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[QUESTION] xp ids

Discussion on [QUESTION] xp ids within the Conquer Online 2 forum part of the MMORPGs category.

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Old   #1
 
zhalyn's Avatar
 
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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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Old 03/02/2011, 20:45   #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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Old 03/02/2011, 20:48   #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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Old 03/03/2011, 10:01   #4
 
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Quote:
Originally Posted by pro4never View Post
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,
Thanks this is what I'm looking for 16 bytes
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Old 03/03/2011, 10:29   #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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Old 03/03/2011, 20:29   #6
 
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Quote:
Originally Posted by legolas157 View Post
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?

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?
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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Old 03/04/2011, 22:58   #7
 
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Foi muito útil essa resposta muito obrigado
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