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View Code? Open in Web Editor NEWWIP @ NosTale emulator
WIP @ NosTale emulator
Implements the pulse
packet: NosCore packet
Don't forget to always check packets' fields on the official server!
Steps to reproduce the bugs :
Create a new lib elven_algorithms
and copy all algos from NosCore.Algorithm
As always, EVERYTHING must be tested!
Implements the same players group system as the official one.
$family <create|delete|invite|kick|leave|promote> [options]
$family create <family_name:string>
$family delete [family_name:string]
$family invite <player_name:string>
$family kick <player_name:string>
$family leave
$family promote <player_name:string> <member|keeper|deputy|head>
$family create <family_name>
: create a family with a name$family delete
: delete your current family$family delete <family_name>
: delete a family by name$family invite <player_name>
: invite a player in your family$family kick <player_name>
Kick a player$family leave
: leave your current family$family promote <player_name> <member|keeper|deputy|head>
Promote a player at a rankTo keep it simple, this command will affect the cache but NOT the DB (it will be another task to persist families).
Add some communication features only for families.
$family_shout <message:string>
commandMaybe it would be good to have some special shouts like for example:
Send your ideas ๐
$spawn <portal|wrap|npc|monster> [options]
$spawn portal [at] [x:integer] [y:integer]
$spawn warp [at] [x:integer] [y:integer]
$spawn npc <npc_vnum:integer> [at] [x:integer] [y:integer]
$spawn monster <monster_vnum:integer> [at] [x:integer] [y:integer]
$spawn portal
: spawn a portal at your current position$spawn portal at [x] [y]
: spawn a portal at position$spawn warp
: spawn a warp at your current position$spawn warp at [x] [y]
: spawn a warp at position$spawn npc <npc_vnum>
: spawn an npc at your current position$spawn npc <npc_vnum> at [x] [y]
: spawn an npc at position$spawn monster <monster_vnum>
: spawn a monster at your current position$spawn monster <monster_vnum> at [x] [y]
: spawn a monster at position$spawn
command must spawn an entity for every player in the current map but entities will not be persisted yet in DB or Caching.
channel_service
$position <get|set> [options]
$position get [for] [player_name:string]
$position set [map_id:integer] <x:integer> <y:integer> [for] [player_name:string]
$position get
: returns sender's character position (cf. Info)$position get for <player_name>
: returns a player position$position set <x> <y>
: set your current position on the current map$position set <map_id> <x> <y>
: set your current position on a map$position set <x> <y> for <player_name>
: set a player position on YOUR current map$position set <map_id> <x> <y> for <player_name>
: set a player position on a mapThe player position returned by the get
subcommand must contains: map_id, x, y, is_instance
.
For the set
subcommand you must update the cache and send packets to all players on the map.
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