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Thread: KOEM v2 SDK

  1. #1
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    KOEM v2 SDK

    Hi,
    can anyone help me to do a Duell with the KOEM v2 SDK ?
    idk what i have to set...

    mfg
    skiron

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  3. #2
    Hardcore Member olo3007's Avatar

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    Re: KOEM v2 SDK

    Quote Originally Posted by skiron View Post
    Hi,
    can anyone help me to do a Duell with the KOEM v2 SDK ?
    idk what i have to set...

    mfg
    skiron
    Huh? You wanna duel sdk? Lulz I have no idea what you wanna say better use google translator :)
    Fuck Yeah!
    01000110 01110101 01100011 01101011 00100000 01011001 01100101 01100001 01101000 00100001

  4. #3
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    Re: KOEM v2 SDK

    i want to set a duel by using the koem v2 sdk ^^

    atm i trying:

    Code:
    Player *player= playerBase->Find(576);
    player ->SetDuelID(999);
    player ->SetDuelTimer(50);
    player ->SetDuelAdversary(577);
    
    player = playerBase->Find(577);
    player ->SetDuelID(999);
    player ->SetDuelTimer(50);
    player ->SetDuelAdversary(576);
    anyone knows whats wrong with this ?
    Last edited by skiron; 01-05-12 at 02:53 PM.

  5. #4
    Alpha Member DjKrava's Avatar

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    Re: KOEM v2 SDK

    i think he want to make pvp system.. (with npc to teleport to and than they fight..) ^^
    ============================================
    Making websites for kal or anything else pm me if you wanna more infos.
    ========================================
    ====

  6. #5
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    Re: KOEM v2 SDK

    yes something like this

  7. #6
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    Re: KOEM v2 SDK

    does anyone have a llist of whole gstates ?

  8. #7
    Alpha Member DjKrava's Avatar

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    Re: KOEM v2 SDK

    talk with varis he may help you out if your making dlls etc^^ and bjorn and some other they got more infos about main server etc^^
    ============================================
    Making websites for kal or anything else pm me if you wanna more infos.
    ========================================
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  9. #8
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    Re: KOEM v2 SDK

    Quote Originally Posted by skiron View Post
    does anyone have a llist of whole gstates ?


    What are gstates in your eyes?

    You can look in the Headfiles of the released engine source

    like this:



    Code:
    #define MAX_CHARACTER 5
    #define MAX_PROTECT 30
    #define MAX_NUM 0x7fffffff
    #define INVALID_PROPERTY 0xffffffff
    #define MAX_INVENTORY 60
    #define MAX_INVENTORYEX 72
    #define MAX_STORAGE 100
    #define CLASS_NUM 3
    #define BOOSTDECMP 6
    #define MAX_BULLETININFO 20
    #define NULL_CHECK( value) if( value == 0) return
    #define MAX_BUY_ITEM_EACH	9999
    
    // Length
    #define LEN_ID				16
    #define LEN_PWD				16
    #define LEN_NMID			16
    #define LEN_NMPWD			8
    #define LEN_ACCOUNT			16
    #define LEN_NAME			24
    #define LEN_PLAYERNAME		20
    #define LEN_GUILDNAME		16
    #define LEN_NEWPLAYERNAME	14
    #define LEN_NEWGUILDNAME	14
    #define LEN_RANKNAME		14
    #define LEN_ITEMNAME		30
    #define LEN_FILENAME		20
    #define LEN_PATH			128
    #define LEN_CHATTING		128
    #define LEN_MYTELPTNAME		20
    #define LEN_GUILDNOTICE		180
    #define LEN_MLMNOTICE		180
    #define LEN_STALLTITLE		64
    
    #define MAX_SHORTCUT		40
    #define MAX_FRD				30
    
    #define MAIL_MAX			100
    #define MAIL_MAX_LEN		512
    #define MAIL_MAX_LOAD		50
    #define MAIL_COST_GENERAL	5
    #define MAIL_COST_PARCEL	100
    
    // Map
    #define MAP_NONE			0x00000000
    #define MAP_FIELD			0x00000001
    #define MAP_DUNGEON			0x00000002
    
