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[request]Auction system

Discussion on [request]Auction system within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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[request]Auction system

can some one share auction packets with us?
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Old 12/15/2014, 02:16   #2
 
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i don't think anyone will share it
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Old 12/16/2014, 01:28   #3
 
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Did anyone else bother restructuring Conquer's auction interface?

I would like to include Auctions in only after the project is ready for public server use.
Besides the /fixable/ GUI glitch in 800x600 I'm not sure why TQ never released this feature.
It always appeared to me as a massive economical asset in many other games.

pics:


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Old 12/18/2014, 01:22   #4
 
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CSV3 Packets will work with some modification


PHP Code:
 case "auction":
                            {
                                var 
item = new ConquerItem(true);
                                
item.UID 999999;
                                
item.ID 613009;
                                
item.Mode Enums.ItemMode.Default;
                                
item.Plus 12;
                                
item.Bless 7;
                                
item.Enchant 255;
                                
item.Send(client);

                                var 
count uint.Parse(Data[1]);
                                var 
Buffer = new byte[68 count];
                                
Writer.WriteUInt16((ushort)(Buffer.Length 8), 0Buffer);
                                
Writer.WriteUInt16(13222Buffer);
                                
Writer.WriteUInt32((uint)Time32.timeGetTime().GetHashCode(), 4Buffer);
                                
                                
Writer.WriteUInt32((uint)18Buffer);//action
                                
Writer.WriteUInt32(count12Buffer);//count
                                
Writer.WriteUInt32((uint)016Buffer);
                                
int offset 20;
                                for (
int i 0counti++)
                                {
                                    
Writer.Write((uint)999999offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((ushort)0offsetBuffer);
                                    
offset +=2;
                                    
Writer.Write((ushort)0offsetBuffer);
                                    
offset += 2;
                                    
Writer.Write((uint)client.Entity.UIDoffsetBuffer);
                                    
offset += 4;
                                    
Writer.Write(client.Entity.NameoffsetBuffer);
                                    
offset += 16;
                                    
Writer.Write((uint)2offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((uint)1000offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((uint)1000offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((uint)1000offsetBuffer);
                                    
offset +=4;
                                    
Writer.Write((uint)0offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((uint)client.Entity.UIDoffsetBuffer);
                                    
offset += 4;
                                    
Writer.Write(client.Entity.NameoffsetBuffer);
                                    
offset += 16;                                    
                                }
                                
client.Send(Buffer);
                                break;
                            } 
still testing
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Old 12/18/2014, 03:08   #5
 
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Good work. You'll be using 3 packet types if you intend to reverse the structures by sending random information to the client.
1318, 1320, and the one you're using, 1322. Keep it up
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Old 12/18/2014, 15:23   #6
 
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Auction you say
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Old 12/18/2014, 18:23   #7
 
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It's not that hard logging the required packets from retail CO
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Old 12/18/2014, 18:35   #8
 
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Quote:
Originally Posted by Best Coder 2014 View Post
It's not that hard logging the required packets from retail CO
You can't really "log" these packets to my knowledge.. If you can now, I wish I had known.
The feature isn't available on NA or CN retail servers, and in my experience, when you use the Auction interfaces you're disconnected.

Edit:
My structure for the "Bidding" page is still a bit off, seems I can't send more than 14 listings; I'd have to limit a players amount of listings with active bids. If I send more than 14, the packet is too big, if I send a new packet containing the next 14 items, the list of items is cleared and only the new set is displayed. Right now I'm using task dialog to hack around this issue which implements paging.
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Old 12/18/2014, 19:00   #9
 
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Quote:
Originally Posted by .Ocularis View Post
You can't really "log" these packets to my knowledge.. If you can now, I wish I had known.
The feature isn't available on NA or CN retail servers, and in my experience, when you use the Auction interfaces you're disconnected.

Edit:
My structure for the "Bidding" page is still a bit off, seems I can't send more than 14 listings; I'd have to limit a players amount of listings with active bids. If I send more than 14, the packet is too big, if I send a new packet containing the next 14 items, the list of items is cleared and only the new set is displayed. Right now I'm using task dialog to hack around this issue which implements paging.
Definitely possible, and has been for a while (months as far as I know).

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Old 12/19/2014, 05:21   #10
 
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