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 45 - AddTransformedCharactersToScope075 (by server)

Is sent when

The player wears a monster transformation ring.

Causes the following actions on the client side

The character appears as monster, defined by the Skin property.

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 0x45 Packet header - packet type identifier
4 1 Byte   CharacterCount
5 CharacterData.Length * CharacterCount Array of CharacterData   Characters

CharacterData Structure

Contains the data of an transformed character.

Length: 19 Bytes

Index Length Data Type Value Description
0 2 ShortBigEndian   Id
2 1 Byte   CurrentPositionX
3 1 Byte   CurrentPositionY
4 1 Byte   Skin
5 « 0 1 bit Boolean   IsPoisoned
5 « 1 1 bit Boolean   IsIced
5 « 2 1 bit Boolean   IsDamageBuffed
5 « 3 1 bit Boolean   IsDefenseBuffed
6 10 String   Name
16 1 Byte   TargetPositionX
17 1 Byte   TargetPositionY
18 4 bit Byte   Rotation
18 « 0 4 bit CharacterHeroState   HeroState

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.