    // NPC General State
    #define NGS_ONMIRROR		0x00000001
    #define NGS_ONMIRROREX		0x00000002
    #define NGS_THRONEEFFECT1	0x00000004
    #define NGS_THRONEEFFECT2	0x00000008
    #define NGS_OPENDOOR		0x00000010	//½Ã³ª¸®¿À2 ¹® ¿­¸®¸é ON
    #define NGS_SIEGEGUNSET		0x00000020	//°ø¼ºº´±â ¼³Ä¡µÊ
    #define NGS_SIEGEGUNUSED	0x00000040	//°ø¼ºº´±â ¼³Ä¡Áß
    
    
    // Character General State
    #define CGS_KNEE				0x00000001
    #define CGS_KO					0x00000002
    #define CGS_REST				0x00000004
    #define CGS_ONREVIVAL			0x00000008
    #define CGS_ONSTALL				0x00000010
    #define CGS_FISH				0x00000020
    #define CGS_COOKING				0x00000040
    #define CGS_ONPVP				0x00000080
    #define CGS_ONPK				0x00000100
    #define CGS_ONTRANSFORM			0x00000200
    #define CGS_WAR_UNFURLSTANDARD	0x00000400
    #define CGS_PKSTATEOPEN			0x00000800
    #define CGS_ONPORTAL			0x00001000
    #define CGS_INVINCIBLE			0x00002000
    #define CGS_PREASCENSION		0x00004000
    #define CGS_OPENBOX				0x00008000
    #define CGS_ASCENSION			0x00010000
    #define CGS_LORDDECLARE			0x00020000
    #define CGS_PET_FALCON 			0x00040000	// PET ¸Å
    #define CGS_PET_OWL 			0x00080000	// PET ºÎ¾ûÀÌ
    #define CGS_PET_CROW 			0x00100000	// PET ±î¸¶±Í
    #define CGS_SIEGEGUNCONTROL		0x00040000	// °ø¼ºº´±â°¡ Á¶Á¤ÁßÀ϶§
    #define CGS_SIEGEGUNDIE			0x00080000	// °ø¼º º´±â°¡ ÇØüµÇ´Â »óÅÂ
    
    #define CGS_DARK				0x00100000	// ¾ÏÈæ¼®	// Á¶ÇսýºÅÛ
    #define CGS_SAINT				0x00200000	// ½Å¼º¼®
    #define CGS_FLAME				0x00400000	// È­¿°¼®
    #define CGS_ICE					0x00800000	// ºù¿°¼®
    #define CGS_LIGHT				0x01000000	// ³«·Ú¼®
    #define CGS_POISON				0x02000000	// µ¶¿î¼®
    #define CGS_PARAL				0x04000000	// ¸¶ºñ¼®
    #define CGS_POWER				0x08000000	// ±â¿î¼®
    #define CGS_TECH				0x10000000	// ±â¼ú¼®
    #define CGS_FANTA				0x20000000	// ½Åºñ¼®
    #define CGS_BLOOD				0x40000000	// Ç÷¸¶¼®
    #define CGS_MIX_LEVEL2			0x80000000	// ¾÷±Û2´Ü°è
    
    #define CGS_MIX_HALFSETDEF_46  __int64(0x00000001) << 32	// È­ÁÖ ÇÏÇÁ¼ÂÆ® 46¹æ¾î±¸
    #define CGS_MIX_FULLSETDEF_46  __int64(0x00000002) << 32	// È­ÁÖ ÇÃÆêÆ®
    #define CGS_MIX_HALFSETDEF_50  __int64(0x00000004) << 32	// È­ÁÖ ÇÏÇÁ¼ÂÆ® 50¹æ¾î±¸
    #define CGS_MIX_FULLSETDEF_50  __int64(0x00000008) << 32	// È­ÁÖ ÇÃÆêÆ®
    #define CGS_MIX_HALFSETDEF_55  __int64(0x00000010) << 32	// È­ÁÖ ÇÏÇÁ¼ÂÆ® 55¹æ¾î±¸
    #define CGS_MIX_FULLSETDEF_55  __int64(0x00000020) << 32	// È­ÁÖ ÇÃÆêÆ®
    #define CGS_MIX_HALFSETDEF_60  __int64(0x00000040) << 32	// È­ÁÖ ÇÏÇÁ¼ÂÆ® 60¹æ¾î±¸
    #define CGS_MIX_FULLSETDEF_60  __int64(0x00000080) << 32	// È­ÁÖ ÇÃÆêÆ®
    
