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Konichu

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Everything posted by Konichu

  1. There are two leaks, one from Apr 2008 (~5040) and other Oct 2008 (~5071). I havent downloaded that one from the link, but you may find out by the date. No Flower or Rank module, files from Apr 19 2008, this is the version before talismans and new compose system, around 5040. Version 5071 date is Oct 21 2008 and has Flower and Rank modules.
  2. There are leaks from 6800-7100+ DB in english, retail stuff but they're not easy to get and you may get scammed by some people too. There are some people claiming to have newer stuff, but it's probably not true. There is also a very rare 4351 (or something close) english db, but this one you probably wont find out there.
  3. Conquer itself changed the engine again and still same bullshit. I dont think they will get anything better trying to keep using c3.
  4. Are you using the correct server name?
  5. I was sick with dengue fever and lost 10 days of work, I haven't been looking into Conquer stuff lately. When I finish the stuff I need to deliver I may try to reverse this to you, until then I advise you to keep trying xd Also, TeamPK maps do not use ElitePK Types. 900000,PlayersArena,18744315019367 910000,ElitePKTournament,18744849793095 920000,TeamPKField,18748607889511 940000,TeamArena,18886046842983 950000,SkillTeamPK,19568946643047 960000,Champion`sArena,53928685011047 1000000,ClanQualifier,18744447139943 [Flags] public enum MapTypeFlag : ulong { Normal = 0, PkField = 0x1, //0x1 1 ChangeMapDisable = 0x2, //0x2 2 RecordDisable = 0x4, //0x4 4 PkDisable = 0x8, //0x8 8 BoothEnable = 0x10, //0x10 16 TeamDisable = 0x20, //0x20 32 TeleportDisable = 0x40, // 0x40 64 GuildMap = 0x80, // 0x80 128 PrisonMap = 0x100, // 0x100 256 WingDisable = 0x200, // 0x200 512 Family = 0x400, // 0x400 1024 MineField = 0x800, // 0x800 2048 CallNewbieDisable = 0x1000, // 0x1000 4098 RebornNowEnable = 0x2000, // 0x2000 8196 NewbieProtect = 0x4000, // 0x4000 16392 InviteTransDisable = 0x10000, FamilyBattleField = 0x20000, MountDisable = 0x40000, NotInviteToFamilyBattle = 0x80000, ArenicMap = 0x200000, DoublePkMap = 0x400000, RaceTrackMap = 0x2000000, SynCompeteMap = 0x4000000, FamilyArenicMap = 0x8000000, FactionPkMap = 0x10000000, EliteMap = 0x20000000, NoGhostLock = 0x200000000, TeamPkArenicMap = 0x100000000, TeamArenaMap = 0x2000000000, BattleEffectLimitMap = 0x4000000000, TeamPopPkMap = 0x8000000000, NoExpMap = 0x10000000000, GoldenLeagueAdditionLevelLimit = 0x20000000000, ForbidCampMap = 0x100000000000, GoldenLeagueMap = 0x200000000000, JiangHuMap = 0x400000000000 }
