Difference between revisions of "MSCO06"

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(New page: __NOTOC__ {|align="center" |- ||{{CREOArchitectureNAV}} |- |} <br> {| border="0" width="90%" cellpadding=6 |- |valign=top| ===BaseLine Struct=== ---- <pre> SHORT: ObjOpperandCount INT: ...)
 
(BaseLine Struct)
 
(21 intermediate revisions by 4 users not shown)
Line 1: Line 1:
__NOTOC__
+
{{PageHeader|Baseline|MSCO 06}}
 
{|align="center"
 
{|align="center"
 
|-  
 
|-  
||{{CREOArchitectureNAV}}
+
||{{MSCOArchitectureNAV}}
 
|-
 
|-
 
|}
 
|}
Line 13: Line 13:
  
 
<pre>
 
<pre>
SHORT: ObjOpperandCount
+
SHORT: OpperandCount
INT: ??
+
INT: ServerID
INT: CombatDefenderListSize
+
CSTRING: CustomizationString
INT: UpdateCounter
+
ASTRING: CustomizationModel
{
+
INT: prototypeCRC
LONG: DefenderID
+
BYTE: ActiveFlag
}
+
BYTE: SlotCount
SHORT: DifficultyCon
+
ASTRING: CurrentAnimation
+
ASTRING: MoodAnimation
+
LONG: WeaponID
+
LONG: GroupID
+
LONG: InviteSenderID
+
LONG: InviteCounter(Incremental)
+
INT: GuildID
+
LONG: TargetID
+
BYTE: MoodID
+
INT: ??(UnknownPurpose,Set with Entertainer)
+
INT: PerformanceID
+
INT: CurrentHAMListSize
+
INT: UpdateCounter
+
{
+
INT: CurrentHAMValue
+
}
+
INT: MaxHAMListSize
+
INT: UpdateCounter
+
{
+
INT: MaxHAMValue
+
}
+
INT: EquiptmentListSize
+
INT: UpdateCounter
+
{
+
CSTRING: CustomizationString
+
INT: ??(ContainmentLayer?)
+
LONG: ObjectID
+
INT: TemplateCRC
+
}
+
ASTRING: SetObjectTemplateString
+
BYTE: ??
+
 
</pre>
 
</pre>
  
 
===Deltas Struct===
 
===Deltas Struct===
 
----
 
----
 +
There's one delta I'm aware of that is sent after a slot has been filled.
 +
In NGE the var 6 (byte) is filled with the amount of filled slots.
 +
In precu it is var 5
  
 
<pre>
 
<pre>
Line 61: Line 32:
 
SHORT: UpdateType
 
SHORT: UpdateType
 
{
 
{
   00:
+
   00:
     INT: ??(unknown purpose)
+
     INT: ServerID
 
   01:
 
   01:
     INT: CombatDefenderListSize
+
     CSTRING: CustomizationString
    INT: UpdateCounter
+
   02:
    {
+
     ASTRING: CustomizationModel
      BYTE: SubType
+
   03:
      {
+
     INT: prototypeCRC
        00:(remove)
+
   04:
          LONG:         DefenderID
+
     BYTE: ActiveFlag
        01:(add)
+
   05:
          LONG:         DefenderID
+
     BYTE: SlotCount
      }
+
    }
+
   02:
+
     SHORT: DifficultyCon
+
   03:
+
     A_STRING: CurrentAnimation
+
   04:
+
     A_STRING: MoodAnimation
+
   05:
+
    LONG: WeaponID
+
  06:
+
    LONG: GroupID
+
  07:
+
    LONG: InviteSenderID
+
    LONG: InviteCounter(incremental)
+
  08:
+
    INT: GuildID
+
  09:
+
    LONG: TargetID
+
  0A:
+
    BYTE: MoodID
+
  0B:
+
    INT: ??(unknown purpose, set with entertainer)
+
  0C:
+
    INT:         PerformanceID
+
  0D:
+
    INT: CurrentHAMListSize
+
    INT: UpdateCounter
+
    {
+
      BYTE: SubType
+
      {
+
        00:
+
          SHORT: ??
+
        01:
+
          SHORT: CurrentHAMBar
+
          INT:         CurrentHAMValue
+
        02:
+
          SHORT: CurrentHAMBar
+
          INT:         CurrentHAMValue
+
        03:
+
          SHORT: ListSize
+
          {
+
            INT: CurrentHAMValue
+
          }
+
      }
+
    }
+
  0E: 
+
    INT: MaxHAMListSize
+
    INT: UpdateCounter
+
    {
+
      BYTE: SubType
+
      {
+
        00:
+
          SHORT: ??
+
        01:
+
          SHORT: MaxHAMBar
+
          INT:         MaxHAMValue
+
        02:
+
          SHORT: MaxHAMBar
+
          INT:         MaxHAMValue
+
        03:
+
          SHORT: ListSize
+
          {
+
            INT: MaxHAMValue
+
          }
+
      }
+
    }
+
  0F:
+
    ASTRING: SetObjectTemplateString
+
  10:
+
     BYTE: ??
+
 
}
 
}
 
</pre>
 
</pre>
 +
 
|valign=top|
 
|valign=top|
  
Line 151: Line 52:
 
----
 
----
  
Obj_OperandCount = 16
+
Obj_OperandCount = 6
----
+
  
*CombatDefender:
+
CustomizationString:
:This list stores a list of all the objects you are in combat with.
+
The Customization string made from the customization values in the item customization phase.
:It also initiates default combat animation used between combat animations.
+
Null on default.
:(it keeps the consistancy of combat going).
+
  
*DifficultyCon:
+
CustomizationModel:
:This is the ID number of what color difficulty CON to display for the target.
+
The string of the object template iff ("directory/file.iff") used to customize the model
 +
appearence. NULL on default.
  
