Difference between revisions of "CREO01"

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(BaseLine Struct)
(Deltas Struct)
Line 41: Line 41:
 
     INT: CashCredits
 
     INT: CashCredits
 
   02:          
 
   02:          
     INT: ListSize
+
     INT: NegativeHAMModListSize
     INT: UpdateCount
+
     INT: UpdateCounter
 
     {
 
     {
 
       BYTE: SubType
 
       BYTE: SubType
 
       {
 
       {
         00:
+
         00:(remove)
           SHORT: ??
+
           SHORT: HAMBarIndex
         01:
+
         01:(add)
           SHORT: ??
+
           SHORT: HAMBarIndex
           INT: ??
+
           INT:         HAMValue
         02:
+
         02:(change)
           SHORT: HAM_Bar
+
           SHORT: HAMBarIndex
           INT: NegativeHAM_Modifier
+
           INT:         HAMValue
         03:
+
         03:(resetall)
           SHORT: ??
+
           SHORT: NewListSize
 
           {
 
           {
             INT: ??
+
             INT: HAMValue
 
           }
 
           }
      }
+
        04:(clearall)
     }    
+
      }
 +
     }  
 
   03:
 
   03:
     INT: ListSize
+
     INT: SkillsListSize
 
     INT: UpdateCounter
 
     INT: UpdateCounter
 
     {
 
     {
 
       BYTE: SubType
 
       BYTE: SubType
 
       {
 
       {
         00:
+
         00:(remove)
           A_STRING: SkillName_Remove
+
           A_STRING: SkillName
         01:
+
         01:(add)
           A_STRING: SkillName_Add
+
           A_STRING: SkillName
 +
        02:(clearall)
 
       }
 
       }
 
     }
 
     }

Revision as of 02:55, 9 April 2007


CREO Packet Type QuickNav
CREO01 - CREO03 - CREO04 - CREO06


BaseLine Struct


SHORT:		ObjOpperandCount
INT:		BankCredits
INT:		CashCredits
INT:		NegativeHAMModListSize
INT:		UpdateCounter
{
 INT:		NegativeHAMModValue
}
INT:		SkillsListSize
INT:		UpdateCounter
{
 A_STRING:	SkillName
}

Deltas Struct


SHORT:			UpdateCount
SHORT:			UpdateType
{
  00:		
    INT:		BankCredits
  01:		
    INT:		CashCredits
  02:		         
    INT:		NegativeHAMModListSize
    INT:		UpdateCounter
    {
      BYTE:		SubType
      {
        00:(remove)
          SHORT:	HAMBarIndex
        01:(add)
          SHORT:	HAMBarIndex
          INT:	        HAMValue
        02:(change)
          SHORT:	HAMBarIndex
          INT:	        HAMValue
        03:(resetall)
          SHORT:	NewListSize
          {
            INT:	HAMValue
          }
        04:(clearall)
      }
    }    
  03:
    INT:		SkillsListSize
    INT:		UpdateCounter
    {
      BYTE:		SubType
      {
        00:(remove)
          A_STRING:	SkillName
        01:(add)
          A_STRING:	SkillName
        02:(clearall)
      }
    }
}

Variable Descriptions


Obj_OperandCount = 4


  • BankCredits:
Ammount of Credits displayed as in your bank.
  • CashCredits:
Ammount of Credits displayedas cash in your inventory.
  • NegativeHAMMod_Value:
The Integer value of Negative HAM Modifier to display. Follows the HAM order.
  • SkillName:
The name of the skillbox to add. See datatables/skills.iff for list.

Tags


100% This packet has been completely reversed.

HAM List


HAM stands for Health Action Mind, the 3 pools a character has.

Below is a list of the pools names, and what they do.

This order is used throughout all packets. 
  • Health (Pool Value)
Strength (Action Deductive)
Constitution (Regen Rate)
  • Action (Pool Value)
Quickness (Action Deductive)
Stamina (Regen Rate)
  • Mind (Pool Value)
Focus (Action Deductive)
Willpower (Regen Rate)