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[Release][FULL]CharStatusInfoPacket

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Old 09/24/2011, 11:14   #16
 
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Quote:
Originally Posted by florin2012 View Post
where add this?
I thought you wasn't a noob. According to my ban I was the noob and not you.



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Old 09/25/2011, 05:26   #17
 
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Prefect! you're been just like always man of exclusive helpful releases :P , keep it but dude =)


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Old 09/25/2011, 07:11   #18
 
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Nice Work POP ..!!! Keeep it Up +k
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Old 09/25/2011, 18:46   #19
 
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i added some ..but i couldnt add All Auras and detoxation and refinaries what did i do wrong Auras was written like that
Code:
Network.Writer.WriteUInt32((uint)client.Entity.EarthResist, 132, buffersend);
and added in Entity.cs publice uint EarthResist and using get , Sets to get value ...what did i do wrong ?


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Old 09/25/2011, 18:52   #20
 
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you cant just make public uint EarthResist {get; set;} to get value of them lol, you have to get those value from the items that EarthResist exist
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Old 09/26/2011, 01:56   #21
 
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Quote:
Originally Posted by marlyandedsel View Post
you cant just make public uint EarthResist {get; set;} to get value of them lol, you have to get those value from the items that EarthResist exist
well what i exactly did isnt {get; Set;} i did it like that
Code:
public uint EarthResist
        {
            get
            {
                return _EarthResist;
            }
            set { _EarthResist = value; }
        }
private uint _EarthResist
So it that Wrong too ?
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Old 09/26/2011, 03:11   #22
 
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You have to make code that take the value of earth resist from the Item, and what i see in that code is nothing to do with getting the value earthresist from the item.

You can take sample from getting the attack value of the item.
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Old 09/26/2011, 05:48   #23
 
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Quote:
Originally Posted by shadowman123 View Post
well what i exactly did isnt {get; Set;} i did it like that
Code:
public uint EarthResist
        {
            get
            {
                return _EarthResist;
            }
            set { _EarthResist = value; }
        }
private uint _EarthResist
So it that Wrong too ?
so like

Code:
foreach(var item in hero.Equipment){
	hero.WaterResist+= item.waterResist;
}
so hero.WaterResist it's the percent you got from each item your wearing , then you send it through the packet that's it
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Old 10/31/2011, 13:13   #24
 
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does not work.

Code:
        public ushort CriticalStrike
        {
            get
            {
                return _criticalstrike
            }
            set
            {
                foreach (var Item in Owner.Equipment.Objects)
                { entity.CriticalStrike += Equipment.criticalstrike; }
            }
        }
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Old 10/31/2011, 17:04   #25

 
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Im gonna use it, if you don't mind.. xd
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Old 10/31/2011, 17:23   #26
 
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it doesnt work i said ^^
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Old 10/31/2011, 18:15   #27
 
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Quote:
Originally Posted by -Sensei- View Post
does not work.

Code:
        public ushort CriticalStrike
        {
            get
            {
                return _criticalstrike
            }
            set
            {
                foreach (var Item in Owner.Equipment.Objects)
                { entity.CriticalStrike += Equipment.criticalstrike; }
            }
        }
Quote:
Originally Posted by -Sensei- View Post
it doesnt work i said ^^
yes it wont work lol , the way your doing is wrong
your setting CriticalStrike while your returning _criticalstrike !

instead of doing get;set just do get so it will be like this

Code:
public ushort CriticalStrike
{
	get
	{
                 _criticalstrike = 0;
		 foreach (var Item in Owner.Equipment.Objects)
                	{ entity._criticalstrike += Equipment.criticalstrike; }
		return _criticalstrike;
	}
}
you will never need to set it your way.
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Old 11/01/2011, 13:14   #28
 
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The amount of times ive set it to what im returning.

And regards to your code, that isnt very efficient, You only want to set it when its being changes, not resetting it every single time its accessed. no need, 1000 players all getting the criticalstrike info at the same time will cause cpu to 1 or 2 higher then it would be if you wasnt setting it everytime your only asking for what it is.
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Old 11/01/2011, 16:22   #29
 
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Quote:
Originally Posted by _DreadNought_ View Post
The amount of times ive set it to what im returning.

And regards to your code, that isnt very efficient, You only want to set it when its being changes, not resetting it every single time its accessed. no need, 1000 players all getting the criticalstrike info at the same time will cause cpu to 1 or 2 higher then it would be if you wasnt setting it everytime your only asking for what it is.
Totally agree! in my source i only set it when i Equip/En-equip item , but -Sensei- i though he wants to set/get it everytime he wants to use it , so i just showed him how , he is free to choose how to use it!
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Old 11/01/2011, 23:38   #30
 
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Quote:
Originally Posted by Mr_PoP View Post
Totally agree! in my source i only set it when i Equip/En-equip item , but -Sensei- i though he wants to set/get it everytime he wants to use it , so i just showed him how , he is free to choose how to use it!
dude i Tried To make the Equipped item that is Purified with Dragonsoul which incrase Critical Strike been Read And i failed..could u Gimme lil bit of explaination ? or Hints


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