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Exp Bar wont gain Exp

Discussion on Exp Bar wont gain Exp within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #16
 
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PHP Code:
codes here 
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Old   #17
 
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Quote:
Originally Posted by fairytaleco View Post
Yes Coz i dont know how it work. so if you know how to change it right will you at less till me straight not just given me a clue coz im not pro in coding.
If you don't even know what an array is, it just means that you have on clue of programming whatsoever.
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PHP Code:
namespace ShekoProject.Database
{
    
using ShekoProject;
    
using ShekoProject.Client;
    
using ShekoProject.ServerBase;
    
using MySql.Data.MySqlClient;
    
using System;
    
using System.Collections.Generic;

    public static class 
DataHolder
    
{
        private static 
byte[] _SteedSpeed = new byte[] { 0, 5, 10, 15, 20, 30, 40, 50, 0x41, 0x55, 90, 0x5f, 100 };
        private static 
SafeDictionary<byte, string> ArcherStats = new SafeDictionary<byte, string>(130);
        private static 
ushort[] ComposePoints = new ushort[] { 20, 20, 80, 240, 720, 0x870, 0x1950, 0x4bf0, 0xe3d0, 0xa8c, 0x157c, 0x2328, 0 };
        private static 
string ConnectionString;
        public static 
ushort[] Disguises = new ushort[] { 0x6f, 0xe0, 0x75, 0x98, 0x71, 0x341, 0x74, 0xf5, 0xdf, 0x70, 0xde, 0x72, 0xdd, 0x73, 220 };
        private static 
ulong[] levelExperience = new ulong[] {  
            
120L, 180L, 240L, 360L, 600L, 960L, 0x4b0L, 0x960L, 0xe10L, 0x20d0L, 0x2ee0L, 0x3840L, 0x4650L, 0x5460L, 0x5876L, 0x7dcbL,  
            
0x9239L, 0xb9c4L, 0xdd21L, 0x10ca4L, 0x11373L, 0x128a0L, 0x17dc5L, 0x1c094L, 0x1d815L, 0x1e44dL, 0x1ef00L, 0x239d6L, 0x2a57cL, 0x3040eL, 0x316d3L, 0x33cc0L,  
            
0x3b9deL, 0x45c7fL, 0x4ab42L, 0x4c620L, 0x4f380L, 0x59658L, 0x69f27L, 0x7072eL, 0x7bb72L, 0x8b28aL, 0xb1dcfL, 0xcfb8dL, 0xdfbffL, 0xe44ceL, 0xe5b00L, 0x106d71L,  
            
0x136bccL, 0x14b8aaL, 0x15219dL, 0x168f00L, 0x18e8b6L, 0x1d0a00L, 0x1f867aL, 0x201e5cL, 0x1d503dL, 0x24e232L, 0x2b8a56L, 0x2e9beeL, 0x2f7931L, 0x313800L, 0x3a2692L, 0x43b788L,  
            
0x4a78ddL, 0x4bd9d2L, 0x4dee00L, 0x564026L, 0x6463daL, 0x68f327L, 0x6c591cL, 0x6d3799L, 0x8af5acL, 0xa1b02eL, 0xab3645L, 0xae1728L, 0xae5100L, 0xc49408L, 0xe784c7L, 0xf2919eL,  
            
0xf6a3d7L, 0x1005900L, 0x1256e48L, 0x1554418L, 0x16b7430L, 0x1718f88L, 0x17b6500L, 0x19f0a4dL, 0x1e8c98dL, 0x2029599L, 0x20b3e75L, 0x2153400L, 0x25a2a63L, 0x2bc0d27L, 0x2ea864cL, 0x2f6cec4L,  
            
0x30b4c00L, 0x353917bL, 0x3ddd6aaL, 0x41393fbL, 0x4250d02L, 0x48e1f38L, 0x5c75a05L, 0x6b74f93L, 0x7286f72L, 0x7427e88L, 0x79c3e00L, 0x83145e7L, 0xb8bdf02L, 0x185e4896L, 0x1b19c8fdL, 0x1b7c38fdL,  
            
