MSCO06

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Revision as of 19:36, 23 March 2007 by Schmunzel (Talk | contribs) (New page: __NOTOC__ {|align="center" |- ||{{CREOArchitectureNAV}} |- |} <br> {| border="0" width="90%" cellpadding=6 |- |valign=top| ===BaseLine Struct=== ---- <pre> SHORT: ObjOpperandCount INT: ...)

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BaseLine Struct


SHORT:		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:		??(UnknownPurpose,Set with Entertainer)
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:		??

Deltas Struct


SHORT:			UpdateCount
SHORT:			UpdateType
{
  00:		
    INT:		??(unknown purpose)
  01:
    INT:		CombatDefenderListSize
    INT:		UpdateCounter
    {
      BYTE:		SubType
      {
        00:(remove)
          LONG:	        DefenderID
        01:(add)
          LONG:	        DefenderID
      }
    }
  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:		??(unknown purpose, set with entertainer)
  0C:		
    INT:	        PerformanceID
  0D:
    INT:		CurrentHAMListSize
    INT:		UpdateCounter
    {
      BYTE:		SubType
      {
        00:
          SHORT:	??
        01:
          SHORT:	CurrentHAMBar
          INT:	        CurrentHAMValue
        02:
          SHORT:	CurrentHAMBar
          INT:	        CurrentHAMValue
        03:
          SHORT:	ListSize
          {
            INT:	CurrentHAMValue
          }
      }
    }
  0E:  
    INT:		MaxHAMListSize
    INT:		UpdateCounter
    {
      BYTE:		SubType
      {
        00:
          SHORT:	??
        01:
          SHORT:	MaxHAMBar
          INT:	        MaxHAMValue
        02:
          SHORT:	MaxHAMBar
          INT:	        MaxHAMValue
        03:
          SHORT:	ListSize
          {
            INT:	MaxHAMValue
          }
      }
    }
  0F:
    ASTRING:		SetObjectTemplateString
  10:
    BYTE:		??
}

Variable Descriptions


Obj_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).
  • 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.
  • 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).
  • 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!

Tags


50% This packet has been partially reversed.

To Do


  • List PerformanceID
  • List MoodID
  • List Difficulty Cons Color
  • List Regular Animation Types
  • List Mood Animation Types
  • Test Defender List again
  • Test Invite Counter again