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[Release] Status Effects [Full]
Discussion on [Release] Status Effects [Full] within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
08/10/2011, 07:10
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#1
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[Release] Status Effects [Full]
This is probably how TQ does theirs... it matches the file in the client at least:
Code:
namespace Kibou.Connections.Enums
{
public class StatusEffectsShort
{
public const ulong
None = 0UL,
BlueName = 1UL << 0,
Poisoned = 1UL << 1,
RemoveMesh = 1UL << 2,
XpCircle = 1UL << 4,
RestrictMovement = 1UL << 5,
TeamLeader = 1UL << 6,
StarOfAccuracy = 1UL << 7,
Shield = 1UL << 8,
Stigma = 1UL << 9,
Dead = 1UL << 10,
Fade = 1UL << 11,
RedName = 1UL << 14,
BlackName = 1UL << 15,
Superman = 1UL << 18,
BodyShield = 1UL << 19,
GodBelieve = 1UL << 20,
SeeThrough = 1UL << 22,
Cyclone = 1UL << 23,
Fly = 1UL << 27,
LuckDiffuse = 1UL << 30,
LuckAbsorb = 1UL << 31,
Cursed = 1UL << 32,
Bless = 1UL << 33,
TopLeader = 1UL << 34,
TopDeputy = 1UL << 35,
MonthlyPk = 1UL << 36,
WeeklyPk = 1UL << 37,
TopWarrior = 1UL << 38,
TopTrojan = 1UL << 39,
TopArcher = 1UL << 40,
TopWater = 1UL << 41,
TopFire = 1UL << 42,
TopNinja = 1UL << 43,
Vortex = 1UL << 46,
FatalStrike = 1UL << 47,
Champion = 1UL << 48,
Mount = 1UL << 50,
TopSpouse = 1UL << 51,
OrangeSparkles = 1UL << 52,
PurpleSparkles = 1UL << 53,
Dazed = 1UL << 54,
RestoreAura = 1UL << 55,
MoveSpeedRecovered = 1UL << 56,
GodlyShield = 1UL << 57,
ShockDaze = 1UL << 58,
Freeze = 1UL << 59,
ChaosCycle = 1UL << 60;
}
public class StatusEffectsLong
{
public const ulong
None = 0UL,
WeeklyPkTop8 = 1UL << 64,
WeeklyPkTop2Orange = 1UL << 65,
WeeklyPkTop2Purple = 1UL << 66,
MonthlyPkTop8 = 1UL << 67,
MonthlyPkTop2 = 1UL << 68,
MonthlyPkTop3 = 1UL << 69,
Top8Fire = 1UL << 70,
Top2Fire = 1UL << 71,
Top3Fire = 1UL << 72,
Top8Water = 1UL << 73,
Top2Water = 1UL << 74,
Top3Water = 1UL << 75,
Top8Ninja = 1UL << 76,
Top2Ninja = 1UL << 77,
Top3Ninja = 1UL << 78,
Top8Warrior = 1UL << 79,
Top2Warrior = 1UL << 80,
Top3Warrior = 1UL << 81,
Top8Trojan = 1UL << 82,
Top2Trojan = 1UL << 83,
Top3Trojan = 1UL << 84,
Top8Archer = 1UL << 85,
Top2Archer = 1UL << 86,
Top3Archer = 1UL << 87,
Top3SpouseBlue = 1UL << 88,
Top2Spouse = 1UL << 89,
Top3SpouseGreen = 1UL << 90,
Contestant = 1UL << 91,
ChainBolt = 1UL << 92,
AzureShield = 1UL << 93,
CarryingFlag = 1UL << 95,
TyrantAura = 1UL << 98,
FendAura = 1UL << 100,
MetalAura = 1UL << 102,
WoodAura = 1UL << 104,
WaterAura = 1UL << 106,
FireAura = 1UL << 108,
EarthAura = 1UL << 110,
Oblivion = 1UL << 112,
TopMonk = 1UL << 114,
Top8Monk = 1UL << 115,
Top2Monk = 1UL << 116,
Top3Monk = 1UL << 117,
HoldingFlag = 1UL << 118;
}
}
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08/10/2011, 18:05
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#2
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Thanks! Thats will be help me I'm sure..& Good Luck !
