add monk skills status in conquer_server v2 upgraded source

05/03/2011 02:04 M.Dego#1
i added status in Entity.cs same that

Code:
    public struct StatusFlag2
    {
        public const ulong
        WeeklyTop8Pk = 0x01,
        WeeklyTop2PkGold = 0x2,
        WeeklyTop2PkBlue = 0x4,
        MonthlyTop8Pk = 0x8,
        MontlyTop2Pk = 0x10,
        MontlyTop3Pk = 0x20,
        Top8Fire = 0x40,
        Top2Fire = 0x80,
        Top3Fire = 0x100,
        Top8Water = 0x200,
        Top2Water = 0x400,
        Top3Water = 0x800,
        Top8Ninja = 0x1000,
        Top2Ninja = 0x2000,
        Top3Ninja = 0x4000,
        Top8Warrior = 0x8000,
        Top2Warrior = 0x10000,
        Top3Warrior = 0x20000,
        Top8Trojan = 0x40000,
        Top2Trojan = 0x80000,
        Top3Trojan = 0x100000,
        Top8Archer = 0x200000,
        Top2Archer = 0x400000,
        Top3Archer = 0x800000,
        Top3SpouseBlue = 0x1000000,
        Top2SpouseBlue = 0x2000000,
        Top3SpouseYellow = 0x4000000,
        Contestant = 0x8000000,
        ChainBoltActive = 0x10000000,
        AzureShield = 0x20000000,
        AzureShieldFade = 0x40000000,
        CaryingFlag = 0x80000000,    //blank next one?
        TyrantAura = 0x400000000,
        FendAura = 0x1000000000,
        MetalAura = 0x4000000000,   
        WoodAura = 0x10000000000,
        WaterAura = 0x40000000000,
        FireAura = 0x100000000000,
        EarthAura = 0x400000000000,
        Shackled = 0x800000000000,
        Oblivion = 0x1000000000000,
        TopMonk = 0x4000000000000,
        Top8Monk = 0x8000000000000,
        Top2Monk = 0x10000000000000,
        Top3Monk = 0x20000000000000;
    }
and coded the skill by use that

Code:
Attacker.Entity.Spawn.StatusFlag2 |= StatusFlag2.Oblivion;
then i tested all new status & work same old status.

what should i do. to make it work fine?:rolleyes:
05/03/2011 02:17 pro4never#2
Updates contain a 16 bytes. Ulong holds 8...

Solution. Set up 2 'pools' of status effects to xor with.


In basic terms... Right now your status effects only go up to a certain value... the NEW status effects are past that. Make a new status effect to hold these new values (say.. statuseffect2) and then just use the exact way already in the source as a 'template' on how to manage it (containsflag, removeflag, addflag, etc... but for your new statuseffect pool)

Now simply find the values for the new stateffs (they are in the old hellmouth source I posted but you can always look around for yourself)