Quote:
Originally Posted by _tao4229_
Offset 8 = The number of 'updates' in the packet. 0x3F9 packets can carry multiple updates :p. In this case it's one.
Offset 12 = The type of 'update.' Can be HP, MP, Stamina, Mesh, in this case it's Status flag. This is how the client determines what to update.
Offset 16 = The value of the update. In this case it's the statusflag of the entity.
it's 0x800 | 0x20. So the status flag for 'fade' is 0x800 and 0x20 is the 'dead' status.
|
Great, so by your explanation I have the correct info... why aren't the monsters fading when I send it? My packet looks like this:
data[0] = ToByte(size);
data[1] = ToByte(size, 8);
data[2] = ToByte(type);
data[3] = ToByte(type, 8);
data[4] = ToByte(UID);
data[5] = ToByte(UID, 8);
data[6] = ToByte(UID, 16);
data[7] = ToByte(UID, 24);
data[8] = ToByte(1); // number of updates
data[12] = ToByte(26); // type of update
data[16] = ToByte(2080); // status flag
data[17] = ToByte(2080, 8);
Seal(ref data); // appends TQ seal