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(Private Server) DarkOrbit Packets Thread
08/01/2017, 17:03
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#31
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Quote:
Originally Posted by S7K Yuuki
If you're asking about the crown of the Kronos gate is a simple binary (int) number inside the create player command.
Imagine it as two groups of 3 binary digits, each one representing a gg ring.
Code:
000 101 => number 5 (Alpha and Gamma)
101 101 => number 45 (Alpha, Gamma, Zeta and I dont remember the top right one..)
* Having all the galaxy gates should be then..*
111 111 => number 63
To add Kronos there simply increment the value by one.
Code:
1 000 000 => number 64
Nevertheless, if you asked for the UBA crown
It's a visual modifier also sent during the player creation.
Regards.-
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In which file to replace?
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08/02/2017, 11:16
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#32
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Join Date: May 2013
Posts: 128
Received Thanks: 7
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Quote:
Originally Posted by S7K Yuuki
If you're asking about the crown of the Kronos gate is a simple binary (int) number inside the create player command.
Imagine it as two groups of 3 binary digits, each one representing a gg ring.
Code:
000 101 => number 5 (Alpha and Gamma)
101 101 => number 45 (Alpha, Gamma, Zeta and I dont remember the top right one..)
* Having all the galaxy gates should be then..*
111 111 => number 63
To add Kronos there simply increment the value by one.
Code:
1 000 000 => number 64
Nevertheless, if you asked for the UBA crown
It's a visual modifier also sent during the player creation.
Regards.-
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Thank you very much, but in what part is that edited to have the kronos crown?
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08/06/2017, 20:27
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#33
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So no one has found out in which file this is being replaced?
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08/07/2017, 02:41
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#34
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Join Date: Dec 2012
Posts: 12,909
Received Thanks: 7,954
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Quote:
Originally Posted by S7K Yuuki
If you're asking about the crown of the Kronos gate is a simple binary (int) number inside the create player command.
Imagine it as two groups of 3 binary digits, each one representing a gg ring.
Code:
000 101 => number 5 (Alpha and Gamma)
101 101 => number 45 (Alpha, Gamma, Zeta and I dont remember the top right one..)
* Having all the galaxy gates should be then..*
111 111 => number 63
To add Kronos there simply increment the value by one.
Code:
1 000 000 => number 64
Nevertheless, if you asked for the UBA crown
It's a visual modifier also sent during the player creation.
Regards.-
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bruh. bitflags.
Code:
enum GalaxyGate
{
ALPHA,
BETA,
...
...
...
GALAXYGATE_MAX
}
// PSEUDO AF
int galaxyGatesDone = 0;
for (int i = 0; i < GALAXYGATE_MAX; i++)
{
if (player.HasDoneGate(i))
galaxyGatesDone |= i;
}
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08/07/2017, 02:46
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#35
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Join Date: May 2013
Posts: 128
Received Thanks: 7
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Quote:
Originally Posted by Requi
bruh. bitflags.
Code:
enum GalaxyGate
{
ALPHA,
BETA,
...
...
...
GALAXYGATE_MAX
}
// PSEUDO AF
int galaxyGatesDone = 0;
for (int i = 0; i < GALAXYGATE_MAX; i++)
{
if (player.HasDoneGate(i))
galaxyGatesDone |= i;
}
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Where those men are edited
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08/07/2017, 02:49
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#36
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Join Date: Dec 2012
Posts: 12,909
Received Thanks: 7,954
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Quote:
Originally Posted by Armandito13x
Where those men are edited
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Now in english please?
That's just an easier way to assign galaxygates in the create player command, instead of hardcoding each combination what atleast 90% of the people here would do.
If it's using binary data like that, you can and should use bitflags to make your life easier.
