I'm trying to send items in tw version, but if I send more than 32 items the game does not open (black screen).
Anyone know why?
Sorry for my English
with 32 items or less it works ok
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I'm trying to send items in tw version, but if I send more than 32 items the game does not open (black screen).
Anyone know why?
Sorry for my English
with 32 items or less it works ok
that version is akcore or snaity version?or Dev yourself?
Can you tell me how to fix for load the item from db?i can not load TT
Well lets see....you know your max inventory space is 32 right?(based on your 2 x 16 capsule inventory)
@Xanu can you answer me for one question?
for the struct sItem_profile(TW) is the same data for kr or need to add some data
?
Thank you :/
can u paste here your struct sITEM_PROFILE ?
Attachment 157400 @Xanu
if i do that<//SendCharItemInfo> ,then can not load the bag,and load the iteminfo incorrect,what i need to change in the source?Can you help?
I think I already have the structure of item_profile
Attachment 157422Code:typedef struct{
uint16_t type;
uint32_t value;
} dbo_item_effect;
typedef struct{
uint16_t type;
uint32_t value;
} dbo_item_extra_effect;
typedef struct
{
HANDLEID handle;
DBOID id;
uint8_t place;
uint8_t pos;
uint8_t stack_count;
uint8_t rank;
uint8_t durability;
bool need_identify;
uint8_t grade;
uint8_t battle_attribute;
uint8_t restrict_type;
WCHAR creator[DBO_CHAR_NAME_LEN + 1]; //DBO_CHAR_NAME_LEN = 16
DBOID options[DBO_ITEM_OPTION_MAX]; //DBO_ITEM_OPTION_MAX = 2
dbo_item_effect effect[DBO_ITEM_EFFECT_MAX]; //DBO_ITEM_EFFECT_MAX = 6
dbo_item_extra_effect extra_effect[DBO_ITEM_EXTRA_EFFECT_MAX]; //DBO_ITEM_EXTRA_EFFECT_MAX = 2 (Green effects)
uint8_t duration_type;
time_t start_time;
time_t end_time;
} dbo_item_profile;
that is dbo_common_item.h:glare:?
can you tell me how to use that file?...i dont know how to use it,then make item working
- - - Updated - - -
How to replace NtlItem.h?:love:
What is dbo_common_item.h? In sources on Snaity is NtlItem.h where sITEM_PROFILE looks like that:
where unknown1[48]; is new structure for TWCode:HOBJECT handle; // 아이템 handle
TBLIDX tblidx; // item table index
BYTE byPlace; // eCONTAINER_TYPE
BYTE byPos;
BYTE byStackcount;
BYTE byRank;
BYTE byCurDur; // 내구도
bool bNeedToIdentify;
BYTE byGrade; // 아이템 업그레이드 등급
BYTE byBattleAttribute; // 진기맹여락 cf) NtlBattle.h eBATTLE_ATTRIBUTE
BYTE byRestrictType; // 귀속상태 eITEM_RESTRICT_TYPE
WCHAR awchMaker[NTL_MAX_SIZE_CHAR_NAME_UNICODE + 1]; // 제작자
TBLIDX aOptionTblidx[NTL_MAX_OPTION_IN_ITEM];
BYTE byDurationType; //eDURATIONTYPE
DBOTIME nUseStartTime;// 인벤토리에 들어온 날짜
DBOTIME nUseEndTime;// 사용만료 기간
BYTE unknown1[48];
unknown1[48] is item effects
6 effects * 6bytes(2type 4id) = 36
+
2 extra_effects * 6bytes = 12
They go after aOptionTblidx
dbo_common_item.h is the file for dbor(maybe)
- - - Updated - - -
[ HOBJECT handle; // 아이템 handle
TBLIDX tblidx; // item table index
BYTE byPlace; // eCONTAINER_TYPE
BYTE byPos;
BYTE byStackcount;
BYTE byRank;
BYTE byCurDur; // 내구도
bool bNeedToIdentify;
BYTE byGrade; // 아이템 업그레이드 등급
BYTE byBattleAttribute; // 진기맹여락 cf) NtlBattle.h eBATTLE_ATTRIBUTE
BYTE byRestrictType; // 귀속상태 eITEM_RESTRICT_TYPE
WCHAR awchMaker[NTL_MAX_SIZE_CHAR_NAME_UNICODE + 1]; // 제작자
TBLIDX aOptionTblidx[NTL_MAX_OPTION_IN_ITEM];
BYTE unknown1[48];
BYTE byDurationType; //eDURATIONTYPE
DBOTIME nUseStartTime;// 인벤토리에 들어온 날짜
DBOTIME nUseEndTime;// 사용만료 기간
like this?
