other the same with 5165 Packet Structures.
If error, please correct it
These structures are derived from my own tests, so there may be errors
Do not malicious attacks, please do not BS-ing downstairs, I release them is to share with everyone
If you are not interested in my release, then you go farther
If he is useful to you, then please leave your thanks
5290 client and 5298 client EntitySpawn may be not the same
I will be released later 5290 and other packet structure of the client, and keep updated
Quote:
Originally Posted by jackpotsvr
Maybe because he have only a few posts, 0 thanks and join date and his name..
Quote:
Originally Posted by Eliminationn
Was looking round at the threads he made on the packets, I figured he can't of made this himself
If you can find the release than this update, please do not casually comment
Please respect other people's work overall, it is also the respect of your own
I think your posts are not posted your own, huh, huh
other the same with 5165 Packet Structures.
If error, please correct it
These structures are derived from my own tests, so there may be errors
Do not malicious attacks, please do not BS-ing downstairs, I release them is to share with everyone
If you are not interested in my release, then you go farther
If he is useful to you, then please leave your thanks
It's Character's spawn or monster's spawn??
I want try spawn monster like this code:
(but not work!)
PHP Code:
public class MobSpawn : ExodusPacket
{
public MobSpawn(uint UID,Status type,ulong value)
: base(8 + 36)
{
byte[] bt=new byte[8+36];
WORD((ushort)(bt.Length-8));
WORD((ushort)10017);
DWORD32(UID);
DWORD32(0x01);
DWORD32((uint)type);
DWORD(value);
}
}
The MobThreadExecute
PHP Code:
static void MobThread_Execute()
{
try
{
if (H_Chars.Count > 0)
{
try
{
foreach (Hashtable H in H_Mobs.Values)
{
foreach (MobStruct M in H.Values)
{
//M.Step();
if (M.PoisonedInfo != null)
{
if (DateTime.Now > M.PoisonedInfo.LastAttack.AddSeconds(3))
{
if (M.CurrentHP == 0)
{
M.PoisonedInfo = null;
foreach (Entity C in H_Chars.Values)
if (M.Loc.Map == C.MapID)
if (MyMath.PointDistance(M.Loc.X, M.Loc.Y, C.X, C.Y) <= 20)
C.Client.Send(new MobSpawn(M.EntityID, Status.Effect, 0));
continue;
}
//M.PoisonedInfo.Times--;
M.PoisonedInfo.LastAttack = DateTime.Now;
uint Dmg = (uint)(M.CurrentHP * (10 + M.PoisonedInfo.SpellLevel * 10) / 100);
if (Dmg == 1)
continue;
// M.TakeAttack(M, Dmg, AttackType.Melee);
if (M.PoisonedInfo.Times == 0)
{
M.PoisonedInfo = null;
foreach (Entity C in H_Chars.Values)
if (M.Loc.Map == C.MapID)
if (MyMath.PointDistance(M.Loc.X, M.Loc.Y, C.X, C.Y) <= 20)
C.Client.Send(new MobSpawn(M.EntityID, Status.Effect, 0));//.AddSend(Packets.Status(M.EntityID, ConquerSx.Game.Status.Effect, 0));
}
}
}
}
}
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
}
catch (Exception Exc) { Console.WriteLine(Exc); }
}
And in Exodus
PHP Code:
MyThread MobThread = new MyThread();
MobThread.Execute += new Execute(MobThread_Execute);
MobThread.Start(400);
You directly send the packet. No need for setting up a mob struct at all.
You OBVIOUSLY have the wrong packet cause you are writing the name as a byte... it's a string...
You also only have offsets listed in a few of the spots.
Using offsets lets you move to the correct offsets without all the P.Move(x) statements.
Note: You have commented out all the move sections which indicates to me that you completely ****** over your packet and have no idea how to structure a working one...
Assuming this packet works to spawn anything at all on your screen... you would use my method for trial/error packet creation via something like..
public static ExodusPacket SpawnEntity(uint mesh, string name, ushort x, ushort y, int offset, byte value)
completely ditch the monster struct and use input values instead.
You directly send the packet. No need for setting up a mob struct at all.
You OBVIOUSLY have the wrong packet cause you are writing the name as a byte... it's a string...
You also only have offsets listed in a few of the spots.
Using offsets lets you move to the correct offsets without all the P.Move(x) statements.
Note: You have commented out all the move sections which indicates to me that you completely ****** over your packet and have no idea how to structure a working one...
Assuming this packet works to spawn anything at all on your screen... you would use my method for trial/error packet creation via something like..
public static ExodusPacket SpawnEntity(uint mesh, string name, ushort x, ushort y, int offset, byte value)
completely ditch the monster struct and use input values instead.
[RELEASE] 5293 Packet Structures 09/06/2010 - CO2 PServer Guides & Releases - 47 Replies Hello :awesome:.
Do NOT flame me for releasing this, saying noobs can now get the latest patch to work, because 'noobs' as we like to call them, need more than simple packet structures. Please if you use these packet structures, do not use them for ready to use sources, that would really, really mess up the private servers gain.
From this moment on I am going to release Packet Structures for the Conquer Client patch 5293.
These might be missing, or incorrect, but work for me, or...
[Q]Packet Structures 06/18/2010 - Kal Online - 10 Replies any1 can help me with packet structures..? like
When I have packet like 0x11 or any other type.
Data is for example: 11 00 00 00 4A 58 9A 4A 32 ...
Where 4A 58 represents some WORD (coord, playerid, whatever)
etc.
thanks......