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Bracco
Joined: 28 Dec 2006 Posts: 80
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Posted: Mon Jan 01, 2007 9:26 am Post subject: |
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just checked, runuo does the trick...
i'm investigating HOW it does it...
edit: found
it just sends a 0x77 packet (update player)
just tried a quick script on POL to see if it works, and it does
| Code: | use uo;
use os;
use polsys;
program textcmd( who )
var pkt := CreatePacket(0x77, 17);
pkt.SetInt32(1,who.serial); //player serial
pkt.SetInt16(5,400); //model
pkt.SetInt16(7,who.x); //x
pkt.SetInt16(9,who.y); //y
pkt.SetInt8(11,who.z); //z
pkt.SetInt8(12,who.facing); //direction
pkt.SetInt16(13,0); //skin color
pkt.SetInt8(15,0); //flag
pkt.SetInt8(16,2); //notoriety
pkt.SendPacket(who);
endprogram
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now, wouldn't be veeeery nice to have the core correctly update the notoriety changes ?
(i can't do it by script, i can't hook something to know exactly when notoriety changes (unless something changed from a year ago )) |
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Bracco
Joined: 28 Dec 2006 Posts: 80
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Posted: Mon Jan 01, 2007 1:26 pm Post subject: |
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to my knowledge, this is only a problem with aos tooltips, so this packet should only be sent to who has aos,se,ml account (gonna check btw)
however, and i am pretty much sure of this, it applies only to YOUR own character... notoriety update of other ppl around you is fine
edit: update
checked now with a 2.0.0 client and the packet seems to cause no trouble, however i dont feel like its needed, cause with the pre-aos names the only way you have to know your notoriety is to click yourself, and this is handled correctly with pre-aos accounts (always been)
confirmed btw that the problem is only on your character, not the others around you |
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