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XP Skill status ids

Discussion on XP Skill status ids within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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XP Skill status ids

Well yeah,

if(CSocket.Client.SuperMan)
Status += 0x40000; // 0x40000

the 0x40000 can someone give me all the status ids? Status += 0x"id";


Thank you.
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Old 08/06/2009, 17:10   #2
 
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can anyone tell me about UGH? where can i find that?
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Old 08/06/2009, 17:13   #3
 
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Code:
        public enum CharStatus : uint
        {
            Normal = 0x0,
            FlashingName = 0x1,
            Poisoned = 0x2,
            Invisible = 0x4,
            XPList = 0x10,
            Dead = 0x20,
            TeamLeader = 0x40,
            StarOfAccuracy = 0x80,
            MagicShield = 0x100,
            Stigma = 0x200,
            Ghost = 0x400,
            FadeAway = 0x800,
            RedName = 0x4000,
            BlackName = 0x8000,
            Supermaan = 0x40000,
            Ball = 0x80000,
            Ball2 = 0x100000,
            Invisibility = 0x400000,
            Cyclone = 0x800000,
            Fly = 0x8000000,
            Blessing = 0x80000000,
            BlssedSkill = 0x40000000
        }
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Old 08/06/2009, 17:32   #4
 
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Shouldn't be adding really, you should be bitwise OR-ing ( | ).
As in if you have a

Code:
struct Entity {
uint UID;
uint Mesh;
uint Status;
};
When you'd need to activate the superman status you would just

Code:
Entity e;
e.Status |= SuperManFlag;
Then send the necessary status updates to the client/clients around player.
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Old 08/06/2009, 17:34   #5
 
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Quote:
Originally Posted by _tao4229_ View Post
Shouldn't be adding really, you should be bitwise OR-ing ( | ).
As in if you have a

Code:
struct Entity {
uint UID;
uint Mesh;
uint Status;
};
When you'd need to activate the superman status you would just

Code:
Entity e;
e.Status |= SuperManFlag;
Then send the necessary status updates to the client/clients around player.
I guess it can be used for transformation skills as well?
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Old 08/06/2009, 18:03   #6
 
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kk thx damian.
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Old 01/04/2010, 08:22   #7
 
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i need fatal strike id
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Old 01/04/2010, 15:45   #8
 
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Quote:
Originally Posted by _tao4229_ View Post
Shouldn't be adding really, you should be bitwise OR-ing ( | ).
As in if you have a

Code:
struct Entity {
uint UID;
uint Mesh;
uint Status;
};
When you'd need to activate the superman status you would just

Code:
Entity e;
e.Status |= SuperManFlag;
Then send the necessary status updates to the client/clients around player.
And when you want to remove the superman status you just use XOR?
Code:
Entity e;
e.Status ^= SuperManFlag;
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Old 01/04/2010, 16:28   #9
 
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Quote:
Originally Posted by -impulse- View Post
And when you want to remove the superman status you just use XOR?
Code:
Entity e;
e.Status ^= SuperManFlag;
Or flag it as none?
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Old 01/04/2010, 16:38   #10
 
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Quote:
Originally Posted by ImmuneOne View Post
Or flag it as none?
or XOR it as -impulse- stated, to keep other flags that might have been there :}
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Old 01/04/2010, 16:50   #11
 
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Quote:
Originally Posted by Nullable View Post
or XOR it as -impulse- stated, to keep other flags that might have been there :}
In this case, yes. But if you'd look at other sources e.g: CoEmu that doesn't apply.
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Old 01/04/2010, 17:12   #12
 
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Quote:
Originally Posted by -impulse- View Post
And when you want to remove the superman status you just use XOR?
Code:
Entity e;
e.Status ^= SuperManFlag;
^= sets the statusflag to xxxflag if its not already set nd vice versa.

you could also just do e.status -= xxxflag.

or set the flag to none like immuneone suggested. it really depends on what your doing.
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Old 01/04/2010, 17:38   #13
 
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Dont bump

#Closed
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