Openkore.com

OpenKore Forums
It is currently 21 Aug 2018, 23:07

All times are UTC - 5 hours [ DST ]





Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 31 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject: Re: RO Structs
PostPosted: 21 Jul 2010, 11:40 
Offline
Super Moderators
Super Moderators
User avatar

Joined: 06 May 2008, 12:47
Posts: 801
in kRO RE sakray length of inner struct:
- CHARACTER_INFO_NEO_UNION changed from 112 to 128. (16 byte wide mapName field was added at the end of the struct)
- EQUIPMENTITEM_EXTRAINFO3 changed from 26 to 28 (a 2 byte wide datafield was added at the end of the struct).

Code:
// used in: (CharBlockSize 128)
// TODO: kLab's struct had (btw, look at its adress and the previous one): /* this+0x6e */ short bIsAccept; (i commented it out since in reality there is no such datafield)
// NOTE: added a mapname field at the end of the struct
struct CHARACTER_INFO_NEO_UNION {
  /* this+0x0 */ unsigned long GID;
  /* this+0x4 */ int exp;
  /* this+0x8 */ int money;
  /* this+0xc */ int jobexp;
  /* this+0x10 */ int joblevel;
  /* this+0x14 */ int bodystate;
  /* this+0x18 */ int healthstate;
  /* this+0x1c */ int effectstate;
  /* this+0x20 */ int virtue;
  /* this+0x24 */ int honor;
  /* this+0x28 */ short jobpoint;
  /* this+0x2a */ int hp;
  /* this+0x2e */ int maxhp;
  /* this+0x32 */ short sp;
  /* this+0x34 */ short maxsp;
  /* this+0x36 */ short speed;
  /* this+0x38 */ short job;
  /* this+0x3a */ short head;
  /* this+0x3c */ short weapon;
  /* this+0x3e */ short level;
  /* this+0x40 */ short sppoint;
  /* this+0x42 */ short accessory;
  /* this+0x44 */ short shield;
  /* this+0x46 */ short accessory2;
  /* this+0x48 */ short accessory3;
  /* this+0x4a */ short headpalette;
  /* this+0x4c */ short bodypalette;
  /* this+0x4e */ unsigned char name[24];
  /* this+0x66 */ unsigned char Str;
  /* this+0x67 */ unsigned char Agi;
  /* this+0x68 */ unsigned char Vit;
  /* this+0x69 */ unsigned char Int;
  /* this+0x6a */ unsigned char Dex;
  /* this+0x6b */ unsigned char Luk;
  /* this+0x6c */ unsigned char CharNum;
  /* this+0x6d */ unsigned char haircolor;
  /* this+0x6e */ short bIsChangedCharName;
//  /* this+0x6e */ short bIsAccept;
  /* this+0x70 */ unsigned char mapName[16];
}


EDIT: added latest test plugin updated with kLab's latest structs


Attachments:
RO_struct_plugin_1.tar.gz [59.58 KiB]
Downloaded 72 times

_________________
One ST0 to rule them all? One PE viewer to find them!
One ST_kRO to bring them all and in the darkness bind them...

Mount Doom awaits us, fellowship of OpenKore!
Top
 Profile  
 
 Post subject: Re: RO Structs
PostPosted: 25 Jul 2010, 14:33 
Offline
Super Moderators
Super Moderators
User avatar

Joined: 06 May 2008, 12:47
Posts: 801
spec's will go here: http://wiki.openkore.com/index.php?title=Project/Network

_________________
One ST0 to rule them all? One PE viewer to find them!
One ST_kRO to bring them all and in the darkness bind them...

Mount Doom awaits us, fellowship of OpenKore!


Top
 Profile  
 
 Post subject: Re: RO Structs
PostPosted: 03 Nov 2010, 11:45 
Offline
Developers
Developers

Joined: 05 Dec 2008, 05:42
Posts: 1811
What is type in 07E1?

