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Originally Posted by sandsnip3r
What is the translation between the X,Y shown on the minimap and the regionIds/offsets?
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The region id consists of a dungeon flag, x and y in the map grid.
The coordinates shown above the minimap show your distance in each axis from the "world origin" in meters. Joymax declared this to be at region 135x92. This does not reflect the center of the map grid which has a size of 256x128 regions. A region has a size of 1920x1920 units or 192x192 meter, so 1 meter = 10 units. You may recognize all these numbers from the posted formulas. Understanding what they mean doesn't hurt.
Note that they do not apply for dungeons, as they're not directly part of the world map grid.
Offsets show the distance in each axis from the regions or dungeons origin (0.0; 0.0)
Regions offsets will be around 0~1920 but may go negative or above and translate into neighboring regions.
Dungeon offsets are infinite, unless you count the dungeon bounding box.
Quote:
Originally Posted by sandsnip3r
In regards to sending a packet to move your character, I noticed that there seems to be no response from the server. How do you know when you've reached your destination?
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time = distance / speed
Quote:
Originally Posted by sandsnip3r
I cant find the documentation on the structure of this packet right now, so these are based on my memory.
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I posted a complete documentation of the 0x7021 opcode

. 0xB021 very similar.
Quote:
Originally Posted by sandsnip3r
The x and y offset are supposedly 2 byte float values, is this true?
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There are no half precision floating point values used in packets or file formats afaik.
Quote:
Originally Posted by sandsnip3r
The packet has what seems to be an optional destination, but also an optional source. I cant figure out what the last 2 bytes are of this source section.
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1. There is no destination when using arrow keys/clicking into the sky (directional walking).
2. There is no source when walking north-east.
3. There must be a source provided when there is no destination (directional walking).
The source part is identical to the destination part, the only difference being y is always a float.
A general advice: Try to get all local coordinates to output the same values as /getcurpos or /frame.
I didn't go into too much details about dungeons, as they're really a complete edge case in every which led to a lot of misconceptions about their coordinates. You may want to ask more specific questions about them when you got the gist of regular region stuff.