Difference between revisions of "CREO01"

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__NOTOC__
+
{{PageHeader|Baseline|CREO01}}
 
+
{|align="center"
 +
|-
 +
||{{CREOArchitectureNAV}}
 +
|-
 +
|}
 +
<br>
 
{| border="0" width="90%" cellpadding=6
 
{| border="0" width="90%" cellpadding=6
 
|-
 
|-
Line 6: Line 11:
 
===BaseLine Struct===
 
===BaseLine Struct===
 
----
 
----
 
+
{| align="center"
 +
|-
 +
||
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
|align="center" style="background:#6C86BF; color:white;"|'''SHORT'''||'''uint16'''
+
|{{short}}||'''Op Count'''
 
|-
 
|-
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''uint32'''
+
|{{int}}||'''Baseline Opcode'''
 
|-
 
|-
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''uint32'''
+
|{{long}}||'''Container ID'''
 
|-
 
|-
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''uint32'''
+
|{{int}}||'''OERC'''
 
|-
 
|-
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''uint32'''
+
|{{byte}}||'''1'''
 
|-
 
|-
|}
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|{{short}}|{{unknown}}
:{| class="wikitable"
+
 
|-
 
|-
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''uint32'''
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|{{int}}||'''Bank Credits'''
 
|-
 
|-
|}
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|{{int}}||'''Cash Credits'''
{| class="wikitable"
+
 
|-
 
|-
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''uint32'''
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|{{int}}||'''Base HAM Mod List Size'''
 
|-
 
|-
|align="center" style="background:#3C548A; color:white;"|'''INT'''||'''uint32'''
+
|{{int}}||'''Update Counter'''
 
|-
 
|-
|}
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|{{int}}||'''Base HAM Mod Value'''
:{| class="wikitable"
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|align="center" style="background:#D8F2E0; color:#3C4565;"|'''A_STRING'''||'''ASCII String'''
+
 
|-
 
|-
 +
|{{int}}||'''Skills List Size'''
 +
|-
 +
|{{int}}||'''Update Counter'''
 +
|-
 +
|{{a_string}}||'''Skill Name'''
 +
|}
 
|}
 
|}
  
 +
<pre>
 +
SHORT: ObjOpperandCount
 +
INT: BankCredits
 +
INT: CashCredits
 +
INT: BaseHAMModListSize
 +
INT: UpdateCounter
 +
{
 +
INT: BaseHAMModValue
 +
}
 +
INT: SkillsListSize
 +
INT: UpdateCounter
 +
{
 +
A_STRING: SkillName
 +
}
 +
</pre>
  
 
===Deltas Struct===
 
===Deltas Struct===
 
----
 
----
  
 
+
<pre>
 +
SHORT:  UpdateCount
 +
SHORT:  UpdateType
 +
{
 +
  00: 
 +
    INT:  BankCredits
 +
  01: 
 +
    INT:  CashCredits
 +
  02:         
 +
    INT:  BaseHAMValueListSize
 +
    INT:  UpdateCounter
 +
    {
 +
      BYTE:  SubType
 +
      {
 +
        00:(remove)
 +
          SHORT: HAMBarIndex
 +
        01:(add)
 +
          SHORT: HAMBarIndex
 +
          INT:        BaseHAMValue
 +
        02:(change)
 +
          SHORT: HAMBarIndex
 +
          INT:        BaseHAMValue
 +
        03:(resetall)
 +
          SHORT:
 +
NewListSize
 +
          {
 +
            INT: BaseHAMValue
 +
          }
 +
        04:(clearall)
 +
      }
 +
    }   
 +
  03:
 +
    INT:  SkillsListSize
 +
    INT:  UpdateCounter
 +
    {
 +
      BYTE:  SubType
 +
      {
 +
        00:(remove)
 +
          A_STRING: SkillName
 +
        01:(add)
 +
          A_STRING: SkillName
 +
        02:(clearall)
 +
      }
 +
    }
 +
}
 +
</pre>
  
 
|valign=top|
 
|valign=top|
 +
 +
===Variable Descriptions===
 +
----
 +
 +
Obj_OperandCount = 4
 +
----
 +
 +
* '''BankCredits''':
 +
:Ammount of Credits displayed as in your bank.
 +
 +
* '''CashCredits''':
 +
:Ammount of Credits displayedas cash in your inventory.
 +
 +
* '''Base HAMMod_Value''':
 +
:The Integer value of base HAM size. Follows the HAM order.
 +
 +
* '''SkillName''':
 +
:The name of the skillbox to add. See datatables/skills.iff for list.
 +
 
===Tags===
 
===Tags===
 
----
 
----
 
{| align="center"
 
{| align="center"
 
|-  
 
|-  
||{{50%}}
+
||{{100%}}
 
|-
 
|-
 
|}
 
|}
  
 +
===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.
 +
 +
*<font color=green>'''Health'''</font> (Pool Value)
 +
::''Strength'' (Action Deductive)
 +
::''Constitution'' (Regen Rate)
 +
*<font color=red>'''Action'''</font> (Pool Value)
 +
::''Quickness'' (Action Deductive)
 +
::''Stamina'' (Regen Rate)
 +
*<font color=blue>'''Mind'''</font> (Pool Value)
 +
::''Focus'' (Action Deductive)
 +
::''Willpower'' (Regen Rate)
 
|}
 
|}
  
 +
===Sample Packet===
 
----
 
----
 +
 +
<pre>
 +
05 00
 +
53 21 86 12 // DeltasMessage
 +
D2 CD 31 6E 0C 00 00 00 // character id
 +
4F 45 52 43 01 // OERC 1
 +
0E 00 00 00
 +
02 00
 +
01 00 00 00
 +
00 00 00 00
 +
82 86 0F 00 // 1017474 credits
 +
</pre>

Latest revision as of 12:46, 6 January 2010

Baseline - CREO01

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CREO Packet Type QuickNav
CREO01 - CREO03 - CREO04 - CREO06


BaseLine Struct


SHORT Op Count
INT Baseline Opcode
LONG Container ID
INT OERC
BYTE 1
SHORT ??
INT Bank Credits
INT Cash Credits
INT Base HAM Mod List Size
INT Update Counter
INT Base HAM Mod Value
INT Skills List Size
INT Update Counter
A_STRING Skill Name
SHORT:		ObjOpperandCount
INT:		BankCredits
INT:		CashCredits
INT:		BaseHAMModListSize
INT:		UpdateCounter
{
 INT:		BaseHAMModValue
}
INT:		SkillsListSize
INT:		UpdateCounter
{
 A_STRING:	SkillName
}

Deltas Struct


SHORT:   UpdateCount
SHORT:   UpdateType
{
  00:  
    INT:  BankCredits
  01:  
    INT:  CashCredits
  02:           
    INT:  BaseHAMValueListSize
    INT:  UpdateCounter
    {
      BYTE:  SubType
      {
        00:(remove)
          SHORT: HAMBarIndex
        01:(add)
          SHORT: HAMBarIndex
          INT:         BaseHAMValue
        02:(change)
          SHORT: HAMBarIndex
          INT:         BaseHAMValue
        03:(resetall)
          SHORT:
 NewListSize
          {
            INT: BaseHAMValue
          }
        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.
  • Base HAMMod_Value:
The Integer value of base HAM size. 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)

Sample Packet


05 00 
53 21 86 12 // DeltasMessage
D2 CD 31 6E 0C 00 00 00 // character id
4F 45 52 43 01 // OERC 1
0E 00 00 00 
02 00 
01 00 00 00 
00 00 00 00 
82 86 0F 00 // 1017474 credits