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Release Spawns sistem for Hellmouth
Discussion on Release Spawns sistem for Hellmouth within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
03/15/2011, 00:13
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#1
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Release Spawns sistem for Hellmouth
Hi I hope you understand me, I do not know much English :P im mexican
ok...
1.-Open The proyet Hellmouth with VisualStudio c# 2010 =)
2.-Find Monster.cs and replace Everything That there for:
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Hellmouth
{
public class Mob : EntityObject
{
public uint Mesh;
private string _Name;
public DateTime Killed;
public bool Alive;
public BaseMob BaseMob;
public ulong Status;
public Spawn Spawn;
public uint Amount;
public ushort Spread;
public string Name
{
get { return _Name; }
set { _Name = value; }
}
}
}
Save it
3.-Find Database.cs
4.-Find the lines
Code:
public static void GetSpawns()
{
//I've changed mob spawn code like 5 times.. this should still work though so w/e.
/*MySqlCommand cmd = new MySqlCommand(MySqlCommandType.SELECT);
cmd.Select("MobSpawns");
uint Count = 0;
MySqlReader r = new MySqlReader(cmd);
while (r.Read())
{
MobSpawn S = new MobSpawn(r.ReadUInt16("Amount"), Dictionary.BaseMobs[r.ReadUInt16("SpawnMob")], r.ReadUInt16("X"), r.ReadUInt16("Z"), r.ReadUInt16("Spread"), r.ReadUInt16("Map"));
Count += (uint)S.Members.Count;
}
Console.WriteLine(Program.Title + " Spawning " + Count + " monsters into the world");
*/
And Replace with the following
Code:
public static void GetSpawns()
{
MySqlCommand cmd = new MySqlCommand(MySqlCommandType.SELECT);
cmd.Select("mobspawns");
uint Count = 0;
MySqlReader r = new MySqlReader(cmd);
while (r.Read())
{
Mob Mon = new Mob();
Mon.Amount = r.ReadUInt16("Amount");
Mon.BaseMob = Dictionary.BaseMobs[r.ReadUInt16("SpawnMob")];
Mon.X = r.ReadUInt16("X");
Mon.Y = r.ReadUInt16("Y");
Mon.Spread = r.ReadUInt16("Spread");
Mon.Map = r.ReadUInt16("Map");
Mon.MobLevel = r.ReadByte("Level");
Mon.MobHP = r.ReadUInt16("HP");
Mon.UID = r.ReadUInt32("UID");
Mon.Name = r.ReadString("Name");
Mon.Mesh = r.ReadUInt16("Mesh");
Mon.Instance = r.ReadUInt16("Instance");
Count++;
if (!Dictionary.Maps.ContainsKey(Mon.Map))
Dictionary.Maps.ThreadSafeAdd(Mon.Map, new Map(0));
Dictionary.Maps[Mon.Map].AddMonster(Mon, Handler.SetCoord(Mon.X, Mon.Y));
}
Console.WriteLine(Program.Title + " Spawning " + Count + " monsters into the world Mysterious");
5.-Update more mobspawns
If not liberation but they seem to serve some
Sorry for my bad English 
credits to zerovb.com
Here a pics
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03/15/2011, 00:17
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#2
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Posts: 36
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Thats is so good, thanks very much
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03/15/2011, 00:41
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#3
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Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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You are doing it wrong...
I suggest fixing the monsterspawn class. The way you posted works but has a number of problems.
#1: you don't have any of the functionality of knowing the mob spawns (spread info for respawn information, base mob for the spawn to avoid regenerating mob info, pulling number in spawn that are dead... etc)
#2: you dont have the dmap/object checking. The way I wrote the spawn class it ensures monsters never get located in the wrong spot (ontop of other monsters or in invalid coords)
#3: you have no reference for where spawns are and their members. Makes coding the mob ai system much more difficult.
#4: you are only generating 1 monster per spawn in db....
#5: you are not generating the monster uid (why hp doesn't show)
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03/15/2011, 00:48
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#4
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Join Date: Oct 2009
Posts: 125
Received Thanks: 21
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Quote:
Originally Posted by pro4never
You are doing it wrong...
I suggest fixing the monsterspawn class. The way you posted works but has a number of problems.
