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Official Core: 097 2008-02-26
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New Syshook

 
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Author Message
Tomi



Joined: 21 Feb 2006
Posts: 30

PostPosted: Mon Sep 18, 2006 6:04 am    Post subject: New Syshook Reply with quote

a new syshook for when a character is moving would be nice.
Should help if you for example are making a rpg shard and wan't dex to gain when moving.
I know all this can be done with packethooks but... hooking a packet like this that is used almost all the time is not good, that's why I'm asking for this.

Author Message
Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Mon Sep 18, 2006 6:15 am    Post subject: Reply with quote

I can't see a big difference in performance in syshookl rather than syshook packethook. Both would be run critically, both would be scritps with code fired whenever one moves... So why a make a syshook?

Author Message
Tomi



Joined: 21 Feb 2006
Posts: 30

PostPosted: Mon Sep 18, 2006 7:04 am    Post subject: Reply with quote

maybe a script that runs when char is moving like moving.ecl in scripts/misc.
Should work the same way as death.exl and those scripts.

Author Message
Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Mon Sep 18, 2006 7:23 am    Post subject: Reply with quote

That's exactly what you can do with a packethook on movement packet

Author Message
Shinigami
POL Core Developer


Joined: 30 Jan 2006
Posts: 292
Location: Germany, Bavaria

PostPosted: Mon Sep 18, 2006 7:24 am    Post subject: Reply with quote

he asked, why u don't use a simple packethook? would do the same job without needing to change the core - and yes, it is hookable:

Code:
// Move Char to direction
Packet 0x22
{
    Length 3
    SendFunction packethook:MoveACK
}

btw: your dex is gaining while u move? sounds like u use a hook to let it gain - can't remember that the core will gain dex

Shinigami

p.s.: u can hook Packet 0x2 too, but it's hooking the move request, not the successfull move

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