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Timer icons
Discussion on Timer icons within the CO2 Private Server forum part of the Conquer Online 2 category.
02/04/2012, 13:42
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#1
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Timer icons
Guyz i've been tryin to make The Status Icon work like CurseTimer and These Stuffs well Curse Timer value = 20 but i tried from 1 - 55 but i got no Result ..i've been looking for Freeze , Confused , Shackle And Shield but couldnt Find them beside i took alook at StatusTips inside Ini but when i write the Values inside it Nothing Happens .....
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02/04/2012, 15:14
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#2
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Join Date: Jul 2005
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The values inside statuseffs in the client are referring to how many bits each effect is shifted over.
They go past ulong so most sources treat them as 2 ulong values which have bit operations performed on them...
Code:
{
[Flags]
public enum Effect1 : ulong
{
None = 0UL,
BlueName = 1UL << 0,
Poisoned = 1UL << 1,
FullInvis = 1UL << 2,//(Full invisibility)
Fade = 1UL << 3,
StartXp = 1UL << 4,
Ghost = 1UL << 5,
TeamLeader = 1UL << 6,
StarOfAccuracy = 1UL << 7,
Shield = 1UL << 8,
Stig = 1UL << 9,
Dead = 1UL << 10,
Invisible = 1UL << 11,// (DOES NOT REMOVE :S)
Unknown12 = 1UL << 12,
Unknown13 = 1UL << 13,
RedName = 1UL << 14,
BlackName = 1UL << 15,
Unknown16 = 1UL << 16,
Unknown17 = 1UL << 17,
Superman = 1UL << 18,
ReflecttypeThing = 1UL << 19,
DifReflectThing = 1UL << 20,
Unknown21 = 1UL << 21,
PartiallyInvisible = 1UL << 22,
Cyclone = 1UL << 23,
Unknown24 = 1UL << 24,
Unknown25 = 1UL << 25,
Unknown26 = 1UL << 26,
Fly = 1UL << 27,
Unknown28 = 1UL << 28,
Unknown29 = 1UL << 29,
LuckyTime = 1UL << 30,
Pray = 1UL << 31,
Cursed = 1UL << 32,
HeavenBless = 1UL << 33,
TopGuild = 1UL << 34,
TopDep = 1UL << 35,
MonthPk = 1UL << 36,
WeekPk = 1UL << 37,
TopWarrior = 1UL << 38,
TopTro = 1UL << 39,
TopArcher = 1UL << 40,
TopWater = 1UL << 41,
TopFire = 1UL << 42,
TopNinja = 1UL << 43,
Unknown44 = 1UL << 44,
Unknown45 = 1UL << 45,
Vortex = 1UL << 46,
FatalStrike = 1UL << 47,
OrangeHaloGlow = 1UL << 48,
Unknown49 = 1UL << 49,
LowVigorUnableToJump = 1UL << 50,
Riding = 1UL << 50,
TopSpouse = 1UL << 51,
SparkleHalo = 1UL << 52,
NoPotion = 1UL << 53,
Dazed = 1UL << 54,//no movement
BlueRestoreAura = 1UL << 55,
MoveSpeedRecovered = 1UL << 56,
SuperShieldHalo = 1UL << 57,
HUGEDazed = 1UL << 58,//no movement
IceBlock = 1UL << 59, //no movement
Confused = 1UL << 60,//reverses movement
Unknown61 = 1UL << 61,
Unknown62 = 1UL << 62,
Unknown63 = 1UL << 63
}
[Flags]
public enum Effect2 : ulong
{
None = 0UL,
WeeklyTop8Pk = 1UL << 0,
WeeklyTop2PkGold = 1UL << 1,
WeeklyTop2PkBlue = 1UL << 2,
MonthlyTop8Pk = 1UL << 3,
MontlyTop2Pk = 1UL << 4,
MontlyTop3Pk = 1UL << 5,
Top8Fire = 1UL << 6,
Top2Fire = 1UL << 7,
Top3Fire = 1UL << 8,
Top8Water = 1UL << 9,
Top2Water = 1UL << 10,
Top3Water = 1UL << 11,
Top8Ninja = 1UL << 12,
Top2Ninja = 1UL << 13,
Top3Ninja = 1UL << 14,
Top8Warrior = 1UL << 15,
Top2Warrior = 1UL << 16,
Top3Warrior = 1UL << 17,
Top8Trojan = 1UL << 18,
Top2Trojan = 1UL << 19,
Top3Trojan = 1UL << 20,
Top8Archer = 1UL << 21,
Top2Archer = 1UL << 22,
Top3Archer = 1UL << 23,
Top3SpouseBlue = 1UL << 24,
Top2SpouseBlue = 1UL << 25,
Top3SpouseYellow = 1UL << 26,
Contestant = 1UL << 27,
ChainBoltActive = 1UL << 28,
AzureShield = 1UL << 29,
AzureShieldFade = 1UL << 30,
CaryingFlag = 1UL << 31,//blank next one?