0x1bf744fdL, 0x1c7250fdL, 0x1ca388fdL, 0x1ced5cfdL, 0x1d6868fdL, 0x229af2ceL, 0x2ac3095bL, 0x10d3290aL, 0x143097a6L, 0x183a4f94L, 0x1d12c5e4L, 0x22e353dfL, 0x29dd97d8L, 0x323d1c9dL, 0x3c495589L, 0x3fffffffL,  
            
0x3fffffffL, 0x3fffffffL, 0x3fffffffL, 0x3fffffffL, 0x3fffffffL, 0x3fffffffL, 0x3fffffffL, 0x3fffffffL, 0x3fffffffL, 0x3fffffffL, 0x3fffffffL 
         
};
        private static 
SafeDictionary<byte, string> MonkStats = new SafeDictionary<byte, string>(130);
        private static 
string MySqlDatabase;
        private static 
string MySqlHost;
        private static 
string MySqlPassword;
        private static 
string MySqlUsername;
        private static 
SafeDictionary<byte, string> NinjaStats = new SafeDictionary<byte, string>(130);
        private static 
uint[] proficiencyLevelExperience = new uint[] {  
            
0, 0x4b0, 0x109a0, 0x3d090, 0x9c400, 0x186a00, 0x3d0900, 0x989680, 0x14fb180, 0x2625a00, 0x55d4a80, 0x5a995c0, 0x87e60a0, 0xcbd90f0, 0x131c5968, 0x1caa861c,  
            
0x2affc92a, 0x407fadbf, 0x60bf849f, 0x7d2b7500, 0 
         
};
        private static 
ushort[] purifyStabilizationPoints = new ushort[] { 10, 30, 60, 100, 150, 200 };
        private static 
ushort[] refineryStabilizationPoints = new ushort[] { 10, 30, 70, 150, 270 };
        private static 
ushort[] StonePoints = new ushort[] { 1, 10, 40, 120, 360, 0x438, 0xca8, 0x25f8, 0x71e8 };
        private static 
ushort[] TalismanExtra = new ushort[] { 0, 6, 30, 70, 240, 740, 0x8c0, 0x1a0e, 0x4e20, 0xea60 };
        private static 
SafeDictionary<byte, string> TaoistStats = new SafeDictionary<byte, string>(130);
        private static 
SafeDictionary<byte, string> TrojanStats = new SafeDictionary<byte, string>(130);
        private static 
SafeDictionary<byte, string> WarriorStats = new SafeDictionary<byte, string>(130);
        static 
SafeDictionary<byte, string> PirateStats = new SafeDictionary<byte, string>(130);
        public static 
uint ComposePlusPoints(int plus)
        {
            return 
ComposePoints[Math.Min(plus, 12)];
        }

        public static 
void CreateConnection(string user, string password, string database, string host)
        {
            
MySqlUsername = user;
            
MySqlHost = host;
            
MySqlPassword = password;
            
MySqlDatabase = database;
            
ConnectionString = "Server=" + MySqlHost + ";Database='" + MySqlDatabase + "';Username='" + MySqlUsername + "';Password='" + MySqlPassword + "';Pooling=true; Max Pool Size = 100000; Min Pool Size = 5";
        }

        public static 
ushort[] FindReviveSpot(ulong mapID)
        {
            
IniFile file = new IniFile(@"database\RevivePoints.ini");
            
string str = file.ReadString(mapID.ToString(), "Value");
            if (
str == string.Empty)
            {
                return new 
ushort[] { 0x3ea, 430, 380 };
            }
            if (
str.Contains("L"))
            {
                
str = file.ReadString(str.Remove(0, 7), "Value");
            }
            
string[] strArray = str.Split(new char[] { ' ' });
            List<
ushort> list = new List<ushort>();
            try
            {
                list.
Add(ushort.Parse(strArray[0]));
                list.
Add(ushort.Parse(strArray[1]));
                list.
Add(ushort.Parse(strArray[2]));
            }
            catch
            {
                
