support for u :Quote:
You are a fucking genius, holy shit!Quote:
Hook the mouse-over tooltip in the UI, and then you can go into your skill-points menu, and hover over the skill you want to get the ID from. Thats how i did it.
I'm not sure what this is for...Quote:
support for u :
mov ecx,[edi+ecx*8+04]
cmp [ebp+0C],ecx
mov byte ptr [ebx+00003D70],01 support target
Inbox me if need suport
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mov [eax],00000001 support ultra low settings
Yeah but the issue is that I can't find a decompiler for local.dat, I've been google searching around but to no avil. Apparently there's an asian version that will only work for asian related files (China's local.dat) but not for the US, at least that's the best to my knowledge.Quote:
Your skill IDs are correct, but there's more information in the data files. Take a look under contents/Local/NCWEST/ENGLISH/data as well. All the information needed to connect any english skill name to its ID is contained in local.dat and the xml.dat you are looking at.
Quote:
money is skill id DEADBEEF
mov byte ptr [ebx+00003D70],01Quote:
You are a fucking genius, holy shit!
Now all I need to do is find out how the skills are being executed for me and my cat, and see if my Cat's AI is editible hardcoded...Pretty sure if I hook one of those TSingletons I should be able to find the function easily, Thanks a lot man.
I'm not sure what this is for...
"mov byte ptr [ebx+00003D70],01 " was unfindable anywhere on Client.exe & BSEngine_Shipping.dll
Nor was "mov ecx,[edi+ecx*8+04]". (2 Instances of mov ecx,[edi+ecx*8+04] was found on pathengine.dll
Thank you for providing however.
Yeah but the issue is that I can't find a decompiler for local.dat, I've been google searching around but to no avil. Apparently there's an asian version that will only work for asian related files (China's local.dat) but not for the US, at least that's the best to my knowledge.
I prefer DEADC0DE, dupes items and crashes the server for lulz ecksdee
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Yeah but the issue is that I can't find a decompiler for local.dat, I've been google searching around but to no avil. Apparently there's an asian version that will only work for asian related files (China's local.dat) but not for the US, at least that's the best to my knowledge.
That only works for xml.dat, config.dat, and datafile.bin, I don't think it works for local.dat.Quote:
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This tool works for me.
#pragma pack(push, 4)
struct Skill3Record // skill3 [CF4E2C] - Fields: 54
{
char _pad0[0x8];
int Id; // EA: CF13E8 Offset: 8 - Type: 3 [Size: 4] Length: 1
BYTE VariationId; // EA: CF1428 Offset: C - Type: 1 [Size: 1] Length: 1
char _padD[0x3];
wchar_t* Alias; // EA: CF1468 Offset: 10 - Type: 7 [Size: 4] Length: 1
wchar_t* Name; // EA: CF14A8 Offset: 14 - Type: 7 [Size: 4] Length: 1
TextId Name2; // EA: CF14E8 Offset: 18 - Type: 10 [Size: 8] Length: 1
char /* localized enum */ UiStance[0x3]; // EA: CF1528 Offset: 20 - Type: 23 [Size: 1] Length: 3 EnumListing EA: F5A5C8
char _pad23[0x1];
WORD /*enum*/ ShortCutKey; // EA: CF1568 Offset: 24 - Type: 9 [Size: 2] Length: 1 EnumListing EA: D8D248
WORD /*enum*/ ShortCutKeyClassic; // EA: CF15A8 Offset: 26 - Type: 9 [Size: 2] Length: 1 EnumListing EA: D8D248
char /*enum*/ UiCategory; // EA: CF15E8 Offset: 28 - Type: 8 [Size: 1] Length: 1 EnumListing EA: 0
char UiIsShowContextCombo; // EA: CF1628 Offset: 29 - Type: 6 [Size: 1] Length: 1 BOOLEAN
char UiIsShowContextKeyChange; // EA: CF1668 Offset: 2A - Type: 6 [Size: 1] Length: 1 BOOLEAN
