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[Dev] Hellmouth Revival

Discussion on [Dev] Hellmouth Revival within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 11/10/2010, 11:18   #121
 
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Originally Posted by Korvacs View Post
I already pretty much finished documenting it, although its all in my head not on paper.
The packet itself is incredibly simple.

Amount of items + a loop of item uids added...

The actual calculations/levels are what is a tad confusing cause I'm not sure what it's exactly trying to produce.

Seems as though at level 1 (not sure how to change the lvl being calculated yet...

Normal Item: .50 pct
Refined: 1.5 pct
Unique 3 pct
Elite 10 pct
Super 20 pct
Met 3 pct
Db 20 pct



-Composed items may not be used
-Blessing is not given weight
-Enchant is not given weight
-Sockets not given weight


It seems as though no part of the packet can be used to modify the level of the item attempting to be crafted (ran through all values and assuming it doesn't use some sort of keyed value such as item id or X Value it does not exist.)

The returned packet is easy to structure but only having 1 difficulty for items being crafted is... problematic... still a system worth looking into uses for.
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Old 11/10/2010, 11:30   #122


 
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fuse.ini contains all item ids and their craft values.

The system is basically a straight percentage success rate for upgrading quality, you can confirm its for quality only by trying to put a super item into the box as the primary object, it wont work and you'll get a Chinese error message.

This system hasnt been touched since 2004, the games release date, so its not upto date in anyway.
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Old 11/10/2010, 16:28   #123
 
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oo crafting system that would be cool to bring into a pserver.
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Old 11/10/2010, 16:51   #124
 
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CoNorth had it in 2007, Pwnquer had it in 2006
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Old 11/10/2010, 17:10   #125


 
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Yeah its nothing new, the system could be used for something alot more useful than quality upgrades however, a proper craft system for example, i used to think about this alot when i was exploring the client, its very simple to do.
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Old 11/10/2010, 17:30   #126
 
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Quote:
Originally Posted by |NeoX View Post
CoNorth had it in 2007, Pwnquer had it in 2006
Bleh and the 5165 source u sended to me for like over a half year ago.
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Old 11/10/2010, 18:17   #127
 
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well I think you can make the crafting system a bit more advance then it just doing quality upgrade, id make it do everything + items, socket gear,put sockets in gear, color armors, upgrade items, and the quality upgrades im not sure how its setup but it would be a great all in one thing to use that way u dont have to go to different places to do what u need.
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Old 11/10/2010, 19:08   #128
 
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I used to have a alchemy system^^
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Old 11/10/2010, 21:25   #129
 
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Ah, I thought it was same hahaha xD
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Old 11/10/2010, 21:35   #130
 
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Quote:
Originally Posted by SilentKill View Post
well I think you can make the crafting system a bit more advance then it just doing quality upgrade, id make it do everything + items, socket gear,put sockets in gear, color armors, upgrade items, and the quality upgrades im not sure how its setup but it would be a great all in one thing to use that way u dont have to go to different places to do what u need.
... those can be sent from anywhere you like though (IE: Remote compose/socketing/etcetc) They are in fact same gendat subtype.

Just trying to think of effective uses for something like this.

I'm still thinking recipe books but who knows if I'll ever end up using it...


@ Korv: The items in fuse... wtf do those do? cause sending the values in that file in the crafting packet (tried all offsets) does nothing to the calculation/level stuff...
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Old 11/11/2010, 11:14   #131
 
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Code:
Item             |         Normal    |    Ref    |    Uni    |      Elite      |   Super  |         Decription    |
---------------------------------------------------------------------------------------------------------------------------------
[vr]=very rare
[r]=rare
[n]=normal
- = unsure

