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Posted

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.
6f824075a3537c8e8ed59563e95164c3_720.png.2001d985d5176381eeb1f252f37e5f43.png
 

Posted

                        
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);

Posted (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 by kennylovecode
Posted

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.

Posted
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.

Posted
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...

image.thumb.png.9ddccecf049f1582e3b2f389bfe4c68e.png
 

Posted
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.

Posted
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.

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