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 Post subject: packet 0xc7 (3d particle effect)
PostPosted: Fri Oct 19, 2007 10:45 am 
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Joined: Tue Mar 20, 2007 7:17 am
Posts: 99
Location: Poland
Is this visible on 2D ML client???

How to implement this???
Code:
Packet ID: 0xC7
Packet Name: 3D Particle Effect
Packet Size: 49 Bytes
Sent By: Server
Submitted: MuadDib

Packet Breakdown
BYTE[1] cmd
BYTE[35]�. Preamble � exactly like 0xC0
BYTE[2] effect # (tile ID)
BYTE[2] explode effect # (0 if no explosion)
BYTE[2] additional effect # that�s only used for moving effects, 0 otherwise
BYTE[4] if target is item (type 2) that�s itemId, 0 otherwise
BYTE[1] layer (of the character, e.g left hand, right hand, � 0-4, 0xff: moving effect or target is no char)
BYTE[2] yet another (unknown) additional effect that�s only set for moving effect, 0 otherwise



Code:
Packet ID: 0xC0
Packet Name: Graphical Effect
Packet Size: 36 Bytes
Sent By: Server
Submitted: MuadDib

Packet Breakdown
BYTE[1] cmd
BYTE[1] type
BYTE[4] sourceSerial
BYTE[4] targetSerial
BYTE[2] itemID
BYTE[2] xSource
BYTE[2] ySource
BYTE[1] zSource
BYTE[2] xTarget
BYTE[2] yTarget
BYTE[1] zTarget
BYTE[1] speed
BYTE[1] duration
BYTE[2] unk // On OSI, flamestrikes are 0x0100
BYTE[1] fixedDirection
BYTE[1] explodes
BYTE[4] hue
BYTE[4] renderMode


My client... hmm.. lags when I send this packet.
Could anyone explain what every part of the packet means???
Code:
BYTE[2] effect # (tile ID)
BYTE[2] explode effect # (0 if no explosion)
BYTE[2] additional effect # that�s only used for moving effects, 0 otherwise
BYTE[4] if target is item (type 2) that�s itemId, 0 otherwise
BYTE[1] layer (of the character, e.g left hand, right hand, � 0-4, 0xff: moving effect or target is no char)
BYTE[2] yet another (unknown) additional effect that�s only set for moving effect, 0 otherwise


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