OpenMU

This project aims to create an easy to use, extendable and customizable server for a MMORPG called "MU Online".

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C2 12 - AddCharactersToScope (by server)

Is sent when

One or more character got into the observed scope of the player.

Causes the following actions on the client side

The client adds the character to the shown map.

Structure

Index Length Data Type Value Description
0 1 Byte 0xC2 Packet type
1 2 Short   Packet header - length of the packet
3 1 Byte 0x12 Packet header - packet type identifier
4 1 Byte   CharacterCount
5 CharacterData.Length * CharacterCount Array of CharacterData   Characters

CharacterData Structure

Contains the data of an NPC.

Index Length Data Type Value Description
0 2 ShortBigEndian   Id
2 1 Byte   CurrentPositionX
3 1 Byte   CurrentPositionY
4 18 Binary   Appearance
22 10 String   Name
32 1 Byte   TargetPositionX
33 1 Byte   TargetPositionY
34 4 bit Byte   Rotation
34 « 0 4 bit CharacterHeroState   HeroState
35 1 Byte   EffectCount; Defines the number of effects which would be sent after this field.
36 EffectId.Length * EffectCount Array of EffectId   Effects

CharacterHeroState Enum

Defines the hero state of a character.

Value Name Description
0 New The character is new and has the highest state.
1 Hero The character is a hero.
2 LightHero The character is a hero, but the state is almost gone.
3 Normal The character is in a neutral state.
4 PlayerKillWarning The character killed another character, and has a kill warning.
5 PlayerKiller1stStage The character killed two characters, and has some restrictions.
6 PlayerKiller2ndStage The character killed more than two characters, and has hard restrictions.

EffectId Structure

Contains the id of a magic effect.

Length: 1 Bytes

Index Length Data Type Value Description
0 1 Byte   Id