Newbie Spellweaver
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Join Today!don't put my name, i never received a CENT, worked so hard to got nothing!luiz where are u and kalisto?i donated 5 euros to your project and you disappared :S
Xanu
Do you know how to spwan other player(multiplayer),can you give me some tips,or what i need to do?
For my char,after loaded ,in the game,i can not see my char;
For my char,after loaded ,in game can not see my char,but can move,jump etc;
struct sPC_PROFILE
{
BYTE level_max;
TBLIDX tblidx; // pc Å×À̺í À妽º
bool bIsAdult;
bool bChangeClass; // ÀüÁ÷ ±ÇÇÑÀ» °¡Áö°í ÀÖ´ÂÁöÀÇ ¿©ºÎ
CHARACTERID charId; // PC ij¸¯ÅÍÀÇ °íÀ¯ ID(DB index)
WCHAR awchName[NTL_MAX_SIZE_CHAR_NAME_UNICODE + 1];
sPC_SHAPE sPcShape; // pc ¿Ü¾ç ( ¾ó±¼/¸Ó¸®/¸Ó¸®»ö )
sAVATAR_ATTRIBUTE avatarAttribute;
DWORD dwCurLP;
WORD wCurEP;
WORD wCurRP;
BYTE unknown2;
DWORD dwCurAp;
// float fSpeed;
BYTE byLevel;
DWORD dwCurExp;
DWORD dwMaxExpInThisLevel;
DWORD dwZenny;
DWORD dwTutorialHint;
BYTE byBindType;
WORLDID bindWorldId;
TBLIDX bindObjectTblidx;
DWORD dwReputation;
DWORD dwMudosaPoint;
DWORD dwSpPoint;
sMARKING sMarking;
sHOIPOIMIX_DATA sMixData;
bool bIsGameMaster; // true : ¿î¿µÀÚ character
GUILDID guildId;
sPC_PROFILE_LOCALIZE sLocalize;
};
the struct to spawn player is diferent, i havent the struct complete, i´m working on this now
View attachment 157472
sorry i'm not Xanu, but you need send GU_OBJECT_CREATE to all conected clients.
Example:
When Client A connects
Store Player info(sPC_PROFILE or whatever struct you are using)
Send GU_OBJECT_CREATE
When Client B Connects
Store Player info
Send GU_OBJECT_CREATE
AND
Send GU_OBJECT_CREATE from Client A(Previous Player)
remember, if both players has the same "handle"(HOBJECT) the client may crash because he will think it is a duplicated object
I know how sends packets shoud now, but can someone tell me how to fill the sPC_PROFILE or packet structure which is needed to send? Xanu, luiz45 ?sorry i'm not Xanu, but you need send GU_OBJECT_CREATE to all conected clients.
Example:
When Client A connects
Store Player info(sPC_PROFILE or whatever struct you are using)
Send GU_OBJECT_CREATE
When Client B Connects
Store Player info
Send GU_OBJECT_CREATE
AND
Send GU_OBJECT_CREATE from Client A(Previous Player)
remember, if both players has the same "handle"(HOBJECT) the client may crash because he will think it is a duplicated object
struct sOBJECT_INFO
{
BYTE objType;
union
{
struct // pc
{
sPC_BRIEF pcBrief;
sCHARSTATE pcState;
};
struct // npc
{
sNPC_BRIEF npcBrief;
sCHARSTATE npcState;
};
struct // mob
{
sMOB_BRIEF mobBrief;
sCHARSTATE mobState;
};
struct // summon pet
{
sSUMMON_PET_BRIEF summonPetBrief;
sCHARSTATE summonPetState;
};
struct // item pet
{
sITEM_PET_BRIEF itemPetBrief;
sCHARSTATE itemPetState;
};
struct // item
{
sITEM_BRIEF itemBrief;
sITEM_STATE itemState;
};
struct // money
{
sMONEY_BRIEF moneyBrief;
sMONEY_STATE moneyState;
};
struct // trigger object
{
sTOBJECT_BRIEF tobjectBrief;
sTOBJECT_STATE tobjectState;
};
struct // dynamic object
{
sDYNAMIC_OBJECT_BRIEF dynamicObjBrief;
sDYNAMIC_OBJECT_STATE dynamicObjState;
};
};
};
where do you find all of code DBO tw?
as I can get the files?
::
someone know for multiplayer is which structs?someone can tell me?
[COLOR=#555459]struct sOBJECT_INFO[/COLOR]
[COLOR=#555459]{[/COLOR]
[COLOR=#555459] BYTE objType[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459][/COLOR]
[COLOR=#555459][/COLOR]
[COLOR=#555459] union[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] struct // pc[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] sPC_BRIEF pcBrief[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] sCHARSTATE pcState[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] struct // npc[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] sNPC_BRIEF npcBrief[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] sCHARSTATE npcState[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] struct // mob[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] sMOB_BRIEF mobBrief[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] sCHARSTATE mobState[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] struct // summon pet[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] sSUMMON_PET_BRIEF summonPetBrief[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] sCHARSTATE summonPetState[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] struct // item pet[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] sITEM_PET_BRIEF itemPetBrief[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] sCHARSTATE itemPetState[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] struct // item[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] sITEM_BRIEF itemBrief[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] sITEM_STATE itemState[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] struct // money[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] sMONEY_BRIEF moneyBrief[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] sMONEY_STATE moneyState[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] struct // trigger object[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] sTOBJECT_BRIEF tobjectBrief[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] sTOBJECT_STATE tobjectState[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] struct // dynamic object[/COLOR]
[COLOR=#555459] {[/COLOR]
[COLOR=#555459] sDYNAMIC_OBJECT_BRIEF dynamicObjBrief[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] sDYNAMIC_OBJECT_STATE dynamicObjState[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459] }[COLOR=#AA5500];[/COLOR][/COLOR]
[COLOR=#555459]}[COLOR=#AA5500];
[/COLOR][/COLOR]
i am working on mob spawnsthe struct to spawn player is diferent, i havent the struct complete, i´m working on this now
View attachment 157472