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[HELP] StattusEffectEn (statuseffect ini)

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Old   #1
 
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[HELP] StattusEffectEn (statuseffect ini)

Hello mates, maybe it sound's bad to request for the explanation about the statuseffect flags ID ulong

This the source part regarding on the StatusEffect.ini

Code:
public enum StatusEffectEn : ulong
    {
        Normal = 0x0,
        BlueName = 0x1,
        Poisoned = 0x2,
        Gone = 0x4,//invisible
        XPStart = 0x10,
        TeamLeader = 0x40,
        Accuracy = 0x80,
        Shield = 0x100,
        Stigma = 0x200,
        Dead = 0x420,//0x420  sau 400
        FadeAway = 0x800,
        Invisible = 0x400000,
        RedName = 0x4000,
        BlackName = 0x8000,
        SuperMan = 0x40000,
        Cyclone = 0x800000,
        Dodge = 0x4000000,
        Fly = 0x8000000,
        Pray = 0x40000000,
        Blessing = 8589934592,
        TopGuildLeader = 17179869184,
        TopDeputyLeader = 34359738368,
        MonthlyPKChampion = 68719476736,
        Freeze = 1UL << 54,
        WeeklyPKChampion = 137438953472,
        TopWarrior = 274877906944,
        TopTrojan = 549755813888,
        TopArcher = 1099511627776,
        TopWaterTaoist = 2199023255552,
        TopFireTaoist = 4398046511104,
        TopNinja = 8796093022208,
        ShurikenVortex = 70368744177664,
        FatalStrike = 140737488355328,
        Flashy = 281474976710656,
        Ride = 1125899906842624
    }

and here is the client side:
HTML Code:
0000000000000000 NULL NULL
0000000000000001 NULL NULL
0000000000000002 poisonstate NULL
0000000000000004 NULL NULL
0000000000000008 NULL NULL
0000000000000010 NULL NULL
0000000000000020 NULL NULL
0000000000000040 NULL TeamLeader
0000000000000080 attackfast40 NULL
0000000000000100 zf2-e307 NULL
0000000000000200 attackup40 NULL
0000000000000400 NULL NULL
0000000000000800 NULL NULL
0000000000004000 NULL NULL
0000000000008000 NULL NULL
0000000000010000 NULL NULL
0000000000020000 Reflect NULL
0000000000040000 SuperSoldier NULL
0000000000080000 BodyShield NULL
0000000000100000 GodBelieve NULL
0000000000200000 NULL NULL
0000000000400000 NULL NULL
0000000000800000 Tornado NULL
0000000001000000 NULL NULL
0000000002000000 ReflectMagic NULL
0000000004000000 Dodge NULL
0000000008000000 NULL NULL
0000000010000000 NULL NULL
0000000040000000 LuckDiffuse NULL
0000000080000000 LuckAbsorb NULL
0000000100000000 curse NULL
0000000200000000 bless NULL
0000000400000000 gamemain NULL
0000000800000000 gameassistant NULL
0000001000000000 gamemonth NULL
0000002000000000 gameweek NULL
0000004000000000 gamefighter NULL
0000008000000000 gamewarrior NULL
0000010000000000 gamebow NULL
0000020000000000 gamewater NULL
0000040000000000 gamefire NULL
0000080000000000 gamegulp NULL
800000000000 endureXPstate NULL
400000000000 cyclonehandcycle NULL
1000000000000 PKchampion NULL
All I want to know is how did they compare (compute) the ids of the statuseffecten: from the source >then to< client (statuseffect.ini) to make it the same id's?. so that the new effect that I added would be working whenever I call it. I tried to analyze this but I got no idea.

Hope someone can help me.

Thank you..



Soulfly25 is offline  
Old   #2
 
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They're called bitflags. Each number or ID that you see above was generated using a bitwise shift. When you bitwise-add a few of them together, you start creating a bit map of zeroes (the effect isn't applied) and ones (the effect is applied). You'll notice that when you start looking into this, the source you're using does this way ugly and wrong.



Spirited is offline  
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Thank you very much sir, for the guide you give me it help's me alot.
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Quote:
Originally Posted by Soulfly25 View Post
Hello mates, maybe it sound's bad to request for the explanation about the statuseffect flags ID ulong