#1: you don't have any of the functionality of knowing the mob spawns (spread info for respawn information, base mob for the spawn to avoid regenerating mob info, pulling number in spawn that are dead... etc)
#2: you dont have the dmap/object checking. The way I wrote the spawn class it ensures monsters never get located in the wrong spot (ontop of other monsters or in invalid coords)
#3: you have no reference for where spawns are and their members. Makes coding the mob ai system much more difficult.
#4: you are only generating 1 monster per spawn in db....
#5: you are not generating the monster uid (why hp doesn't show)
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xD is a basic sistem bro
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03/15/2011, 00:58
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#5
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Join Date: May 2009
Posts: 45
Received Thanks: 5
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Loled, from where did you got this code?!
i don't suggest it at all it only make a big mess with the spawn system.
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03/15/2011, 01:10
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#6
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Quote:
Originally Posted by mohamedkhaled
Loled, from where did you got this code?!
i don't suggest it at all it only make a big mess with the spawn system.
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kinda and kinda not it got the monster to spawn now all u gotta do is fix it
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03/15/2011, 01:21
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#7
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actually, i am the one who wrote it from lets say when this source have been released to test it only soo i released it as a base for people Lol, but i have coded a very nice mob system after i realized how it works in the source ^^!
<EDIT>
Note: i didn't code the full Mob system yet, i suggest not to annoy me right!?(don't get it wrong guys!!!!!) i mean don't ask for the mob system
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03/15/2011, 03:19
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#8
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Quote:
Originally Posted by chickmagnet
kinda and kinda not it got the monster to spawn now all u gotta do is fix it
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nope all you gota do is counting/reading
Plas hleb bug/ i can see mob hp mob dont atak,
lmao
here is some lovely mobs spwan
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03/15/2011, 07:50
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#9
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elite*gold: 0
Join Date: Feb 2010
Posts: 90
Received Thanks: 17
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Quote:
Originally Posted by pro4never
You are doing it wrong...
I suggest fixing the monsterspawn class. The way you posted works but has a number of problems.
#1: you don't have any of the functionality of knowing the mob spawns (spread info for respawn information, base mob for the spawn to avoid regenerating mob info, pulling number in spawn that are dead... etc)
#2: you dont have the dmap/object checking. The way I wrote the spawn class it ensures monsters never get located in the wrong spot (ontop of other monsters or in invalid coords)
#3: you have no reference for where spawns are and their members. Makes coding the mob ai system much more difficult.
#4: you are only generating 1 monster per spawn in db....
#5: you are not generating the monster uid (why hp doesn't show)
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i think it wrong too..
but it can test the mobspawn will be work real
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03/15/2011, 08:54
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#10
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Join Date: Apr 2009
Posts: 101
Received Thanks: 1
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can you upload your Spwan mob bro4never
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03/15/2011, 09:06
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#11
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Join Date: May 2009
Posts: 45
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Quote:
Originally Posted by { Angelius }
nope all you gota do is counting/reading
Plas hleb bug/ i can see mob hp mob dont atak,
lmao
here is some lovely mobs spwan
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That what i call mob spawn ^^!!
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03/15/2011, 10:14
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#12
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 and if releases like this keep up everyone is going to have sources almost as bad as lotf... Cause you know they are just going to copy&paste it. Making the Old HellmouthCo source even more unstable..
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03/15/2011, 10:46
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#13
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Join Date: May 2010
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Quote:
Originally Posted by koko20
can you upload your Spwan mob bro4never
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huh you kidding us? bro4never ahaha last time i saw it was pro4never nt bro
go back to zerovb **** sloppy noob
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03/15/2011, 11:18
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#14
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Join Date: May 2009
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Quote:
Originally Posted by BioHazarxPaul
 and if releases like this keep up everyone is going to have sources almost as bad as lotf... Cause you know they are just going to copy&paste it. Making the Old HellmouthCo source even more unstable..
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Agree ^^!
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03/15/2011, 12:00
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#15
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Join Date: Nov 2009
Posts: 342
Received Thanks: 17
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Quote:
Originally Posted by CØĐ£Ř||Mã©hÍñє
huh you kidding us? bro4never ahaha last time i saw it was pro4never nt bro
go back to zerovb **** sloppy noob
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hahahaha
Thx For A nice Topic
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