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Dragon Soul problem

Discussion on Dragon Soul problem within the CO2 Programming forum part of the Conquer Online 2 category.

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Old   #1
 
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Post Dragon Soul problem

#NVM fixed.
#Request close.


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Old 04/11/2011, 01:40   #2
 
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Hello sir, I have come to help because you gave me the Dragon Soul packet ID

Your first problem is because the dragon soul items go on a different offset on the spawn entity packet:
Code:
DragonSoulHead : UInt32(176)
DragonSoulArmor : UInt32(180)
DragonSoulLeft : UInt32(184)
DragonSoulRight : UInt32(188)
The second problem is probably your packet.
Code:
?? : UInt32(4) // Unknown, Value = 1
?? : UInt32(12) // Unknown, Value = 5
DragonSoulID : UInt32(16)
DragonSoulLevel : UInt32(20)
?? : UInt32(24) // Unknown, Value = 1
DragonSoulTime : UInt32(28)
Make sure you send the DragonSoul packet after you send the View Item packet to the player viewing the equips.

Good luck sir!
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Old 04/11/2011, 01:49   #3
 
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Help to be helped... I was expecting that =P

Question number one :

Code:
?? : UInt32(4) // Unknown, Value = 1
?? : UInt32(12) // Unknown, Value = 5
DragonSoulID : UInt32(16)
DragonSoulLevel : UInt32(16)
?? : UInt32(24) // Unknown, Value = 1
DragonSoulTime : UInt32(28)
This piece of code indicates where Dragon soul information should be in the item packet, corret?(I mean, AddViewItem, you get it.)

Quote:
Make sure you send the DragonSoul packet after you send the View Item packet to the player viewing the equips.
Fine.(Although I did... anyways I'll just try again using this new information.)

Thanks for your help. And by the way....
Quote:
Good luck sir!
You don't have to call me sir, I'm probably younger than you. I'm only 17.


[Edit]

Ok, I fixed the problem number one. As for problem number two, I'm sending the packets and I'm getting no results for both refinery/dragon souls. And I found out that the second packet you showed me doesn't work (just to point out, the DragonSoulID,level are in the same offset, lol.)


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Old 04/11/2011, 02:26   #4
 
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Quote:
Originally Posted by kill_acvc View Post
[Edit]

Ok, I fixed the problem number one. As for problem number two, I'm sending the packets and I'm getting no results for both refinery/dragon souls. And I found out that the second packet you showed me doesn't work (just to point out, the DragonSoulID,level are in the same offset, lol.)
Ah haha sorry, my bad. I edited it and fixed it :P
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Old 04/11/2011, 02:41   #5
 
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Quote:
Originally Posted by .Kinshi View Post
Ah haha sorry, my bad. I edited it and fixed it :P


Ha ha thanks, but I still don't understand where this goes =P

Code:
?? : UInt32(4) // Unknown, Value = 1
?? : UInt32(12) // Unknown, Value = 5
DragonSoulID : UInt32(16)
DragonSoulLevel : UInt32(20)
?? : UInt32(24) // Unknown, Value = 1
DragonSoulTime : UInt32(28)
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Old 04/11/2011, 05:50   #6
 
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Ok, when handling the view player you want to combine the two packets into a simple method...


So like... SendItem(item, to);

Where it simply sends the item info packet and then if it has a refinery value sends the refinery packet for it.

Aka the same packet you're sending to view it on yourself (the dragon soul/refinery info stuff) needs to be sent whenever it's being requested by someone else.

Yes, the code he posted is how he structures his packet. It's simply a different way of doing things.