This the source part regarding on the StatusEffect.ini

Code:
public enum StatusEffectEn : ulong
    {
        Normal = 0x0,
        BlueName = 0x1,
        Poisoned = 0x2,
        Gone = 0x4,//invisible
        XPStart = 0x10,
        TeamLeader = 0x40,
        Accuracy = 0x80,
        Shield = 0x100,
        Stigma = 0x200,
        Dead = 0x420,//0x420  sau 400
        FadeAway = 0x800,
        Invisible = 0x400000,
        RedName = 0x4000,
        BlackName = 0x8000,
        SuperMan = 0x40000,
        Cyclone = 0x800000,
        Dodge = 0x4000000,
        Fly = 0x8000000,
        Pray = 0x40000000,
        Blessing = 8589934592,
        TopGuildLeader = 17179869184,
        TopDeputyLeader = 34359738368,
        MonthlyPKChampion = 68719476736,
        Freeze = 1UL << 54,
        WeeklyPKChampion = 137438953472,
        TopWarrior = 274877906944,
        TopTrojan = 549755813888,
        TopArcher = 1099511627776,
        TopWaterTaoist = 2199023255552,
        TopFireTaoist = 4398046511104,
        TopNinja = 8796093022208,
        ShurikenVortex = 70368744177664,
        FatalStrike = 140737488355328,
        Flashy = 281474976710656,
        Ride = 1125899906842624
    }

and here is the client side:
HTML Code:
0000000000000000 NULL NULL
0000000000000001 NULL NULL
0000000000000002 poisonstate NULL
0000000000000004 NULL NULL
0000000000000008 NULL NULL
0000000000000010 NULL NULL
0000000000000020 NULL NULL
0000000000000040 NULL TeamLeader
0000000000000080 attackfast40 NULL
0000000000000100 zf2-e307 NULL
0000000000000200 attackup40 NULL
0000000000000400 NULL NULL
0000000000000800 NULL NULL
0000000000004000 NULL NULL
0000000000008000 NULL NULL
0000000000010000 NULL NULL
0000000000020000 Reflect NULL
0000000000040000 SuperSoldier NULL
0000000000080000 BodyShield NULL
0000000000100000 GodBelieve NULL
0000000000200000 NULL NULL
0000000000400000 NULL NULL
0000000000800000 Tornado NULL
0000000001000000 NULL NULL
0000000002000000 ReflectMagic NULL
0000000004000000 Dodge NULL
0000000008000000 NULL NULL
0000000010000000 NULL NULL
0000000040000000 LuckDiffuse NULL
0000000080000000 LuckAbsorb NULL
0000000100000000 curse NULL
0000000200000000 bless NULL
0000000400000000 gamemain NULL
0000000800000000 gameassistant NULL
0000001000000000 gamemonth NULL
0000002000000000 gameweek NULL
0000004000000000 gamefighter NULL
0000008000000000 gamewarrior NULL
0000010000000000 gamebow NULL
0000020000000000 gamewater NULL
0000040000000000 gamefire NULL
0000080000000000 gamegulp NULL
800000000000 endureXPstate NULL
400000000000 cyclonehandcycle NULL
1000000000000 PKchampion NULL
All I want to know is how did they compare (compute) the ids of the statuseffecten: from the source >then to< client (statuseffect.ini) to make it the same id's?. so that the new effect that I added would be working whenever I call it. I tried to analyze this but I got no idea.

Hope someone can help me.

Thank you..

man thats a pretty way to store tqs status flags, or keepeffect flags.



Code:
        public enum StatusFlag:ulong
    {
        Normal =0,
        FlashingName = 1UL << 1,
        Poisoned = 1UL << 2,
        XPList = 1UL << 4,
        Dead = 1UL << 5,
        TeamLeader = 1UL << 6,
        StarOfAccuracy = 1UL << 7,
        MagicShield = 1UL << 8,
        Stigma = 1UL << 9,
        Ghost = 1UL << 10,
        FadeAway = 1UL << 11,
        RedName = 1UL << 14,
        BlackName = 1UL << 15,
        ReflectMelee =1UL << 17,
        Superman = 1UL << 18,
  ...ETC


Ultimation is offline  
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thank you sir for sharing that. but I don't know how to read this number to identify the correct number from source to client eg:

(source part) FlashingName = 1UL << 1, (client side) 0000000000000008

0000000000000008 I don't know which is the correct id from the source. so I'm bit confuse on this. .
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Quote:
Originally Posted by Soulfly25 View Post
thank you sir for sharing that. but I don't know how to read this number to identify the correct number from source to client eg:

(source part) FlashingName = 1UL << 1, (client side) 0000000000000008

0000000000000008 I don't know which is the correct id from the source. so I'm bit confuse on this. .
Read the article I linked you to. It explains this kinda stuff in more detail - It's a bitwise shift.

Code:
[Flags] public enum AttackType {
    //               // Binary  // Dec
    None   = 0,      // 000000  0
    Melee  = 1 << 0, // 000001  1
    Fire   = 1 << 1, // 000010  2
    Ice    = 1 << 2, // 000100  4
    Poison = 1 << 3, // 001000  8
}
Spirited is offline  
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is there any converter on this 0000080000000000 (statuseffect) to a decimal? because this is the only thing I did not know how to read it.
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Quote:
Originally Posted by Soulfly25 View Post
is there any converter on this 0000080000000000 (statuseffect) to a decimal? because this is the only thing I did not know how to read it.
Calc.exe > Programmer Mode
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#Request Closed

Thank you @Spirited.


Soulfly25 is offline  
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