    #define CGS_EVENT_HALLOWEEN_GHOST_1		 __int64(0x00000100) << 32	// ÇÒ·ÎÀ© À̺¥Æ®. À¯·É
    #define CGS_EVENT_HALLOWEEN_GHOST_2		 __int64(0x00000200) << 32	// ÇÒ·ÎÀ© À̺¥Æ®. À¯·É
    #define CGS_EVENT_HALLOWEEN_GHOST_3		 __int64(0x00000400) << 32	// ÇÒ·ÎÀ© À̺¥Æ®. À¯·É
    #define CGS_EVENT_HALLOWEEN_WITCH_1		 __int64(0x00000800) << 32	// ÇÒ·ÎÀ© À̺¥Æ®. ¸¶³à
    #define CGS_EVENT_HALLOWEEN_WITCH_2		 __int64(0x00001000) << 32	// ÇÒ·ÎÀ© À̺¥Æ®. ¸¶³à
    #define CGS_EVENT_HALLOWEEN_WITCH_3		 __int64(0x00002000) << 32	// ÇÒ·ÎÀ© À̺¥Æ®. ¸¶³à
    #define CGS_EVENT_HALLOWEEN_PUMPKIN_1    __int64(0x00004000) << 32	// ÇÒ·ÎÀ© À̺¥Æ®. È£¹Ú
    #define CGS_EVENT_HALLOWEEN_PUMPKIN_2    __int64(0x00008000) << 32	// ÇÒ·ÎÀ© À̺¥Æ®. È£¹Ú
    #define CGS_EVENT_HALLOWEEN_PUMPKIN_3    __int64(0x00010000) << 32	// ÇÒ·ÎÀ© À̺¥Æ®. È£¹Ú
    #define CGS_EVENT_HALLOWEEN_MIX		(CGS_EVENT_HALLOWEEN_GHOST_1|CGS_EVENT_HALLOWEEN_GHOST_2|CGS_EVENT_HALLOWEEN_GHOST_3|\
    									 CGS_EVENT_HALLOWEEN_WITCH_1|CGS_EVENT_HALLOWEEN_WITCH_2|CGS_EVENT_HALLOWEEN_WITCH_3|\
    									 CGS_EVENT_HALLOWEEN_PUMPKIN_1|CGS_EVENT_HALLOWEEN_PUMPKIN_2|CGS_EVENT_HALLOWEEN_PUMPKIN_3)	 
    
    #define CGS_BATTLEFIELD_RED				__int64(0x00020000) << 32	// ½Ã³ª¸®¿À3 ÀüÀå»óÅ ȫÆÀ
    #define CGS_BATTLEFIELD_BLUE			__int64(0x00040000) << 32	// ½Ã³ª¸®¿À3 ÀüÀå»óÅ ûÆÀ
    #define CGS_BATTLEFIELD					(CGS_BATTLEFIELD_RED | CGS_BATTLEFIELD_BLUE)	// ½Ã³ª¸®¿À3 ÀüÀå»óÅÂ
    #define CGS_TOWERBURNING_1				__int64(0x00080000) << 32	// žÀÇ HP°¡ ÀÏÁ¤ %ÀÌÇÏÀ϶§ ºÒŸ¿À¸§
    #define CGS_TOWERBURNING_2				__int64(0x00100000) << 32	// žÀÇ HP°¡ ÀÏÁ¤ %ÀÌÇÏÀ϶§ ºÒŸ¿À¸§
    #define CGS_MIX (CGS_DARK|CGS_SAINT|CGS_FLAME|CGS_ICE|CGS_LIGHT|CGS_POISON|CGS_PARAL|CGS_POWER|CGS_TECH|CGS_FANTA|CGS_BLOOD)
    
