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xFranko

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Everything posted by xFranko

  1. Hmm I'm not sure, but I think I might have them in my database if you tell me the map Id I might be able to look for it for you
  2. Are you talking about the map id ?
  3. I'm on client v6609 (Official client downloaded from official co website), I remember there was a bridge here in the past but it's now removed, but it still exists in the minimap (but not when I enlarge it) ! Is there a way I could add it back or how can I actually modify a map? because jumping on these Green Lily Pads is buggy and I must WALK which is annoying, in the past it was possible to jump or speed with the horse on the bridge.
  4. Oh yes Conquer Tow, I have seen it, it's insane ...
  5. Are they trying to build the whole client (as in get the assets, c3 models,animations, compose and render!) or just inject custom UI? This is cool
  6. Oh nice, didn't know the Gitlab wiki is the one maintained!
  7. @Spirited Would be nice to have this documented here https://www.conquerwiki.com/doku.php?id=msgdeadmark ? Idk if others can modify that wiki
  8. You need prior experience working with Flash Player files. The Conquer character creation screen is implemented as a Flash file (.swf). Tools such as SoThink SWF Decompiler (30 day trial) and Adobe Flash can be used for editing it. Start by renaming the file extension from start.dat to start.swf. Then, use SoThink SWF Decompiler (or a similar converter) to convert the SWF file into an editable format (.fla). Open the resulting .fla file in Adobe Flash and make your desired changes. Once editing is complete, export the file back to a .swf format. Afterward, rename start.swf back to start.dat so the game can load it correctly. The file you’ll need is located at: .\data\main\start.dat Specifically, within start.dat, you’ll find a file named: characterInAndOut.swf which is the one you’ll most likely want to edit. Inside SoThink SWF Decompiler, the file structure will look similar to the screenshot.
  9. Classic Conquer already did that : D
  10. Great work! Thank you! I wonder if we could take this a step further and be able to send custom packets too!
  11. Check if money save for warehouse is stored as UInt32 in the database If so, values over ~4.2 billion will be truncated Check the part in your code which handles the withdraw/deposit logic and try to print the values being withdrawn/deposited and check if they're truncated to debug further. This is not a client side limitation, it's server side.
  12. Is it possible to actually control the events in this Bulletin Board, I'm on 6609, could someone tell me what packet it is? Also whenenver I login, there's always this merchant application applied, can I control this too? I remember there was an NPC in the Market which we could enroll or get out of this, but I don't know what is the packet that controls merchants and it seems to be always applied by default for all accounts. Thank you guys in advance, I'm just asking for some leads or packets where I can further investigate this.
  13. Yep, in old versions you always had to disconnect after the character creation indeed
  14. Is the character created when you exit the client and relogin or you go through the creation process all over again and get stuck? because that happened to me once and it was because it was throwing a silent error during the creation which stopped the packets from being sent
  15. You're my superhero! Thank you, I didn't know there was this limitation! Mind if I ask please what is the difference between NPCs and Dynamic NPCs (are those the shop ones etc, or the ones that are sobnpcs and have a heal etc?)
  16. is there a way to maybe attach the Note to the packet ?
  17. Are you talking about this skill?
  18. Hey guys I'm using v6609, I was playing with my NPCs a little I found out the Guild Controller has a note which says [Guild] I know that to get the correct lookface we multiply the NpcType by 10 so for this one it will be 1150 (0 to 9 for directions), mine is 1156 However, I found another npc in that npc.ini file and calculated the lookface from it and it was 33230, so I tried to add that npc to my npcs table but when I open the game I can't see the note, also it has a weird avatar on it? Here's my NpcSpawnInfo packet following https://gitlab.com/conquer-online/wiki/-/wikis/Packets/MsgNpcInfo using System; using MTA.Client; namespace MTA.Network.GamePackets { public class NpcSpawn : Writer, Interfaces.IPacket, Interfaces.INpc, Interfaces.IMapObject { private byte[] _buffer; public NpcSpawn(bool created = true) { if (!created) return; _buffer = new byte[36]; WriteUInt16(28, 0, _buffer); WriteUInt16(2030, 2, _buffer); WriteUInt32((uint)Time32.timeGetTime().GetHashCode(), 4, _buffer); // WriteUInt16(1, 22, Buffer); } public uint UID { get => BitConverter.ToUInt32(_buffer, 8); set => WriteUInt32(value, 8, _buffer); } public ushort X { get => BitConverter.ToUInt16(_buffer, 16); set => WriteUInt16(value, 16, _buffer); } public ushort Y { get => BitConverter.ToUInt16(_buffer, 18); set => WriteUInt16(value, 18, _buffer); } public ushort Mesh { get => BitConverter.ToUInt16(_buffer, 20); set => WriteUInt16(value, 20, _buffer); } public Game.Enums.NpcType Type { get => (Game.Enums.NpcType)_buffer[22]; set => _buffer[22] = (byte)value; } public string Name { get => _name; set { _name = value; byte[] buffer = new byte[90]; _buffer.CopyTo(buffer, 0); WriteUInt16((ushort)(buffer.Length - 8), 0, buffer); buffer[32] = 1; WriteStringWithLength(value, 33, buffer); _buffer = buffer; } } public _String Effect { get; set; } public ushort MapID { get; set; } public Game.MapObjectType MapObjType => Game.MapObjectType.Npc; public GameState Owner => null; public byte[] SpawnPacket; private string _name; public string effect { get; set; } public void SendSpawn(GameState client, bool checkScreen) { if (!client.Screen.Add(this) && checkScreen) return; client.Send(_buffer); if (effect != "") { client.SendScreen(new _String(true) { UID = UID, TextsCount = 22, Type = 10, Texts = { effect } }); } } public void SendSpawn(GameState client) { SendSpawn(client, false); if (effect != "") { client.SendScreen(new _String(true) { UID = UID, TextsCount = 22, Type = 10, Texts = { effect } }); } } public byte[] ToArray() { return _buffer; } public void Deserialize(byte[] buffer) { _buffer = buffer; } public void Send(GameState client) { SendSpawn(client, false); } } }
  19. How is the flag related to the numer? I'm trying to add the missing number, not the flag Stored at .\data\interface\Style01\Stall
  20. I'm not talking about the carpet, I know how to add this one, which currently is just this carpet selling Garments, but later on I will move it and I want to add the Shop number (44) so when a player CLICKS on it, it can prompt them to start vending, does this make sense?
  21. Thanks for taking the time to reply @Konichu, I have a question With booth ID, you're talking about the icon with Numbers, correct? Where would this booth ID be? is it a sobnpc ? How would I control the booth to be the missing number which is 44?
  22. Hey everyone, how can I add this missing shop number? Is it handled client-side or server-side? I’m not referring to the booth itself, I know that’s configured in an .ini file, but specifically the clickable number used to start vending, I know in client files it's just 10 dds images with numbers from 0 to 9 and it's somehow composed into the shop number, but where is that logic, no idea. I checked the NPCs table for other flags and tried adding my own, but it only adds the flag. Also, why does an avatar appear when I hover over it (happens for all other npcs I add btw)? And why is the name displayed in white instead of green? That makes me think it’s implemented differently from the others. The entry I added is exactly the same as the other flag entries in the database, yet it behaves differently in-game. Any idea why? does it require a specific NPC ID following some pattern?
  23. Sick stuff! Thanks bro, will definitely check this out, I never noticed that other thread!
  24. How would one even approach injecting IMGui into the client and apply new windows?
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