20-09-2014, 07:22 PM
20-09-2014, 07:40 PM
If you mean the vertical line, It's the default set without been buffed or debuffed.
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If you get buffed, indicators go above the line, otherwise by debuff they go under.
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If you get buffed, indicators go above the line, otherwise by debuff they go under.
20-09-2014, 07:44 PM
mh, okay. but i can move the line via +-X values, what does that mean?
20-09-2014, 07:53 PM
That is not normal, maby it's due to working with the beta client.
20-09-2014, 09:54 PM
Do you have any Info, what a valid itemTypeID is for example? (i always get 'failed to get item type X' assertion )
20-09-2014, 10:08 PM
You can find info about it in the SDKs , in the files: SBGameClasses.h and SBBaseClasses.h
Some ID's come from the database or server, and some from within the .sbg files.
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If you have the time, comme join me on my vent server.
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PS: the vertical bar is linked to the active PEP level.
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Some ID's come from the database or server, and some from within the .sbg files.
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If you have the time, comme join me on my vent server.
Â
PS: the vertical bar is linked to the active PEP level.
Â
20-09-2014, 10:38 PM
hm.. EItemType i guess. i found that too, but none of the values work.
20-09-2014, 10:56 PM
In the .u files itemType should take two values (Category (Defined somewhere else) AND TypeName (byte defined per item)
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EitemType takes these values:
IT_JewelryRing
IT_JewelryNecklace
IT_JewelryQualityToken
IT_WeaponQualityToken
IT_SkillToken
IT_QuestItem
IT_Trophy
IT_ContainerSuitBag
IT_ContainerExtraInventory
IT_Resource
IT_WeaponOneHanded
IT_WeaponDoublehanded
IT_WeaponDualWielding
IT_WeaponRanged
IT_WeaponShield
IT_ArmorHeadGear
IT_ArmorLeftShoulder
IT_ArmorRightShoulder
IT_ArmorLeftGauntlet
IT_ArmorRightGauntlet
IT_ArmorChest
IT_ArmorBelt
IT_ArmorLeftThigh
IT_ArmorLeftShin
IT_ClothChest
IT_ClothLeftGlove
IT_ClothRightGlove
IT_ClothPants
IT_ClothShoes
IT_MiscellaneousTickets
IT_MiscellaneousKey
IT_MiscellaneousLabyrinthKey
IT_Recipe
IT_ArmorRightThigh
IT_ArmorRightShin
IT_ItemToken
IT_Consumable
IT_Broken
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EitemType takes these values:
IT_JewelryRing
IT_JewelryNecklace
IT_JewelryQualityToken
IT_WeaponQualityToken
IT_SkillToken
IT_QuestItem
IT_Trophy
IT_ContainerSuitBag
IT_ContainerExtraInventory
IT_Resource
IT_WeaponOneHanded
IT_WeaponDoublehanded
IT_WeaponDualWielding
IT_WeaponRanged
IT_WeaponShield
IT_ArmorHeadGear
IT_ArmorLeftShoulder
IT_ArmorRightShoulder
IT_ArmorLeftGauntlet
IT_ArmorRightGauntlet
IT_ArmorChest
IT_ArmorBelt
IT_ArmorLeftThigh
IT_ArmorLeftShin
IT_ClothChest
IT_ClothLeftGlove
IT_ClothRightGlove
IT_ClothPants
IT_ClothShoes
IT_MiscellaneousTickets
IT_MiscellaneousKey
IT_MiscellaneousLabyrinthKey
IT_Recipe
IT_ArmorRightThigh
IT_ArmorRightShin
IT_ItemToken
IT_Consumable
IT_Broken
Quote:IT_BodySlot
21-09-2014, 08:40 AM
[deleted]
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Ok, i think i misunderstood something there..
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Ok, i think i misunderstood something there..
21-09-2014, 11:01 AM
For what I have seen persistent variables have nothing to do with statics (static is just an implementation detail and has nothing to do with the game logic), this is just a specific field.
For instance in AGame_Controller (SBGameClasses.h:7931) you've got a field DBPersistentVariables. It must be some character related data that do not change during the whole character life, I suppose.
For the Item stuff, the DBItem class may help:
<pre class="_prettyXprint">
//SBBaseClasses.h:2091
class DLL_IMPORT UDB_Item : public UBase_DBObject {
public:
INT Id; // 2C 0
INT ItemTypeID; // 30 0
INT CharacterID; // 34 0
BYTE LocationType; // 38 0
INT LocationID; // 3C 0
INT LocationSlot; // 40 0
INT StackSize; // 44 0
BYTE Attuned; // 48 0
BYTE Color1; // 49 0
BYTE Color2; // 4A 0
INT Serial; // 4C 0
};
</pre>
I should be able to update the doc today with more "how to" stuff and links between packet structures and the tcos sdk.
For instance in AGame_Controller (SBGameClasses.h:7931) you've got a field DBPersistentVariables. It must be some character related data that do not change during the whole character life, I suppose.
For the Item stuff, the DBItem class may help:
<pre class="_prettyXprint">
//SBBaseClasses.h:2091
class DLL_IMPORT UDB_Item : public UBase_DBObject {
public:
INT Id; // 2C 0
INT ItemTypeID; // 30 0
INT CharacterID; // 34 0
BYTE LocationType; // 38 0
INT LocationID; // 3C 0
INT LocationSlot; // 40 0
INT StackSize; // 44 0
BYTE Attuned; // 48 0
BYTE Color1; // 49 0
BYTE Color2; // 4A 0
INT Serial; // 4C 0
};
</pre>
I should be able to update the doc today with more "how to" stuff and links between packet structures and the tcos sdk.