  6. Are you filling the TeamID offset on MsgPlayer?
  7. It's the second string?
  8. I'm not sure, but on Npc Type 46 the `MsgNpcInfoEx` receives two strings? First one is the NPC name and the second one is named "OwnerName", may it be the server name? It seems to also set a ServerID on some cases but I still don't know the offset. VEXILLUM_FLAGALTAR = 46, // 新战旗争霸赛旗坛(被砍的大战旗) New Battle Flag Competition Flag Altar (The Cut Battle Flag)
  9. Which they're actually called by actions. It doesn't matter anyway. Try this flags 1000,Desert,70368744185856 1002,CentralPlain,211106232541192 1011,Forest,70368744202240 1015,Island,70368744185856 1020,Canyon,70368744202240 1036,Market,17592186044446 1038,GuildArea,1125900981698690 Basically NPCs execute tasks, items will execute actions directly. Dialogs execute tasks. An NPC needs a task to start, which will be referenced on task0-task-7 on cq_npc and cq_dynanpc. This task will set some rules for an action to be activated. You can define behavior of startup npc dialogs using tasks, if task0 fail, it will try to execute task1 and there it goes. NPC Activation require a task, dialog replies requires a task. Each task targets ONE action. LUA NPCs implementation may be a little bit more hard to understand. I will leave here my implementation of the rebirth NPC so you can see an example. LUA items implementation are easier -- 3600023 战功显赫嘉奖包 tItem[3600023] = tItem[3600023] or {} tItem[3600023]["Function"] = function(nItemId, sItemName) -- do something end LUA monster implementation needs to be pushed to a list too. I will leave my ordinary drop code on attachments too. All of them require actually calling an action or the activation script: --//cq_NPC接口函数(Action_id=94418000) function LinkNpcMain() --陷阱接口函数(Action_id=94427500) function LinkTrapMain() --物品Action接口函数(Action_id=98471500) function LinkItemMain() --任务怪物触发Action接口函数(action.id=94416550),实时触发。(适合用来做怪物掉落) function LinkMonsterMain() Or of course, you can make your own LUA implementation. Long has a basic LUA implementation: lua · main · World Conquer Online / Canyon / Long · GitLab [Conquer][TaskScript]RebirthMaster.lua [Conquer][TaskScript]OrdinaryMonsterDrop.lua
  10. On 6200 the client still do not handle the message IDs, they're replaced by the server. Basically on a dialog `90000000_0101` is the `actionid_type`. Canyon and the open version of Long already handles this as it should be. Also both have a lot of map types handled, some types are still unhandled because I dont know them, but I didn't have problems with the cross server data. I am not allowed to share the databases, but there are places where you can find a Database and LUA for version 7119 of american client, which will let you have a full environment of that version. TQ planned to use database tables for item drops, but they actually didn't use. Specific monster drops will always be on `cq_action`, but the random drops are hard coded into the server, Canyon has a +/- approach of how it's done (or not, idk, I adapted it for my own needs). I still don't know how monsters are handled on the Realm, I did a few things for cross server but didnt go far, but it's on my roadmap for the next weeks.
  11. I think I already did it somewhere, but I will do it again. Mentioning @Santa on epvp:
  12. Its your Conquer.exe or its somebody else file? Because if its yours, just do the job in the unencrypted file and then encrypt it back. This is for 5035, but it probably still the same for many patches after. Credits to `tanelipe` in another board.
  13. I've got it running on Win11... basically u need VC6.0, DX81 libs and headers being loaded AFTER default system libraries and headers and some patience. If you import DX libs before default VC++ libs it will break into thousand errors on compilation. But Demons can be compiled and with some (a lot) effort it can be converted into an old CO client. But idk if its worth, maybe looking into it and converting to a newer DX would be better, but this requires a lot of changes since 8.1 doesnt use shaders and after 9 a lot of things are handled on shaders.
  14. He probably got his hand on the new C3 source code leak, I heard about it a few months ago. I just wouldnt use ImGUI as they did, but would be great to see that c3 engine
  15. He probably is just trying to debug the Launch application from VS and is not using the right parameters (or no params at all) since its exiting with error 2 ERROR_FILE_NOT_FOUND 2
  16. Make sure ure not adding the Client to the dictionary before this. if (Kernel.Clients.TryRemove(auth.AccountID, out Client observer)) { observer.Socket.Disconnect(false); } Kernel.Clients.TryAdd(auth.AccountID, client); Looking into the 5065 comet code, I didnt download it but it seems to be correct. Just make sure ure not doing the add action before
  17. World Conquer copies Demons implementation which is the Eudemons leak, (which actually is old Conquer online code with some code commented and stuff redirected to Eudemons). So they basically work the way (old) retail Conquer do. I've been reversing the MsgServer so it may start to be more accurate soon. I think I suggested in the other board to take a look into Canyon, since it's Comet based and is a improvement of World Conquer v2.
