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 - AddTransformedCharactersToScope (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.

Index Length Data Type Value Description
0 2 ShortBigEndian   Id
2 1 Byte   CurrentPositionX
3 1 Byte   CurrentPositionY
4 2 ShortBigEndian   Skin
6 10 String   Name
16 1 Byte   TargetPositionX
17 1 Byte   TargetPositionY
18 4 bit Byte   Rotation
18 « 0 4 bit CharacterHeroState   HeroState
19 18 Binary   Appearance
37 1 Byte   EffectCount; Defines the number of effects which would be sent after this field.
38 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