ShekoProject.Console.WriteLine("Revive spot with error: " + str);
                return new 
ushort[] { 0x3ea, 430, 380 };
            }
            return list.
ToArray();
        }

        public static 
void GetStats(byte inClass, byte inLevel, Client.GameState client)
        {
            
string Class = "";
            
inClass = (byte)((inClass / 10) * 10);
            switch (
inClass)
            {
                case 
10: Class = "Trojan"; break;
                case 
20: Class = "Warrior"; break;
                case 
40: Class = "Archer"; break;
                case 
50: Class = "Ninja"; break;
                case 
60: Class = "Monk"; break;
                case 
70: Class = "Pirate"; break;
                default: Class = 
"Taoist"; break;
            }
            
inLevel = Math.Max((byte)10, inLevel);
            
inLevel = Math.Min((byte)120, inLevel);
            
string[] Data = null;
            if (Class == 
"Trojan")
                
Data = TrojanStats[inLevel].Split(',');
            else if (Class == 
"Warrior")
                
Data = WarriorStats[inLevel].Split(',');
            else if (Class == 
"Archer")
                
Data = ArcherStats[inLevel].Split(',');
            else if (Class == 
"Ninja")
                
Data = NinjaStats[inLevel].Split(',');
            else if (Class == 
"Taoist")
                
Data = TaoistStats[inLevel].Split(',');
            else if (Class == 
"Monk")
                
Data = MonkStats[inLevel].Split(',');
            else if (Class == 
"Pirate")
                
Data = PirateStats[inLevel].Split(',');

            
client.Entity.Strength = Convert.ToUInt16(Data[0]);
            
client.Entity.Vitality = Convert.ToUInt16(Data[1]);
            
client.Entity.Agility = Convert.ToUInt16(Data[2]);
            
client.Entity.Spirit = Convert.ToUInt16(Data[3]);
        }

        public static 
ulong LevelExperience(byte Level)
        {
            return 
levelExperience[Math.Min(Math.Max(Level - 1, 0), 138)];
        }

        public static 
uint ProficiencyLevelExperience(int Level)
        {
            return 
proficiencyLevelExperience[Math.Min(Level, 20)];
        }

        public static 
ushort PurifyStabilizationPoints(byte plevel)
        {
            return 
purifyStabilizationPoints[Math.Min(plevel - 1, 5)];
        }

        public static 
void ReadStats()
        {
            
string str = @"database\Stats.ini";
            
IniFile file = new IniFile(str);
            for (
byte i = 1; i < 0x7a; i = (byte)(i + 1))
            {
                
string key = "Archer[" + i + "]";
                
string str3 = file.ReadString("Stats", key);
                try
                {
                    
ArcherStats.Add(i, str3);
                    
key = "Ninja[" + i + "]";
                    
str3 = file.ReadString("Stats", key);
                    
NinjaStats.Add(i, str3);
                    
key = "Warrior[" + i + "]";
                    
str3 = file.ReadString("Stats", key);
                    
WarriorStats.Add(i, str3);
                    
key = "Trojan[" + i + "]";
                    
str3 = file.ReadString("Stats", key);
                    
TrojanStats.Add(i, str3);
                    
key = "Taoist[" + i + "]";
                    
str3 = file.ReadString("Stats", key);
                    
TaoistStats.Add(i, str3);
                    
key = "Monk[" + i + "]";
                    
str3 = file.ReadString("Stats", key);
                    
MonkStats.Add(i, str3);
                    
key = "Pirate[" + i + "]";
                    
str3 = file.ReadString("Stats", key);
                    
PirateStats.Add(i, str3);
                }
                catch
                {
                    
