Reversing Spellborn
Started by Saltiel


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Polymo
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328 posts 39 threads Joined: Sep 2014
20-09-2014, 07:22 PM -
#91
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]

This post was last modified: 20-09-2014, 07:24 PM by Polymo.
acid-burn
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207 posts 11 threads Joined: Sep 2010
20-09-2014, 07:40 PM -
#92
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.

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Polymo
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20-09-2014, 07:44 PM -
#93
mh, okay. but i can move the line via +-X values, what does that mean?

acid-burn
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20-09-2014, 07:53 PM -
#94
That is not normal, maby it's due to working with the beta client.

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Polymo
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20-09-2014, 09:54 PM -
#95
Do you have any Info, what a valid itemTypeID is for example? (i always get 'failed to get item type X' assertion )

This post was last modified: 20-09-2014, 09:57 PM by Polymo.
acid-burn
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20-09-2014, 10:08 PM -
#96
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]

This post was last modified: 20-09-2014, 10:32 PM by acid-burn.
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Polymo
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328 posts 39 threads Joined: Sep 2014
20-09-2014, 10:38 PM -
#97
hm.. EItemType i guess. i found that too, but none of the values work.

acid-burn
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20-09-2014, 10:56 PM -
#98
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

This post was last modified: 21-09-2014, 05:15 PM by JW-NL.
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Polymo
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328 posts 39 threads Joined: Sep 2014
21-09-2014, 08:40 AM -
#99
[deleted]

 

Ok, i think i misunderstood something there..

This post was last modified: 21-09-2014, 09:58 AM by Polymo.
Saltiel
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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.



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