  18. "It do not work" is quite vague. What error? It hangs?
  19. Your screenshots are right, with that change your client wont crash on login when it receive a loopback (localhost or router ipaddress) address on MsgConnectEx response. But I can't remember what may cause this on Server.dat. If you use 127.0.0.1 IP Address it will do the same? I was using a 5065 client to reverse some stuff a few days ago but I didnt get the "Failed to open server.dat" message, I even cleaned up mine to display only 1 server. Just extracted a clean 5065 client, cracked the exe and it worked without issues with this server.dat [Header] GroupAmount=1 Group1=Group11.swf GroupHint1= [Group1] ServerAmount=1 Server1=Dark Ip1=192.168.1.168 Port1=9958 ServerName1=Dark HintWord1= Pic1=Group3/server2.swf It has a line break after the last line (forum trimmed it)
  20. I'm sorry, but u must NOP the JE instruction. Are u using the retail server.dat? You must be careful because TQ ini readers will not read correctly if you change field orders or if any field is missing. Did you change the server.dat file? If you open the 100% original one, will it work?
  21. Can imagine only one scenario now, is your client is crashing when connecting to looppack address? In OllyDBG you can: Search for command `CMP AL, 7F` on Conquer.exe, there might be two or more results. Keep in mind you'll want to change only the first ones (result 1 and two) On first match, the next command will be a JNZ or JNE command which you will change to JMP On second match it will have a JE command, you will fill it with NOPs Save the executable and done. Server.dat file just changed to new format on 5078 Conquer.exe, so probably you're not having issues with crypto, am I correct?
  22. Just in case (also for documentation for the wiki if Spirited want), this is the NPC Type enum from Conquer taken from the client. ROLE_NPC_NONE = 0, // Illegal NPC ROLE_SHOPKEEPER_NPC = 1, // Shop NPC ROLE_TASK_NPC = 2, // Task NPC ROLE_STORAGE_NPC = 3, // Storage NPC ROLE_TRUNCK_NPC = 4, // Box NPC ROLE_FORGE_NPC = 6, // Forging NPC ROLE_EMBED_NPC = 7, // Embedding NPC ROLE_COMPOSE_NPC = 8, // Qiankun Five Elements Furnace ROLE_STATUARY_NPC = 9, // Statue NPC ROLE_SYNFLAG_NPC = 10, // Gang Mark NPC ROLE_PLAYER = 11, // Other players ROLE_HERO = 12, // Yourself ROLE_MONSTER = 13, // Monster ROLE_BOOTH_NPC = 14, // Stall NPC SYNTRANS_NPC = 15, // Gang Teleport NPC (used for 00:00 charging) (LINKID is the ID of the fixed NPC, mutually exclusive with other LINKID) ROLE_BOOTH_FLAG_NPC = 16, // Stall Flag NPC ROLE_MOUSE_NPC = 17, // NPC on the mouse ROLE_MAGICITEM = 18, // Trap Fire Wall ROLE_DICE_NPC = 19, // Dice NPC ROLE_WEAPONGOAL_NPC = 21, // Melee Attack NPC ROLE_MAGICGOAL_NPC = 22, // Magic Attack Target NPC ROLE_BOWGOAL_NPC = 23, // Bow and Arrow Target NPC ROLE_TARGET_NPC = 24, // Take a beating, no quest triggered ROLE_FURNITURE_NPC = 25, // Furniture NPC ROLE_CITY_GATE_NPC = 26, // City Gate NPC ROLE_NEIGHBOR_DOOR = 27, // Neighbor's Door ROLE_CALL_PET = 28, // Summoned Beast ROLE_TELEPORT = 29, // Teleport NPC ROLE_MOUNT_APPEND = 30, // Mount Pet Combination NPC ROLE_FAMILY_OCCUPY_NPC = 