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Discussion on Conquer Resource Wiki within the CO2 Private Server forum part of the Conquer Online 2 category.
12/16/2010, 07:59
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#151
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Quote:
Originally Posted by stickray
Can somebody tell me the Packet Structure of 1109? Guess this packet handles the Vendor_IDs if you enter the Market no?
Thanks
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1009 is a very multi purpose packet... it's used for everything from determining your player ping to equiping items... etc.
In general the client sends a 1009 packet to server requesting an action and it then returns either a 1009 response or a set of different packets.
EG: for type 46 (show client gear) you are doing a uint32 for item uid in each equipment slot... but for other things like use item you're using a uint location/use type and most of the other parts of the packet are left blank (talking server>client here). I'd suggest simply logging the type of 1009 you want as it doesn't have a really consistent structure... well... it does... ushort, ushort followed by all uint32s but their usage changes almost as much as general data subtypes do if not more.
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12/16/2010, 09:59
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#152
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he is asking about 1009 or 1109??
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12/16/2010, 10:11
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#153
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Quote:
Originally Posted by samehvan
he is asking about 1009 or 1109??
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**** sorry. Tired and didn't notice the 1 there cause I've seen 1009 used sooo many times lol!
Can't say I've structured it before... My bad.
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12/16/2010, 23:55
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#154
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From my very old 5017 source... The packet is incomplete, but functionnal. It's spawn a shop carpet.
Code:
UInt16 -> Length (28 + String Length)
UInt16 -> Type (1109)
UInt32 -> UniqId (Shop)
UInt64 -> Unknow
UInt16 -> PosX (Player.PosX + 1)
UInt16 -> PosY (Player.PosY)
UInt16 -> Look (406)
UInt16 -> Type (14)
UInt16 -> Unknow
UInt8 -> String Count (1)
foreach String
UInt8 -> String Length
UInt8* -> String (Player.Name)
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12/17/2010, 13:21
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#155
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it is for spawning tnpcs
Code:
ushort(28+Name.Lenght);
ushort(1109);
uint32(TerrianNpcID);
uint32(TerrianMaxHp);
uint32(TerrianCurrentHp);
uint32(TerrianX);
uint32(TerrianY);
uint32(TerrianNpcType);
ushort(26);//unknown i think it may be TerrianNpc.Look (Subtype)
byte(Terrian.Facing);
byte(Name.Length);
Text(Name);
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12/17/2010, 21:14
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#156
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Quote:
Originally Posted by samehvan
it is for spawning tnpcs
Code:
ushort(28+Name.Lenght);
ushort(1109);
uint32(TerrianNpcID);
uint32(TerrianMaxHp);
uint32(TerrianCurrentHp);
uint32(TerrianX);
uint32(TerrianY);
uint32(TerrianNpcType);
ushort(26);//unknown i think it may be TerrianNpc.Look (Subtype)
byte(Terrian.Facing);
byte(Name.Length);
Text(Name);
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Is this the same as SOBs?
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12/18/2010, 18:55
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#157
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yea,, i am pretty sure it's the same ,
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12/21/2010, 05:27
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#158
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5017 Composition packet
ushort 28 0
ushort 2036 2
uint Junk 4
uint MainUID 8
uint aMinorUID 12
uint bMinorUID 16
uint aGem 20
uint bGem 24
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12/21/2010, 11:24
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#159
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Quote:
Originally Posted by CptSky
From my very old 5017 source... The packet is incomplete, but functionnal. It's spawn a shop carpet.
Code:
UInt16 -> Length (28 + String Length)
UInt16 -> Type (1109)
UInt32 -> UniqId (Shop)
UInt64 -> Unknow
UInt16 -> PosX (Player.PosX + 1)
UInt16 -> PosY (Player.PosY)
UInt16 -> Look (406)
UInt16 -> Type (14)
UInt16 -> Unknow
UInt8 -> String Count (1)
foreach String
UInt8 -> String Length
UInt8* -> String (Player.Name)
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Quote:
Originally Posted by samehvan
it is for spawning tnpcs
Code:
ushort(28+Name.Lenght);
ushort(1109);
uint32(TerrianNpcID);
uint32(TerrianMaxHp);
uint32(TerrianCurrentHp);
uint32(TerrianX);
uint32(TerrianY);
uint32(TerrianNpcType);
ushort(26);//unknown i think it may be TerrianNpc.Look (Subtype)
byte(Terrian.Facing);
byte(Name.Length);
Text(Name);
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Just a copy-paste from ConquerServer_v2 with a quick-mod:
\Packet Structures\Spawn SOB 0x455.cs\
Code:
public enum SOBType : ushort
{
Gate = 0x1A,
Scarecrow = 0x16,
Stake = 0x15,
Pole = 0x0A,
Carpet = 0x0E
}
public enum SOBMesh : ushort
{
LeftGate = 0x00F1,
RightGate = 0x0115,
Pole = 0x471,
Carpet = 0x196
}
/// <summary>
/// 0x455 (Server->Client)
/// </summary>
public unsafe struct SpawnSOBPacket
{
public ushort Size;
public ushort Type;
public uint UID;
public int MaxHitpoints;
public int Hitpoints;
public ushort X;
public ushort Y;
public SOBMesh SOBMesh;
public SOBType SOBType;
public ushort Facing;
public bool ShowName;
public byte NameLength;
public fixed byte Strings[24];
public static SpawnSOBPacket Create()
{
SpawnSOBPacket Data = new SpawnSOBPacket();
Data.Size = 0x1C;
Data.Type = 0x455;
PacketBuilder.AppendTQServer(Data.Strings, 8);
return Data;
}
}
If a name was assigned (and note: having a name is optional) to the static-object-monster the following changes are required:
\Core\SOBMonster.cs
Code:
set
{
if (value.Length > 15)
value = value.Substring(0, 15);
m_Name = value;
Spawn.ShowName = true;
Spawn.NameLength = (byte)value.Length;
fixed (byte* lpStrings = Spawn.Strings)
{
MSVCRT.memset(lpStrings, 0, 24);
m_Name.CopyTo(lpStrings);
PacketBuilder.AppendTQServer((byte*)lpStrings + Spawn.NameLength + 1, 8);
}
Spawn.Size = (ushort)(0x1C + Spawn.NameLength + 1);
}
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12/26/2010, 22:40
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#160
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anyone got the Name offset for players. for patch 5295
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12/28/2010, 12:36
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#161
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Quote:
Originally Posted by -Shunsui-
anyone got the Name offset for players. for patch 5295
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Having trouble finding a string?
seriously?
Have you even tried logging the packet?
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12/28/2010, 19:56
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#162
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Quote:
Originally Posted by Basser
Having trouble finding a string?
seriously?
Have you even tried logging the packet?
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i did i got 76 but i want to double check if its right because it dosent seem to be working
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12/28/2010, 21:41
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#163
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Quote:
Originally Posted by -Shunsui-
i did i got 76 but i want to double check if its right because it dosent seem to be working
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as i can remember it was
byte(Name.Length,156);
string(Name,157);
and i am sure about 5350+
byte(Name.Length,212);
string(Name,213);
Of course this is the spawning packet
if u need the Character info packets also , just let me know
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12/28/2010, 23:12
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#164
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oops lmao, i ment the Level offset. was working with both of those for a while got confused,
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12/29/2010, 02:37
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#165
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Received Thanks: 5,304
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Quote:
Originally Posted by -Shunsui-
oops lmao, i ment the Level offset. was working with both of those for a while got confused,
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Displayable variables are the easiest. Just test and test and test.
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