kennylovecode Posted November 19, 2025 Posted November 19, 2025 Recently, I have been working on some interesting detail reconstructions, such as learning skills when characters come out of the newbie village, playing some sounds, and then changing the screen from light to dark and then restoring from dark. I have solved the sound part and used type: 1015 StringPacket to make the client play the specified sound. But in the visual part, I tried some methods but didn't have a clue. I remember there were some examples of day and night in some of the previous source code. Is there anyone else who has them? Also, when using this skill, the character model will continuously decrease transparency until it is no longer visible. No matter what effect I add to the character, unless I log in again. Or add the INVISIBLE state again, and the character model will go through the process of transitioning from non transparency to full transparency again. Quote
kennylovecode Posted November 19, 2025 Author Posted November 19, 2025 I have obtained the solution to the first problem, but I am looking for more fun. When Action is 104 in the 10010 type packet I am looking for a gradient method to change the color of the upper mask on the map. MsgData msg = new MsgData (); msg.Identity = user.Id; msg.Action = 104; msg.Data = 1000000; msg.Details = 0; user.Send(msg); Quote
kennylovecode Posted November 19, 2025 Author Posted November 19, 2025 (edited) The second problem has also been solved, it's really amazing. Every time I post on this forum, it always brings me inspiration to solve the problem. Actually, I should not add an invisible state with a value of 12, but rather a partially invisible state with a value of 23. Edited November 19, 2025 by kennylovecode Quote
Spirited Posted November 19, 2025 Posted November 19, 2025 I think you might be looking for the "veil" effect. Or "veil1" if you want a quick dip to darkness. You can play the effect using the MsgName (1015) message and type ROLE_EFFECT (10). And then for the skill effect, I never got that far into implementing skills, but I'm pretty sure those are tied to skills already. So casting the skill on another player should set a status effect that plays that effect automatically? I'm pretty sure... at least. Quote
kennylovecode Posted November 19, 2025 Author Posted November 19, 2025 1 hour ago, Spirited said: I think you might be looking for the "veil" effect. Or "veil1" if you want a quick dip to darkness. You can play the effect using the MsgName (1015) message and type ROLE_EFFECT (10). And then for the skill effect, I never got that far into implementing skills, but I'm pretty sure those are tied to skills already. So casting the skill on another player should set a status effect that plays that effect automatically? I'm pretty sure... at least. MsgData msg = new MsgData (); MsgData msg = new MsgData(); msg.Identity = user.Id; msg.Action = 104; msg.Data = 1000000; msg.Details = 0; user.Send(msg); This data packet can modify the pre mask of the current map to achieve a dark like effect. But it cannot gradually darken and then gradually darken. Next, I will try sending some ROLE-FECT through StringPacket as you mentioned, hoping it will be fun. Quote
kennylovecode Posted November 19, 2025 Author Posted November 19, 2025 1 hour ago, Spirited said: I think you might be looking for the "veil" effect. Or "veil1" if you want a quick dip to darkness. You can play the effect using the MsgName (1015) message and type ROLE_EFFECT (10). And then for the skill effect, I never got that far into implementing skills, but I'm pretty sure those are tied to skills already. So casting the skill on another player should set a status effect that plays that effect automatically? I'm pretty sure... at least. It is obvious that it is not very suitable because of the pre role model relationship. Make this effect look foolish... Quote
kennylovecode Posted November 19, 2025 Author Posted November 19, 2025 How to correctly display equipment with artifact in the equipment redemption list? Quote
Konichu Posted November 19, 2025 Posted November 19, 2025 Submitting the MsgItemStatus after the MsgDetainItemInfo doesn't work? Quote
kennylovecode Posted November 19, 2025 Author Posted November 19, 2025 9 minutes ago, Konichu said: Submitting the MsgItemStatus after the MsgDetainItemInfo doesn't work? It works, but the logical order of the business code must be correct. I debugged for a long time because of the wrong order. Quote
kennylovecode Posted November 20, 2025 Author Posted November 20, 2025 20 hours ago, Konichu said: Submitting the MsgItemStatus after the MsgDetainItemInfo doesn't work? I am trapped in a logical loophole that has not been resolved yet. 1. I use a script to determine the number of monsters in the map when triggering monster kills. When determining the number of monsters, I used a copy of the monster object in the map, which may have some data delay. For thread safety, I did this. 3. The current problem is that when the monster is cleaned up at once and this script is triggered multiple times, the monster's IsAlive property in the replica data still seems to be true, which causes my next script statement to not be executed. How should I handle such issues? Regarding the issue of secure synchronization of multi-threaded data. Quote
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