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 Post subject: New Syshook
PostPosted: Mon Sep 18, 2006 2:04 am 
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Joined: Tue Feb 21, 2006 5:08 pm
Posts: 30
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.


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 Post subject:
PostPosted: Mon Sep 18, 2006 2:15 am 
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Joined: Sun Mar 05, 2006 7:25 am
Posts: 118
Location: Italy
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?


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 Post subject:
PostPosted: Mon Sep 18, 2006 3:04 am 
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Joined: Tue Feb 21, 2006 5:08 pm
Posts: 30
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.


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 Post subject:
PostPosted: Mon Sep 18, 2006 3:23 am 
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Joined: Sun Mar 05, 2006 7:25 am
Posts: 118
Location: Italy
That's exactly what you can do with a packethook on movement packet


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 Post subject:
PostPosted: Mon Sep 18, 2006 3:24 am 
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POL Core Developer

Joined: Mon Jan 30, 2006 9:28 am
Posts: 292
Location: Germany, Bavaria
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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