Healing Braclet[r]    1%            2%        3%        4%        6%     - Percent of hp added per hit
Mana Braclet[r]        1%            2%        3%        4%        6%       - percent of mp added per hit
Hp/MP Braclet[n]    20/20            35/35        50/50        70/70        100/100  - adds hp/mp    
Posion Braclet[r]    -            -        -        -        -     - psn dmg - unsure right now
Stamina Braclet[vr]    10            20        30        45        65     - add stamina
Freeze Braclet-        -            -        -        -        -      - Chance to Freeze
Fire Braclet-        -            -        -        -        -     - Fire damage for x seconds
Protection Braclet-     -            -        -        -        -      - Protection from a hit.. 
Cripping Braclet-     -            -        -        -        -     - Lowers movement speed if hit
Silence Braclet-      -            -        -        -        -     - Cant Cast Skill for x seconds
Well it needs work but heres a ruff draft of what i was thinking for braclets I not even sure on values to put for somethings..
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Old 11/11/2010, 11:20   #132
 
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<edit>

To clarify Silent's post, we were considering replacing steeds with a completely different item.

The current plan is to do something that will have effects vs stats.


Eg: Recovery bracelet would have a status effect when equipped and would slowly increase health or some other stat over time.


@ Silent: Like some of the ideas although most will need to be tweaked in the long run. I was also thinking these will be a CHANCE of activation, if not they would get annoying just with their effects alone.

Thinking for elemental conditions do something similar but less annoying than poison (status effect with damage over time)

Tick count and severity of dots would be determined by relative BP as well as the item equipped. Activation rates would remain static across all similar qualitied DOT items.

----------------------------------------------------------------------


Took a crack at dealing with offscreen jumps tonight..

It's not exactly a fun thing to code I keep getting bogged down in keeping track of what I'm doing to each character.... mostly cause it's 5 am I suppose...



I had a working test version but adding ton of other stuff made it kinda screwed up.


Idea is basically...


Jump onto screen:

-Check if starting location of character is offscreen of target character
-Find coords along the line from Client start coords and target coords which are closest to maximum viewing range for target
-Spawn character on those coords
-Add Client to target's list of locals
-Spawn target to client
-Add target to client's list of locals
-Send Jump packet to target from temp coords to final coords


Jumping Offscreen:
-Check if target coords are offscreen to target character
-Find furthest coords on target's screen along the line of client coord->jump coords
-Send Jump packet to target using furthest coords
-Despawn Target from client
-Remove target from client's local list
-Remove client from target's local list
-Despawn Client from target (Only after jump time has elapsed... so planning on using my fast character thread to run through a list of 'things to be despawned'. I already have one setup for mobs (removal after they die) and players (turning to ghost after they die)

It's sorta simple but really doesn't mesh well with my current map system and has lots of little timing issues as well as annoying math which I'm rather fail at.

Don't suppose anyone wants to enlighten me when it comes to finding the intersection point between a line and a square?



Random mockup image I did... I worked out some calculations that worked in theory but never fully applied them.

Basically I was doing something like..

XDif = endx - startX;
YDif = endy - starty;
limiter = greatest between the two (abs value, larger negative is still the limiting factor)
ratio = limiter / limit (max distance you can move in X/Y)

Xboost = xdiff / ratio
Yboost = ydiff / ratio

TryX = StartX + XBoost;
TryY = StartY + YBoost;

Something along those lines was what i was using... Seems to me though like there must be far more efficient ways of doing things (plus chances are I totally screwed up the temp calc when I re-wrote it here. It's just jotted down on a pad of paper lying around here + after 5 am)
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Old 11/11/2010, 13:18   #133
 
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when a player moves, iterate over everyone in the map and do a distance check, if the new x/y is in view, notify both parties for a new player.
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Old 11/11/2010, 13:24   #134
 
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You can send the jump packet with starting X/Y offscreen.
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Old 11/11/2010, 19:39   #135
 
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Quote:
Originally Posted by _tao4229_ View Post
You can send the jump packet with starting X/Y offscreen.
:O but they need to be spawned first do they not? If not the client will end up requesting the uid to be spawned.

@ ching, I actually use map queries. I can query a section of maps based on coords (IE: Pull all players visible from an X/Y coord). No need to iterate through players other than those actually within range of that.

So saint... are you saying if I send my spawn packet to the targets using my old location and then send the jump packet it will work (Ie send spawn packet even though I'm completely out of range?)

Seems... odd but worth a try later.
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