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Posted

You'd have to make checks on NpcInfo send from server - and then if npc_id (or somehow else variate it's a NPC attached to a castle) and get the crest_id (crests are client stored - aren't they?) and send it.

 

Which would require research\coding into l2server.exe.

Which means you can't.

 

 

Pay the creator of your Pack (Meaning, Vangath or AdvExt) to do it - or get someone like me to do it.

 

Ether way - it's not just "simply" doing it.

  • 0
Posted

You'd have to make checks on NpcInfo send from server - and then if npc_id (or somehow else variate it's a NPC attached to a castle) and get the crest_id (crests are client stored - aren't they?) and send it.

 

Which would require research\coding into l2server.exe.

Which means you can't.

 

 

Pay the creator of your Pack (Meaning, Vangath or AdvExt) to do it - or get someone like me to do it.

 

Ether way - it's not just "simply" doing it.

 

Ok thank you  :)

  • 0
Posted

You'd have to make checks on NpcInfo send from server - and then if npc_id (or somehow else variate it's a NPC attached to a castle) and get the crest_id (crests are client stored - aren't they?) and send it.

 

Which would require research\coding into l2server.exe.

Which means you can't.

 

 

Pay the creator of your Pack (Meaning, Vangath or AdvExt) to do it - or get someone like me to do it.

 

Ether way - it's not just "simply" doing it.

 

crests are sever-side stored. I know that is what you meant to say, but for reference of others :P

  • 0
Posted (edited)

crests are sever-side stored. I know that is what you meant to say, but for reference of others :P

 

Actually they're downloaded and stored in client - and from then on given a ID to use for the client it looks up.

 

So... technicly no :P

Edited by mcbigmac

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