Difference between revisions of "MSCO07"

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Revision as of 05:43, 1 January 2008

Baselines - MSCO 07

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


BaseLine Struct


Few bytes left to figure out on this one.

SHORT:          Operand Count
//Part 0
INT:            Slot Counter
INT:            Update Counter
{
   A_STRING:        Slot String Lookup Directory
   INT:             Unknown
   A_STRING:        Slot Name
}
//Part 1
INT:            Counter 1
INT:            Update Counter
{
   INT:             Unknown, must be 4 if slot is filled
}
//Part 2
INT:            Counter 2
INT:            Update Counter
{
   //here go the ingredient IDs
   INT:             Counter for IngredientID
   {
      LONG:         ingredient ID
   }
}
//Part 3
INT:            Counter 3
INT:            Update Counter
{
   INT:             Counter for Ingredient Amount 
   {
      INT:          amount of ingredient filled into slot
   }
}
//Part 4
INT:            Counter 4
INT:            Update Counter
{
   INT:             Unknown
}
//Part 5
INT:            Counter 
INT:            Update Counter
{
   INT:             Unknown
}
//Part 6
INT:            Counter 
INT:            Update Counter * 2
{
   INT:             Unknown
}

//Part 7
BYTE:           some sort of stale flag probably not used(usually slot size * 4)

//Part 8 Experimentation Attributes
INT:            Counter 
INT:            Update Counter
{
   A_STRING:        dir to look up string (crafting)
   INT:             unknown
   A_STRING:        Areas of Experimentation for the item
                    eg expEffectiveness; expRange
}

//Part 9 Experimentation attributes Values
INT:            Counter 
INT:            Update Counter
{
   FLOAT:             Experimentation Attribute Value
}

//Part 10 not tested yet
INT:            Counter 
INT:            Update Counter
{
   INT:             Unknown
}

//Part 11 Assembly Attributes Values -> percentage of assembly succes
// 100% = highest possible (30%)
INT:            Counter 
INT:            Update Counter
{
   FLOAT:             Assembly Attribute Value
}

//Part 12 Max reachable Experimentation Attribute Value 
INT:            Counter 
INT:            Update Counter
{
   FLOAT:             Max Experimentation Attribute Value
}

//Part 18 unknown yet
INT:            Counter 
INT:            Update Counter
{
   FLOAT:             failure probability given as 0.0 to 100.0
}

// unknown
UINT64
UINT64
UINT64
UINT64
UINT64
UINT32
UINT8
UINT8

Deltas Struct


I've written the deltas part numbers in the baseline above. This Packet is to huge that one could make sense of it without structure. Thus the Delta parts themselves are further divided into - lets call them - slotspots.

For every slot there is a 3 Byte slotspot in the Deltapart, save part 7, where the byte stale flag (??) is. So that every slotspot can be modified on its own and the monster gets more palateable the slotspots must be inserted. Think of it as a kind of FlowControl.

So to set the amount of resource that got filled into the first slot :

//Number of Parts we edit
01 00

//Part
03 00                Part 3

// its the resource entry for 1 slot that gets updated
01 00 00 00          one slot gets updated

// update counter
01 00 00 00          *must* be increemented by 1 for every update, 
                     else it will be ignored

// Slotspot
02                   1 = add, 2 = update
                                  
00 00                slot index 
                     
//actual data
01 00 00 00          theres one listentry < note that there always can 
                     only be ONE listentry per (standard) slot

08 00 00 00          we enter 8 ResourceUnits in the Slot

Sample Packet



Variable Descriptions


Obj_OperandCount =


Tags


75% This packet has been partially reversed.

S→C This packet originates on the server.

To Do