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[HELP] Potency (CoEmu v2)

Discussion on [HELP] Potency (CoEmu v2) within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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[HELP] Potency (CoEmu v2)

Hi hi!

The potency on coemu source when i ask for look to others stats appears like 3907 + Bonuses of items.... this is a error of the packet or what?

please help : X
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Old 01/27/2010, 18:09   #2
 
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Yah sounds to me like your view item code isn't functioning correctly. You could always grab animeco or some similar modified CoEmu version and see if it works better on there (there are loads of CoEmu leaked versions that have lots of finished features that are useful for seeing how things can be finished but most of them have serious bugs so shouldn't be used in the long run)
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Old 01/27/2010, 19:20   #3
 
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my swords co source is loose around here somewhere
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Old 01/27/2010, 19:47   #4
 
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The potency being send is indicated on players; Level, Reborn count, item info, nobility rank, shared potency and bonus potency.

Mis-calculations or wrong packet structure can cause the over-valued potency.
Compare yours to others and try to remove here and then some values till you find the causing line.
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Old 01/28/2010, 08:16   #5
 
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hmmm... take a look ... i already used swordco packet... but stay at same....



and here are :

Code:
public static void ShowEquipment(int Target, ClientSocket CSocket)
        {
            if (!Nano.ClientPool.ContainsKey(Target))
                return;
            ClientSocket Tg = Nano.ClientPool[Target];
            Tg.Send(ConquerPacket.Chat(0, "SYSTEM", Tg.Client.Name, CSocket.Client.Name + " is observing carefuly your gear.", Struct.ChatType.Top));
            PacketBuilder Builder = new PacketBuilder(0x3f7, 11 + Tg.Client.Spouse.Length);
            Builder.Long(Target);
            Builder.Int(0x10);
            Builder.Int(0x01);
            Builder.Int(Tg.Client.Spouse.Length);
            Builder.Text(Tg.Client.Spouse);
            CSocket.Send(Builder.getFinal());

            foreach (Struct.ItemInfo Item in Tg.Client.Equipment.Values)
            {
                PacketBuilder Packet = new PacketBuilder(1008, 48);
                Packet.Long(Target);//4
                Packet.Long(Item.ItemID);//8
                Packet.Short(Item.Dura);
                Packet.Short(Item.MaxDura);
                Packet.Short(4);//17
                Packet.Int(Item.Position);//18
                Packet.Long(Item.SocketProgress);//22
                Packet.Int(0);//23
                Packet.Int(Item.Soc1);//24
                Packet.Int(Item.Soc2);//25
                Packet.Short(2);//27
                Packet.Int(Item.Plus);//28
                Packet.Int(Item.Bless);//29
                Packet.Int(Item.Free); // Free / Unfree 30
                Packet.Int(Item.Enchant);//31
                Packet.Long(0);//35
                Packet.Short(0); // Suspicious item?? 37
                Packet.Short(Item.Locked); //Boolean 1- yes 0 - no (locked)39
                Packet.Long(Item.Color); //Item color. 2-9(headgear is 3-9)43
                Packet.Long(Item.Progress);//
                CSocket.Send(Packet.getFinal());
            }
        }
        public static void ShowEquipment2(ClientSocket CSocket, int Target)
        {
            if (!Nano.ClientPool.ContainsKey(Target))
                return;
            ClientSocket Tg = Nano.ClientPool[Target];
            Tg.Send(ConquerPacket.Chat(0, "SYSTEM", Tg.Client.Name, CSocket.Client.Name + " is observing carefuly your gear.", Struct.ChatType.Top));

