Quote:
Originally Posted by denominator
I see how you get the 18 00 and 4D 04 from
Code:
Packet Nr 9. Server -> Client, Length : 32, PacketType: 1101
18 00 4D 04 37 CF 29 00 85 BD 01 00 43 01 22 02 ; M7Ď) …˝ C"
09 00 02 00 00 00 00 00 54 51 53 65 72 76 65 72 ; TQServer
BUT how do you know that only UID is 37 CF 29 00? I really am trying to learn but I simply don`t quite understand it yet >.<
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Just a little logic really...
You know that there's an item being acted on. ALL objects (players, items, monsters, inventory items, etc... ALL have a identification number so the server/client knows what the packet is referring to).
Because of this MOST packets contain a uid... MANY contain a sender/target uid also. You use some logic, trial and error as well as tools at your disposal to understand what they are.
EG
01 AD 00 00
Probably a ulong, That or the 2nd ushort is empty...
85 BD 01 00
is most likely a uint... so we convert to see what the value is, in this case 113053. Search itemtype and I bet you'll find that's a STATIC item id (so the client knows what image to display). That indicates the OTHER uint is most likely the UNIQUE item id (so basically... THIS meteor vs another meteor that could also be existing.
As for X/Y it should be obvious as you can check ingame... drop type is tricky to find from scratch I suppose but seeing as the structure was already in the source as well as on the packet wiki, you can guess where/what it is. If all else fails, hard code it and then TEST the packet.
IE: create packet using a cmd and send to self to see 'what happens'.