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Monster spawn effect for v4267?

Discussion on Monster spawn effect for v4267? within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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Monster spawn effect for v4267?

Does anyone know how to make the monsters display the effect when they're spawned in range of a character, such as devils jumping out of the ground, for client v4267? I made a thread about this months ago, but I STILL haven't figured it out. I've asked so many people. Nothing works... NOTHING.

Once again, I need this information for client v4267. I understand that there's a subtype in the general data packet (1010) for later versions, but it doesn't exist in 1.0. I tried sending the revive subtype to the client (-impulse-'s suggestion), but the client doesn't even process it. I was given a string to use to display the effect ("MBStandard", tanel's suggestion), but it also doesn't exist. The only unknown subtype that may have something to do with it is 0xB8 of general data; the client processes the 4 byte value. I then tried pro4never's suggestion, putting the monster UID as the UID the x and y coordinates in the 4 byte value. Then I tried putting the monster UID in that value. I'm using the correct monster UID range (starting at 400000) as CptSky's post in the programming section states.

If you have any information, or are interested in finding this out, please let me know.
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Old 08/17/2011, 15:15   #2
 
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Maybe 4267 didn't have the spawn effect? I can't remember.
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Old 08/17/2011, 17:08   #3


 
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I'll look probably tomorrow. But by memory, it's the MsgAction packet... If it's not working, maybe there is no effect, or maybe it has changed.

Code:
World.BroadcastRoomMsg(this, MsgAction.Create(this, 0, MsgAction.Action.Reborn), true);
Where this is an Entity.
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Old 08/17/2011, 19:30   #4
 
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Quote:
Originally Posted by CptSky View Post
I'll look probably tomorrow. But by memory, it's the MsgAction packet... If it's not working, maybe there is no effect, or maybe it has changed.

Code:
World.BroadcastRoomMsg(this, MsgAction.Create(this, 0, MsgAction.Action.Reborn), true);
Where this is an Entity.
What packet type is MsgAction?
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Old 08/18/2011, 00:14   #5
 
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Quote:
Originally Posted by Lateralus View Post
What packet type is MsgAction?
MsgAction is 1010 (name comes from the EO source). Not sure about his Reborn value though.
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Old 08/18/2011, 01:54   #6


 
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Quote:
Originally Posted by nTL3fTy View Post
MsgAction is 1010 (name comes from the EO source). Not sure about his Reborn value though.
Actually, it's also the name of this packet on CO2... CO is mostly based on EO and use a lot of the code.

Reborn = 94, I can't remember on CO1. I just lost my source and the only one I have and work on is based on 5017.
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Old 08/18/2011, 02:23   #7
 
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Meh you should try something like a command such as:

case "testeffect":
{
for(int i = int.Parse(data[1]); i < int.Parse(data[2]); i++)
{
MsgPacket packet = new MsgPacket();
packet.UID = some monster's uid that you are in range of;
packet.ID = (byte)i;
client.Send(packet);
}
break;
}

You might have some results.
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Old 08/18/2011, 17:43   #8
 
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or if it didnt have it implement the effect manually.
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