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Help request

Discussion on Help request within the Conquer Online 2 forum part of the MMORPGs category.

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Old   #1
 
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Ok, I need some help reversing the magictype.dat file, so any time you have to help would be useful. It's not required that you know how to hex edit, I've made a simple viewer to make it easier.
I need a description for every entry, to understand how the client handles them, any missing values I'll need to retrieve from packets or another method, but it'd be handy to get it all done from this file.
The structure I have so far id below, if you know what any other values are for, let me know asap and i'll update it.
Attachment below is a simple viewer, feel free to scan it, its clean.

thanks to anyone who takes the time to help.

Code:
struct MAGICTYPE {
  uINT magic_id;    //to identify the spell.
  uINT unknown0;
  char name[16];
  uINT aggressive;  //1 on aggressive magics
  uINT unknown1;    
  uINT unknown2;  //=bool hits_360_degree?
  uINT target_type;  //see remarks
  uINT skill_level;  //level of skill
  uINT mana;   //mp required
  uINT mag_effect;  //see remarks
  uINT unknown3;   
  uINT success_rate;  // as %
  uINT timer;   //for timed skills.
  uINT range;   //skill range, as co-ordinates
  uINT distance;
  uINT unknown4;
  uINT unknown5;
  uINT exp;   	//exp required to level
  uINT level_req;  //level required to gained exp.
  uINT unknown6; //mana/stamina/xp
  uINT weapon;   //weapon required, as in weaponskillname.ini
  uINT unknown7; //Chance of poison %
  uINT unknown8;
  uINT unknown9;
  uINT unknown10;
  uINT unknown11;
  uINT unknown12;
  uINT unknown13; //stamina consumed.
  uINT unknown14;
  uINT unknown15;
  uINT unknown16;
  uINT unknown17;
  uINT unknown18;
  uINT unknown19;
  char upgrade_info[64];
  char unicode_txt[256]; //some unicode, i cant read.
  char effect0[64];
  char sound0[260];
  char effect1[64];
  char sound1[260];
  uINT unknown20;
  char effect2[64]; //effect from 3deffect.ini
  char sound2[260];
  char tme_file[64]; //effect time file, foun in ini\tme\
  char effect3[64]; //all unknowns strings appear to be NULL, not looked through entire file yet.
  uINT unknown21;
  uINT unknown22;
  uINT unknown23;
} //len=1584 

/* remarks
how target_type works:
0 = targeting but not self-targeting
1 = targeting and self-targeting
2 = self targeting only
4 = you must aim (fb/scent)
8 = passive. 

mag_effect:
if hi byte is 0x75, used as a percentage, by subtracting 30,000
*/
Attached Files
File Type: ibf post-53-1130732600.ibf (7.1 KB, 47 views)
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Old 10/31/2005, 05:24   #2
 
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If it helps, the old magictype.ini file too.
Attached Files
File Type: ibf post-53-1130732678.ibf (115.4 KB, 27 views)
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Old 10/31/2005, 16:07   #3
 
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I've been trying to do that :/ but no luck so far hopefully you can do better
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Old 11/01/2005, 18:56   #4
 
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Bump. c'mon, I need help with this please.
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Old 11/01/2005, 19:41   #5
 
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Quote:
Originally posted by unknownone@Nov 1 2005, 11:56
Bump. c'mon, I need help with this please.
most people here are noobs at that and get confused at the sight of anything to complicated ^^
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Old 11/01/2005, 20:06   #6
 
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I'll help. I am working on getting the itemtype.dat information into a SQLite db right now. After I am done with that, I will gladly help you with magictype.dat. If you know C# (or just have Visual Studio .NET 2k3 for that matter), I have some tools that I think might help.
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Old 11/01/2005, 21:33   #7
 
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Im on it. :P
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Old 11/01/2005, 21:55   #8
 
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Not really. I'm after a description for each variable, not each magic. The ones that are names unknownx, I need to know why they differ for certain spells.
For example, I was just looking at unknown2, and it seems to be non-zero on all skills which hit multiple opponents, except theres the odd few that don't qualify (pervade/scatter). Leaning towards skills with a 360º range, the only one I'm not sure fits is StrandedMonster.
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Old 11/02/2005, 03:56   #9
 
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i tried but didnt remember...anyways
i forgot how we do superman effect in archers...i know its not more possible just want to know back it
can someone teach me ?
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Old 11/02/2005, 04:08   #10
 
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The superman archer was done by changing target_type to 1, allowing warriors to cast it on another player.
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Old 11/02/2005, 17:26   #11
 
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We'd be able to do that again if we could just edit it in the dat files right ? Or am i totaly off ? :P
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Old 11/02/2005, 17:56   #12
 
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Quote:
Originally posted by kkz@Nov 2 2005, 17:26
We'd be able to do that again if we could just edit it in the dat files right ? Or am i totaly off ? :P
the reason it worked by editing the filw was they never checked the target on the server

to fix that they now check it on server

so if you know what client side and serverside means it was clientside now its serverside

so answer is [img]text2schild.php?smilienummer=1&text=NO' border='0' alt='NO' />
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Old 11/02/2005, 19:14   #13
 
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awww Well i'm new at this so what do i know :P
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Old 11/03/2005, 01:29   #14
 
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Hi, just want to post some of my findings. (Not sure if it is correct)

Unknown6 seems to be referring to consumable type (Mana, Stamina, or XP)
From wat i see in the magictype.ini,
Mana = 0
Xp = 1
Stamina = 2

This leads to Unknown13 to be the stamina cost to cast the skill.

Eg:
ScentSword Unknown6 = 2, Unknown13=20
It means ScentSword using Stamina and cost 20 stamina points.

I hope it helps. Still looking for the other unknown.
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Old 11/03/2005, 01:55   #15
 
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Good work, helps alot.
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