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[Furni] disconnect when clicking on it.

Skilled Illusionist
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Jul 4, 2009
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Hi,

There are some (new) furni like jungle flowers, bonusrare and halloween ghosts which causes a disconnect when you click on it.

Does anyone now why this is and how to solve this?
 
Newbie Spellweaver
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Feb 2, 2016
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theyre all crackables and afaik its something in the swf actionscripts
 
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Newbie Spellweaver
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Yup crackables requires some packets on the server to be done, Arcturus supports them if you want to test those out.
Crackables don't use any packets as far as I know. They're done using the item composers extra data. Here's the case if you want a starting point using Plus.

Code:
case InteractionType.CRACKABLE:
    Message.WriteInteger(0);
    Message.WriteInteger(7); // Crackable Identifier ; 7 + 256 (Limited)
    Message.WriteString("0"); // Interaction mode
    Message.WriteInteger(0); // Times clicked
    Message.WriteInteger(0); // Max number of clicks
break;


The rest is just doing the logic to determin when the egg is cracked or not. If so update the baseitem for the item in the room.
 
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Junior Spellweaver
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Nov 25, 2011
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Crackables don't use any packets as far as I know. They're done using the item composers extra data. Here's the case if you want a starting point using Plus.

Code:
case InteractionType.CRACKABLE:
    Message.WriteInteger(0);
    Message.WriteInteger(7); // Crackable Identifier ; 7 + 256 (Limited)
    Message.WriteString("0"); // Interaction mode
    Message.WriteInteger(0); // Times clicked
    Message.WriteInteger(0); // Max number of clicks
break;


The rest is just doing the logic to determin when the egg is cracked or not. If so update the baseitem for the item in the room.

I really want a fix for this, not sure where to start even with this.
 
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Skilled Illusionist
Joined
Jul 4, 2009
Messages
363
Reaction score
65
Crackables don't use any packets as far as I know. They're done using the item composers extra data. Here's the case if you want a starting point using Plus.

Code:
case InteractionType.CRACKABLE:
    Message.WriteInteger(0);
    Message.WriteInteger(7); // Crackable Identifier ; 7 + 256 (Limited)
    Message.WriteString("0"); // Interaction mode
    Message.WriteInteger(0); // Times clicked
    Message.WriteInteger(0); // Max number of clicks
break;

The rest is just doing the logic to determin when the egg is cracked or not. If so update the baseitem for the item in the room.


Thanks, this fixed my problem!
 
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