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The Chronicles of Spellborn
Reversing Spellborn - Printable Version

+- The Chronicles of Spellborn (https://forum.spellborn.org)
+-- Forum: Archive (https://forum.spellborn.org/forumdisplay.php?fid=6)
+--- Forum: The Chronicles of Spellborn: Reborn (https://forum.spellborn.org/forumdisplay.php?fid=18)
+--- Thread: Reversing Spellborn (/showthread.php?tid=22)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25


Reversing Spellborn - Polymo - 20-09-2014

oh..ok, thanks (so it's mainly another word for static?)

next question:

what is this and what does it do?

[Image: post-622-0-23582000-1411237359_thumb.jpg]




Reversing Spellborn - acid-burn - 20-09-2014

If you mean the vertical line, It's the default set without been buffed or debuffed.

 

If you get buffed, indicators go above the line, otherwise by debuff they go under.




Reversing Spellborn - Polymo - 20-09-2014

mh, okay. but i can move the line via +-X values, what does that mean?




Reversing Spellborn - acid-burn - 20-09-2014

That is not normal, maby it's due to working with the beta client.




Reversing Spellborn - Polymo - 20-09-2014

Do you have any Info, what a valid itemTypeID is for example? (i always get 'failed to get item type X' assertion )




Reversing Spellborn - acid-burn - 20-09-2014

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.

 

If you have the time, comme join me on my vent server.

 

PS: the vertical bar is linked to the active PEP level.

 

[Image: pep0.jpg][Image: pep5.jpg]




Reversing Spellborn - Polymo - 20-09-2014

hm.. EItemType i guess. i found that too, but none of the values work.




Reversing Spellborn - acid-burn - 20-09-2014

In the .u files itemType should take two values (Category (Defined somewhere else) AND TypeName (byte defined per item)

 

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




Reversing Spellborn - Polymo - 21-09-2014

[deleted]

 

Ok, i think i misunderstood something there..




Reversing Spellborn - Saltiel - 21-09-2014

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.