Difference between revisions of "CREO03"

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(BaseLine Struct)
(Variable Descriptions)
 
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Line 16: Line 16:
 
FLOAT:        Complexity
 
FLOAT:        Complexity
 
ASTRING:      STFName
 
ASTRING:      STFName
INT:          ??
+
INT:          String Spacer (0)
 
ASTRING:      DefaultName
 
ASTRING:      DefaultName
 
USTRING:      CustomName
 
USTRING:      CustomName
Line 47: Line 47:
 
----
 
----
  
<pre>SHORT: UpdateCount
+
<pre>
SHORT: UpdateType
+
SHORT:                   UpdateCount
 +
SHORT:                   UpdateType
 
{
 
{
 
   00:
 
   00:
     FLOAT: Complexity
+
     FLOAT:               Complexity
 
   01:
 
   01:
     A_STRING: STFName
+
     A_STRING:           STFName
     INT: ??
+
     INT:                 string Spacer (0)
     A_STRING: DefaultName
+
     A_STRING:           DefaultName
 
   02:
 
   02:
     U_STRING: CustomName
+
     U_STRING:           CustomName
 
   03:
 
   03:
     INT: Volume
+
     INT:                 Volume
 
   04:
 
   04:
     A_STRING: Customization
+
     A_STRING:           Customization
 
   05:
 
   05:
     INT: ComponentCustomizationListSize
+
     INT:                 ComponentCustomizationListSize
     INT: ComponentCustomizationUpdateCounter
+
     INT:                 ComponentCustomizationUpdateCounter
 
     {
 
     {
       BYTE: SubType
+
       BYTE:             SubType
 
       {
 
       {
 
         00:(remove)
 
         00:(remove)
           INT: ComponentCustomizationCRC
+
           INT:           ComponentCustomizationCRC
 
         01:(add)
 
         01:(add)
           INT: ComponentCustomizationCRC
+
           INT:           ComponentCustomizationCRC
 
         02:(clearall)
 
         02:(clearall)
 
       }
 
       }
 
     }
 
     }
 
   06:
 
   06:
     INT: OptionsBitmask
+
     INT:                 OptionsBitmask
 
   07:
 
   07:
     INT: IncapTimer
+
     INT:                 IncapTimer
 
   08:
 
   08:
     INT: ConditionDamage
+
     INT:                 ConditionDamage
 
   09:
 
   09:
     INT: MaxCondition
+
     INT:                 MaxCondition
 
   0A:
 
   0A:
     BYTE: ??
+
     BYTE:               ??
 
   0B:
 
   0B:
     BYTE: Posture
+
     BYTE:               Posture
 
   0C:
 
   0C:
     BYTE: FactionRank
+
     BYTE:               FactionRank
 
   0D:
 
   0D:
     LONG: OwnerID
+
     LONG:               OwnerID
 
   0E:
 
   0E:
     FLOAT: Height
+
     FLOAT:               Height
 
   0F:
 
   0F:
     INT: BattleFatigue
+
     INT:                 BattleFatigue
 
   10:
 
   10:
     LONG: StatesBitmask
+
     LONG:               StatesBitmask
 
   11:
 
   11:
     INT: WoundHAMListSize
+
     INT:                 WoundHAMListSize
     INT: UpdateCounter
+
     INT:                 UpdateCounter
 
     {
 
     {
       BYTE: SubType
+
       BYTE:             SubType
 
       {
 
       {
 
         00:(remove)
 
         00:(remove)
           SHORT: HAMBarIndex
+
           SHORT:         HAMBarIndex
 
         01:(add)
 
         01:(add)
           SHORT: HAMBarIndex
+
           SHORT:         HAMBarIndex
           INT: HAMValue
+
           INT:           HAMValue
 
         02:(change)
 
         02:(change)
           SHORT: HAMBarIndex
+
           SHORT:         HAMBarIndex
           INT: HAMValue
+
           INT:           HAMValue
 
         03:(resetall)
 