*CurrentAnimation:
+
prototypeCRC:
:This is a string of what animation this object is doing.
+
The CRC of the Item that is the prototype for this schematic. Model will be overwritten by
:Set for entertainer, as well as misc types of animation.
+
CustomizationModel.
  
*MoodAnimation:
+
ActiveFlag:
:This is a string for what type of facial/mood animation to set on the object.
+
Set to 1 for schematics that are being crafted or are being run in a factory (that is set to active).
 +
0 for idle in datapad or data container or inactive factory.
  
*WeaponID:
+
SlotCount:
:The ObjectID of the currently equipped weapon.
+
During Crafting:
 +
Initialize to 0.
 +
Incremented by 1 for each slot that is filled, and by 1 for each slot that is emptied.
 +
It does not effect crafting stages.
 +
Factories:
 +
Inactive schematics have this set to 0.
 +
Active schematics  have this set to # of used slots.
 +
Datapad:
 +
Has these set to 0.
  
*GroupID:
+
----
:The ObjectID of the GROUP Object if this object is in a group.
+
 
+
*InviteSenderID:
+
:This is the ID of the Object that sent a group invite to you.
+
 
+
*InviteCounter:
+
:This is a counter or an InviteID to differentiate invites and allow multiple invites.
+
:SWG seems to have only allowed 1 invite at a time (Counter set to 0).
+
:But by changing the counter we got multiple Invites sent.
+
 
+
*GuildID:
+
:The ID number from the GUILD Object that corresponds to your GUILD Tag.
+
 
+
*TargetID:
+
:The Object ID number of the current Object in your target.
+
 
+
*MoodID:
+
:The numeric ID number for your current Mood used in text and /mood.
+
 
+
*PerformanceID:
+
:The ID number of what song+instrument/dance is being done by this object.
+
:For entertainers, obviously.
+
 
+
*CurrentHAM:
+
:A list of the 9 values for how much HAM is current in the pool.
+
 
+
*MaxHAM:
+
:A list of the 9 values for how much HAM the pool can hold.
+
 
+
*EquiptmentList:
+
:A list of Objects that are equipped on this Object. (Weapons, Clothes, Inventory/Bank etc).
+
 
+
*SetObjectTemplateString:
+
:This is a string of a CRC Template found in the object/ folder. It can be used to turn
+
:your object into another object for events, fun, CSR stuffs!
+
  
 
===Tags===
 
===Tags===
Line 216: Line 90:
 
|-
 
|-
 
|}
 
|}
 
===To Do===
 
----
 
 
*List PerformanceID
 
*List MoodID
 
*List Difficulty Cons Color
 
*List Regular Animation Types
 
*List Mood Animation Types
 
*Test Defender List again
 
*Test Invite Counter again
 
 
 
|}
 
|}
  
 +
===Sample Packet(NGE)===
 
----
 
----
 +
<pre>
 +
05 00
 +
0C 5F A7 68            // BaselinesMessage
 +
24 2A FA 04 0F 00 00 00 // ID
 +
4F 43 53 4D 06          // OCSM 6
 +
18 00 00 00
 +
07 00 6E 00
 +
00 00 00 00
 +
00 00 00 00
 +
00 00 00 00
 +
00 00
 +
8B 3C 1D F1
 +
00 00 19
 +
</pre>

Latest revision as of 17:32, 11 September 2011

Baseline - MSCO 06

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MSCO Packet Type QuickNav
MSCO03 - MSCO06 - MSCO07 - MSCO08 - MSCO09


BaseLine Struct


SHORT:		OpperandCount
INT:		ServerID
CSTRING:	CustomizationString
ASTRING:	CustomizationModel
INT:		prototypeCRC
BYTE:		ActiveFlag
BYTE:		SlotCount

Deltas Struct


There's one delta I'm aware of that is sent after a slot has been filled. In NGE the var 6 (byte) is filled with the amount of filled slots. In precu it is var 5

SHORT:			UpdateCount
SHORT:			UpdateType
{
  00:
    INT:		ServerID
  01:
    CSTRING:		CustomizationString
  02:
    ASTRING:		CustomizationModel
  03:
    INT:		prototypeCRC
  04:
    BYTE:		ActiveFlag
  05:
    BYTE:		SlotCount 
}

Variable Descriptions


Obj_OperandCount = 6

CustomizationString: The Customization string made from the customization values in the item customization phase. Null on default.

CustomizationModel: The string of the object template iff ("directory/file.iff") used to customize the model appearence. NULL on default.

prototypeCRC: The CRC of the Item that is the prototype for this schematic. Model will be overwritten by CustomizationModel.

ActiveFlag: Set to 1 for schematics that are being crafted or are being run in a factory (that is set to active). 0 for idle in datapad or data container or inactive factory.

SlotCount: During Crafting: Initialize to 0. Incremented by 1 for each slot that is filled, and by 1 for each slot that is emptied. It does not effect crafting stages. Factories: Inactive schematics have this set to 0. Active schematics have this set to # of used slots. Datapad: Has these set to 0.


Tags


50% This packet has been partially reversed.

Sample Packet(NGE)


05 00 
0C 5F A7 68             // BaselinesMessage
24 2A FA 04 0F 00 00 00 // ID
4F 43 53 4D 06          // OCSM 6
18 00 00 00 
07 00 6E 00 
00 00 00 00 
00 00 00 00 
00 00 00 00 
00 00 
8B 3C 1D F1 
00 00 19