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[QUESTION] xp ids
Discussion on [QUESTION] xp ids within the Conquer Online 2 forum part of the MMORPGs category.
03/02/2011, 11:23
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#1
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[QUESTION] xp ids
Since Monk came up, status ids has been changed.
Normal = 0x0,
FlashingName = 0x1,
Poisoned = 0x2,
Invisible = 0x4,
XPList = 0x10,
Dead = 0x20,
TeamLeader = 0x40,
StarOfAccuracy = 0x80,
MagicShield = 0x100,
Stigma = 0x200,
Ghost = 0x400,
FadeAway = 0x800,
RedName = 0x4000,
BlackName = 0x8000,
Superman = 0x40000,
Ball = 0x80000,
Ball2 = 0x100000,
Invisibility = 0x400000,
Cyclone = 0x800000,
Fly = 0x8000000,
Blessing = 0x80000000,
BlssedSkill = 0x40000000,
FatalStrike = 0x800000000000,
Now
Normal = 0x0,
FlashingName = 0x1,
xp = 0x10,
superman = 0x262144,
cyclone = 0x idk yet
Oblivion = 0x idk yet
Any one can explain how this changes works?
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03/02/2011, 20:45
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#2
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They just updated adresses like all online games does to Find
THE new ones add THE base adress to ce And
Use cyclone for THE value
Srry for bad grammar i'm on iPod
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03/02/2011, 20:48
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#3
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You're wrong btw.
superman = 0x262144, wouldn't happen because status effects are flag values. That's why they are always 1,2,4,8 the extra 0's is just to make sure you are writing to the right offset.
Adding of monks means tq added 8 new offsets for new effects. This means that status effect is now 16 bytes instead of its original 8 which could be handled by a ulong status pool. You can either break it into 2 status pools or use a bigint... keeping in mind that it's not supported by many things (IE: last I checked you can't make flags using bigint... but I could be wrong)
XpBar = 0x10,
Superman = 0x40000,
Cyclone = 0x800000,
Oblivion is in the new section so move your offsets over by 8 bytes to write any of these.
Oblivion = 0x1000000000000,
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03/03/2011, 10:01
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#4
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Quote:
Originally Posted by pro4never
You're wrong btw.
superman = 0x262144, wouldn't happen because status effects are flag values. That's why they are always 1,2,4,8 the extra 0's is just to make sure you are writing to the right offset.
Adding of monks means tq added 8 new offsets for new effects. This means that status effect is now 16 bytes instead of its original 8 which could be handled by a ulong status pool. You can either break it into 2 status pools or use a bigint... keeping in mind that it's not supported by many things (IE: last I checked you can't make flags using bigint... but I could be wrong)
XpBar = 0x10,
Superman = 0x40000,
Cyclone = 0x800000,
Oblivion is in the new section so move your offsets over by 8 bytes to write any of these.
Oblivion = 0x1000000000000,
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Thanks  this is what I'm looking for 16 bytes
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03/03/2011, 10:29
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#5
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In the conquest of the Brazilian conquer server ....
It has a trojan that knows the terato bugar dragon
So the dragon atk not nobody on his screen
needs no tank on top with a dead or the acc
it uses only one acc to bless
and the dragon Fik buggy with this acc .. bless
without attacking anyone in his screen ...
how is this possible??
can someone teach me?
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03/03/2011, 20:29
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#6
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Quote:
Originally Posted by legolas157
In the conquest of the Brazilian conquer server ....
It has a trojan that knows the terato bugar dragon
So the dragon atk not nobody on his screen
needs no tank on top with a dead or the acc
it uses only one acc to bless
and the dragon Fik buggy with this acc .. bless
without attacking anyone in his screen ...
how is this possible??
can someone teach me?
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Translation
Quote:
In the Brazilian version of conquer there is a trojan who knows how to bug out the Terrato Dragon. It causes the dragon to not attack anyone who comes on screen.
The bug he is using though does not involve stacking on a dead character but instead uses 1 character to use bless (I assume 2nd reb pray skill but just checking).
If anyone knows how this bug works, mind sharing?
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Well the way to bug out monsters I knew of involved summoning a reborn guard and jumping offscreen before it dies and then allowing someone else to kill it.
Essentially what that does is causes the monster to lock onto that guard as its target... you go offscreen and kill it so the monster apparently doesn't realize it is dead and then when you come back it is still trying to attack a guard that doesn't exist.
Note: no other players can be on screen when attempting this bug.
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03/04/2011, 22:58
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#7
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Foi muito útil essa resposta muito obrigado
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