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[Release]Fixed Trading Packet
Discussion on [Release]Fixed Trading Packet within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
02/17/2010, 04:00
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#16
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Quote:
Originally Posted by _Decker
I did everything you said.
I replaced the first code with the second code.
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Read the directions.
Actually read them, don't skim through it.
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02/17/2010, 04:03
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#17
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Again thank you arco.
I still have a small display bug for certain items:
This is not very annoying, and the bug occurs only for a few rare items.
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02/17/2010, 04:06
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#18
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That's probably your client, make sure you have an itemminicon for that item.
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02/17/2010, 04:10
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#19
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Agree =)
thx
I take this opportunity to ask a small question which I have great need, how can I do to change the name of an npc?
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02/17/2010, 04:34
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#20
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great release
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02/17/2010, 05:01
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#21
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Good Job, SON!
jk jk, But Good release
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02/17/2010, 13:53
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#22
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the erro i see in my packet is
Code:
public static COPacket TradeItem(Game.Item I)
{
byte[] Packet = new byte[8 + 48];
COPacket P = new COPacket(Packet);
P.WriteInt16((ushort)(Packet.Length - 8));
P.WriteInt16((ushort)0x3f0);
P.WriteInt32(I.UID);
P.WriteInt32(I.ID);
P.WriteInt16(I.CurDur);
P.WriteInt16(I.MaxDur);
P.WriteInt16(2);
P.WriteInt16(0);
P.WriteInt32(I.TalismanProgress);
[COLOR="Red"]P.Move(2);[/COLOR]
P.WriteByte((byte)I.Soc1);
P.WriteByte((byte)I.Soc2);
P.WriteInt16((ushort)I.Effect);
P.WriteByte(I.Plus);
P.WriteByte(I.Bless);
if (I.FreeItem)
P.WriteByte(1);
else
P.WriteByte(0);
P.WriteByte(I.Enchant);
P.Move(6);
if (I.Locked)
P.WriteInt16(3);
else P.WriteInt16(0);
P.WriteInt32((uint)I.Color);
P.WriteInt32(I.Progress);
return P;
}
to that
Code:
public static COPacket TradeItem(Game.Item I)
{
byte[] Packet = new byte[8 + 48];
COPacket P = new COPacket(Packet);
P.WriteInt16((ushort)(Packet.Length - 8));
P.WriteInt16((ushort)0x3f0);
P.WriteInt32(I.UID);
P.WriteInt32(I.ID);
P.WriteInt16(I.CurDur);
P.WriteInt16(I.MaxDur);
P.WriteInt16(2);
P.WriteInt16(0);
P.WriteInt32(I.TalismanProgress);
[COLOR="Red"]P.Move(0);[/COLOR]
P.WriteByte((byte)I.Soc1);
P.WriteByte((byte)I.Soc2);
P.WriteInt16((ushort)I.Effect);
P.WriteByte(I.Plus);
P.WriteByte(I.Bless);
if (I.FreeItem)
P.WriteByte(1);
else
P.WriteByte(0);
P.WriteByte(I.Enchant);
P.Move(6);
if (I.Locked)
P.WriteInt16(3);
else P.WriteInt16(0);
P.WriteInt32((uint)I.Color);
P.WriteInt32(I.Progress);
return P;
}
ty and great release
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02/18/2010, 20:34
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#23
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This can be removed completely, its meant to move the write position in the buffer forward a number of spaces, by setting it to 0 it doesnt move at all and your just giving your processor some work to do for no reason at all.
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02/18/2010, 20:41
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#24
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mind explaining what the bug with the original packet was?
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02/18/2010, 20:47
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#25
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Join Date: Feb 2010
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Quote:
Originally Posted by copz1337
mind explaining what the bug with the original packet was?
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The bug was that if you trade something full +12 it show it as just super not +12 or anything
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02/18/2010, 22:03
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#26
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Thanks Arco, I got it working!
+k
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02/18/2010, 22:18
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#27
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Great Job ^^ Works perfectly!
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02/18/2010, 22:36
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#28
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Join Date: Oct 2009
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Quote:
Originally Posted by copz1337
mind explaining what the bug with the original packet was?
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Click the link in my first post, you will see.
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02/18/2010, 22:58
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#29
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Quote:
Originally Posted by copz1337
mind explaining what the bug with the original packet was?
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Example:
Let's say you trade a Super bow +12 2soc sdg, and they put it on the trade list, the other person see's it only as a super bow, not as a super +12 2soc sdg bow.
I hope I helped!
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02/18/2010, 23:19
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#30
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elite*gold: 40
Join Date: Feb 2010
Posts: 78
Received Thanks: 17
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Yeah this fixed the trading perfectly thanks .Arco
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