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Join Today!Hi,
can anyone help me to do a Duell with the KOEM v2 SDK ?
idk what i have to set...
mfg
skiron
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);
does anyone have a llist of whole gstates ?
#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)
#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