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JoneK

enchant 50 level

Jan 30th, 2012
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  1. [11:40:25] <@Grum> JoneK: you cant
  2. [11:40:46] <@Grum> enchants are generated clientside (yes .. really)
  3. [11:41:52] * Quits: cosmicvoyager (~cosmicvoy@ip24-252-114-26.no.no.cox.net) (Quit: cosmicvoyager)
  4. [11:42:40] * Joins: cosmicvoyager (~cosmicvoy@ip24-252-114-26.no.no.cox.net)
  5. [11:43:08] <questionablei> Clientside?
  6. [11:43:10] <questionablei> so wait
  7. [11:43:19] <questionablei> if I can spoof that...
  8. [11:43:25] <questionablei> I can pick my enchantment?
  9. [11:43:29] <questionablei> D:
  10. [11:43:41] * Joins: Nibato (~nibato@71.80.92.112)
  11. [11:43:59] * Quits: questionablei (~Questiona@CPE-24-211-5-19.wi.res.rr.com) (Quit: Wakakakakaka)
  12. [11:45:35] * Uncle is now known as Hvarr
  13. [11:47:33] <JoneK> !!! clientside!
  14. [11:47:39] <JoneK> isn't that like prone to hack?!
  15. [11:48:33] <@EvilSeph> no
  16. [11:48:50] <Kane_Hart> YES
  17. [11:48:55] <Kane_Hart> wait what am I yesing to
  18. [11:49:16] <Kane_Hart> meh I rather conflict so yes for whatver!
  19. [11:49:31] <flitch> your mom seems to fit nicel
  20. [11:49:43] <Kane_Hart> :O
  21. [11:49:47] <Kane_Hart> now now that is not nice
  22. [11:50:00] <flitch> yes mommy, OH YES!
  23. [11:50:01] <@EvilSeph> JoneK, you can make the enchant always level 50
  24. [11:50:12] <@EvilSeph> you can't set what the enchant result is
  25. [11:51:00] <JoneK> ouh.. ok
  26. [11:51:07] <@EvilSeph> the values communicated to the client are nothing but numbers, and the client creates some nonsense text to make it look cute, and limits the selectable choices based on which ones are less than or equal to the player's exp level. When the client selects one of the choices, all that comes from them is the index into this list of numbers, and the set of enchants is THEN randomly generated based on
  27. [11:51:08] <@EvilSeph> nothing but the enchant level. This is the flow of the vanilla client and server.
  28. [11:51:08] <@EvilSeph> So, basically, all this event CAN do to alter the client is control the numbers offered (since that is the extent of what goes to the client,and what the client understands): the second event allows control of what enchants do or don't happen (as well as the exp level cost charged), so you're free to change the numbers to mean whatever you want, since the handler for the second event can then make
  29. [11:51:08] <@EvilSeph> them mean whatever you choose.
  30. [11:52:20] <@EvilSeph> the server sends the client 3 numbers: the exp level costs, nothing more (everything else on the UI is just window-dressing generated by the client). The client uses the 3 numbers to decide which choices the user can make (any higher than their current level isn't selectable). If the user applies the enchant, all that comes down is the index of which of the 3 choices offered was made.
  31. [11:52:20] <@EvilSeph> The server then uses the level associated with that number, along with the item type, to create a random set of enchants, which is what we let you tailor with the second event.
  32. [11:52:24] <JoneK> wow :)
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