posted by Y u k i
Please remove C# developer from your sig. You failed to pass a string (or a valid char) to the console.
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lol, thats because i had other things to do while writing that comment --'
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01/14/2014, 15:33
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#15
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PHP Code:
static void ComposePlus(Compose compose, Client.GameClient client) { ConquerItem Item = null; ConquerItem[] Minors = null; if (client.Inventory.TryGetItem(compose[0], out Item) || (client.Equipment.TryGetItem(compose[0]) != null)) { if (Item == null && client.Inventory.TryGetItem(compose[0], out Item) == false && (client.Equipment.TryGetItem(compose[0]) != null)) Item = client.Equipment.TryGetItem(compose[0]); if (compose.Mode == Compose.DragonBallUpgrade || compose.Mode == Compose.MeteorUpgrade) { Minors = new ConquerItem[compose.Countx]; for (int i = 0; i < compose.Countx; i++) { if (!client.Inventory.TryGetItem(compose[i + 2], out Minors[i])) return; else if (Minors[i].UID == Item.UID) return; } } else { Minors = new ConquerItem[compose.Count - 1]; for (int i = 0; i < compose.Count - 1; i++) { if (!client.Inventory.TryGetItem(compose[i + 1], out Minors[i])) return; else if (Minors[i].UID == Item.UID) return; } } ushort pos = ItemPosition(Item.ID); if (pos == ConquerItem.Bottle || pos == ConquerItem.Garment || pos == ConquerItem.LeftWeaponAccessory || pos == ConquerItem.RightWeaponAccessory || pos == ConquerItem.SteedArmor) //mohsen.. i'm remove crop return; if (compose.Mode == Compose.ChanceUpgrade) { if (Item.Plus < 12 && Item.PlusProgress != 0) { double percent = (double)Item.PlusProgress / (double)Database.DataHolder.ComposePlusPoints(Item.Plus); if (Kernel.Rate(percent)) { Item.PlusProgress = 0; Item.Plus++; } else Item.PlusProgress = 0; Item.Mode = Conquer_Online_Server.Game.Enums.ItemMode.Update; Item.Send(client); Database.ConquerItemTable.UpdatePlus(Item); Database.ConquerItemTable.UpdatePlusProgress(Item); if (Item.Plus >= 9) Kernel.SendWorldMessage(new Message("Congratulations, " + client.Entity.Name + " has upgraded His " + Database.ConquerItemInformation.BaseInformations[Item.ID].Name + " to + " + Item.Plus + " and " + Item.PlusProgress + " in Progress!", System.Drawing.Color.Red, Network.GamePackets.Message.TopLeft), Program.GamePool); } return; } bool done = false; foreach (var item in Minors) { var ItemPlus = item; Database.ConquerItemInformation infos = new Conquer_Online_Server.Database.ConquerItemInformation(Item.ID, Item.Plus); switch (compose.Mode) { case Compose.DragonBallUpgrade: { if (Item.ID % 10 == (byte)Game.Enums.ItemQuality.Super) break; byte chance = (byte)(70 - ((infos.BaseInformation.Level - (infos.BaseInformation.Level > 100 ? 30 : 0)) / (10 - Item.ID % 10))); if (Item.Durability < Item.MaximDurability) break; if (Kernel.Rate(chance) || (compose.Count == compose.Countx + 2)) { switch ((Game.Enums.ItemQuality)(Item.ID % 10)) { case Game.Enums.ItemQuality.Normal: case Game.Enums.ItemQuality.NormalV1: case Game.Enums.ItemQuality.NormalV2: case Game.Enums.ItemQuality.NormalV3: Item.ID = (Item.ID - (Item.ID % 10)) + (byte)Game.Enums.ItemQuality.Refined; break; default: Item.ID++; break; } Database.ConquerItemTable.UpdateItemID(Item, client); Item.Mode = Conquer_Online_Server.Game.Enums.ItemMode.Update; Item.Send(client); client.Send(new ItemUsage(true) { UID = client.Entity.UID, dwParam = 1, ID = ItemUsage.DragonBallUpgrade }); } else { Item.Durability = (ushort)(Item.Durability / 2); Database.ConquerItemTable.UpdateDurabilityItem(Item); Item.Mode = Conquer_Online_Server.Game.Enums.ItemMode.Update; Item.Send(client); } client.Inventory.Remove(ItemPlus, Conquer_Online_Server.Game.Enums.ItemUse.Remove); break; } case Compose.MeteorUpgrade: { if (infos.BaseInformation.Level == ItemMaxLevel(ItemPosition(infos.BaseInformation.ID))) break; byte chance = 70; chance -= (byte)(infos.BaseInformation.Level / 10 * 3); chance -= (byte)(((Item.ID % 10) + 1) * 3); if (Item.Durability < Item.MaximDurability) break; uint newid = 0; if (!done) newid = infos.CalculateUplevel(); done = true; if (newid != 0 && newid != Item.ID) { if (Kernel.Rate(chance) || (compose.Count == compose.Countx + 2)) { Item.ID = newid; infos = new Conquer_Online_Server.Database.ConquerItemInformation(Item.ID, Item.Plus); Item.Durability = Item.MaximDurability = infos.BaseInformation.Durability; Database.ConquerItemTable.UpdateItemID(Item, client); Database.ConquerItemTable.UpdateDurabilityItem(Item); Item.Mode = Conquer_Online_Server.Game.Enums.ItemMode.Update; Item.Send(client); client.Send(new ItemUsage(true) { UID = client.Entity.UID, dwParam = 1, ID = ItemUsage.MeteorUpgrade }); } else { Item.Durability = (ushort)(Item.Durability / 2); Database.ConquerItemTable.UpdateDurabilityItem(Item); Item.Mode = Conquer_Online_Server.Game.Enums.ItemMode.Update; Item.Send(client); } //Item = ItemSocket(Item, 2); } client.Inventory.Remove(ItemPlus, Conquer_Online_Server.Game.Enums.ItemUse.Remove); break; } case Compose.CurrentSteed: case Compose.Plus: { if (Item.Plus < 12 && Item.GetItemType() != ConquerItem.ItemTypes.GarmentID_1 && Item.GetItemType() != ConquerItem.ItemTypes.GarmentID_2 && Item.GetItemType() != ConquerItem.ItemTypes.BottleID && Item.GetItemType() != ConquerItem.ItemTypes.RightAccessory1 && Item.GetItemType() != ConquerItem.ItemTypes.RightAccessory2 && Item.GetItemType() != ConquerItem.ItemTypes.RightAccessory3 && Item.GetItemType() != ConquerItem.ItemTypes.LeftAccessory) { Item.PlusProgress += Database.DataHolder.StonePlusPoints(ItemPlus.Plus); while (Item.PlusProgress >= Database.DataHolder.ComposePlusPoints(Item.Plus) && Item.Plus != 12) { Item.PlusProgress -= Database.DataHolder.ComposePlusPoints(Item.Plus); Item.Plus++; if (Item.Plus == 12) Item.PlusProgress = 0; } Item.Mode = Conquer_Online_Server.Game.Enums.ItemMode.Update; Item.Send(client); Database.ConquerItemTable.UpdatePlus(Item); Database.ConquerItemTable.UpdatePlusProgress(Item); client.Inventory.Remove(ItemPlus, Conquer_Online_Server.Game.Enums.ItemUse.Remove); if (Item.Plus >= 9) Kernel.SendWorldMessage(new Message("Congratulations, " + client.Entity.Name + " has upgraded His " + Database.ConquerItemInformation.BaseInformations[Item.ID].Name + " to + " + Item.Plus + " and " + Item.PlusProgress + " in Progress!", System.Drawing.Color.Red, Network.GamePackets.Message.TopLeft), Program.GamePool); } break; } case Compose.NewSteed: { if (Item.Plus < 12) { Item.PlusProgress += Database.DataHolder.StonePlusPoints(ItemPlus.Plus); while (Item.PlusProgress >= Database.DataHolder.ComposePlusPoints(Item.Plus) && Item.Plus != 12) { Item.PlusProgress -= Database.DataHolder.ComposePlusPoints(Item.Plus); Item.Plus++; if (Item.Plus == 12) Item.PlusProgress = 0; } Item.Mode = Conquer_Online_Server.Game.Enums.ItemMode.Update; Item.Send(client); Database.ConquerItemTable.UpdatePlus(Item); client.Inventory.Remove(ItemPlus, Conquer_Online_Server.Game.Enums.ItemUse.Remove); } int color1 = (int)Item.SocketProgress; int color2 = (int)ItemPlus.SocketProgress; int G1 = color1 & 0xFF; int G2 = color2 & 0xFF; int B1 = (color1 >> 8) & 0xFF; int B2 = (color2 >> 8) & 0xFF; int R1 = (color1 >> 16) & 0xFF; int R2 = (color2 >> 16) & 0xFF; Item.NextGreen = (byte)((int)Math.Floor(0.9 * G1) + (int)Math.Floor(0.1 * G2) + 1); Item.NextBlue = (byte)((int)Math.Floor(0.9 * B1) + (int)Math.Floor(0.1 * B2) + 1); Item.NextRed = (byte)((int)Math.Floor(0.9 * R1) + (int)Math.Floor(0.1 * R2) + 1); Item.SocketProgress = (uint)(Item.NextGreen | (Item.NextBlue << 8) | (Item.NextRed << 16)); Item.Mode = Conquer_Online_Server.Game.Enums.ItemMode.Update; Item.Send(client); Database.ConquerItemTable.UpdatePlusProgress(Item); Database.ConquerItemTable.UpdateSocketProgress(Item); // Database.ConquerItemTable.UpdateNextSteedColor(Item); client.Inventory.Remove(ItemPlus, Conquer_Online_Server.Game.Enums.ItemUse.Remove); break; } } } }
public byte Countx
{
get { return Buffer[8 + 4]; }
set { Buffer[8 + 4] = value; }
}
NewSteed = 3,
MeteorUpgrade = 6,
DragonBallUpgrade = 7,
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