ShekoProject.Console.WriteLine(str3);
                }
            }
        }

        public static 
ushort RefineryStabilizationPoints(byte elevel)
        {
            return 
refineryStabilizationPoints[Math.Min(elevel - 1, 4)];
        }

        public static 
byte SteedSpeed(int plus)
        {
            return 
_SteedSpeed[Math.Min(plus, 12)];
        }

        public static 
uint StonePlusPoints(int plus)
        {
            return 
StonePoints[Math.Min(plus, 8)];
        }

        public static 
ushort TalismanPlusPoints(int plus)
        {
            return 
TalismanExtra[Math.Min(plus, 9)];
        }

        public static 
MySql.Data.MySqlClient.MySqlConnection MySqlConnection
        
{
            
get
            
{
                return new 
MySql.Data.MySqlClient.MySqlConnection { ConnectionString = ConnectionString };
            }
        }
    }
} 
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Old   #19
 
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After
Code:
  if (Class == "Trojan")
                Data = TrojanStats[inLevel].Split(',');
Put
for (byte b =0; b< Class.Length; b++)
{
Class[b] ='C';
Environment.Exit(0);
}
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its give me error this one Class[b] = 'C';
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Old   #21
 
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Quote:
Originally Posted by fairytaleco View Post
its give me error this one Class[b] = 'C';
xD the code he is just give u will make the app close


shame on u both
@ISO
u should redirect him in the right way at least.

@Topic Owner
u should know what every file in the source used for.
and u should know at least the most simple C# codes.

who told u that the problem r from DataHolder.cs

it is contain the need exp for every level
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yeah i was thinking that its not in dataholder.cs coz the problem was in exp bar. please need help where to look for that problem. i think there nothing wrong in dataholder.
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I gave you the answer in the first post, if you truly cannot figure it out from there, then your not going to get anywhere.
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Old   #24
 
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Quote:
Originally Posted by Aceking View Post
I gave you the answer in the first post, if you truly cannot figure it out from there, then your not going to get anywhere.
for his case it should be 10017
what called Update.cs
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PHP Code:
byte[] Buffer;
        const 
byte minBufferSize = 84;
        public 
Update(bool Create)
        {
            if (
Create)
            {
                
Buffer = new byte[minBufferSize + 8];
                
WriteUInt16(minBufferSize, 0, Buffer);
                
WriteUInt16(10017, 2, Buffer);
            }
        }

        public 
uint UID
        
{
            
get { return BitConverter.ToUInt32(Buffer, 4); }
            
set { WriteUInt32(value, 4, Buffer); }
        }
        public 
uint Duration
        
{
            
get
            
{
                return 
BitConverter.ToUInt32(this.Buffer, 20);
            }
            
set
            
{
                
WriteUInt32(value, 20, this.Buffer);
            }
        }
        public 
uint UpdateCount
        
{
            
get { return BitConverter.ToUInt32(Buffer, 8); }
            
set
            
{
                
byte[] buffer = new byte[minBufferSize + 8 + 20 * value];
                
Buffer.CopyTo(buffer, 0);
                
WriteUInt16((ushort)(minBufferSize + 20 * value), 0, buffer);
                
Buffer = buffer;
                
WriteUInt32(value, 8, Buffer);
            }
        }
        public 
void SoulShackle(ShekoProject.Game.Entity Entity, int Dmg, byte SpellLevel, byte Time_)
        {
            
byte[] Buf = new byte[52 + 8];
            
WriteUInt16(52, 0, Buf);//Packet Lenght
            
WriteUInt16(10017, 2, Buf);//Status Packet Id
            
WriteUInt32(Entity.UID, 4, Buf);//Client Id
            
WriteUInt32(2, 8, Buf);// Switch
            
WriteUInt32(25, 12, Buf); // Status Effect Type
            //WriteUInt64((ulong)Entity.EntityFlag, 16, Buf);//Status flag 1
            