yes, but now change unknown[48] for itemsEffects struct
[QUOTE=Xanu;8662815]yes, but now change unknown[48] for itemsEffects struc[table="width: 500"]
-----------------------------------------------------------------------------------------------------------------------------------
HOBJECT handle; // 아이템 handle
TBLIDX tblidx; // item table index
BYTE byPlace; // eCONTAINER_TYPE
BYTE byPos;
BYTE byStackcount;
BYTE byRank;
BYTE byCurDur; // 내구도
bool bNeedToIdentify;
BYTE byGrade; // 아이템 업그레이드 등급
BYTE byBattleAttribute; // 진기맹여락 cf) NtlBattle.h eBATTLE_ATTRIBUTE
BYTE byRestrictType; // 귀속상태 eITEM_RESTRICT_TYPE
WCHAR awchMaker[NTL_MAX_SIZE_CHAR_NAME_UNICODE + 1]; // 제작자
TBLIDX aOptionTblidx[NTL_MAX_OPTION_IN_ITEM];
dbo_item_effect effect[NTL_MAX_EFFECT_IN_ITEM];
dbo_item_extra_effect extra_effect[NTL_MAX_EXTRA_EFFECT_IN_ITEM];
BYTE byDurationType; //eDURATIONTYPE
DBOTIME nUseStartTime;// 인벤토리에 들어온 날짜
DBOTIME nUseEndTime;// 사용만료 기간
------------------------------------------------------------------------------------------------------------
is that right?
U need to use type of that structure. It shoud looks like this:
and then when u load items in GU_AVATAR_ITEM_INFO packet u need to add some logic to fill that bonus for exampleCode:// by Szczeepan
struct sITEM_EFFECT
{
WORD wType;
DWORD dwValue;
};
// by Szczeepan
struct sITEM_EXTRA_EFFECT
{
WORD wType;
DWORD dwValue;
};
// 아이템 전체 정보
struct sITEM_PROFILE
{
HOBJECT handle; // 아이템 handle
TBLIDX tblidx; // item table index
BYTE byPlace; // eCONTAINER_TYPE
BYTE byPos;
BYTE byStackcount;
BYTE byRank;
BYTE byCurDur; // 내구도
bool bNeedToIdentify;
BYTE byGrade; // 아이템 업그레이드 등급
BYTE byBattleAttribute; // 진기맹여락 cf) NtlBattle.h eBATTLE_ATTRIBUTE
BYTE byRestrictType; // 귀속상태 eITEM_RESTRICT_TYPE
WCHAR awchMaker[NTL_MAX_SIZE_CHAR_NAME_UNICODE + 1]; // 제작자
TBLIDX aOptionTblidx[NTL_MAX_OPTION_IN_ITEM];
sITEM_EFFECT aitemEffect[6]; // by Szczeepan
sITEM_EXTRA_EFFECT aitemExtraEffect[2];// by Szczeepan
BYTE byDurationType; //eDURATIONTYPE
DBOTIME nUseStartTime;// 인벤토리에 들어온 날짜
DBOTIME nUseEndTime;// 사용만료 기간
//BYTE unknown1[48];
};
type 1-6 is a base atributes (STR,DEX,CON, ENG, SOL, FOC).Code:sITEM_PROFILE asItemProfile[NTL_MAX_COUNT_USER_HAVE_INVEN_ITEM];
// works for first item in packet
for (int i = 0; i < 6; i++){
asItemProfile[0].aitemEffect[i].wType = i+1;
asItemProfile[0].aitemEffect[i].dwValue = 8;
}
// works for first item in packet
for (int i = 0; i < 2; i++){
asItemProfile[0].aitemExtraEffect[i].wType = i + 1;
asItemProfile[0].aitemExtraEffect[i].dwValue = 8;
}
........
done thankyou!
don't put my name, i never received a CENT, worked so hard to got nothing!
now i just work in DBO for fun and get more C++ knowledge
If i remember someone donated 5EUR, and 20$(i dont know the exactly amount).
if you want something(refund), talk with him, as you know AKCore "Team" doesnt exists anymore, we just work on split projects ^^ and exchange our knowledge between us.
that's it.
Cya
Edit: Here is some skype conversation.
[09/02/2015 06:08:14] Bboy Masta Tricky: wel
[09/02/2015 06:08:24] Bboy Masta Tricky: some guy says he donated 5 euros
[09/02/2015 06:56:36] Kali Man: 5 euros when?
