[Question]Can anyone explain something to me.

11/13/2008 02:15 Incariuz#1
Code:
            if (SMOn)
                it += [COLOR="Red"]262144[/COLOR];
I'm curious as to what exactly this code means, mainly, the number in red. If anyone can help me out, you'll be helping me greatly towards completing some other xp skills.

Edit: I figured out what it was for, it's the effect.

On a side note, if anyone knows how to/where I need to change details to make defence x3 for xp shield, could you give me some hints.
11/13/2008 03:04 Exia13#2
If i had to guess (which i think may be wrong), that may be the number that affects how much damage is done when SM is on.
11/13/2008 03:08 InfamousNoone#3
Quote:
Originally Posted by Exia13 View Post
If i had to guess (which i think may be wrong), that may be the number that affects how much damage is done when SM is on.

No
11/13/2008 03:10 Incariuz#4
I don't think that's what it's for. There is another section which has...

Code:
                                        if (SMOn)
                                            AttackDMG *= 10;
with some more defined coding beneath getting into the specifics of it, as well as the *2 damage applied in PVP.


I'm completely stumped on this whole thing. Trying to get XPShield working right now. But I can't seem to get it to provide 3x defence. it just sort of turns on.

Edit: I think I know what that number I was curious about is for, think it's the effect, gonna check more into it. Hope I'm right.
11/13/2008 03:10 Exia13#5
LOL, remember, I said it may be wrong.
11/13/2008 03:17 Incariuz#6
It was for the effect. I just figured it out in the simplest way. While creating XP shield, I used the SM effect, so I changed it to ShieldBuff effect, and now the shields revolve around my character. Gotta love how simple things are and yet half the time you don't realize while testing.

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11/13/2008 06:03 kinshi88#7
Those numbers make the effect and status, so that number is for Superman.
11/13/2008 07:06 Incariuz#8
Ya, I figured that out only moments after posting, so this thread was a complete waste. Finally making progress on xp shield, got the 3x damage working, but can't get the characters defence to turn back to normal after the time runs out. best I've managed is reducing damage to the point that monsters do 2.5x damage, and I can't correct it without being able to provide a decimal change to the status switch. However, it won't let me use double in any of my coding for the xp shield to make that possible. Gotta love it. ><

Edit: I've tried using division to correct defence after the skills time runs out, however that doesn't seem to work properly.
11/13/2008 07:59 alexbigfoot#9
u can get all statuses, or maybe add a new one , in ur client(Co client), u can find statuseffect.ini and there are all statuses

Code:
00000000 NULL NULL
00000001 NULL NULL
00000002 poisontime NULL
00000004 NULL NULL
00000008 NULL NULL
00000010 NULL NULL
00000020 NULL NULL
00000040 NULL TeamLeader
00000080 attackfast40 NULL
00000100 zf2-e307 NULL
00000200 attackup40 NULL
00000400 NULL NULL
00000800 NULL NULL
00004000 NULL NULL
00008000 NULL NULL
00010000 NULL NULL
00020000 Reflect NULL
00040000 SuperSoldier NULL
00080000 BodyShield NULL
00100000 GodBelieve NULL
00200000 NULL NULL
00400000 NULL NULL
00800000 Tornado NULL
01000000 NULL NULL
02000000 ReflectMagic NULL
04000000 Dodge NULL
08000000 NULL NULL
10000000 NULL NULL
40000000 LuckDiffuse NULL
80000000 LuckAbsorb NULL
ID        Effect        idk
11/13/2008 14:15 YukiXian#10
How to find out what number you need to use?
11/13/2008 20:02 tao4229#11
You test them, each number is the previous number * 2...
They're stat flags. it's easier to look at in hex(as every one is like 0x20 0x40 0x80 0x100..etc).

The reason for this is say you are bluenamed(flag 0x01/1) and dead(flag 1024) your total stat flag would be 1025... you send the packet and CO determines what flags you have and shows them. This is how you make a cyclone speedhack(write process memory to the cyclone flag), and also why you can't make a superman hack(as it is only the effect, not the *10 damage).
11/13/2008 20:17 YukiXian#12
Quote:
Originally Posted by tao4229 View Post
You test them, each number is the previous number * 2...
They're stat flags. it's easier to look at in hex(as every one is like 0x20 0x40 0x80 0x100..etc).

The reason for this is say you are bluenamed(flag 0x01/1) and dead(flag 1024) your total stat flag would be 1025... you send the packet and CO determines what flags you have and shows them. This is how you make a cyclone speedhack(write process memory to the cyclone flag), and also why you can't make a superman hack(as it is only the effect, not the *10 damage).
K, But still my question is unanswered, Were to find all those 'stat flags' ?
Cuz with those I could make NightDevil, DivineHare etc,,,
11/13/2008 20:21 tao4229#13
Night devil and DH aren't stat flags.