Game will most likely assign the rank in the client like that:
Code:
// On create player
for (int i = 0; i < GALAXYGATE_MAX; i++)
{
if (galaxyGateDonePart & i)
GiveGalaxyGateVisuallyNextToName(i);
}
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08/07/2017, 04:56
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#37
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Join Date: May 2013
Posts: 128
Received Thanks: 7
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Quote:
Originally Posted by Requi
Now in english please?
That's just an easier way to assign galaxygates in the create player command, instead of hardcoding each combination what atleast 90% of the people here would do.
If it's using binary data like that, you can and should use bitflags to make your life easier.
Game will most likely assign the rank in the client like that:
Code:
// On create player
for (int i = 0; i < GALAXYGATE_MAX; i++)
{
if (galaxyGateDonePart & i)
GiveGalaxyGateVisuallyNextToName(i);
}
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I thank you friend, but my question is, how do you add the crown to rank, kronos crown.
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08/07/2017, 07:49
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#38
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Join Date: Aug 2015
Posts: 721
Received Thanks: 1,141
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Quote:
Originally Posted by Armandito13x
I thank you friend, but my question is, how do you add the crown to rank, kronos crown.
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People already have answered you I think almost 10 times and you still ask the same question...
@ manulaiko give him an achievement.
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08/07/2017, 08:29
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#39
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Join Date: May 2013
Posts: 128
Received Thanks: 7
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Quote:
Originally Posted by Freshek
People already have answered you I think almost 10 times and you still ask the same question...
@ manulaiko give him an achievement.
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I have you not been specifically reinstated, where I edit this code, in which part.
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08/07/2017, 11:14
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#40
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Join Date: Apr 2015
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Quote:
Originally Posted by Requi
bruh. bitflags.
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Yeah you're completely right, but if they can't even understand the 'binary way' imagine how much it will take to explain bit flags :/
Thanks for the idea anyways ^^
Regards.-
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08/07/2017, 12:26
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#41
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Join Date: May 2013
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Received Thanks: 7
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Quote:
Originally Posted by S7K Yuuki
Yeah you're completely right, but if they can't even understand the 'binary way' imagine how much it will take to explain bit flags :/
Thanks for the idea anyways ^^
Regards.-
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My question is, how do I make the client see the range this way, where I edit those conditions, where I put those codes, or those packages.

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08/07/2017, 12:33
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#42
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Join Date: Oct 2010
Posts: 771
Received Thanks: 515
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Quote:
Originally Posted by Requi
bruh. bitflags.
Code:
enum GalaxyGate
{
ALPHA,
BETA,
...
...
...
GALAXYGATE_MAX
}
// PSEUDO AF
int galaxyGatesDone = 0;
for (int i = 0; i < GALAXYGATE_MAX; i++)
{
if (player.HasDoneGate(i))
galaxyGatesDone |= i;
}
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at least do bitflags right then. i only ever needs to be some power of two. so you can shift left each iteration by 1 instead of doing i++, but you need to start at 1 then. so smth like this
Code:
for(int i = 1; i < bla; i <<= 1) {
if(hasDone(i))
dataToSend |= i;
}
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08/07/2017, 12:40
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#43
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Join Date: May 2013
Posts: 128
Received Thanks: 7
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Quote:
Originally Posted by C0untLizzi
at least do bitflags right then. i only ever needs to be some power of two. so you can shift left each iteration by 1 instead of doing i++, but you need to start at 1 then. so smth like this
Code:
for(int i = 1; i < bla; i <<= 1) {
if(hasDone(i))
dataToSend |= i;
}
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In which part of the emulator, that is placed.
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08/07/2017, 13:43
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#44
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Join Date: Dec 2014
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Quote:
Originally Posted by Armandito13x
In which part of the emulator, that is placed.
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Firstly; You need found your ShipInitializationCommand and ShipCreateCommand for while your ship is starting and other ships are being created; You need to change the received information.