    // CGS Ãß°¡½Ã Ãß°¡!! ã¾Æº¸½Ã¿À~
    #define CGS_PRAYCASTING					__int64(0x00200000) << 32	// ±â¿ø ij½ºÆà Áß
    #define CGS_PRAY						__int64(0x00400000) << 32	// ±â¿ø »óÅÂ
    #define CGS_LOADPROTECTLEADER			__int64(0x00800000) << 32	// ±ºÁÖ º¸È£ ¸ðµå ¼®»óÀ» Ŭ¸¯ÇÒ¼ö ÀÖ´Â ´ë»óÀÚ¸¦ ±¸ºÐÇϱâ À§ÇÑ »óÅÂ
    
    
    
    // Character Magic State
    #define CMS_BOOST			0x00000001
    #define CMS_MOVESPEED		0x00000002
    #define CMS_STONE			0x00000004
    #define CMS_MEDITATION		0x00000008
    #define CMS_FATALCHANCE	    0x00000010
    #define CMS_REVIVALSEQUELA	0x00000020
    #define CMS_ATTACKUP		0x00000040
    #define CMS_MAGICUP			0x00000080
    #define CMS_STUN			0x00000100
    #define CMS_MOVESTOP		0x00000200
    #define CMS_HITUP			0x00000400
    #define CMS_ATTACKMINUP		0x00000800
    #define CMS_POISON			0x00001000
    #define CMS_HASTE			0x00002000
    #define CMS_PROTECT			0x00004000
    #define CMS_PROTECTRANGE	0x00008000
    #define CMS_MAGICSTOP		0x00010000
    //#define CMS_CUTEXPHALF		0x00020000		// not used
    //#define CMS_KILLEDNOCOUNT	0x00040000		// not used
    #define CMS_HIDE         	0x00080000
    #define CMS_HP              0x00100000
    #define CMS_MP              0x00200000
    #define CMS_ATTACKSPEED     0x00400000
    #define CMS_HITUPPER        0x00800000
    #define CMS_DAMAGEDEX       0x01000000
    #define CMS_HITNICE         0x02000000
    #define CMS_DODGEALL        0x04000000
    #define CMS_FATALNICE       0x08000000
    #define CMS_SLEEP           0x10000000
    #define CMS_DEFENSEPER      0x20000000
    #define CMS_CTDEFENSEPER    0x40000000
    #define CMS_SUFFERING       0x80000000
    #define CMS_INCHANTWEAPON   __int64(0x00000001) << 32
    #define CMS_AURADEFENSE     __int64(0x00000002) << 32
    #define CMS_CTHEALING       __int64(0x00000004) << 32
    #define CMS_SPIRITDMG       __int64(0x00000008) << 32
    #define CMS_FLAGMSPEED      __int64(0x00000010) << 32
    #define CMS_FLAGATTACK      __int64(0x00000020) << 32
    #define CMS_FLAGMAGIC       __int64(0x00000040) << 32
    #define CMS_FLAGDEFENSE     __int64(0x00000080) << 32
    #define CMS_FLAGRESIST      __int64(0x00000100) << 32
    #define CMS_FLAGHP          __int64(0x00000200) << 32
    
    #define CMS_SILENCESHOT     __int64(0x00000400) << 32
    #define CMS_MANABURN        __int64(0x00000800) << 32
    #define CMS_POISONCLOUD     __int64(0x00001000) << 32 
    #define CMS_DESTROYSIGHT    __int64(0x00002000) << 32
    #define CMS_DO_UPABSORB     __int64(0x00004000) << 32
    #define CMS_DO_UPRESISTALL  __int64(0x00008000) << 32
    #define CMS_HIDE_CANNON		__int64(0x00010000) << 32
    #define CMS_MIX_LIGHT		__int64(0x00020000) << 32
    #define CMS_MIX_ICE			__int64(0x00040000) << 32
    
    
    
    
    #define CMS_HALLOWEEN_ATTACKUP		__int64(0x00080000) << 32
    #define CMS_HALLOWEEN_MAGICUP		__int64(0x00100000) << 32
    
    #define CMS_ATTACK_UP			__int64(0x00200000) << 32	// Å©¸®½º¸¶½º À̺¥Æ® ¾ÆÀÌÅÛ ¹öÇÁ °ø°Ý·Â ¾÷
    
    
    #define CMS_CANNON_MASK		(CMS_HIDE_CANNON | CMS_HIDE)
    