[09/02/2015 07:01:35] Bboy Masta Tricky: i don't know
[09/02/2015 07:01:46] Bboy Masta Tricky: a guy called "Sid vicious" said
[09/02/2015 07:01:47] Bboy Masta Tricky: hang on
[09/02/2015 07:01:51] Bboy Masta Tricky: i will get the full msg
[09/02/2015 07:03:00] Bboy Masta Tricky: "
yo glad to see some news :) happy to read that... ;D
i doneted 5 euros for encouragement eheh
can i try the files when they ready :D? i m curious
and 1 thing...i say to daneos i wont play his server cuz he wanna keep downgrade items D:
can u please remove this function from upgrade? i mean when u upgrade if fail items downgrade sometimes.can this be removed please?i talk to my old dbo guildmates and they think will make game better and i think this too
imo u can add bils ? WOW cant wait to see the project :) i will apply for be a gm when will comes out i really love this game and wanna help with event and stuff :) i m a old kr veteran and if u guys wish i can do things like bring ppl to dunegons or duel them and if they win give them rewards :) some nice event :) i will really like be a part of community :) thanks
"
[09/02/2015 07:04:30] Kali Man: someone pmd you
[09/02/2015 07:04:34] Kali Man: yeah i know who that is.
[09/02/2015 07:05:13] Bboy Masta Tricky: yeap
[09/02/2015 07:05:15] Kali Man: this guy
[09/02/2015 07:05:26] Bboy Masta Tricky: yeap that guy
[09/02/2015 07:05:28] Kali Man: Yeah he dontated 5 euros like 2 months ago?
[09/02/2015 07:05:40] Kali Man: want 2.5 euros?
[09/02/2015 07:06:29] Bboy Masta Tricky: if we make a "bank" to our project would be better no?
[09/02/2015 07:06:45] Bboy Masta Tricky: bank as i say only example we get 20 euros
[09/02/2015 07:06:55] Bboy Masta Tricky: then we divide you get 10 and me 10
[09/02/2015 07:08:07] Bboy Masta Tricky: i know why we have server slowing the send and recv packets..
[09/02/2015 07:10:06] Bboy Masta Tricky: because we are spamming client with GU_OBJECT_CREATE
[09/02/2015 07:10:10] Bboy Masta Tricky: every time we walk
[09/02/2015 07:12:13] Kali Man: we can do that.
[09/02/2015 07:13:15] Kali Man: But i think total was one guy donated 20$ usd like 6 months ago when i wasnt working then that guy donated 5 euros. I will split that with you send it via paypal when i get paid again this friday. ok?
[09/02/2015 07:13:43] Kali Man: call it $15?
[09/02/2015 07:14:03] Kali Man: and thats our lag problem?
[09/02/2015 07:14:51] Bboy Masta Tricky: wait... if was 20$ how you get 15$ for us? O.O
[09/02/2015 07:14:58] Bboy Masta Tricky: yeah
[09/02/2015 07:15:03] Bboy Masta Tricky: you can check it too bro
[09/02/2015 07:15:16] Bboy Masta Tricky: we are spamming object create every time
[09/02/2015 07:15:25] Kali Man: no ill send you 15$ friday
[09/02/2015 07:15:38] Kali Man: that is the 20$ + 5 euros split
[09/02/2015 07:15:41] Kali Man: ish
[09/02/2015 07:15:46] Kali Man: i think its a little more.
[09/02/2015 07:15:49] Kali Man: but no matter.
[09/02/2015 07:16:05] Bboy Masta Tricky: no problem
[09/02/2015 07:16:12] Kali Man: its cause i was bad and spent it already lol
[09/02/2015 07:16:20] Kali Man: <--- is a bad friend :(
[09/02/2015 07:16:28] Bboy Masta Tricky: haha you have your priority xD
[09/02/2015 07:16:54] Bboy Masta Tricky: but okay i will send you my paypal account to do a deposit
[09/02/2015 07:17:14] Kali Man: ok send on friday so idont lose it lol
[09/02/2015 07:18:09] Kali Man: actually what is your paypal and ill save it to moine
[09/02/2015 07:18:13] Kali Man: mine*
[09/02/2015 07:20:16] Bboy Masta Tricky: well i'm at job...
[09/02/2015 07:20:24] Bboy Masta Tricky: this is why i'll send later xD
...after some days i sended the email on facebook chat...
[23/02/2015 15:30:51] Bboy Masta Tricky: Hey man, i didn't checked yet, but did you deposited the 25$ that you said...
after that i just leave out, and didnt care about that money....