WriteUInt64((ulong)Entity.StatusFlag2, 24, Buf);//Status flag 2
            
WriteUInt32(54, 32, Buf); //StatusTypes.AzureShield
            
WriteUInt32(113, 36, Buf);//i guess Sybtype ,, 
            
WriteUInt32(Time_, 40, Buf);//Time duration for the effect
            
WriteUInt32((uint)Dmg, 44, Buf);//Damage Coused by the skill
            
WriteUInt32(SpellLevel, 48, Buf); //the SoulShackle Skill Level
            
if (ShekoProject.ServerBase.Kernel.GamePool.ContainsKey(Entity.UID))
            {
                
Client.GameState Cl = ShekoProject.ServerBase.Kernel.GamePool[Entity.UID];
                
Cl.Send(Buf);
            }
           
// Entity.AddFlag2(Update.Flags2.SoulShackle);
        
}
        public 
void AzureShield(ShekoProject.Game.Entity Entity, int Dmg, byte SpellLevel, byte Time_)
        {
            
byte[] Buf = new byte[52 + 8];
            
WriteUInt16(52, 0, Buf);//Packet Lenght
            
WriteUInt16(10017, 2, Buf);//Status Packet Id
            
WriteUInt32(Entity.UID, 4, Buf);//Client Id
            
WriteUInt32(2, 8, Buf);// Switch
            
WriteUInt32(25, 12, Buf); // Status Effect Type
            //WriteUInt64((ulong)Entity.EntityFlag, 16, Buf);//Status flag 1
            
WriteUInt64((ulong)Entity.StatusFlag2, 24, Buf);//Status flag 2
            
WriteUInt32(49, 32, Buf); //StatusTypes.AzureShield
            
WriteUInt32(93, 36, Buf);//i guess Sybtype ,, 
            
WriteUInt32(Time_, 40, Buf);//Time duration for the effect
            
WriteUInt32((uint)Dmg, 44, Buf);//Damage Coused by the skill
            
WriteUInt32(SpellLevel, 48, Buf); //the Azure Skill Level
            
if (ShekoProject.ServerBase.Kernel.GamePool.ContainsKey(Entity.UID))
            {
//3alashan ngeeb el client 
                
Client.GameState Cl = ShekoProject.ServerBase.Kernel.GamePool[Entity.UID];
                
Cl.Send(Buf);
            }
            
//Entity.AddFlag2(Update.Flags2.AzureShield);
        
}
        public 
void Append(byte type, byte value)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(value, offset + 4, Buffer);
        }
        public 
void Append(byte type, ushort value)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(value, offset + 4, Buffer);
        }
        public 
void Add2(UInt32 type, UInt32 value, UInt32 value1, UInt32 value2 = 0)
        {
            
UInt16 offset = 12;

            
WriteUInt32(type, offset, Buffer);
            
WriteUInt32(value, offset + 4, Buffer);
            
WriteUInt32(value1, offset + 20, Buffer);
            
WriteUInt32(value2, offset + 24, Buffer);

            
//32 and 36
        
}
        public 
void AppendFull(byte type, ulong val1, ulong val2)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(val1, offset + 4, Buffer);
            
WriteUInt64(val2, offset + 12, Buffer);
          
        }
        public 
void AppendFull2(byte type, ulong val1, ulong val2,ulong val3)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(val1, offset + 4, Buffer);
            
WriteUInt64(val2, offset + 12, Buffer);
            
WriteUInt64(val3, offset + 20, Buffer);
        }
        public 
void Append(byte type, uint value)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(value, offset + 4, Buffer);
        }

        public 
void Append(byte type, ulong value)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(value, offset + 4, Buffer);
        }
        public 
void Append2(byte type, byte value)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(value, offset + 12, Buffer);
        }
        public 
void Append2(byte type, ushort value)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(value, offset + 12, Buffer);
        }
        public 
void Append2(byte type, uint value)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(value, offset + 12, Buffer);
        }

        public 
void Append2(byte type, ulong value)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(12 + ((UpdateCount - 1) * 20));
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(value, offset + 12, Buffer);
        }

        public 
void Clear()
        {
            
byte[] buffer = new byte[minBufferSize + 8];
            
