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[Request] How to make a wishes tree
Discussion on [Request] How to make a wishes tree within the CO2 Private Server forum part of the Conquer Online 2 category.
06/04/2010, 20:09
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#1
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[Request] How to make a wishes tree
hello everyone.
i wanna know, if it is possible to make something like... a wish tree, a player talk with the tree, and then he can writte his wish on it, and that wish, will be saved in a text file in a source folder with the infos:
character name, wish, date of wish.
please help
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06/04/2010, 21:48
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#2
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I'm sure you can. just use a stream writer to write the wish name and w/e you want into a file. Problem is I think you will have to use NPCLink2 which correct me if I'm wrong has a limit in the length. so your "wish" can only be so long. I'll double check this.
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06/04/2010, 23:46
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#3
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can you do something like... a lil guide? o.o
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06/05/2010, 08:17
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#4
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you'd wanna do something like
in npcdialog:
Code:
#region wish tree
case 999999: // make sure you change this to the npc you want to use
{
if (Control == 0)
{
GC.AddSend(Packets.NPCSay("What is your wish?"));
GC.AddSend(Packets.NPCLink2("Type in your wish", 1));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
else if (Control == 1)
{
string wish = ReadString(Data);
if (wish != null)
{
string path = "C:\\OldCODB\\wish.txt";
StreamWriter SW;
if (File.Exists(path))
{
SW = File.AppendText(path);
SW.WriteLine(GC.MyChar.Name + ": " + wish);
//will write -- Name: My wish
SW.Close();
Console.WriteLine("A new wish has been made!");
}
else
{
SW = File.CreateText(path);
SW.WriteLine(wish);
SW.Close();
Console.WriteLine("A new wish has been made!");
}
}
GC.AddSend(Packets.NPCSay("Your Wish has been added into the file"));
GC.AddSend(Packets.NPCLink2("Thanks", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
break;
}
#endregion
i didn't test this code. It should work though.
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06/05/2010, 10:46
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#5
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it worked! you are awesome! thank you so much
by the way.. i have a last question... how can i make an item talk? like... open a dialogue
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06/05/2010, 10:50
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#6
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Like the boxes in lady luck ?
Give the NPC the mesh of the weapon.
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06/05/2010, 10:54
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#7
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item name: DragonPot
item id: 710868
i dont know if its like the boxes, in my server, the boxes dont talk xD
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06/05/2010, 11:59
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#8
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Code:
Char.MyClient.DialogNPC = 666111;
PacketHandling.NPCDialog.Handle(Char.MyClient, null, 666111, 0);
Char.MyClient.EndSend();
Should be able to make do with that.
Just remember you need to add an npc entry in npcdialog.cs and npcs.txt
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06/05/2010, 14:51
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#9
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thx, arco, but where do i put this code?
Char.MyClient.DialogNPC = 666111;
PacketHandling.NPCDialog.Handle(Char.MyClient, null, 666111, 0);
Char.MyClient.EndSend();
i put in packet.cs?
help? o.O
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06/05/2010, 16:55
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#10
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u put in command, npccontrol, whereever you want it to send it from.
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06/05/2010, 18:25
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#11
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wesdr
a lil guide please? xD
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06/05/2010, 18:55
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#12
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so...?
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06/05/2010, 19:34
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#13
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When do you want it to come up?
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06/05/2010, 20:46
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#14
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using arco's example, when an event that you want to happen is triggered and you want to send the box you would go:
Code:
bool someEventIsTriggered = true;
if (someEventIsTriggered){
foreach(Game.Character Char in Game.World.H_Chars){
Char.MyClient.DialogNPC = 666111;
PacketHandling.NPCDialog.Handle(Char.MyClient, null, 666111, 0);
Char.MyClient.EndSend();
}
}
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06/05/2010, 21:10
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#15
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Was hoping you'd be able to learn from what I gave you...
Guess not.
Btw stop double posting.
In character.cs with using items.
case 710868:
Char.MyClient.DialogNPC = 666111;
PacketHandling.NPCDialog.Handle(Char.MyClient, null, 666111, 0);
Char.MyClient.EndSend();
break;
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