@luiz45 ye that guy is me,can i add you in fb?i dont care of money back but i will love to help u guys testing
Man this topic will be a little mess in the future.
Btw structure to spawn player/mob/npc/pet etc its sOBJECT_INFO
its a union of:
and propably depends which to use by objTypeCode: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; }; }; };
but i still dont know what is bad here because i got nothnk to spawn or crash
@luiz45 can you tell how to Decryption the .edf for tw
i know how to. I upload some decrypted TW tables into mine project in github today on evening.
how?
- - - Updated - - -
after i change{ enum eEQUIP_SLOT_TYPE } and {enum eEQUIP_SLOT_FLAG}in NtlItem.h,but still can not count slot 12-16,why?
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enum eEQUIP_SLOT_TYPE
{
EQUIP_SLOT_TYPE_HAND,
EQUIP_SLOT_TYPE_SUB_WEAPON,
EQUIP_SLOT_TYPE_JACKET,
EQUIP_SLOT_TYPE_PANTS,
EQUIP_SLOT_TYPE_BOOTS,
EQUIP_SLOT_TYPE_SCOUTER,
EQUIP_SLOT_TYPE_COSTUME,
EQUIP_SLOT_TYPE_NECKLACE,
EQUIP_SLOT_TYPE_EARRING_1,
EQUIP_SLOT_TYPE_EARRING_2,
EQUIP_SLOT_TYPE_RING_1,
EQUIP_SLOT_TYPE_RING_2,
EQUIP_SLOT_TYPE_DOGI,
EQUIP_SLOT_TYPE_HAIR,
EQUIP_SLOT_TYPE_ACCESSORY_1,
EQUIP_SLOT_TYPE_ACCESSORY_2,
EQUIP_SLOT_TYPE_ACCESSORY_3,
EQUIP_SLOT_TYPE_COUNT,
EQUIP_SLOT_TYPE_UNKNOWN = 0xFF,
EQUIP_SLOT_TYPE_FIRST = EQUIP_SLOT_TYPE_HAND,
EQUIP_SLOT_TYPE_LAST = EQUIP_SLOT_TYPE_COUNT - 1,
};
-------------------------------------------------------------------------------------------------
enum eEQUIP_SLOT_FLAG
{
EQUIP_SLOT_FLAG_HAND = 0x01 << EQUIP_SLOT_TYPE_HAND,
EQUIP_SLOT_FLAG_SUB_WEAPON = 0x01 << EQUIP_SLOT_TYPE_SUB_WEAPON,
EQUIP_SLOT_FLAG_JACKET = 0x01 << EQUIP_SLOT_TYPE_JACKET,
EQUIP_SLOT_FLAG_PANTS = 0x01 << EQUIP_SLOT_TYPE_PANTS,
EQUIP_SLOT_FLAG_BOOTS = 0x01 << EQUIP_SLOT_TYPE_BOOTS,
EQUIP_SLOT_FLAG_SCOUTER = 0x01 << EQUIP_SLOT_TYPE_SCOUTER,
EQUIP_SLOT_FLAG_COSTUME = 0x01 << EQUIP_SLOT_TYPE_COSTUME,
EQUIP_SLOT_FLAG_NECKLACE = 0x01 << EQUIP_SLOT_TYPE_NECKLACE,
EQUIP_SLOT_FLAG_EARRING_1 = 0x01 << EQUIP_SLOT_TYPE_EARRING_1,
EQUIP_SLOT_FLAG_EARRING_2 = 0x01 << EQUIP_SLOT_TYPE_EARRING_2,
EQUIP_SLOT_FLAG_RING_1 = 0x01 << EQUIP_SLOT_TYPE_RING_1,
EQUIP_SLOT_FLAG_RING_2 = 0x01 << EQUIP_SLOT_TYPE_RING_2,
EQUIP_SLOT_FLAG_DOGI = 0x01 << EQUIP_SLOT_TYPE_DOGI,
EQUIP_SLOT_FLAG_HAIR = 0x01 << EQUIP_SLOT_TYPE_HAIR,
EQUIP_SLOT_FLAG_ACCESSORY_1 = 0x01 << EQUIP_SLOT_TYPE_ACCESSORY_1,
EQUIP_SLOT_FLAG_ACCESSORY_2 = 0x01 << EQUIP_SLOT_TYPE_ACCESSORY_2,
EQUIP_SLOT_FLAG_ACCESSORY_3 = 0x01 << EQUIP_SLOT_TYPE_ACCESSORY_3,
};
!!?
where do you find all of code DBO tw?
as I can get the files?
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someone i know when will the server dbo tw files for download with more things i npc?
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someone know for multiplayer is which structs?someone can tell me?
sOBJECT_INFO, below is all union (but all structure is much bigger just check out fields).
Code: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; }; }; };
good
which version are you woring on?C#?or C++?
Last edited by as83426187z; 26-07-16 at 11:22 AM.
Wasn't my server -.-
Last edited by Nicolas321; 27-07-16 at 09:34 AM. Reason: Spam
@Xanu@Nicolas321
Fixed,but also can not add new skill In db
-------------------------->i using akcore file for tw!
can yours tell me how to fix?
Last edited by as83426187z; 29-07-16 at 03:51 PM.
how is going guys?
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I need help please guys ..... I 'm looking for the file dbo_common.h
I 'm looking for the file dbo_common.h
hello guys.
How to find data for base stat of items and bonus from upgrade
This jacket got 14 M. Def +2 and 41 Energy Def + 4.
Where i can find that data in packet/structure/edf? Its ItemOption data related to items?
hi all
im done Item/skills funcion can load items/skills from db change slots and add items by comand GM...
i try spawn mob and players but all times my client crash can someone help me ? i work on akcore code Tw
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like that?
CNtlPacket packet(sizeof(sGU_OBJECT_CREATE));
sGU_OBJECT_CREATE * res = (sGU_OBJECT_CREATE *)packet.GetPacketData();
res->wOpCode = GU_OBJECT_CREATE;
res->sObjectInfo.objType = OBJTYPE_MOB;
res->handle = 0;
res->sObjectInfo.mobState.sCharStateBase.vCurLoc.x = 0;
res->sObjectInfo.mobState.sCharStateBase.vCurLoc.y = 0;
res->sObjectInfo.mobState.sCharStateBase.vCurLoc.z = 0;
res->sObjectInfo.mobState.sCharStateBase.vCurDir.x = 0;
res->sObjectInfo.mobState.sCharStateBase.vCurDir.y = 0;
res->sObjectInfo.mobState.sCharStateBase.vCurDir.z = 0;
res->sObjectInfo.mobState.sCharStateBase.byStateID = CHARSTATE_SPAWNING;
res->sObjectInfo.mobState.sCharStateBase.bFightMode = false;
res->sObjectInfo.mobBrief.tblidx = 0;
res->sObjectInfo.mobBrief.wCurEP = 0;
res->sObjectInfo.mobBrief.wMaxEP = 0;
res->sObjectInfo.mobBrief.wCurLP = 0;
res->sObjectInfo.mobBrief.wMaxLP = 0;
res->sObjectInfo.mobBrief.fLastRunningSpeed =0;
res->sObjectInfo.mobBrief.fLastWalkingSpeed = 0;
pSession->myCCSession->InsertIntoMyMonsterList(res->handle, curpos, uiMobId);
packet.SetPacketLen(sizeof(sGU_OBJECT_CREATE));
g_pApp->Send(pSession->GetSession(), &packet);
yes but send any mobid
if client crash see dbolog.txt