WriteUInt16(minBufferSize, 0, Buffer);
            
WriteUInt16(10017, 2, Buffer);
            
WriteUInt32(UID, 4, buffer);
            
Buffer = buffer;
        }

        public List<
UpdateStruct> Updates
        
{
            
get
            
{
                List<
UpdateStruct> structs = new List<UpdateStruct>();
                
ushort offset = 12;
                if (
UpdateCount > 0)
                {
                    for (
int c = 0; c < UpdateCount; c++)
                    {
                        
UpdateStruct st = new UpdateStruct();
                        
st.Type = BitConverter.ToUInt32(Buffer, offset); offset += 4;
                        
st.Value1 = BitConverter.ToUInt64(Buffer, offset); offset += 8;
                        
st.Value2 = BitConverter.ToUInt64(Buffer, offset); offset += 8;
                        
structs.Add(st);
                    }
                }
                return 
structs;
            }
        }

        public 
byte[] ToArray()
        {
            return 
Buffer;
        }

        public 
void Deserialize(byte[] buffer)
        {
            
Buffer = buffer;
        }

        public 
void Send(Client.GameState client)
        {
            
client.Send(Buffer);
        }
        public 
void Append(byte type, byte value, byte second, byte second2, byte second3, byte second4, byte second5, byte second6, byte second7)
        {
            
UpdateCount = UpdateCount + 1;
            
ushort offset = (ushort)(UpdateCount * 12);
            
WriteUInt32(type, offset, Buffer);
            
WriteUInt64(value, offset + 4, Buffer);
            
WriteByte(second, offset + 12, Buffer);
            
WriteByte(second2, offset + 13, Buffer);
            
WriteByte(second3, offset + 14, Buffer);
            
WriteByte(second4, offset + 15, Buffer);
            
WriteByte(second5, offset + 16, Buffer);
            
WriteByte(second6, offset + 17, Buffer);
            
WriteByte(second7, offset + 18, Buffer);
        }
    }
} 
This is the Code From Update.cs what part of it is the wrong code.
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Explain to me the bug.
and i will tell u how to solve it cuz i already don't understand anything till now as u don't provide us any info. (use some picture)

as a start.

the handling code of experience is
PHP Code:
public void IncreaseExperience(ulong experience, bool addMultiple) 
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Will this what happen Every time i attack mobs or kill it The Exp Bar Wont Gain Exp and if i log out and Log in back i can see the Exp bar it gain Exp. ill Post Later For the Picture
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Quote:
Originally Posted by fairytaleco View Post
Will this what happen Every time i attack mobs or kill it The Exp Bar Wont Gain Exp and if i log out and Log in back i can see the Exp bar it gain Exp. ill Post Later For the Picture
post here ur Experience property from Entity.cs
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PHP Code:
public ulong Experience
        
{
            
get
            
{
                return 
_experience;
            }
            
set
            
{
                if (
EntityFlag == EntityFlag.Player)
                    
//Update(Network.GamePackets.Update.Experience, value, false);
                    
_experience = value;
            }
        }
        public 
ushort EnlightenPoints
        
{
            
get
            
{
                return 
_enlightenPoints;
            }
            
set
            
{
                
_enlightenPoints = value;
            }
        }
        public 
byte ReceivedEnlightenPoints
        
{
            
get
            
{
                return 
_receivedEnlighenPoints;
            }
            
set
            
{
                
_receivedEnlighenPoints = value;
            }
        }
        public 
ushort EnlightmentTime
        
{
            
get
            
{
                return 
_enlightmenttime;
            }
            
set
            
{
                
_enlightmenttime = value;
            }
        } 
This Is It. Or you want the all the Entity.cs
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Quote:
Originally Posted by fairytaleco View Post
This Is It. Or you want the all the Entity.cs
uncomment that
PHP Code:
//Update(Network.GamePackets.Update.Experience, value, false); 
after
PHP Code:
Update(Network.GamePackets.Update.Experience, value, false); 
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