            CSocket.Send(ConquerPacket.StringEffect(Target, 16, Tg.Client.Spouse));
            CSocket.Send(ConquerPacket.SpawnCharacter(Tg));
            foreach (Struct.ItemInfo Item in Tg.Client.Equipment.Values)
            {
                PacketBuilder Packet = new PacketBuilder(1008, 48);
                Packet.Long(Target);//4
                Packet.Long(Item.ItemID);//8
                Packet.Short(Item.Dura);
                Packet.Short(Item.MaxDura);
                Packet.Short(3);//17
                Packet.Int(Item.Position);//18
                Packet.Long(Item.SocketProgress);//22
                Packet.Int(0);//23
                Packet.Int(Item.Soc1);//24
                Packet.Int(Item.Soc2);//25
                Packet.Short(2);//27
                Packet.Int(Item.Plus);//28
                Packet.Int(Item.Bless);//29
                Packet.Int(Item.Free); // Free / Unfree 30
                Packet.Int(Item.Enchant);//31
                Packet.Long(0);//35
                Packet.Short(0); // Suspicious item?? 37
                Packet.Short(Item.Locked); //Boolean 1- yes 0 - no (locked)39
                Packet.Long(Item.Color); //Item color. 2-9(headgear is 3-9)43
                Packet.Long(Item.Progress);//
                CSocket.Send(Packet.getFinal());
            }
        }
: /
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Old 01/28/2010, 08:52   #6
 
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This is what's in the conqueremu source that got leaked.

Code:
        public static void ObserveEquipmentV2(ClientSocket CSocket, Byte[] Data)
        {
            int TargetUID = BitConverter.ToInt32(Data, 12);
            if (!Nano.ClientPool.ContainsKey(TargetUID))
                return;
            ClientSocket Tg = Nano.ClientPool[TargetUID];
            Tg.Send(ConquerPacket.Chat(0, "SYSTEM", Tg.Client.Name, CSocket.Client.Name + " is observing carefuly your gear.", Struct.ChatType.Top));
           
            CSocket.Send(ConquerPacket.String(TargetUID, 16, Tg.Client.Spouse));
            CSocket.Send(ConquerPacket.SpawnCharacter(Tg));
            foreach (Struct.ItemInfo Item in Tg.Client.Equipment.Values)
            {
                PacketBuilder Packet = new PacketBuilder(1008, 48);
                Packet.Long(TargetUID);//4
                Packet.Long(Item.ItemID);//8
                Packet.Short(Item.Dura);
                Packet.Short(Item.MaxDura);
                Packet.Short(3);//17
                Packet.Int(Item.Position);//18
                Packet.Long(Item.SocketProgress);//22
                Packet.Int(0);//23
                Packet.Int(Item.Soc1);//24
                Packet.Int(Item.Soc2);//25
                Packet.Short(2);//27
                Packet.Int(Item.Plus);//28
                Packet.Int(Item.Bless);//29
                Packet.Int(Item.Free); // Free / Unfree 30
                Packet.Int(Item.Enchant);//31
                Packet.Long(0);//35
                Packet.Short(Item.Suspicious); // Suspicious item?? 37
                Packet.Short(Item.Locked); //Boolean 1- yes 0 - no (locked)39
                Packet.Long(Item.Color); //Item color. 2-9(headgear is 3-9)43
                Packet.Long(Item.Progress);//
                CSocket.Send(Packet.getFinal());
            }
        }
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Old 01/28/2010, 10:15   #7
 
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baahh found it....

at spawncharacter was this (originally from coemu... i didn't put anything like that there!)

Code:
Packet.Long(CSocket.Client.ID);
<<< this make potency + id... haha

i just removed it from there and now is working normal : D
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Old 01/28/2010, 10:22   #8
 
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Quote:
Originally Posted by 12tails View Post
baahh found it....

at spawncharacter was this (originally from coemu... i didn't put anything like that there!)

Code:
Packet.Long(CSocket.Client.ID);
<<< this make potency + id... haha

i just removed it from there and now is working normal : D
Bahaha.
Well now that it is fixed we can
#request close?
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Old 01/28/2010, 12:53   #9


 
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Good job on fixing it yourself

Closed.
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