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08/19/2011, 03:13
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#3
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Thx Fang
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08/19/2011, 17:58
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#4
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Thanks Pro
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09/30/2011, 09:39
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#5
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Where add it?can give me guide?
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09/30/2011, 09:50
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#6
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Quote:
Originally Posted by florin2012
Where add it?can give me guide?
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Network/Game packets/update.cs
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09/30/2011, 10:20
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#7
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Thanks.bro!!
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09/30/2011, 17:49
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#8
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Quote:
Originally Posted by florin2012
Where add it?can give me guide?
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Why the hell would you add something to your source ... that you don't even understand the use of?
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09/30/2011, 19:12
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#9
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Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Project_Terror.Characters
{
public class StatusFlag
{
public const ulong
FlasHName = 0,
Toxic = 1,
Invisible = 2,
ExpSkill = 4,
TeamLider = 6,
Acuarity = 7,
Shield = 8,
Stigma = 9,
ReviveAprend = 10,
AddInvi = 11,
RedName = 14,
BlackName = 15,
SuperMan = 18,
Ciclone = 23,
Flay = 27,
Bless = 30,
AddBlessLuky = 31,
Curse = 32,
AddPlayeringStone = 33,
TopGuildLider = 34,
TopDeputiLider = 35,
PkChampingMonday = 36,
PkChampingWenday = 37,
TopWarrion = 38,
TopTrojan = 39,
TopArcher = 40,
TopWatterTaoist = 41,
TopFireTaoist = 42,
TopNinja = 43,
Vortex = 46,
FatalStrike = 47,
PureEffect = 48,
Ride = 50,
TopSpounse = 51,
EffectStralucitorGalben = 52,
EffectStralucitorMov = 53,
Stun = 54,// for steed race
EffectBlue = 55,// for steed race
SpeedRecover = 56, // for steed race
SpeedRecoverWithShield = 57,// for steed race
StunBig = 58,// for steed race
IceBlock = 59,
InverseJump = 60,
TopWeeklyTop8 = 63,
TopWeeklyOrangeTop2 = 64,//portocaliu
TopWeeklyMovTop2 = 65,//mov
WoothlyTop8 = 66,//blue
WoothlyTop2 = 67,//portocaliu
WoothlyTop3 = 68,
FireTaoistTop8 = 69,
FireTaoistTop2 = 70,
FireTaoistTop3 = 71,
WaterTaoistTop8 = 72,
WaterTaoistTop2 = 73,
WaterTaoistTop3 = 74,
NinjaTaoistTop8 = 75,
NinjaTaoistTop2 = 76,
NinjaTaoistTop3 = 77,
WarriorTaoistTop8 = 78,
WarriorTaoistTop2 = 79,
WarriorTaoistTop3 = 80,
TrojanTaoistTop8 = 81,
TrojanTaoistTop2 = 82,
TrojanTaoistTop3 = 83,
ArcherTaoistTop8 = 84,
ArcherTaoistTop2 = 85,
ArcherTaoistTop3 = 86,
SpouseTop3 = 87,
SpouseTop2 = 88,
Contestant = 90,// don't know that.. is icon.. think for GuildWar quest (Flag quest)
WarriorPureSkill = 91,
waterPureSkillShield = 92,
FlagNoJump = 94, //steag for GuildWar quest(unable jump)
TyrantAura = 97,//For Critical Strike ... subClass
FendAura = 99,//imunity ... subClass
ElementalAura_Metal = 101,//elemental ... subClass
ElementalAura_Wood = 103,//elemental ... subClass
ElementalAura_Water = 105,
ElementalAura_Fire = 107,
ElementalAura_Earth = 109,
PureMonkSkill = 110,
Oblivion = 111,
TopMonk = 113,
TopMonk8 = 114,
TopMonk2 = 115,
TopMonk3 = 116,
FargAlowJump = 117;
private Packets.Update upgrade;
private Characters.Player player;
public StatusFlag(Characters.Player pl)
{
player = pl;
}
/*BIG THX TO ALEX IMPULSE*/
