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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.
08/06/2009, 13:15
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#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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08/06/2009, 17:10
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#2
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can anyone tell me about UGH? where can i find that?
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08/06/2009, 17:13
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#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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08/06/2009, 17:32
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#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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08/06/2009, 17:34
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#5
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Quote:
Originally Posted by _tao4229_
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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I guess it can be used for transformation skills as well?
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08/06/2009, 18:03
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#6
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kk thx damian.
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01/04/2010, 08:22
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#7
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i need fatal strike id
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01/04/2010, 15:45
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#8
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Quote:
Originally Posted by _tao4229_
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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And when you want to remove the superman status you just use XOR?
Code:
Entity e;
e.Status ^= SuperManFlag;
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01/04/2010, 16:28
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#9
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Quote:
Originally Posted by -impulse-
And when you want to remove the superman status you just use XOR?
Code:
Entity e;
e.Status ^= SuperManFlag;
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Or flag it as none?
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01/04/2010, 16:38
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#10
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Quote:
Originally Posted by ImmuneOne
Or flag it as none?
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or XOR it as -impulse- stated, to keep other flags that might have been there :}
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01/04/2010, 16:50
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#11
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Quote:
Originally Posted by Nullable
or XOR it as -impulse- stated, to keep other flags that might have been there :}
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In this case, yes. But if you'd look at other sources e.g: CoEmu that doesn't apply.
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01/04/2010, 17:12
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#12
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Quote:
Originally Posted by -impulse-
And when you want to remove the superman status you just use XOR?
Code:
Entity e;
e.Status ^= SuperManFlag;
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^= 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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01/04/2010, 17:38
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#13
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Dont bump
#Closed
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