31, TASK_SHOPKEEPER_NPC = 32, // Quest Shop NPC TASK_FORGE_NPC = 33, // Quest Forging NPC TASK_EMBED_NPC = 34, // Quest Embedding NPC COMPOSE_GEM_NPC = 35, // Gem Combination NPC REDUCE_DMG_NPC = 36, // Equipment God Blessing NPC MAKE_ITEM_HOLE_NPC = 37, // Item Hole NPC SOLIDIFY_ITEM_NPC = 38, // Solidify equipment NPC COMPETE_BARRIER_NPC_ = 39, // Mount pet competition fence NPC FACTION_MATCH_FLAG = 40, // Gang battle flag FM_LEFT_BARRIER_NPC_ = 41, // Gang battle left base camp fence FM_RIGHT_BARRIER_NPC_ = 42, // Gang battle right base camp fence WARFLAG_FLAGALTAR = 43, // Cross-server battle flag competition battle flag platform WARFLAG_PRESENTFLAG = 44, // Cross-server battle flag competition flag-giving NPC WARFLAG_FLAG = 45, // Cross-server battle flag competition battle flag VEXILLUM_FLAGALTAR = 46, // New battle flag competition flag platform (the cut battle flag) VEXILLUM_FLAG = 47, // New Battle Flag Competition Flag (small trap-type flag) SLOT_MACHINE_NPC = 60, // Slot Machine NPC OS_LANDLORD = 61, // Cross-server players can attack NPC CHANGE_LOOKFACE_TASK_NPC = 62, // Task NPC that can change lookface ROLE_DESTRUCTIBLE_NPC = 63, // Destructible NPC ROLE_SYNBUFF_NPC = 64, // Gang Buff Pillar NPC SYN_BOSS = 65, // Gang BOSS ROLE_3DFURNITURE_NPC = 101, // 3D Furniture NPC ROLE_CITY_WALL_NPC = 102, // City Wall NPC ROLE_CITY_MOAT_NPC = 103, // Moat NPC ROLE_TEXAS_TABLE_NPC = 110, // Gambling table NPC ROLE_TRAP_MONSTER = 111, // Trap Monster ROLE_ROULETTE_TABLE_NPC = 112, // Roulette table NPC FRONTIER_SERVER_TRANS_NPC = 113, // Border server transmission NPC ROLE_TRAP_CAN_BE_ATTACK_NPC = 114, // Trap NPC that can be attacked ROLE_SH_TABLE_NPC = 115, // Stud table NPC ROLE_RAIDER_TABLE_NPC = 116, // Raiders of the Lost Ark table NPC ROLE_TURRET_NPC = 117, // Turret NPC ROLE_DOMINO_TABLE_NPC = 118, // Domino table NPC ROLE_TRAP_TRAPSORT_PORTAL = 119, // Blue rune of waterway - instant portal ROLE_NEWSLOT_NPC = 120, // 5*3 slot machine NPC ROLE_BLACKJACK_TABLE_NPC = 121, // 21-point gambling table NPC ROLE_FRUIT_MACHINE_NPC = 122, // Fruit machine NPC ROLE_SHEN_DING_NPC = 123, // Shen Ding NPC ROLE_SWORD_PRISON = 124; // Sword prison NPC
  23. I still didnt finish the CoatStorage and TitleStorage implementations, they changed a lot already since my last commit, I wouldn't pull feature branches before they're merged on develop or main xD but ty, I'll take a look at it tonight. About those LUAs, I got them from the BXZF lua scripts which target 7117, I'm doing some cherry picks on stuff that I think that are on the 6270 version, so if you have higher versions of LUA you'll probably need to get it from there. The 7117 LUA Scripts is almost fully compatible with Long and Canyon, except for some NPC/Item entry points that will have minor changes.
  24. Oh, this one? https://mega.nz/file/EdBVEA6K#BabczA8VmbnU-iMJQ97sOSwMxcipiFTE38hIt4njQ2c Bro i have a question, can this client built without issues, or are there any problems? If you fix it, you can, but you'll need a lot of effort to make it work in english, since there will be a lot of crash points because of text.
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