IIRC

offset 4 should be the item location (position in gear)
offset 8 should be the item uid (original item uid iirc)
offset 12 should be send type (I forget what dragon soul uses... but you should have it already from your own tests)
offset 16 should be soul id
offset 20 should be level

after that I'm not sure off the top of my head how dragon soul packet was done cause a few offsets change vs the refinery packet but seeing as it displays correctly on your own character you should be fine. Just make sure thats being sent to the viewer.
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Old 04/11/2011, 17:45   #7
 
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#Removed.
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Old 04/11/2011, 20:49   #8
 
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NewestCOServer FTW! Great success!
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Old 04/11/2011, 21:20   #9
 
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write a value to 20 24 28

I know someone on my msn was having a hard time with refinery/dsoul and they were leaving some values blank so there were issues (just do a test value... say level 1 effect 1 expires 1000)

Worst comes to worst I'd suggest logging a dragon soul packet from when you view someone elses gear on real conquer. Double check your values with that and come back.

Note: Just noticed, you have that packet wrong...

It needs the initial item ID, not unique id. (that way it can say "former item XXXX"), not sure if that's the same offset or not cause I don't have my packet logs handy.

Quote:
Originally Posted by iStefan View Post
NewestCOServer FTW! Great success!


So much /facepalm
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Old 04/11/2011, 21:40   #10
 
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Quote:
Originally Posted by pro4never View Post
write a value to 20 24 28

I know someone on my msn was having a hard time with refinery/dsoul and they were leaving some values blank so there were issues (just do a test value... say level 1 effect 1 expires 1000)

Worst comes to worst I'd suggest logging a dragon soul packet from when you view someone elses gear on real conquer. Double check your values with that and come back.

Note: Just noticed, you have that packet wrong...

It needs the initial item ID, not unique id. (that way it can say "former item XXXX"), not sure if that's the same offset or not cause I don't have my packet logs handy.





So much /facepalm

Why facepalm? Can't u see he's using NewestCOServer.
1. I updated NewestCoserver for him
2. I can see It's NewestCOServer by the variables he uses.
3. He just changed them a bit and claiming he made his own source from scratch.
4. Examples: AddSend - AddSendGamePacket, EntityID - CharacterID, Equips - Equipment, GamePacket - COPacket
5. Can't you see he made a **** ? Why using GamePacket ? public static GamePacket? It Does not do anything.. just slows down the sending packets..
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Old 04/11/2011, 22:59   #11
 
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Quote:
Originally Posted by iStefan View Post
2. I can see It's NewestCOServer by the variables he uses.
Ok so when I code a source I should give things different names only to be original, even though later I may get lost. Brilliant!


Quote:
Originally Posted by iStefan View Post
3. He just changed them a bit and claiming he made his own source from scratch.
4. Examples: AddSend - AddSendGamePacket, EntityID - CharacterID, Equips - Equipment, GamePacket - COPacket
5. Can't you see he made a Crap ? Why using GamePacket ? public static GamePacket? It Does not do anything.. just slows down the sending packets..


I based some things on newestcoserver(packet writers and so on, and I was to lazy to change the var names.), but I coded the source from scratch. Which means, I coded over 90% of the source. Just for you to know, I have my own packet builder in there, but I was kinda failing and just decided to copy.. this source is just a test anyways... It's working pretty good for a test though. It's my first source.



Quote:
Originally Posted by iStefan View Post
1. I updated NewestCoserver for him
I'm not using that crap you updated for me. I've stopped working with newestCoserver, and as I said, I coded this source from scratch, for learning purposes, so I can code a better one in the future, knowing how things works(I can't just start coding a source without even knowing what I'm doing). I'll code a MUCH, MUCH, MUCH more efficient source later, but, by now, I'm just learning. And don't insult my source calling it NewestCoserver, it's 1000x more stable. If you don't wanna belive me, then whatever... I don't really care about your opinion.




Now talking to P4N
Quote:
It needs the initial item ID, not unique id. (that way it can say "former item XXXX"), not sure if that's the same offset or not cause I don't have my packet logs handy.
Nah it doesn't. It already says "Former item XXXXX" to my client.(Perhaps it needs the ID only for equip viewing feature... I'll try)
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Old 04/11/2011, 23:22   #12

 
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You could always just check how the Hellmouth source does it since artifact viewing works on that source.

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