char UiIsShowContextImmuneBreak; // EA: CF16A8 Offset: 2B - Type: 6 [Size: 1] Length: 1 BOOLEAN
char UseDuelObserverHistory; // EA: CF16E8 Offset: 2C - Type: 6 [Size: 1] Length: 1 BOOLEAN
char /*enum*/ Systematization[0x8]; // EA: CF1728 Offset: 2D - Type: 8 [Size: 1] Length: 8 EnumListing EA: D8D248
char InvokeFxMsg; // EA: CF1768 Offset: 35 - Type: 6 [Size: 1] Length: 1 BOOLEAN
char _pad36[0x2];
wchar_t* CastDecalComponent; // EA: CF17A8 Offset: 38 - Type: 7 [Size: 4] Length: 1
wchar_t* DecalComponent; // EA: CF17E8 Offset: 3C - Type: 7 [Size: 4] Length: 1
wchar_t* DecalOutOfRangeComponent; // EA: CF1828 Offset: 40 - Type: 7 [Size: 4] Length: 1
char StopExecShow; // EA: CF1868 Offset: 44 - Type: 6 [Size: 1] Length: 1 BOOLEAN
char WeaponProperty; // EA: CF18A8 Offset: 45 - Type: 6 [Size: 1] Length: 1 BOOLEAN
char AutoCasting; // EA: CF18E8 Offset: 46 - Type: 6 [Size: 1] Length: 1 BOOLEAN
char _pad47[0x1];
TextId IconTexture; // EA: CF1928 Offset: 48 - Type: 10 [Size: 8] Length: 1
WORD IconIndex; // EA: CF1968 Offset: 50 - Type: 2 [Size: 2] Length: 1
char _pad52[0x2];
char Icon[0xC]; // EA: CF19A8 Offset: 54 - Type: 28 [Size: C] Length: 1
TextId MainInfo1; // EA: CF19E8 Offset: 60 - Type: 10 [Size: 8] Length: 1
TextId MainInfo2; // EA: CF1A28 Offset: 68 - Type: 10 [Size: 8] Length: 1
TextId SubInfo; // EA: CF1A68 Offset: 70 - Type: 10 [Size: 8] Length: 1
TextId MainInfo1Diff; // EA: CF1AA8 Offset: 78 - Type: 10 [Size: 8] Length: 1
TextId MainInfo2Diff; // EA: CF1AE8 Offset: 80 - Type: 10 [Size: 8] Length: 1
TextId SubInfoDiff; // EA: CF1B28 Offset: 88 - Type: 10 [Size: 8] Length: 1
TextId MainTooltip1[0x5]; // EA: CF1B68 Offset: 90 - Type: 10 [Size: 8] Length: 5
TextId MainTooltip2[0x5]; // EA: CF1BA8 Offset: B8 - Type: 10 [Size: 8] Length: 5
TextId SubTooltip[0xA]; // EA: CF1BE8 Offset: E0 - Type: 10 [Size: 8] Length: 10
TextId StanceTooltip[0x5]; // EA: CF1C28 Offset: 130 - Type: 10 [Size: 8] Length: 5
TextId ConditionTooltip[0x5]; // EA: CF1C68 Offset: 158 - Type: 10 [Size: 8] Length: 5
TextId UiCombo; // EA: CF1CA8 Offset: 180 - Type: 10 [Size: 8] Length: 1
char ModifyCombatPose; // EA: CF1CE8 Offset: 188 - Type: 6 [Size: 1] Length: 1 BOOLEAN
char ShowCastBar; // EA: CF1D28 Offset: 189 - Type: 6 [Size: 1] Length: 1 BOOLEAN
char ShowExecBar; // EA: CF1D68 Offset: 18A - Type: 6 [Size: 1] Length: 1 BOOLEAN
char ShowRepeatBar; // EA: CF1DA8 Offset: 18B - Type: 6 [Size: 1] Length: 1 BOOLEAN
int SkillAttackPowerMin; // EA: CF1DE8 Offset: 18C - Type: 3 [Size: 4] Length: 1
int SkillAttackPowerMax; // EA: CF1E28 Offset: 190 - Type: 3 [Size: 4] Length: 1
int SkillAttackSubPowerMin; // EA: CF1E68 Offset: 194 - Type: 3 [Size: 4] Length: 1
int SkillAttackSubPowerMax; // EA: CF1EA8 Offset: 198 - Type: 3 [Size: 4] Length: 1
char IgnoreParentTooltip; // EA: CF1EE8 Offset: 19C - Type: 6 [Size: 1] Length: 1 BOOLEAN
char _pad19D[0x3];
TextId Quest; // EA: CF1F28 Offset: 1A0 - Type: 10 [Size: 8] Length: 1
BYTE Mission; // EA: CF1F68 Offset: 1A8 - Type: 1 [Size: 1] Length: 1
BYTE Caseindex; // EA: CF1FA8 Offset: 1A9 - Type: 1 [Size: 1] Length: 1
BYTE Forwardingtype; // EA: CF1FE8 Offset: 1AA - Type: 1 [Size: 1] Length: 1
char DieKnockback; // EA: CF2028 Offset: 1AB - Type: 6 [Size: 1] Length: 1 BOOLEAN
char CastLastAnimPause; // EA: CF2068 Offset: 1AC - Type: 6 [Size: 1] Length: 1 BOOLEAN
char FilterGroup1; // EA: CF20A8 Offset: 1AD - Type: 6 [Size: 1] Length: 1 BOOLEAN
char FilterGroup2; // EA: CF20E8 Offset: 1AE - Type: 6 [Size: 1] Length: 1 BOOLEAN
char FilterGroup3; // EA: CF2128 Offset: 1AF - Type: 6 [Size: 1] Length: 1 BOOLEAN
};
#pragma pack(pop)