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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.
08/14/2010, 09:58
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#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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09/03/2010, 20:44
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#32
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Working
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09/05/2010, 19:55
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#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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09/05/2010, 21:52
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#34
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Quote:
Originally Posted by JuiceDCodeR
No Errors but doesnt work...
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Really, it works perfectly for me.
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09/08/2010, 12:05
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#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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09/19/2010, 18:28
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#36
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Any idea why i get no balloon and no back effect?
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10/09/2010, 16:01
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#37
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Hi, I got Problem with reflect
Quote:
Originally Posted by 12tails
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:
them search for :
Code:
public void TakeAttack(Mob Attacker, uint Damage, AttackType AT)
you will see this bellow:
Code:
if (BuffOf(SkillsClass.ExtraEffect.Scapegoat).Eff == SkillsClass.ExtraEffect.Scapegoat && MyMath.ChanceSuccess(30))
{
Buff B = BuffOf(SkillsClass.ExtraEffect.Scapegoat);
RemoveBuff(B);
uint Dmg = (uint)(PrepareAttack(2, false) * B.Value);
Attacker.TakeAttack(this, ref Dmg, AttackType.Scapegoat, false);
return;//Will not be damaged
}
bellow it add this:
Code:
if (CanReflect)
{
if (MyMath.ChanceSuccess(2))
{
Attacker.GetReflect(ref Damage, AT);
World.Action(this, Packets.String(EntityID, 10, "MagicReflect").Get);
Damage = 0;
return;
}
}
Obs.: change the chance to reflect at your way... this was just for test....
now go to Mob.cs at Game folder and search for :
Code:
public void TakeAttack(Mob Attacker, uint Damage, AttackType AT)
bellow or before this void.... add this:
Code:
public void GetReflect(ref uint Damage, AttackType AT)
{
if (Damage < CurrentHP)
{
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);
}
}
Reflect for Players:
got to character.cs and serach for :
Code:
public void TakeAttack(Character Attacker, uint Damage, AttackType AT, bool IsSkill)
below / above the takeattack void add this:
Code:
public void GetReflect(uint Damage, AttackType AT)
{
if (Damage < CurHP)
{
CurHP -= (ushort)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;
}
}
now go to :
Code:
public void TakeAttack(Character Attacker, uint Damage, AttackType AT, bool IsSkill)
you will see this:
Code:
if (BuffOf(SkillsClass.ExtraEffect.Scapegoat).Eff == SkillsClass.ExtraEffect.Scapegoat && MyMath.ChanceSuccess(30))
{
Buff B = BuffOf(SkillsClass.ExtraEffect.Scapegoat);
RemoveBuff(B);
uint Dmg = (uint)(PrepareAttack(2, false) * B.Value);
Attacker.TakeAttack(this, Dmg, AttackType.Scapegoat, false);
return;
}
bellow of it add:
Code:
if (CanReflect)
{
if (MyMath.ChanceSuccess(2))
{
Attacker.GetReflect(Damage, AT);
World.Action(this, Packets.String(EntityID, 10, "MagicReflect").Get);
Damage = 0;
return;
}
}
if u get a problem feel free to post or add me at msn.... : D
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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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10/09/2010, 16:11
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#38
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Quote:
Originally Posted by marlyandedsel
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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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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10/09/2010, 16:38
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#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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10/11/2010, 23:09
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#40
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Quote:
Originally Posted by TechBoX
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;
}
}
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You forgot the things market in red.
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10/11/2010, 23:25
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#41
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Join Date: May 2010
Posts: 248
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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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12/13/2011, 08:34
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#42
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Join Date: Apr 2009
Posts: 7
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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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12/14/2011, 17:40
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#43
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Posts: 91
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sadly i did everything you said n it didnt worked..
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12/21/2011, 22:12
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#44
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Posts: 49
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Quote:
Originally Posted by [GM]
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
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Quote:
Originally Posted by 12tails
yes... because reflect is putted at the wrong place : D
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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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12/22/2011, 00:36
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#45
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Join Date: Apr 2009
Posts: 782
Received Thanks: 458
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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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