         03:(resetall)
           SHORT: NewListSize
+
           SHORT:         NewListSize
 
           {
 
           {
             INT: HAMValue
+
             INT:         HAMValue
 
           }
 
           }
 
         04:(clearall)
 
         04:(clearall)
Line 127: Line 128:
 
----
 
----
  
ObjectOpperandCount = 18
+
ObjectOpperandCount = 12
 
----
 
----
  
Line 195: Line 196:
 
|}
 
|}
  
===Sample Packet===
+
===Delta Packet===
 +
----
 +
<pre>
 +
05 00
 +
53 21 86 12 // DeltasMessage
 +
82 93 8E 39
 +
00 00 00 00
 +
4F 45 52 43 03 // OERC 3
 +
01 00
 +
10 00 00 00
 +
40 00
 +
1A
 +
</pre>
 +
 
 +
===Baseline Packet===
 
----
 
----
 
<pre>
 
<pre>
 +
05 00
 +
0C 5F A7 68 // BaselinesMessage
 +
0F 82 D4 2B 00 00 00 00
 +
4F 45 52 43 03 OERC 3
 +
12 00
 +
00 00 80 3F
 +
07 00     // string count
 +
73 70 65 63 69 65 73 // species
 +
00 00 00 00     // string spacer
 +
05 00     // string count
 +
68 75 6D 61 6E     // human
 +
0A 00 00 00
 +
4A 00     // u-string count
 +
6F 00 73 00 68 00 61 00 //J.o.s.h.
 +
20 00     // u-string count
 +
42 00 61 00 73 00 68 00 // B.a.s.h.
 +
40 42 0F 00
 +
5B 00 01 23 17 FF 01 18 FF 02 1C FF 01 1B 0F  .[..#...........
 +
05 FF 01 1A 61 19 FF 01 0D FF 01 09 28 12 B8 13  ....a.......(...
 +
FF 01 20 FF 01 10 FF 01 21 A3 0F 38 14 0A 11 75  .. .....!..8...u
 +
0E E1 03 8A 0B FF 01 0C FF 01 06 A8 08 FF 01 15  ................
 +
14 16 FF 01 04 FF 02 07 FF 01 0A 0F 23 05 25 04  ............#.%.
 +
24 FF 01 01 15 1D FF 01 1F 0C 1E 03 FF 03 8A 00  $...............
 +
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
 +
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
 +
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
 
</pre>
 
</pre>

Latest revision as of 12:51, 18 September 2011

Baseline - CREO03

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CREO Packet Type QuickNav
CREO01 - CREO03 - CREO04 - CREO06


BaseLine Struct


SHORT:         ObjectOpperandCount
FLOAT:         Complexity
ASTRING:       STFName
INT:           String Spacer (0)
ASTRING:       DefaultName
USTRING:       CustomName
INT:           Volume
CSTRING:       Customization
INT:           ComponentCustomizationListSize
INT:           ComponentCustomizationUpdateCounter
{
 INT:          ComponentCustomizationCRC
}
INT:           OptionsBitmask
INT:           IncapTimer
INT:           ConditionDamage
INT:           MaxCondition
BYTE:          ??
BYTE:          Posture
BYTE:          FactionRank
LONG:          OwnerID
FLOAT:         Height
INT:           BattleFatigue
LONG:          StatesBitmask
INT:           WoundHAMListSize
INT:           UpdateCounter
{
 INT:          WoundHAMValue
}