public void Clear()
{
player.SpawnPacket.StatusFlag = 0;
player.SpawnPacket.StatusFlag2 = 0;
upgrade = new Project_Terror.Characters.Packets.Update(true);
upgrade.UID = player.UID;
upgrade.Append(Packets.Update.StatusFlag, player.SpawnPacket.StatusFlag, player.SpawnPacket.StatusFlag2);
player.game.SendData(upgrade.ToArray());
new Screen.Base(player.game, upgrade.ToArray(), true, Screen.Base.MessageType.Players);
}
public void AddBitValue(int offset)
{
if (offset > 62)
{
player.SpawnPacket.StatusFlag2 |= (ulong)((ulong)1 << (offset - 63));
}
else
{
player.SpawnPacket.StatusFlag |= (ulong)((ulong)1 << offset);
}
upgrade = new Project_Terror.Characters.Packets.Update(true);
upgrade.UID = player.UID;
upgrade.Append(Packets.Update.StatusFlag, player.SpawnPacket.StatusFlag, player.SpawnPacket.StatusFlag2);
player.game.SendData(upgrade.ToArray());
new Screen.Base(player.game, upgrade.ToArray(), true, Screen.Base.MessageType.Players);
}
public void RemoveBitValue(int offset)
{
if (offset > 62)
{
player.SpawnPacket.StatusFlag2 &= ~(ulong)((ulong)1 << (offset - 63));
}
else
{
player.SpawnPacket.StatusFlag &= ~(ulong)((ulong)1 << offset);
}
upgrade = new Project_Terror.Characters.Packets.Update(true);
upgrade.UID = player.SpawnPacket.UID;
upgrade.Append(Packets.Update.StatusFlag, player.SpawnPacket.StatusFlag, player.SpawnPacket.StatusFlag2);
player.game.SendData(upgrade.ToArray());
new Screen.Base(player.game, upgrade.ToArray(), true, Screen.Base.MessageType.Players);
}
public bool ContainsBitValue(int offset)
{
if (offset > 62)
{
ulong aux = player.SpawnPacket.StatusFlag2;
aux &= ~(ulong)((ulong)1 << (offset - 63));
return !(aux == player.SpawnPacket.StatusFlag2);
}
else
{
ulong aux = player.SpawnPacket.StatusFlag;
aux &= ~(ulong)((ulong)1 << offset);
return !(aux == player.SpawnPacket.StatusFlag);
}
}
public void Write(byte[] Buffer, int offset)
{
unsafe
{
fixed (byte* buffer = Buffer)
{
*((UInt64*)(buffer + offset)) = player.SpawnPacket.StatusFlag;
*((UInt64*)(buffer + offset + 8)) = player.SpawnPacket.StatusFlag2;
}
}
}
}
}
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10/02/2011, 00:17
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#10
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Quote:
Originally Posted by Fаng
Why the hell would you add something to your source ... that you don't even understand the use of?
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Rofl beside he doesnt know where to add it he doesnt know how to use em ..But anyways i helped him lil bit he has to Learn smthing
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10/02/2011, 20:30
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#11
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I think its important to note that the method used in this release will be slower than just using regular numbers due to the bitwise operation.
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10/02/2011, 21:39
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#12
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Quote:
Originally Posted by Korvacs
I think its important to note that the method used in this release will be slower than just using regular numbers due to the bitwise operation.
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They're constants though.
Aren't constants assigned immediately when the program starts?
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10/02/2011, 21:56
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#13
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Constants are defined at compile time yeah, but what your using are constant expressions, which are different from constant fixed values and are treated differently in some senses.
To be honest theres no real advantage to doing it this way so why not just use enums, its much neater and offers alot more possibilities, enums also use constants btw.
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