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kennylovecode

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  1. As long as you look at the document in detail, you can get a general understanding. As far as I know, it should be that one-handed weapons and two-handed weapons are shared, and others are independent.
  2. You can find this package structure in almost any open-source project, and it's incredibly simple. You can even let AI build directly in your project, using the structure I provided
  3. It is not lacking, as weapon attributes are shared. For example, one-handed weapons start with 444
  4. It is not lacking, as weapon attributes are shared. For example, one-handed weapons start with 444
  5. It is not lacking, as weapon attributes are shared. For example, one-handed weapons start with 444
  6. To be honest, I'm thinking about how to open this forging window through NPC.
  7. After updating the map on ChangeMap, you may not have notified the client of the map status. In the conquer client, there are restrictions on setting up stalls. The "close stall" button will only appear when the status value includes the "stall-settable" flag.
  8. public static unsafe ServerSockets.Packet MapStatusCreate(this ServerSockets.Packet stream, uint MapID, uint BaseID, ulong Status) { stream.InitWriter(); stream.Write(MapID);//4 stream.Write(BaseID);//8 //uint update = 1U << 31; //Console.WriteLine(update); stream.Write(Status); stream.Finalize(GamePackets.MapStaus); return stream; }
  9. yes,When my client starts normally, I will have a timer to restore the assembly code of bypass to ensure that it will not affect other normal decryption.
  10. This has nothing to do with the server, it is 100% a client problem. Not to mention the impact of database operations.I can find this problem in almost every small version of 5700-6609. It has never been solved, and I don't know why.
  11. I've done this almost since version 5517, but you have to know its principle first.
  12. It stopped for about a second before it recovered.
  13. in video 14 second
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