Hunting Zherlthsh (technology: wrong actor recognition)

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iamanoob
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Re: Hunting Zherlthsh (technology: wrong actor recognition)

#11 Post by iamanoob »

how could openkore know this?.. xD
also with teh phendark npc xD
if also on teh client, its an attack pointer not like when you are about to talk to an npc
that a npc bubble pointer show up (...)

in my opinion, maybe teleport or put ai off or disable attacks on this automacro location... xD

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location gl_prison 20 60 60 20
if teh npc is at 40, 40 and if the client sight or the max client sight view is 20 xD

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location <map name> <lowerX higherY higherX lowerY>
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DARKest Ninja

Technology
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Re: Hunting Zherlthsh (technology: wrong actor recognition)

#12 Post by Technology »

A while ago eA implemented the actor type field in the packet.
search for function clif_bl_type in this diff of eA in google code

and lol
Technology wrote:So, lets look in the kRO serverType's history, (Sakexe_2007_11_06a)
bingo, they added a new flag to the actor packets when merc/homun came out.
the 'object_type' parameter.
eA google code wrote:#if PACKETVER >= 20071106
So if anyone is interested in refactoring the code so it can handle both the old & new way of actor recognition...
You are welcome to do so. :P
One ST0 to rule them all? One PE viewer to find them!
One ST_kRO to bring them all and in the darkness bind them...

Mount Doom awaits us, fellowship of OpenKore!

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