@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;
};
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
the struct to spawn player is diferent, i havent the struct complete, i´m working on this now
Attachment 157472
@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?:w00t:
- - - Updated - - -
Attachment 157475after i change{ enum eEQUIP_SLOT_TYPE } and {enum eEQUIP_SLOT_FLAG}in NtlItem.h,but still can not count slot 12-16,why?
----------------------------------------------------------------------------------------
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,
};
:huh::huh::huh:!!?
where do you find all of code DBO tw?
as I can get the files?
:)::):
someone i know when will the server dbo tw files for download with more things i npc?
:):
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;
};
};
};
i am working on mob spawns
https://i.gyazo.com/ce8b61b59452cee1...ad3bdf4a95.jpg
also items
https://slack-imgs.com/?c=1&url=http...fa00663001.jpg
good
which version are you woring on?C#?or C++?
Only one mob? Bitch please.... :P :P
Attachment 157597Attachment 157596
Wasn't my server -.-
@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?
how is going guys?
https://i.gyazo.com/1f2fea23580e1dd5...105a010633.png
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
https://i.gyazo.com/d07a86c706734072...ee4bef591d.png
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
https://scontent.fopo1-1.fna.fbcdn.n...8c&oe=58BB2F58
the client crash because you send the wrong structure, try to send everything with 0 and go testing byte to byte, do the tests in the position 0,0,0
Sorry for my english.
Attachment 158818
:ott1::ott1::ott1::ott1:
like that?
Quote:
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
thanks for help ^^
done i can spawn one mob but i only see the mob name in map
marco or xanu can give me compiled files tw version ?
i send do this but only see name off mob level is 0 too can you send me any exemple?
if i change pos x y etc... the mob still on 0
https://scontent.fopo1-1.fna.fbcdn.n...50&oe=583EC37E
Quote:
void CClientSession::SendMonsterCreate(CNtlPacket * pPacket, CGameServer * app)
{
CMobTable* pMyMobTable = app->g_pTableContainer->GetMobTable();
CNtlPacket packet(sizeof(sGU_OBJECT_CREATE));
sGU_OBJECT_CREATE * res = (sGU_OBJECT_CREATE *)packet.GetPacketData();
CMonster::MonsterData * cr = new CMonster::MonsterData;
cr->Level = 70;
//cr->CurEP = 100;
//cr->CurLP =100;
//cr->FightMode = false;
//cr->IsDead = false;
//cr->isSpawned = true;
cr->MonsterID = 1581102;
cr->MonsterSpawnID = 1581102;
// cr->Spawn_Loc = 0;
//cr->Spawn_Dir = 0;
//cr->MaxEP = 0;
//cr->MaxLP = 0;
//cr->Spawn_Quantity = 0;
//cr->Move_DelayTime = 0;
//cr->Run_Speed = 0;
//cr->Run_Speed_origin = 0;
//cr->Walk_Speed = 0;
//cr->Walk_Speed_origin = 0;
//cr->Spawn_Cool_Time = 1 * 1000;
//cr->target = 0;
//cr->curPos = 0;
//cr->Basic_aggro_point = 0;
//cr->Attack_range = 0;
//cr->MaxchainAttackCount = 1;
//cr->chainAttackCount = 0;
//cr->UniqueID = CreateUniqueId();
//m_map_Monster.insert(std::make_pair(cr->UniqueID, cr));
res->wOpCode = GU_OBJECT_CREATE;
res->sObjectInfo.objType = OBJTYPE_MOB;
res->handle = 9000;
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 = 1581102;
res->sObjectInfo.mobBrief.wCurEP = 100;
res->sObjectInfo.mobBrief.wMaxEP = 100;
res->sObjectInfo.mobBrief.wCurLP = 100;
res->sObjectInfo.mobBrief.wMaxLP = 100;
res->sObjectInfo.mobBrief.fLastRunningSpeed = 0;
res->sObjectInfo.mobBrief.fLastWalkingSpeed = 0;
cr->Level = 70;
cr->Scale = 100;
packet.SetPacketLen(sizeof(sGU_OBJECT_CREATE));
g_pApp->Send(this->GetHandle(), &packet);
}
because you are using KR structure, you need find de TW correct structure
can you help me with that? idk how find correct struture
how i can get this server ?
How can i have the files i also want them from dbo tw emulator
I want to have them please:w00t:
you can try to use the files dev by akcore/snaity
https://bitbucket.org/akcore/akcore/...aiwan%0Dmaster
AKCore Files DBO TW
i have the same error only can load 32 items anyone can help ?