MSCO03
Baseline - MSCO 03
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BaseLine StructSHORT: ObjectOpperandCount FLOAT: Complexity ASTRING: ItemNameSTFTable INT: NotUsed ASTRING: ItemNameSTFID USTRING: CustomName INT: Volume INT: SchematicQuantity INT: PropertiesList INT: UpdateCounter { BYTE: DeltaUpdateType(00 in baseline) ASTRING: PropertySTFTable INT: NotUsed ASTRING: PropertySTFID FLOAT: PropertyValue } USTRING: CreatorsName INT: Complexity FLOAT: SchematicDataSize Deltas StructSHORT: UpdateCount SHORT: UpdateType { 00: FLOAT: Complexity 01: ASTRING: ItemNameSTFTable INT: NotUsed ASTRING: ItemNameSTFID 02: USTRING: CustomName 03: INT: Volume 04: INT: SchematicQuantity 05: INT: PropertiesList INT: UpdateCounter { BYTE: SubType { 00:(add) ASTRING: PropertySTFTable INT: NotUsed ASTRING: PropertySTFID FLOAT: PropertyValue 01:(remove) ASTRING: PropertySTFTable INT: NotUsed ASTRING: PropertySTFID FLOAT: PropertyValue 02:(change) ASTRING: PropertySTFTable INT: NotUsed ASTRING: PropertySTFID FLOAT: PropertyValue } } 06: USTRING: CreatorsName 07: INT: Complexity 08: FLOAT: SchematicDataSize } |
Variable DescriptionsObj_OperandCount = 9 Complexity: The Complexity of the Object or Schematic to create an object. ItemName: The Name of the Object taken from an STF File Reference. CustomName: A custom specified name for the object. (User created). Volume: The volume of space the object takes up. SchematicQuantity: The number of factory runs available on this schematic. from 1 to 1000. PropertiesList: A list containing each property or stat the item has. It requires a STF of the property name followed by a float with the value for it. All properties can be found in "crafting.stf", Also the objects .IFF or schematic .IFF should describe the item properties it should have. CreatorsName: The name of the person who made this schematic. Complexity: The complexity of this schematic. Complexity effects factory run time of object. 1 point = 8 seconds. SchematicDataSize: The data size of the schematic. It was intended to take up that many 'datapad' data units, however it was not implemented. All schematics take up 1 unit of data, however each one has a value so this can be set accordingly. Tags
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Packet Example
00 09 00 DD 05 00 0C 5F A7 68 3D C8 12 6D 02 00 00 00 4F 43 53 4D 03 // OCSM 3 09 00 00 00 B0 41 0F 00 73 74 72 69 6E 67 5F 69 64 5F 74 61 62 6C 65 // string_id_table 00 00 00 00 00 00 07 00 00 00 41 00 42 00 52 00 69 00 66 00 6C 00 65 00 // A.B.R.i.f.l.e 00 00 00 00 C8 03 00 00 0B 00 00 00 20 00 00 00 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 0B 00 61 74 74 61 63 6B 53 70 65 65 64 // attackSpeed 50 BB 49 C0 // -3.15 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 0A 00 63 6F 6D 70 6C 65 78 69 74 79 // complexity 00 00 D0 41 // 26 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 09 00 68 69 74 50 6F 69 6E 74 73 // hitPoints 2E 6D 99 41 // 19 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 09 00 6D 61 78 44 61 6D 61 67 65 // maxDamage 1A 1E 34 41 // 11.26 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 0B 00 6D 61 78 52 61 6E 67 65 4D 6F 64 // maxRangeMod 00 00 00 00 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 0B 00 6D 69 64 52 61 6E 67 65 4D 6F 64 // midRangeMod 14 18 90 41 // 18 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 09 00 6D 69 6E 44 61 6D 61 67 65 // minDamage 1A 1E 34 41 // 11 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 0B 00 6D 69 6E 52 61 6E 67 65 4D 6F 64 // minRangeMod 00 00 00 00 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 0B 00 77 6F 75 6E 64 43 68 61 6E 63 65 // woundChance 14 18 90 40 // 4.5 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 02 00 78 70 // xp 00 00 E6 42 // 115.0 00 08 00 63 72 61 66 74 69 6E 67 // crafting 00 00 00 00 0C 00 7A 65 72 6F 52 61 6E 67 65 4D 6F 64 // zeroRangeMod 00 00 00 00 05 00 00 00 4B 00 61 00 6D 00 6D 00 69 00 // K.a.m.m.i 19 00 00 00 00 00 00 41 01 F0 23