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Special Moves http://forum.yoko.com.ua/viewtopic.php?f=4&t=2236 |
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Author: | paijordan [ 2004-12-13 12:55:11 ] |
Post subject: | Special Moves |
Dear Yoko, can u add the option to cast special moves??? this is very very usefull in runuo shards thx ![]() |
Author: | Yoko [ 2004-12-13 16:59:46 ] |
Post subject: | |
yes i can, if someone bring me special moves activation injection log i have no AoS to do it myself |
Author: | paijordan [ 2004-12-13 17:33:06 ] |
Post subject: | |
Yoko wrote: yes i can, if someone bring me special moves activation injection log
i have no AoS to do it myself thx Yoko, you are my hero ![]() PS: if someone can do it for yoko i will be extremally happy |
Author: | punkesito [ 2004-12-15 20:03:00 ] |
Post subject: | |
using UOLog: 14:25:45.298 Client -> Server: 0xD7 (AOSStuff), frequ: 11, len: 0x0F 0000: D7 0F 00 00 00 00 16 00 19 00 00 00 00 XX 07 ->............... when XX is: 00 none(desactivate) 01 armor ignore 02 bleed attack 03 Concussion Blow 04 Crushing Blow 05 Disarm 06 Dismount 07 Double Strike 08 Infectius Strike 09 Mortal Strike 0a Moving Shot 0b Paralyzing Blow 0c ShadowStrike 0d Whirlwind Attack my log of activate and desactivate disarm(injection_log): -------------------- client +AoS command 0000: d7 00 0f 00 00 00 16 00 19 00 00 00 00 05 07 -- : ............... >> send(1112, buf:2EE44CE8, len:15, f:0x00000000) >>>Client send 15 bytes -------------------- client +AoS command 0000: d7 00 0f 00 00 00 16 00 19 00 00 00 00 00 07 -- : ............... >>>Received packet len=5 complete log: http://punkesito.com.ar/injection_log.zip |
Author: | Yoko [ 2004-12-15 21:57:00 ] |
Post subject: | |
almost perfect. but please, for clean discovery, try this again using other character and standing other place. bytes 00 16 00 19 are suspicious one, it needs to be sure it is not changed from character to character |
Author: | punkesito [ 2004-12-15 22:04:13 ] |
Post subject: | |
Yoko wrote: almost perfect.
but please, for clean discovery, try this again using other character and standing other place. bytes 00 16 00 19 are suspicious one, it needs to be sure it is not changed from character to character ok, wait 6 hours(i am go to work now). |
Author: | punkesito [ 2004-12-15 22:14:21 ] |
Post subject: | |
check this: 0xD7 Packet Last Modified on Wednesday, 12'th-Feb-2003 "Fight book/system" (Variable# Bytes) * BYTE cmd * BYTE[2] length * BYTE[4] serial // player * BYTE[2] unknown, always 0x19 * BYTE[4] unknown, always 0 * BYTE selected ability (icon) // 1 armor ignore, 2 bleed attack … 13 whirlwind attack * BYTE unknown, always 7 Note: when weapon is changed, ability icons automatically change, but client does NOT notify server. Note2: Fightbook only appearing when common AOS activated via 0xa9 from: http://www.hartte.de/uopro/index.html.gz edit: for more compresion of mi logs ,info of my pj ID=0x00000016 Type=0x0190 MD Name= Quantity: 0 Colour: 0x83EA Layer: 0 Has: 1 X=1418 Y=1554 Z=30 C=0xFFFFFFFF F=0x00 |
Author: | Yoko [ 2004-12-16 10:32:29 ] |
Post subject: | |
perfect, today's evening GMT+2, will do addition. |
Author: | paijordan [ 2004-12-16 20:13:39 ] |
Post subject: | |
thx Yoko and Punkesito GREAT JOB |
Author: | Yoko [ 2004-12-16 23:11:04 ] |
Post subject: | |
http://yoko.netroof.net/forum/viewtopic ... 1478#11478 |
Author: | punkesito [ 2004-12-17 00:43:10 ] |
Post subject: | |
tested works fine thks |
Author: | Gotrekk [ 2004-12-17 02:36:14 ] |
Post subject: | |
it works fine yes, good job, but it doens't highlight special move icons and that can be kinda confusing! Isn't it possible to highlight actually selected special move icon ? |
Author: | Gotrekk [ 2004-12-17 03:33:06 ] |
Post subject: | |
and... could anyone make me a little example about lasttargetskey usage ? thx in advance ![]() |
Author: | clagio [ 2004-12-17 06:48:47 ] |
Post subject: | |
is possible to add some function like UO.Posioned, for the special moves? Something like UO.Bleeding() - if i'm bleeding or something like Uo.Mortal() - if i'm under mortal strike special moves |
Author: | Yoko [ 2004-12-17 11:25:03 ] |
Post subject: | |
Gotrekk wrote: it works fine yes, good job, but it doens't highlight special move icons and that can be kinda confusing! Isn't it possible to highlight actually selected special move icon ?
may server change status of this icons? if yes, make me dump of commands it sends to change status of icons. if no, this is not possible. |
Author: | KalVasFlam [ 2005-01-04 19:09:36 ] |
Post subject: | |
in the way explained early u only call SetAbility function, this is why no icon is highlighted you will have to activate uo's internal macro 35 (prim. ability) and 36 (sec. ability)... Since highlight works offline (ie. uo not connected to ANY server) i doubt server response's required. (to activate: packet's similar to UseSkill one) |
Author: | KalVasFlam [ 2005-01-04 19:17:02 ] |
Post subject: | |
clagio wrote: is possible to add some function like UO.Posioned, for the special moves?
Something like UO.Bleeding() - if i'm bleeding or something like Uo.Mortal() - if i'm under mortal strike special moves can't simply watch for journal message ? |
Author: | clagio [ 2005-01-04 20:07:01 ] |
Post subject: | |
yes, but it's the same for uo.poisoned.. i can always check the journal.. it's quite better to check the status whit a function like this than declaring global variable, and scanning always the journal |
Author: | Yoko [ 2005-01-05 00:07:05 ] |
Post subject: | |
uo.poisoned exists because itis included in uo protocol (imho for displaying health green colored under poison effects). other effects then "poisoned" and "hidden" is not implemented in protocol and only handled server-side. |
Author: | clagio [ 2005-01-05 08:40:51 ] |
Post subject: | |
i don't know if this can help you, but if you are under mortal strike the health's bar change color in something like orange |
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