    #define CMSEX_STREN_STR			0x00000001
    #define CMSEX_STREN_HTH			0x00000002
    #define CMSEX_STREN_DEX			0x00000004
    #define CMSEX_STREN_INT			0x00000008
    #define CMSEX_STREN_FATAL		0x00000010
    #define CMSEX_BERSERK			0x00000020
    #define CMSEX_CTDEFLIGHTNING	0x00000040
    #define CMSEX_CTDEFICE			0x00000080
    #define CMSEX_CTDEFFIRE			0x00000100
    #define CMSEX_CTACCURACY		0x00000200
    #define CMSEX_CTBATTLE			0x00000400
    #define CMSEX_SHIELDRESILIENCE	0x00000800
    #define CMSEX_RESIST_LIGHTNING	0x00001000
    #define CMSEX_RESIST_ICE		0x00002000
    #define CMSEX_RESIST_FIRE		0x00004000
    #define CMSEX_RESIST_CURSE		0x00008000
    #define CMSEX_RESIST_PALSY		0x00010000
    #define CMSEX_EMERGENCYESCAPE	0x00020000
    #define CMSEX_CLOUDSIGHT		0x00040000
    #define CMSEX_MESH_CHANCE      	0x00080000
    #define CMSEX_MESH_STR         	0x00100000
    #define CMSEX_MESH_HTH         	0x00200000
    #define CMSEX_MESH_DEX         	0x00400000
    #define CMSEX_MESH_INT         	0x00800000
    #define CMSEX_MESH_WIS         	0x01000000
    #define CMSEX_MESH_DEFENSE     	0x02000000
    #define CMSEX_VANISHCONFI      	0x04000000
    #define CMSEX_PET_HP			0x08000000
    #define CMSEX_PET_MP			0x10000000
    #define CMSEX_PET_ATTACK		0x20000000
    #define CMSEX_PET_DEPENSE		0x40000000
    #define CMSEX_HYDROCHLORICACID	0x80000000
    #define CMSEX_ACCURACY_RATE		__int64(0x00000001) << 32	// Å©¸®½º¸¶½º À̺¥Æ® ¾ÆÀÌÅÛ ¹öÇÁ ¸íÁß Á¡¼ö Çâ»ó
    #define CMSEX_CRITICAL_HIT		__int64(0x00000002) << 32	// Å©¸®½º¸¶½º À̺¥Æ® ¾ÆÀÌÅÛ ¹öÇÁ Ä¡¸íŸ È®·ü Áõ°¡
    
    
    // Character Etc. State
    #define CES_TRADEASKED			0x00000001
    #define CES_TRADEDISPLAY		0x00000002
    #define CES_TRADEAGREED			0x00000004
    #define CES_REVIVALASKED		0x00000008
    #define CES_KILLEDATPVP			0x00000010
    #define CES_KILLEDATONPK		0x00000020
    #define CES_KILLEDATOFFPK 		0x00000040
    #define CES_KILLEDATCUTEXPHALF	0x00000080
    #define CES_KILLEDATCASTLEWARPK	0x00000100
    #define CES_BOKJOOMUNYOPEN		0x00000200	// º¹ÁָӴϸ¦ ¿­°í ÀÖ´Â »óÅÂ
    #define CES_DANJIOPEN			0x00000400	// ±Ý,Àº´ÜÁö¸¦ ¿­°í ÀÖ´Â »óÅÂ
    #define CES_SIEGEGUNSET			0x00000800	// °ø¼º º´±â¸¦ ¼³Ä¡ÇÏ°í ÀÖ´Â »óÅÂ
    #define CES_KILLEDATBATTLEFIELD 0x00001000
    
