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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) |
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? Reversing Spellborn - acid-burn - 20-09-2014 If you mean the vertical line, It's the default set without been buffed or debuffed. Â 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. Â 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 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) Â 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] Â 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. |