Magic loading issue

09/04/2019 23:06 pintinho12#1
How to prevent the skill icon from appearing always when I add this to the client?
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I've been guessing offsets but all I managed to do until now was crash the client xD

Version: 5729
09/05/2019 00:50 Spirited#2
Prevent it from showing up in the right corner of the main stage when you add the skill?
09/05/2019 19:16 pintinho12#3
Quote:
Originally Posted by Spirited View Post
Prevent it from showing up in the right corner of the main stage when you add the skill?
Yep, it mess my F-keys and shows the icons in the bottom right corner of the screen always when I login.
09/08/2019 22:50 { Angelius }#4
Code:
/// <summary>
    /// : ushort
    /// </summary>
    public enum SkillAddActionType : ushort
    {
        /// <summary>
        /// adds and existing skill, Requires Id, Exp, Level, Index and Flags 
        /// </summary>
        AddExsisting = 0,
        /// <summary>
        /// adds a new skill, Requires Id, Exp, Level only.
        /// </summary>
        AddNew = 1,
        /// <summary>
        /// Sent to Server only.
        /// </summary>
        Unknown2 = 2,
        /// <summary>
        /// Set selected name index
        /// </summary>
        SetSelectedName = 3,
        /// <summary>
        /// Set flags and index
        /// </summary>
        SetFlags = 4,
        /// <summary>
        /// Sent to Server only.
        /// </summary>
        RemoveName = 5,
        /// <summary>
        /// replaces the flags and index
        /// </summary>
        ReplaceFlags = 6,
    }
Code:
[Packet(PacketType.Skill)]
    public partial class SkillPacket
    {
        public uint TimeStamp { get; set; } = UnsafeNativeMethods.Time.GetTicks();
        public uint EXP { get; set; }
        public uint Id { get; set; }
        public ushort Level { get; set; }
        [PacketSubtype]
        public SkillAddActionType ActionType { get; set; }
        /// <summary>
        /// Sets the selected name in the window. 
        /// </summary>
        public ushort SelectedNameIndex { get; set; }
        //TODO: Find out what this is. Maybe has something to do with Jiang level.
        public ushort Unknown2 { get; set; }
        /// <summary>
        /// Determines if the Name is going to show in the window based on the flags. 
        /// <![CDATA[ (1 + (1 << 1 | 1 << 2 | 1 << 3 | 1 << 4)) this will enable 4 names. Adding more flags enables more if they exsist in the MagicEffect.ini(Name1, Name2, Etc)]]>
        /// </summary>
        public uint EnabledFlags { get; set; }
        /// <summary>
        /// Same as <see cref="EnabledFlags"/> only it will show a remove button if the flag is present. 
        /// <![CDATA[ (1 + (1 << 1 | 1 << 2 | 1 << 3 | 1 << 4))]]>
        /// </summary>
        public uint RemovableFlags { get; set; }
    }
It's been a long time since I touched this shit but I think this is for client version 6622.
I think what you need is to send the AddExsisting instead of AddNew.

Edit: Btw these (1 + (1 << 1 | 1 << 2 | 1 << 3 | 1 << 4)) are enum flags, I just never had the chance to convert them to proper enums.
so some shit like:
enum Bar
{
1 << 1,
1 << 2 ,
1 << 3,
1 << 4
}
09/09/2019 17:10 pintinho12#5
Quote:
Originally Posted by { Angelius } View Post
Code:
/// <summary>
    /// : ushort
    /// </summary>
    public enum SkillAddActionType : ushort
    {
        /// <summary>
        /// adds and existing skill, Requires Id, Exp, Level, Index and Flags 
        /// </summary>
        AddExsisting = 0,
        /// <summary>
        /// adds a new skill, Requires Id, Exp, Level only.
        /// </summary>
        AddNew = 1,
        /// <summary>
        /// Sent to Server only.
        /// </summary>
        Unknown2 = 2,
        /// <summary>
        /// Set selected name index
        /// </summary>
        SetSelectedName = 3,
        /// <summary>
        /// Set flags and index
        /// </summary>
        SetFlags = 4,
        /// <summary>
        /// Sent to Server only.
        /// </summary>
        RemoveName = 5,
        /// <summary>
        /// replaces the flags and index
        /// </summary>
        ReplaceFlags = 6,
    }
Code:
[Packet(PacketType.Skill)]
    public partial class SkillPacket
    {
        public uint TimeStamp { get; set; } = UnsafeNativeMethods.Time.GetTicks();
        public uint EXP { get; set; }
        public uint Id { get; set; }
        public ushort Level { get; set; }
        [PacketSubtype]
        public SkillAddActionType ActionType { get; set; }
        /// <summary>
        /// Sets the selected name in the window. 
        /// </summary>
        public ushort SelectedNameIndex { get; set; }
        //TODO: Find out what this is. Maybe has something to do with Jiang level.
        public ushort Unknown2 { get; set; }
        /// <summary>
        /// Determines if the Name is going to show in the window based on the flags. 
        /// <![CDATA[ (1 + (1 << 1 | 1 << 2 | 1 << 3 | 1 << 4)) this will enable 4 names. Adding more flags enables more if they exsist in the MagicEffect.ini(Name1, Name2, Etc)]]>
        /// </summary>
        public uint EnabledFlags { get; set; }
        /// <summary>
        /// Same as <see cref="EnabledFlags"/> only it will show a remove button if the flag is present. 
        /// <![CDATA[ (1 + (1 << 1 | 1 << 2 | 1 << 3 | 1 << 4))]]>
        /// </summary>
        public uint RemovableFlags { get; set; }
    }
It's been a long time since I touched this shit but I think this is for client version 6622.
I think what you need is to send the AddExsisting instead of AddNew.

Edit: Btw these (1 + (1 << 1 | 1 << 2 | 1 << 3 | 1 << 4)) are enum flags, I just never had the chance to convert them to proper enums.
so some shit like:
enum Bar
{
1 << 1,
1 << 2 ,
1 << 3,
1 << 4
}
Thank yooou very much.
Being a PM with all skills spawning in your screen is hard af xDD
09/09/2019 21:50 Spirited#6
I'm at work right now, but we definitely need to add that to the wiki if anyone has a free chance. Else, I'll try and remember to add it once I get home.
12/06/2019 00:07 pintinho12#7
It still happening. I think that the structure he sent isn't used at 5808.