    // Character Buff State
    #define CBS_PCROOM          	__int64(0x00000001)
    #define CBS_EXPADD130       	__int64(0x00000002)
    #define CBS_MONEYADD120     	__int64(0x00000004)
    #define CBS_FISHADD200      	__int64(0x00000008)
    #define CBS_DROPUPCHARMARMOR	__int64(0x00000010)
    #define CBS_DROPUPCHARMORNAMENT	__int64(0x00000020)
    #define CBS_DROPUPCHARMWEAPON	__int64(0x00000040)
    #define CBS_CUTEXPHALF			__int64(0x00000080)
    #define CBS_KILLEDNOCOUNT		__int64(0x00000100)
    #define CBS_PAY_UPATTACK		__int64(0x00000200)
    #define CBS_PAY_CUTDAMAGE		__int64(0x00000400)
    #define CBS_PAY_UPXBLOW3		__int64(0x00000800)
    #define CBS_PAY_UPXBLOW5		__int64(0x00001000)
    #define CBS_PAY_AUTOREFRESH		__int64(0x00002000)
    #define CBS_PAY_UPHIT			__int64(0x00004000)
    #define CBS_PAY_UPDODGE			__int64(0x00008000)
    #define CBS_PAY_PERFECTDEF		__int64(0x00010000)
    #define CBS_PAY_DRAINHP			__int64(0x00020000)
    #define CBS_PAY_UPSTR			__int64(0x00040000)
    #define CBS_PAY_UPHTH			__int64(0x00080000)
    #define CBS_PAY_UPINT			__int64(0x00100000)
    #define CBS_PAY_UPWIS			__int64(0x00200000)
    #define CBS_PAY_UPDEX			__int64(0x00400000)
    #define CBS_PLAYERNAMECHANGED	__int64(0x00800000)
    #define CBS_GUILDNAMECHANGED	__int64(0x01000000)
    #define CBS_LUCKYKEY			__int64(0x02000000)
    #define CBS_LUCKYSTONE1			__int64(0x04000000)
    #define CBS_LUCKYSTONE2			__int64(0x08000000)
    #define CBS_CHANGEFACE			__int64(0x10000000)
    
    #define CBS_UPHIT				__int64(0x20000000)			// ÃÖÁ¾¸íÁßÁ¡¼ö »ó½Â
    #define CBS_UPATTACK			__int64(0x40000000)			// °ø°Ý·Â(¹°¸®/¸¶¹ý) »ó½Â
    #define CBS_CUTDAMAGE			__int64(0x80000000)			// ¸ðµç ÃÖÁ¾ÇÇÇØ °¨¼Ò
    #define CBS_UPXBLOW5			__int64(0x00000001) << 32	// Âü°Ý¹ßµ¿ È®·ü Áõ°¡
    #define CBS_UPSTR				__int64(0x00000002) << 32	// 3 Áõ°¡	BUFF_PAY_UPSTR	60
    #define CBS_UPHTH				__int64(0x00000004) << 32	// 5 Áõ°¡	BUFF_PAY_UPHTH	61
    #define CBS_UPINT				__int64(0x00000008) << 32	// 3 Áõ°¡	BUFF_PAY_UPINT	62
    #define CBS_UPWIS				__int64(0x00000010) << 32	// 5 Áõ°¡	BUFF_PAY_UPWIS	63
    #define CBS_UPDEX				__int64(0x00000020) << 32	// 3 Áõ°¡	BUFF_PAY_UPDEX	64
    #define CBS_GUNNERY				__int64(0x00000040) << 32	// Æ÷º´¼úÀÇ ½Ã°£Á¦ ½Àµæ
    #define CBS_EXPADD110_1			__int64(0x00000080) << 32	// Áø´Þ·¡²É À̺¥Æ® 1
    #define CBS_EXPADD110_2			__int64(0x00000100) << 32	// Áø´Þ·¡²É À̺¥Æ® 2
    #define CBS_EXPADD110_3			__int64(0x00000200) << 32	// Áø´Þ·¡²É À̺¥Æ® 3
    #define CBS_RETURNCOOLTIME		__int64(0x00000400) << 32	// ±Íȯ ÄðŸÀÓ
    #define CBS_ATK10				__int64(0x00000800) << 32	// °ø°Ý·Â 10%
    #define CBS_POWER_UP			__int64(0x00001000) << 32	// °ø°Ý·Â »ó½Â.
    #define CBS_EXP_UP				__int64(0x00002000) << 32	// °æÇèÄ¡ »ó½Â.
    #define CBS_GUILD_DEF_UP		__int64(0x00004000) << 32	// ±æµå¹öÇÁ, ¹æ¾î·Â »ó½Â
    #define CBS_BLOW_UP				__int64(0x00008000) << 32	// Å©¸®½º¸¶½º À̺¥Æ® ¾ÆÀÌÅÛ ¹öÇÁ Âü°Ý ¹ßµ¿ È®·ü
    #define CBS_PKPENALTY			__int64(0x00010000) << 32	// ÀÚ°´½Ã½ºÅÛ Æä³ÎƼ Àû¿ë 1´Ü°è
    //(CBS_PKPENALTY1 | CBS_PKPENALTY2 | CBS_PKPENALTY3 | CBS_PKPENALTY4 | CBS_PKPENALTY5)
    
