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.