GRUP06
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BaseLine StructSHORT: ObjOpperandCount INT: ?? INT: MemberList_Size INT: MemberList_UpdateCounter { LONG: MemberObjID ASTRING: MemberName } INT: ??ListSize INT: ??ListUpdateCounter { LONG: ?? INT: ?? } ASTRING: ?? SHORT: GroupCon/Difficulty INT: ?? LONG: LootMaster INT: LootRule Deltas StructSHORT: UpdateCount SHORT: UpdateType { 00: INT: ?? 01: INT: MemberList_Size INT: MemberList_UpdateCounter { BYTE: SubType { 00:(remove) SHORT: MemberObjIndex 01:(add) SHORT: MemberObjIndex LONG: MemberObjID ASTRING: MemberName 02:(change) SHORT: MemberObjIndex LONG: MemberObjID ASTRING: MemberName 03:(resetall) SHORT: NewListSize { LONG: MemberObjID ASTRING: MemberName } 04:(clearall) } } 02://REVERSE INT: ??ListSize INT: ??ListUpdateCounter { BYTE: SubType { 00:(remove) SHORT: ??ObjIndex 01:(add) SHORT: ??ObjIndex LONG: ??ObjectID INT: ?? 02:(change) SHORT: ??ObjIndex LONG: ??ObjectID INT: ?? 03:(resetall) SHORT: NewListSize { LONG: ??ObjectID INT: ?? } 04:(clearall) } } 03: ASTRING: ?? 04: SHORT: GroupCon/Difficulty 05: INT: ?? 06: LONG: LootMaster 07: INT: LootRule } Sample Packet |
Variable DescriptionsObj_OperandCount = 8
Tags
NotesVariables Found to test later... FormationNameCrc LootRule LootMaster Members MemberShips GroupShipFormation AssignPlayerFormation TODO: Reverse the JTL data and whatever else is left... Figure out how DifficultyCon works between objects and groups. |