Difference between revisions of "CREO06"
From SWGANH Wiki
(→Deltas Struct) |
(→Variable Descriptions) |
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:This is a string of a CRC Template found in the object/ folder. It can be used to turn | :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! | :your object into another object for events, fun, CSR stuffs! | ||
+ | |||
+ | <pre> | ||
+ | CombatDefender: | ||
+ | This list stores a list of all the objects you are in combat with. | ||
+ | It also initiates default combat animation used between combat animations. | ||
+ | (it keeps the consistancy of combat going). | ||
+ | |||
+ | DefenderObjIndex: | ||
+ | This is the index value of the defenderID in the list. IE. Position in the list. | ||
+ | 4 Objects. List is 00 01 02 03 | ||
+ | Remove 3rd Object. Index = 02. | ||
+ | |||
+ | DifficultyCon: | ||
+ | This is the ID number of what color difficulty CON to display for the target. | ||
+ | |||
+ | CurrentAnimation: | ||
+ | This is a string of what animation this object is doing. | ||
+ | Set for entertainer, as well as misc types of animation. | ||
+ | |||
+ | MoodAnimation: | ||
+ | This is a string for what type of facial/mood animation to set on the object. | ||
+ | |||
+ | WeaponID: | ||
+ | The ObjectID of the currently equipped weapon. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | PerformanceStartTime: | ||
+ | A timestamp used to mark the start of a performance. It is in number of seconds. | ||
+ | Also appears to be from the server start time, tested on TC Prime with 278.91 days. | ||
+ | |||
+ | 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). | ||
+ | ContainmentType is the same type of integer found in UpdateContainmentMessage | ||
+ | |||
+ | 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! | ||
+ | |||
+ | StationaryFlag: | ||
+ | This flag when set to 1 freezes the creature object in place. UpdateTransforms no longer work | ||
+ | affect the object. However, if a transform was sent, once it unfreezes (set to 0), the object will update | ||
+ | itself. | ||
+ | 0 = Moveable | ||
+ | 1 = Stationary | ||
+ | </pre> | ||
===Tags=== | ===Tags=== |
Revision as of 20:42, 15 June 2008
Baseline - CREO 06
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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BaseLine StructSHORT: ObjOpperandCount INT: ?? INT: CombatDefenderListSize INT: UpdateCounter { LONG: DefenderID } SHORT: DifficultyCon ASTRING: CurrentAnimation ASTRING: MoodAnimation LONG: WeaponID LONG: GroupID LONG: InviteSenderID LONG: InviteCounter(Incremental) INT: GuildID LONG: TargetID BYTE: MoodID INT: Performance Counter 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: StationaryFlag Deltas StructSHORT: UpdateCount SHORT: UpdateType { 00: INT: ?? 01: INT: CombatDefenderListSize INT: UpdateCounter { BYTE: SubType { 00:(remove) SHORT: DefenderObjIndex 01:(add) SHORT: DefenderObjIndex LONG: DefenderID 02:(change) SHORT: DefenderObjIndex LONG: DefenderID 03:(resetall) SHORT: NewListSize { LONG: DefenderID } 04:(clearall) } } 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: PerformanceStartTime 0C: INT: PerformanceID 0D: INT: CurrentHAMListSize 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) } } 0E: INT: MaxHAMListSize 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) } } 0F: INT: EquiptmentListSize INT: UpdateCounter BYTE: SubType { 00:(remove) SHORT: EquiptmentIndex 01:(add) SHORT: EquiptmentIndex CSTRING: CustomizationString INT: ContainmentType LONG: ObjectID INT: TemplateCRC 02:(change) SHORT: EquiptmentIndex CSTRING: CustomizationString INT: ContainmentType LONG: ObjectID INT: TemplateCRC 03:(resetall) SHORT: NewListSize { CSTRING: CustomizationString INT: ContainmentType LONG: ObjectID INT: TemplateCRC } 04:(clearall) } 10: ASTRING: SetObjectTemplateString 11: BYTE: StationaryFlag } |
