A_STRING
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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)
}
}
}
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Variable Descriptions
Obj_OperandCount = 4
- Ammount of Credits displayed as in your bank.
- Ammount of Credits displayedas cash in your inventory.
- The Integer value of Negative HAM Modifier to display. Follows the HAM order.
- The name of the skillbox to add. See datatables/skills.iff for list.
Tags
100%
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This packet has been completely reversed.
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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.
- Strength (Action Deductive)
- Constitution (Regen Rate)
- Quickness (Action Deductive)
- Stamina (Regen Rate)
- Focus (Action Deductive)
- Willpower (Regen Rate)
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