Hunting bonus abnormal effect - bug or not ?

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sherlockholmes
Posts: 140
Joined: Sun Sep 26, 2010 8:33 pm
Location: argentina

Hunting bonus abnormal effect - bug or not ?

Post by sherlockholmes »

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Hello, this is really correctly packet? :)
because this 0x80000 is the same with firestun

HUNTING_BONUS("hunting_bonus", 0x80000);

please check it, thanks you
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St3eT
Posts: 961
Joined: Sun Mar 07, 2010 6:50 pm

Re: Hunting bonus abnormal effect - bug or not ?

Post by St3eT »

Abnormal Effect ,,0x080000" is right effect for active Hunting bonus. :)
If i should be black sheep for sure no as punishment
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sherlockholmes
Posts: 140
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Location: argentina

Re: Hunting bonus abnormal effect - bug or not ?

Post by sherlockholmes »

St3eT wrote:Abnormal Effect ,,0x080000" is right effect for active Hunting bonus. :)
ok, but see

HUNTING_BONUS("hunting_bonus", 0x80000),
FIREROOT_STUN("firerootstun", 0x080000);

what is different between these two ?

If I activated Hunting effect, it do fireroot
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UnAfraid
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Re: Hunting bonus abnormal effect - bug or not ?

Post by UnAfraid »

sherlockholmes wrote:
St3eT wrote:Abnormal Effect ,,0x080000" is right effect for active Hunting bonus. :)
ok, but see

HUNTING_BONUS("hunting_bonus", 0x80000),
FIREROOT_STUN("firerootstun", 0x080000);

what is different between these two ?

If I activated Hunting effect, it do fireroot
Depends where is used there is special/abnormal/??? visual effects sent in CharInfo/UserInfo
So there could be few using same bitmask but that depends where they are used.. :)
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sherlockholmes
Posts: 140
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Location: argentina

Re: Hunting bonus abnormal effect - bug or not ?

Post by sherlockholmes »

if (isHuntingBonusActive())
{
startAbnormalEffect(AbnormalEffect.HUNTING_BONUS);
....

Im using in this line
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sherlockholmes
Posts: 140
Joined: Sun Sep 26, 2010 8:33 pm
Location: argentina

Re: Hunting bonus abnormal effect - bug or not ?

Post by sherlockholmes »

any solution ?
_Blade_
Posts: 135
Joined: Mon Dec 17, 2007 7:32 pm

Re: Hunting bonus abnormal effect - bug or not ?

Post by _Blade_ »

Use this
startSpecialEffect(0x80000);

so long _Blade_
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