    // Monster AI
    #define AI_NONE				0x00000000
    #define AI_PASSIVE			0x00000001
    #define AI_AGGRESSIVE		0x00000002
    
    // Item Info
    #define ITEM_PUTON			0x00000001
    #define ITEM_SETGEM			0x00000002
    #define ITEM_ONTRADE		0x00000004
    #define ITEM_CHEAT			0x00000008
    #define ITEM_STORAGE		0x00000010
    #define ITEM_TRANSFORM		0x00000020
    #define ITEM_PROTECTED		0x00000040
    #define ITEM_OWN			0x00000080
    
    #define ITEM_MIX_DARK		0x00000100	// ¾ÏÈæ¼®	// Á¶ÇսýºÅÛ
    #define ITEM_MIX_SAINT		0x00000200	// ½Å¼º¼®
    #define ITEM_MIX_FLAME		0x00000400	// È­¿°¼®
    #define ITEM_MIX_ICE		0x00000800	// ºù¿°¼®
    #define ITEM_MIX_LIGHT		0x00001000	// ³«·Ú¼®
    #define ITEM_MIX_POISON		0x00002000	// µ¶¿î¼®
    #define ITEM_MIX_PARAL		0x00004000	// ¸¶ºñ¼®
    #define ITEM_MIX_POWER		0x00008000	// ±â¿î¼®
    #define ITEM_MIX_TECH		0x00010000	// ±â¼ú¼®
    #define ITEM_MIX_FANTA		0x00020000	// ½Åºñ¼®
    #define ITEM_MIX_BLOOD		0x00040000	// Ç÷¸¶¼®
    #define ITEM_MIX_LEVEL1		0x00080000	// ·¹º§1
    #define ITEM_MIX_LEVEL2		0x00100000	// ·¹º§2
    #define ITEM_MIX_FIREBALL	0x00200000	// È­ÁÖ
    
    
    #define ITEM_OWNMASK		( ITEM_CHEAT | ITEM_OWN)
    #define ITEM_NOTMOVEMASK	( ITEM_PUTON | ITEM_OWNMASK)
    #define ITEM_STORAGEMASK	( ITEM_OWNMASK | ITEM_TRANSFORM | ITEM_PROTECTED)
    #define ITEM_MIX			( ITEM_MIX_DARK | ITEM_MIX_SAINT | ITEM_MIX_FLAME | ITEM_MIX_ICE | ITEM_MIX_LIGHT | ITEM_MIX_POISON | ITEM_MIX_PARAL | ITEM_MIX_POWER | ITEM_MIX_TECH | ITEM_MIX_FANTA | ITEM_MIX_BLOOD | ITEM_MIX_FIREBALL)

  10. #9
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    Re: KOEM v2 SDK

    #define CGS_ONPVP 0x00000080

    mmh and how i use this ? if i make player.SetGState(80)
    the player start fishing ^^

    example i know assa is gstate 256
    Last edited by skiron; 04-05-12 at 07:09 AM.

  11. #10
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    Re: KOEM v2 SDK

    Quote Originally Posted by skiron View Post
    #define CGS_ONPVP 0x00000080

    mmh and how i use this ? if i make player.SetGState(80)
    the player start fishing ^^

    example i know assa is gstate 256


    Im not sure maybe you have to cast from hex to int.
    [Only registered and activated users can see links. ]
    So 0x00000080 is 128 as Integer.

  12. #11
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    Re: KOEM v2 SDK

    mmh i tried much... only thing i never tried is to do it in binary i mean 1000 0000 for 128 ^^

  13. #12
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    Re: KOEM v2 SDK

    really no one can help ? ^^

    and if u give me the forum name from björn etc i can write to him xD

 

 

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