Unknown32 = 1UL << 32,
Unknown33 = 1UL << 33,
TyrantAura = 1UL << 34,
Unknown35 = 1UL << 35,
FendAura = 1UL << 36,
Unknown37 = 1UL << 37,
MetalAura = 1UL << 38,
Unknown39 = 1UL << 39,
WoodAura = 1UL << 40,
Unknown41 = 1UL << 41,
WaterAura = 1UL << 42,
Unknown43 = 1UL << 43,
FireAura = 1UL << 44,
Unknown45 = 1UL << 45,
EarthAura = 1UL << 46,
Shackled = 1UL << 47,
Oblivion = 1UL << 48,
Unknown49 = 1UL << 49,
TopMonk = 1UL << 50,
Top8Monk = 1UL << 51,
Top2Monk = 1UL << 52,
Top3Monk = 1UL << 53,
Unknown54 = 1UL << 54,
Unknown55 = 1UL << 55,
Unknown56 = 1UL << 56,
Unknown57 = 1UL << 57,
Unknown58 = 1UL << 58,
Unknown59 = 1UL << 59,
Unknown60 = 1UL << 60,
Unknown61 = 1UL << 61,
Unknown62 = 1UL << 62,
Unknown63 = 1UL << 63
}
}
Curse for example is inside status effect 1 pool and is bitshifted over by 32 bits.
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02/04/2012, 23:03
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#3
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elite*gold: 0
Join Date: Aug 2007
Posts: 1,525
Received Thanks: 230
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Quote:
Originally Posted by pro4never
The values inside statuseffs in the client are referring to how many bits each effect is shifted over.
They go past ulong so most sources treat them as 2 ulong values which have bit operations performed on them...
Code:
{
[Flags]
public enum Effect1 : ulong
{
None = 0UL,
BlueName = 1UL << 0,
Poisoned = 1UL << 1,
FullInvis = 1UL << 2,//(Full invisibility)
Fade = 1UL << 3,
StartXp = 1UL << 4,
Ghost = 1UL << 5,
TeamLeader = 1UL << 6,
StarOfAccuracy = 1UL << 7,
Shield = 1UL << 8,
Stig = 1UL << 9,
Dead = 1UL << 10,
Invisible = 1UL << 11,// (DOES NOT REMOVE :S)
Unknown12 = 1UL << 12,
Unknown13 = 1UL << 13,
RedName = 1UL << 14,
BlackName = 1UL << 15,
Unknown16 = 1UL << 16,
Unknown17 = 1UL << 17,
Superman = 1UL << 18,
ReflecttypeThing = 1UL << 19,
DifReflectThing = 1UL << 20,
Unknown21 = 1UL << 21,
PartiallyInvisible = 1UL << 22,
Cyclone = 1UL << 23,
Unknown24 = 1UL << 24,
Unknown25 = 1UL << 25,
Unknown26 = 1UL << 26,
Fly = 1UL << 27,
Unknown28 = 1UL << 28,
Unknown29 = 1UL << 29,
LuckyTime = 1UL << 30,
Pray = 1UL << 31,
Cursed = 1UL << 32,
HeavenBless = 1UL << 33,
TopGuild = 1UL << 34,
TopDep = 1UL << 35,
MonthPk = 1UL << 36,
WeekPk = 1UL << 37,
TopWarrior = 1UL << 38,
TopTro = 1UL << 39,
TopArcher = 1UL << 40,
TopWater = 1UL << 41,
TopFire = 1UL << 42,
TopNinja = 1UL << 43,
Unknown44 = 1UL << 44,
Unknown45 = 1UL << 45,
Vortex = 1UL << 46,
FatalStrike = 1UL << 47,
OrangeHaloGlow = 1UL << 48,