Variable DescriptionsObj_OperandCount = 16
CombatDefender: This list stores a list of all the objects you are in combat with. It also initiates default combat animation used between combat animations. (it keeps the consistancy of combat going). DefenderObjIndex: This is the index value of the defenderID in the list. IE. Position in the list. 4 Objects. List is 00 01 02 03 Remove 3rd Object. Index = 02. DifficultyCon: This is the ID number of what color difficulty CON to display for the target. CurrentAnimation: This is a string of what animation this object is doing. Set for entertainer, as well as misc types of animation. MoodAnimation: This is a string for what type of facial/mood animation to set on the object. WeaponID: The ObjectID of the currently equipped weapon. 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. PerformanceStartTime: A timestamp used to mark the start of a performance. It is in number of seconds. Also appears to be from the server start time, tested on TC Prime with 278.91 days. 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). ContainmentType is the same type of integer found in UpdateContainmentMessage 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! StationaryFlag: This flag when set to 1 freezes the creature object in place. UpdateTransforms no longer work affect the object. However, if a transform was sent, once it unfreezes (set to 0), the object will update itself. 0 = Moveable 1 = Stationary Tags
To Do
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Sample Packet
05 00 0C 5F A7 68 // BaselinesMessage ED 93 FC FB 1A 00 00 00 // swoop ID 4F 45 52 43 06 // OERC 6 B5 01 00 00 // creoByteCount 17 00 59 00 00 00 0E 00 // string count 6D 6F 6E 73 74 65 72 5F 64 65 74 61 69 6C // monster_detail 00 00 00 00 // string spacer 11 00 // string count 73 70 65 65 64 65 72 62 69 6B 65 5F 73 77 6F 6F 70 // speederbike_swoop FF FF 00 00 // CL???? 00 00 00 00 07 00 // string count 6E 65 75 74 72 61 6C // neutral F2 93 FC FB 1A 00 00 00 // swoops weapon ID 00 00 00 00 00 00 00 00 // group ID 00 00 00 00 00 00 00 00 // invite sender ID 00 00 00 00 00 00 00 00 00 00 00 00 // guild ID 00 00 00 00 // target ID 00 00 00 00 00 // mood ID 00 00 00 00 // 00 00 00 00 // 00 00 00 00 // 00 00 00 00 // PerformanceID 06 00 00 00 // CurrentHAMListSize 03 00 00 00 // CurrentHitpointsUpdateCounter F4 01 00 00 // Health.getCurrentHitPoints 00 00 00 00 // Strength.getCurrentHitPoints F4 01 00 00 // Constitution.getCurrentHitPoints 00 00 00 00 // Action.getCurrentHitPoints F4 01 00 00 // Quickness.getCurrentHitPoints 00 00 00 00 // Stamina.getCurrentHitPoints 06 00 00 00 // ModifiedHAMListSize 03 00 00 00 // ModifiedHitpointsUpdateCounter F4 01 00 00 // Health.getModifiedHitPoints 00 00 00 00 // Strength.getModifiedHitPoints F4 01 00 00 // Constitution.getModifiedHitPoints 00 00 00 00 // Action.getModifiedHitPoints F4 01 00 00 // Quickness.getModifiedHitPoints 00 00 00 00 // Stamina.getModifiedHitPoints 02 00 00 00 // EquiptmentListSize 02 00 00 00 // equippedObjects 00 00 04 00 00 00 EE 93 FC FB 1A 00 00 00 // swoop inventory ID 1C 79 10 21 // object/tangible/inventory/shared_creature_inventory.iff 00 00 00 04 00 00 00 F2 93 FC FB 1A 00 00 00 // swoops weapon ID 42 E7 D0 7D // object/weapon/creature/shared_creature_default_weapon.iff