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[Release] Reflect Code (5165 LOTF)

Discussion on [Release] Reflect Code (5165 LOTF) within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old 08/14/2010, 09:58   #31
 
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lol that not work for me idk why there is no erros nothing i just put the command /skill and the id and 0 but it doesnt work T,T some1 can help me
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Old 09/03/2010, 20:44   #32
 
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Working
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Old 09/05/2010, 19:55   #33
 
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idk who you are but it seems nothing works just for you. I would consult a medic!
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Old 09/05/2010, 21:52   #34
 
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Quote:
Originally Posted by JuiceDCodeR View Post
No Errors but doesnt work...
Really, it works perfectly for me.
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Old 09/08/2010, 12:05   #35
 
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Reflect is max damaging 2k, so it should actually look like this:
But goodjob
Code:
public void GetReflect(ref uint Damage, AttackType AT)
        {
            if (Damage < CurrentHP)
            {
                if (Damage > 2000)
                    CurrentHP -= 2000
                else
                    CurrentHP -= Damage;

                World.Action(this, Packets.AttackPacket(EntityID, EntityID, Loc.X, Loc.Y, Damage, (byte)AT).Get);
            }
            else
            {
                Alive = false;
                uint Benefit = CurrentHP;
                CurrentHP = 0;
                PoisonedInfo = null;
                Died = DateTime.Now;
                   
                World.Action(this, Packets.AttackPacket(EntityID, EntityID, Loc.X, Loc.Y, Damage, (byte)AttackType.Kill).Get);

                World.Action(this, Packets.Status(EntityID, Status.Effect, 2080).Get);
            }
        }
Code:
public void GetReflect(uint Damage, AttackType AT)
        {
            if (Damage < CurHP)
            {
                if (Damage > 2000)
                    CurHP -= 2000
                else
                    CurHP -= Damage;

                World.Action(this, Packets.AttackPacket(EntityID, EntityID, Loc.X, Loc.Y, Damage, (byte)AT).Get);
            }
            else
            {
                InitAngry(true);
                AtkMem.Attacking = false;
                AtkMem.Target = 0;
                AtkMem.Attacking = false;
                AtkMem.Target = 0;

                if (!World.FreePKMaps.Contains(Loc.Map))
                {
                    LoseInvItemsAndSilvers();
                    if (PKPoints >= 30)
                        LoseEquips();
                }
                Alive = false;
                CurHP = 0;

                World.Action(this, Packets.AttackPacket(EntityID, EntityID, Loc.X, Loc.Y, Damage, (byte)AttackType.Kill).Get);

                StatEff.Remove(StatusEffectEn.Cyclone);
                StatEff.Remove(StatusEffectEn.FatalStrike);
                StatEff.Remove(StatusEffectEn.BlueName);
                StatEff.Remove(StatusEffectEn.Flashy);
                StatEff.Remove(StatusEffectEn.ShurikenVortex);
                BlueName = false;
                StatEff.Remove(StatusEffectEn.SuperMan);
                StatEff.Remove(StatusEffectEn.XPStart);
                StatEff.Remove(StatusEffectEn.Ride);
                StatEff.Add(StatusEffectEn.Dead);
                DeathHit = DateTime.Now;
            }
        }
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Old 09/19/2010, 18:28   #36
 
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Any idea why i get no balloon and no back effect?
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Old 10/09/2010, 16:01   #37
 
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Hi, I got Problem with reflect

Quote:
Originally Posted by 12tails View Post
Maybe isn't very right but it works....

at Character.cs more ore less at line 1711 add this:

Code:
public bool CanReflect = false;
Now you have to make a check for the CanReflect become true....

go to LoadCharacter void at database.cs and add this after the load for skills:

Code:
if(Skill.ID == 3060)
C.CanReflect = true;
mine one has become like this... but i use mysql database : D so i can't post it because shoudn't work for some people.... : X

Code:
Game.Skill Skill = new Game.Skill();
                        Skill.ID = Convert.ToUInt16(DR["id"]);
                        Skill.Lvl = Convert.ToByte(DR["level"]);
                        Skill.Exp = Convert.ToUInt32(DR["experience"]);

                        if (!C.Skills.ContainsKey(Skill.ID))
                        {
                            C.Skills.Add(Skill.ID, Skill);
                        }

                      >>  if (Skill.ID == 3060)
                       >> {
                           >> C.CanReflect = true;// by the way you need to use only this last 3 lines!!
                       >> }
Reflect for Mobs:

Reflect for Players:

if u get a problem feel free to post or add me at msn.... : D


I have followed all the steps but why is it that only 1 character got this skill the other dont have I dont know whats happening or did I make it wrong, his char is Troj-War-Nin and I also followed and nothing happen no reflect
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Old 10/09/2010, 16:11   #38
 