Unknown49 = 1UL << 49,
LowVigorUnableToJump = 1UL << 50,
Riding = 1UL << 50,
TopSpouse = 1UL << 51,
SparkleHalo = 1UL << 52,
NoPotion = 1UL << 53,
Dazed = 1UL << 54,//no movement
BlueRestoreAura = 1UL << 55,
MoveSpeedRecovered = 1UL << 56,
SuperShieldHalo = 1UL << 57,
HUGEDazed = 1UL << 58,//no movement
IceBlock = 1UL << 59, //no movement
Confused = 1UL << 60,//reverses movement
Unknown61 = 1UL << 61,
Unknown62 = 1UL << 62,
Unknown63 = 1UL << 63
}
[Flags]
public enum Effect2 : ulong
{
None = 0UL,
WeeklyTop8Pk = 1UL << 0,
WeeklyTop2PkGold = 1UL << 1,
WeeklyTop2PkBlue = 1UL << 2,
MonthlyTop8Pk = 1UL << 3,
MontlyTop2Pk = 1UL << 4,
MontlyTop3Pk = 1UL << 5,
Top8Fire = 1UL << 6,
Top2Fire = 1UL << 7,
Top3Fire = 1UL << 8,
Top8Water = 1UL << 9,
Top2Water = 1UL << 10,
Top3Water = 1UL << 11,
Top8Ninja = 1UL << 12,
Top2Ninja = 1UL << 13,
Top3Ninja = 1UL << 14,
Top8Warrior = 1UL << 15,
Top2Warrior = 1UL << 16,
Top3Warrior = 1UL << 17,
Top8Trojan = 1UL << 18,
Top2Trojan = 1UL << 19,
Top3Trojan = 1UL << 20,
Top8Archer = 1UL << 21,
Top2Archer = 1UL << 22,
Top3Archer = 1UL << 23,
Top3SpouseBlue = 1UL << 24,
Top2SpouseBlue = 1UL << 25,
Top3SpouseYellow = 1UL << 26,
Contestant = 1UL << 27,
ChainBoltActive = 1UL << 28,
AzureShield = 1UL << 29,
AzureShieldFade = 1UL << 30,
CaryingFlag = 1UL << 31,//blank next one?
Unknown32 = 1UL << 32,
Unknown33 = 1UL << 33,
TyrantAura = 1UL << 34,
Unknown35 = 1UL << 35,
FendAura = 1UL << 36,
Unknown37 = 1UL << 37,
MetalAura = 1UL << 38,
Unknown39 = 1UL << 39,
WoodAura = 1UL << 40,
Unknown41 = 1UL << 41,
WaterAura = 1UL << 42,
Unknown43 = 1UL << 43,
FireAura = 1UL << 44,
Unknown45 = 1UL << 45,
EarthAura = 1UL << 46,
Shackled = 1UL << 47,
Oblivion = 1UL << 48,
Unknown49 = 1UL << 49,
TopMonk = 1UL << 50,
Top8Monk = 1UL << 51,
Top2Monk = 1UL << 52,
Top3Monk = 1UL << 53,
Unknown54 = 1UL << 54,
Unknown55 = 1UL << 55,
Unknown56 = 1UL << 56,
Unknown57 = 1UL << 57,
Unknown58 = 1UL << 58,
Unknown59 = 1UL << 59,
Unknown60 = 1UL << 60,
Unknown61 = 1UL << 61,
Unknown62 = 1UL << 62,
Unknown63 = 1UL << 63
}
}
Curse for example is inside status effect 1 pool and is bitshifted over by 32 bits.
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dude i didnt Even mention StatusEffect i do know that Statuseffect for Flags iam Talking About StatusTips Check it u gonna find that number 20 is the cursetimer which is a valid value so u find too that SOul Shackle = 98 or w.e u find and when i assign the SoulShackle Icon with an Icon using Property ...Nothing Happen So what u Guyz Think
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