Sample: This is your code of ship creation. (other players)
Code:
public ShipCreateCommand(int pMapEntityId,
String pShipLootId, int pExpansionStage,
String pClanTag, String pUsername,
int pPositionX,int pPositionY,
int pFactionId, int pRingsCount) {
this.mMapEntityId = pMapEntityId;// User ID or NPC ID
this.mShipLootId = pShipLootId;//pShipLootId
this.mExpansionStage = pExpansionStage;
this.mClanTag = pClanTag;
this.mUsername = pUsername;
this.mPositionX = pPositionX;
this.mPositionY = pPositionY;
this.mFactionId = pFactionId;
this.mRingsCount = pRingsCount;
}
And this is your ShipCreateCommand on Player.java;
Code:
public ShipCreateCommand getShipCreateCommand() {
return new ShipCreateCommand(this.getMapEntityId(), //user id
this.getShipLootId(), // ship loot id
this.getAccount()
.getExpansionStage(), // cargo size
this.getAccount()
.getClanTag(), // clan tag
this.getAccount()
.getShipUsername(), // username
this.getCurrentPositionX(), // x position
this.getCurrentPositionY(), // y position
this.getAccount()
.getFactionId(), // faction id (mmo/eic/vru)
100, // rings count (100 = crown / 63 = 6 ring)
);
}
Now the first code I give is code to create ships.
And in your emulator, when you see other players; this ShipCreateCommand start to work with the player information you see.
And as you can see, the order of the information is the same as ShipCreateCommand.
So you need change rings count in your getShipCreateCommand for see crown etc..
The code in the second code I provide is the number of rings.
And ShipInitializationCommand just work like that.
ShipInitializationCommand for your ship informations in game.
ShipCreateCommand for other ship informations in game.
Maybe my english not so good for describe this but i think you can understand me.
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08/07/2017, 14:52
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#45
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Join Date: May 2013
Posts: 128
Received Thanks: 7
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Quote:
Originally Posted by Armandito13x
I thank you friend, but my question is, how do you add the crown to rank, kronos crown.
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Quote:
Originally Posted by LEJYONER(DS)
Firstly; You need found your ShipInitializationCommand and ShipCreateCommand for while your ship is starting and other ships are being created; You need to change the received information.
Sample: This is your code of ship creation. (other players)
Code:
public ShipCreateCommand(int pMapEntityId,
String pShipLootId, int pExpansionStage,
String pClanTag, String pUsername,
int pPositionX,int pPositionY,
int pFactionId, int pRingsCount) {
this.mMapEntityId = pMapEntityId;// User ID or NPC ID
this.mShipLootId = pShipLootId;//pShipLootId
this.mExpansionStage = pExpansionStage;
this.mClanTag = pClanTag;
this.mUsername = pUsername;
this.mPositionX = pPositionX;
this.mPositionY = pPositionY;
this.mFactionId = pFactionId;
this.mRingsCount = pRingsCount;
}
And this is your ShipCreateCommand on Player.java;
Code:
public ShipCreateCommand getShipCreateCommand() {
return new ShipCreateCommand(this.getMapEntityId(), //user id
this.getShipLootId(), // ship loot id
this.getAccount()
.getExpansionStage(), // cargo size
this.getAccount()
.getClanTag(), // clan tag
this.getAccount()
.getShipUsername(), // username
this.getCurrentPositionX(), // x position
this.getCurrentPositionY(), // y position
this.getAccount()
.getFactionId(), // faction id (mmo/eic/vru)
100, // rings count (100 = crown / 63 = 6 ring)
);
}
Now the first code I give is code to create ships.
And in your emulator, when you see other players; this ShipCreateCommand start to work with the player information you see.
And as you can see, the order of the information is the same as ShipCreateCommand.
So you need change rings count in your getShipCreateCommand for see crown etc..
The code in the second code I provide is the number of rings.
And ShipInitializationCommand just work like that.
ShipInitializationCommand for your ship informations in game.
ShipCreateCommand for other ship informations in game.
Maybe my english not so good for describe this but i think you can understand me.
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Thank you very much, send a photo to your facebook, with an error that I have.
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