Code:
// packet 0x7e1
struct PACKET_ZC_SKILLINFO_UPDATE2 {
  /* this+0x0 */ short PacketType
  /* this+0x2 */ unsigned short SKID
  /* this+0x4 */ int type
  /* this+0x8 */ short level
  /* this+0xa */ short spcost
  /* this+0xc */ short attackRange
  /* this+0xe */ bool upgradable
}


Top
 Profile  
 
 Post subject: Re: RO Structs
PostPosted: 03 Nov 2010, 13:36 
Offline
Administrator
Administrator
User avatar

Joined: 24 Apr 2008, 12:02
Posts: 1301
EternalHarvest wrote:
What is 'type' in 07E1?


Same as for any 'SKILLINFO' packet (bitflag):
Code:
typedef enum <unnamed-tag> {
  SKILLTYPE_PASSIVE =  0x0,
  SKILLTYPE_TOCHARACTER =  0x1,
  SKILLTYPE_TOGROUND =  0x2,
  SKILLTYPE_TOME =  0x4,
  SKILLTYPE_TOITEM =  0x8,
  SKILLTYPE_TOALL =  0x10,
  SKILLTYPE_TOSKILL =  0x20,
} <unnamed-tag>;


Also. I think, that kore need to use this Flag, and not that static tables.

_________________
Join our Team. Click here.
Image


Image


Top
 Profile  
 
 Post subject: Re: RO Structs
PostPosted: 21 Nov 2010, 06:01 
Offline
Developers
Developers

Joined: 05 Dec 2008, 05:42
Posts: 1811
Code:
  struct CHARACTER_INFO_NEO_UNION charInfo[...] { // CharBlockSize 112
...
    /* this+0x6e */ short bIsChangedCharName;
    /* this+0x6e */ short bIsAccept;

Both 0x6e?


Top
 Profile  
 
 Post subject: Re: RO Structs
PostPosted: 21 Nov 2010, 10:09 
Offline
Administrator
Administrator
User avatar

Joined: 24 Apr 2008, 12:02
Posts: 1301
EternalHarvest wrote:
Code:
  struct CHARACTER_INFO_NEO_UNION charInfo[...] { // CharBlockSize 112
...
    /* this+0x6e */ short bIsChangedCharName;
    /* this+0x6e */ short bIsAccept;

Both 0x6e?

that's Alias.

_________________
Join our Team. Click here.
Image


Image


Top
 Profile  
 
 Post subject: Re: RO Structs
PostPosted: 29 Jan 2011, 14:09 
Offline
Administrator
Administrator
User avatar

Joined: 24 Apr 2008, 12:02
Posts: 1301
New Structs.
http://www.mediafire.com/?1xtnhq2sq4ctcx8

For the new Enums. Please ASK.

P.S. Well, the info is still Aug/Sep 2010

_________________
Join our Team. Click here.
Image


Image


Top
 Profile  
 
 Post subject: Re: RO Structs
PostPosted: 23 Apr 2011, 08:13 
Offline
Administrator
Administrator
User avatar

Joined: 24 Apr 2008, 12:02
Posts: 1301
Little Update.
Oct 2010
http://www.mediafire.com/file/qx76bb23e ... cts_my.txt

_________________
Join our Team. Click here.
Image


Image


Top
 Profile  
 
 Post subject: Re: RO Structs
PostPosted: 28 Aug 2011, 20:19 
Offline
Administrator
Administrator
User avatar

Joined: 24 Apr 2008, 12:02
Posts: 1301
New Update. Packets up to Mar 2011.
http://www.mediafire.com/file/dga5ey0pa ... cts_my.txt

_________________
Join our Team. Click here.
Image


Image


Top
 Profile  
 
 Post subject: Re: RO Structs
PostPosted: 07 Sep 2012, 11:49 
Offline
Administrator
Administrator
User avatar

Joined: 24 Apr 2008, 12:02
Posts: 1301
New Update. 1 Sep 2012
http://www.mediafire.com/view/?j80cor4lql6mnk0

_________________
Join our Team. Click here.
Image


Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 31 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group