Hi,
can anyone help me to do a Duell with the KOEM v2 SDK ?
idk what i have to set...
mfg
skiron
This is a discussion on KOEM v2 SDK within the Kal Help forums, part of the Kal Online category; Hi, can anyone help me to do a Duell with the KOEM v2 SDK ? idk what i have to ...
Hi,
can anyone help me to do a Duell with the KOEM v2 SDK ?
idk what i have to set...
mfg
skiron
i want to set a duel by using the koem v2 sdk ^^
atm i trying:
anyone knows whats wrong with this ?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);
Last edited by skiron; 01-05-12 at 02:53 PM.
i think he want to make pvp system.. (with npc to teleport to and than they fight..) ^^
yes something like this
does anyone have a llist of whole gstates ?
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^^
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°¡ ÇØÃ¼µÇ´Â »óÅ #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»óÅ #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 ij½ºÆÃ Áß #define CGS_PRAY __int64(0x00400000) << 32 // ±â¿ø »óÅ #define CGS_LOADPROTECTLEADER __int64(0x00800000) << 32 // ±ºÁÖ º¸È£ ¸ðµå ¼®»óÀ» Ŭ¸¯ÇÒ¼ö ÀÖ´Â ´ë»óÀÚ¸¦ ±¸ºÐÇϱâ À§ÇÑ »óÅ // 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 »óÅ #define CES_DANJIOPEN 0x00000400 // ±Ý,Àº´ÜÁö¸¦ ¿°í ÀÖ´Â »óÅ #define CES_SIEGEGUNSET 0x00000800 // °ø¼º º´±â¸¦ ¼³Ä¡Çϰí ÀÖ´Â »óÅ #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)
#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.
Im not sure maybe you have to cast from hex to int.
HEX to Decimal converter
So 0x00000080 is 128 as Integer.
mmh i tried much... only thing i never tried is to do it in binary i mean 1000 0000 for 128 ^^
really no one can help ? ^^
and if u give me the forum name from björn etc i can write to him xD