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Quote:
Originally Posted by marlyandedsel View Post
I have followed all the steps but why is it that only 1 character got this skill the other dont have I dont know whats happening or did I make it wrong, his char is Troj-War-Nin and I also followed and nothing happen no reflect
Because this is only the skill, this isn't receiving the skill when you reborn, to do that you need the correct reborn combination, which I released.
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Old 10/09/2010, 16:38   #39
 
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I realized its working for me too but the mymath chance value was too small , after I changed it , its working , thanks
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Old 10/11/2010, 23:09   #40
 
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Quote:
Originally Posted by TechBoX View Post
Reflect is max damaging 2k, so it should actually look like this:
But goodjob
Code:
public void GetReflect(ref uint Damage, AttackType AT)
        {
            if (Damage < CurrentHP)
            {
                if (Damage > 2000)
                    CurrentHP -= 2000[COLOR="Red"];[/COLOR]
                else
                    CurrentHP -= [COLOR="red"](ushort)[/COLOR]Damage;

                World.Action(this, Packets.AttackPacket(EntityID, EntityID, Loc.X, Loc.Y, Damage, (byte)AT).Get);
            }
            else
            {
                Alive = false;
                uint Benefit = CurrentHP;
                CurrentHP = 0;
                PoisonedInfo = null;
                Died = DateTime.Now;
                   
                World.Action(this, Packets.AttackPacket(EntityID, EntityID, Loc.X, Loc.Y, Damage, (byte)AttackType.Kill).Get);

                World.Action(this, Packets.Status(EntityID, Status.Effect, 2080).Get);
            }
        }
Code:
public void GetReflect(uint Damage, AttackType AT)
        {
            if (Damage < CurHP)
            {
                if (Damage > 2000)
                    CurHP -= 2000
                else
                    CurHP -= Damage;

                World.Action(this, Packets.AttackPacket(EntityID, EntityID, Loc.X, Loc.Y, Damage, (byte)AT).Get);
            }
            else
            {
                InitAngry(true);
                AtkMem.Attacking = false;
                AtkMem.Target = 0;
                AtkMem.Attacking = false;
                AtkMem.Target = 0;

                if (!World.FreePKMaps.Contains(Loc.Map))
                {
                    LoseInvItemsAndSilvers();
                    if (PKPoints >= 30)
                        LoseEquips();
                }
                Alive = false;
                CurHP = 0;

                World.Action(this, Packets.AttackPacket(EntityID, EntityID, Loc.X, Loc.Y, Damage, (byte)AttackType.Kill).Get);

                StatEff.Remove(StatusEffectEn.Cyclone);
                StatEff.Remove(StatusEffectEn.FatalStrike);
                StatEff.Remove(StatusEffectEn.BlueName);
                StatEff.Remove(StatusEffectEn.Flashy);
                StatEff.Remove(StatusEffectEn.ShurikenVortex);
                BlueName = false;
[COLOR="red"]PoisonedInfo = null;[/COLOR]
                [COLOR="red"]StatEff.Remove(StatusEffectEn.Poisoned);[/COLOR]
                StatEff.Remove(StatusEffectEn.SuperMan);
                StatEff.Remove(StatusEffectEn.XPStart);
                StatEff.Remove(StatusEffectEn.Ride);
                StatEff.Add(StatusEffectEn.Dead);
                DeathHit = DateTime.Now;
            }
        }
You forgot the things market in red.
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Old 10/11/2010, 23:25   #41
 
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awww good release for c# learner awesome i hope i can code on ma own like you iam learning c# too but still programming basic programmers didnt reach prof yet xD
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Old 12/13/2011, 08:34   #42
 
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Done adding "public bool Prayer = false;" at line 1711 inside character.cs

I can't find "loadcharacter void" inside my database.cs or perhaps it's no in there.

Help please?
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Old 12/14/2011, 17:40   #43
 
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sadly i did everything you said n it didnt worked..
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Old 12/21/2011, 22:12   #44
 
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Quote:
Originally Posted by [GM] View Post
good job but it reflects the whole attack i mean

if u hit ur opposite for 1k it should hurt u with 1k but it kills u
Quote:
Originally Posted by 12tails View Post
yes... because reflect is putted at the wrong place : D
i have the same problem and i don't under stand what do you mean by putted at wrong place ,i hope any one tell me the right way or solution for that problem thanks tails .
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Old 12/22/2011, 00:36   #45
 
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i'm wondering why ppl still use the 5165 lotf... ;]
Move to Albetros - pro4ever or Impulse 5165... better sources ;X
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