Deltas Struct


SHORT:                   UpdateCount
SHORT:                   UpdateType
{
  00:
    FLOAT:               Complexity
  01:
    A_STRING:            STFName
    INT:                 string Spacer (0)
    A_STRING:            DefaultName
  02:
    U_STRING:            CustomName
  03:
    INT:                 Volume
  04:
    A_STRING:            Customization
  05:
    INT:                 ComponentCustomizationListSize
    INT:                 ComponentCustomizationUpdateCounter
    {
      BYTE:              SubType
      {
        00:(remove)
          INT:           ComponentCustomizationCRC
        01:(add)
          INT:           ComponentCustomizationCRC
        02:(clearall)
      }
    }
  06:
    INT:                 OptionsBitmask
  07:
    INT:                 IncapTimer
  08:
    INT:                 ConditionDamage
  09:
    INT:                 MaxCondition
  0A:
    BYTE:                ??
  0B:
    BYTE:                Posture
  0C:
    BYTE:                FactionRank
  0D:
    LONG:                OwnerID
  0E:
    FLOAT:               Height
  0F:
    INT:                 BattleFatigue
  10:
    LONG:                StatesBitmask
  11:
    INT:                 WoundHAMListSize
    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)
      }
    }
}

Variable Descriptions


ObjectOpperandCount = 12


  • SpeciesSTF:
The STF File information for the creatures name and default description.
  • Name:
The name of the creature. There is a default STF and a custom Unicode name.
This is the name that will display when set.
Use to display Custom Names and Player Names.
  • Customization:
This is the CSTRING used to contain customization variables for this object.
Appearance data appears here.
  • OptionsBitmask:
This bitmask contains flags to set various option aspects such as converse,
vendor, mount, etc.
OptionsBitmask
Value Icon Description
0x01 Trade Base Player
0x02 Use Vendor
0x08 Use Trainer - (with NO PVPStatus sent)
0x100 No ham bars.
0x800 Quest NPC - Info Circle
0x8000 Tie and Xwing info circle (JTL)
  • IncapTimer:
This sets the incap timer on this creature when it becomes incapacitated.
  • ConditionDamage:
This is the current damage taken by a vehicle creature object(and possibly others..)
  • MaxCondition:
This is the maximum HP(condition) of a vehicle creature object.
  • Posture:
This is an ID of the current posture stance of the creature.
Refer to the Posture.iff for values.
  • FactionRank:
This byte sets the current rank of the creature object with their faction.
Refer to the FactionRanks for values.
  • OwnerID:
This ID contains the ID of the object that owns this object. This is used
for pets and vehicles.
  • Height:
This is the height/scale of the object from its original model.
  • BattleFatigue:
This is the value of the objects current battle fatigue.
  • StatesBitmask:
This bitmask contains flags for player states. Refer to the States.iff
for values.
  • WoundHAMList:
This list contains the wound values for each HAM bar.

Tags


100% This packet has been completely reversed.

Delta Packet


05 00 
53 21 86 12 // DeltasMessage
82 93 8E 39 
00 00 00 00 
4F 45 52 43 03 // OERC 3
01 00 
10 00 00 00 
40 00
1A 

Baseline Packet


05 00 
0C 5F A7 68 // BaselinesMessage
0F 82 D4 2B 00 00 00 00 
4F 45 52 43 03 OERC 3
12 00 
00 00 80 3F 
07 00 		     // string count
73 70 65 63 69 65 73 // species
00 00 00 00 	     // string spacer
05 00 		     // string count
68 75 6D 61 6E 	     // human
0A 00 00 00 
4A 00 		     // u-string count
6F 00 73 00 68 00 61 00 //J.o.s.h.
20 00 		     // u-string count 
42 00 61 00 73 00 68 00 // B.a.s.h.
40 42 0F 00 
5B 00 01 23 17 FF 01 18 FF 02 1C FF 01 1B 0F   .[..#...........
05 FF 01 1A 61 19 FF 01 0D FF 01 09 28 12 B8 13   ....a.......(...
FF 01 20 FF 01 10 FF 01 21 A3 0F 38 14 0A 11 75   .. .....!..8...u
0E E1 03 8A 0B FF 01 0C FF 01 06 A8 08 FF 01 15   ................
14 16 FF 01 04 FF 02 07 FF 01 0A 0F 23 05 25 04   ............#.%.
24 FF 01 01 15 1D FF 01 1F 0C 1E 03 FF 03 8A 00   $...............
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00   ................
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00   ................
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00   ................