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Structure de chartitle de Dragon Ball Online.
#include "standard-types.hsl" struct chartitle { DWORD dword4; DWORD dword8; BYTE byteC; BYTE byteD; BYTE gapE[3078]; DWORD dwordC14; DWORD dwordC18; DWORD dwordC1C; BYTE byteC20; BYTE byteC21; BYTE byteC22; double doubleC24; double doubleC2C; double doubleC34; };
Structure de chatcommando de Dragon Ball Online.
#include "standard-types.hsl" struct chat_command { DWORD dword4; BYTE byte8; WORD wordA; };
Structure de contents_onoff de Dragon Ball Online.
#include "standard-types.hsl" struct contenst_onoff { DWORD dword4; BYTE gap8[68]; DWORD dword4C; DWORD dword50; DWORD dword54; DWORD dword58; DWORD dword5C; DWORD dword60; DWORD dword64; DWORD dword68; DWORD dword6C; DWORD dword70; };
Structure de cur de Dragon Ball Online.
#pragma fileextensions(".cur") ; #pragma byteorder(little_endian) #pragma enumsize(2) #pragma enumsign("unsigned") typedef enum BI_BITCOUNT { BI_MONOCHROME = 1, BI_4_BIT = 4, BI_8_BIT = 8, } BI_BITCOUNT; #pragma enumsize(4) #pragma enumsign("unsigned") typedef enum BI_COMPRESSION { BI_RGB = 0, BI_RLE8 = 1, BI_RLE4 = 2, BI_BITFIELDS = 3, BI_JPEG = 4, BI_PNG = 5 } BI_COMPRESSION; struct tagBITMAPINFOHEADER { DWORD biSize; LONG biWidth; LONG biHeight; WORD biPlanes; BI_BITCOUNT biBitCount; BI_COMPRESSION biCompression; DWORD biSizeImage; LONG biXPelsPerMeter; LONG biYPelsPerMeter; DWORD biClrUsed; DWORD biClrImportant; } BITMAPINFOHEADER ; typedef struct tagRGBQUAD { UBYTE rgbBlue; UBYTE rgbGreen; UBYTE rgbRed; UBYTE rgbReserved; } RGBQUAD ; typedef struct tagIMAGEDATA { BITMAPINFOHEADER infoHeader ; switch (infoHeader.biBitCount) { case BI_MONOCHROME: RGBQUAD colors[2] ; blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; break; case BI_4_BIT: RGBQUAD colors[16] ; blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 2] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; break; case BI_8_BIT: RGBQUAD colors[256] ; blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2))] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; break; case 0: blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2)) * 4 ] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8 ] ; break ; default: blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2)) * (infoHeader.biBitCount / 8) ] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; break ; } } IMAGEDATA ; typedef struct tagCURSORDIRENTRY { BYTE bWidth ; BYTE bHeight ; BYTE bColorCount ; BYTE bReserved ; WORD XHotspot ; WORD YHotspot ; DWORD dwBytesInRes ; IMAGEDATA* pImageData; } CURSORDIRENTRY ; typedef struct tagCURSORDIR { WORD idReserved ; WORD idType ; WORD idCount ; CURSORDIRENTRY entries[idCount] ; __verify((idReserved == 0) && (idType == 2)) ; } CURSORDIR ;
Structure de filesystem de Dragon Ball Online.
#include "standard-types.hsl" struct BOOTSECTOR_FAT12 { BYTE jmp[3] ; CHAR OemName[8] ; struct BPB_FAT12 { WORD BytesPerSector ; BYTE SectorsPerCluster ; WORD ReservedSectors ; BYTE NumberOfFats ; WORD RootEntries ; WORD TotalSectors; BYTE Media ; WORD SectorsPerFAT ; WORD SectorsPerTrack ; WORD HeadsPerCylinder ; DWORD HiddenSectors ; DWORD TotalSectorsBig ; } ; BYTE DriveNumber ; BYTE Unused ; BYTE extBootSignature ; DWORD SerialNumber ; CHAR VolumeLabel[11] ; CHAR FileSystem[8] ; blob ByteCode[450] ; } ; struct BOOTSECTOR_FAT32 { BYTE jmp[3] ; CHAR OemName[8] ; struct BPB_FAT32 { WORD BytesPerSector ; BYTE SectorsPerCluster ; WORD ReservedSectors ; BYTE NumberOfFATs ; WORD RootEntries ; WORD TotalSectors ; BYTE Media ; WORD SectorsPerFAT ; WORD SectorsPerTrack ; WORD HeadsPerCylinder ; DWORD HiddenSectors ; DWORD TotalSectorsBig ; DWORD SectorsPerFAT ; WORD Flags ; WORD Version ; DWORD RootCluster ; WORD InfoSector ; WORD BootBackupStart ; BYTE Reserved[12] ; } ; BYTE DriveNumber ; BYTE Unused ; BYTE ExtBootSignature ; DWORD SerialNumber ; CHAR VolumeLabel[11] ; CHAR FileSystem[8] ; blob BootCode[422] ; } ; struct BOOTSECTOR_NTFS { BYTE jmp[3] ; // Jump Instruction CHAR OEMName[8] ; // OEM Identifier struct BPB_NTFS { WORD BytesPerSector ; BYTE SectorsPerCluster ; WORD ReservedSectors ; BYTE Zero[3] ; WORD NotUsed ; BYTE MediaDescriptor ; WORD Zero ; WORD SectorsPerTrack ; WORD HeadsPerCylinder ; DWORD HiddenSectors ; DWORD NotUsed ; DWORD NotUsed ; UQUAD TotalSectors ; UQUAD LogicalClusterMFT ; UQUAD LogicalClusterMFTMiror ; DWORD ClustersPerFileRecSegment ; DWORD ClustersPerIndexBlock ; UQUAD SerialNumber ; DWORD Checksum ; } ; blob BootCode[426] ; WORD EndOfSectorMarker ; } ; #pragma enumsize(1) #pragma enumsign("unsigned") typedef enum tagSYSTEMID { EMPTY = 0, FAT_12 = 1, XENIX_ROOT = 2, XENIX_USR = 3, FAT_16 = 4, EXTENDED = 5, FAT_BIGDOS = 6, NTFS_HPFS = 7, AIX = 8, AIX_INIT = 9, OS2_BOOT_MGR = 10, PRI_FAT32_INT13 = 11 EXT_FAT32_INT13 = 12 EXT_FAT16_INT13 = 14 PRI_FAT16_INT13 = 15 VENIX = 64, NOVEL = 81, MICROPORT = 82, GNU_HURD = 99, NOVEL = 100, PC_IX = 117, MINUX_OLD = 128, MINUX_LINUX = 129, LINUX_SWAP = 130, LINUX_NATIVE = 131, AMOEBA = 147, AMOEBA_BBT = 148, BSD_386 = 165, BSDI_FS = 183, BSDI_SWAP = 184, SYRINX = 199, CP_M = 219, ACCESS_DOS = 225, DOS_R_O = 227, DOS_SECONDARY = 242, BBT = 255, } SYSTEMID ; #pragma enumsize(1) #pragma enumsign("unsigned") typedef enum tagBOOTINDICATOR { NOBOOT = 0, SYSTEM_PARTITION = 128, } BOOTINDICATOR ; #pragma hide() typedef struct PART_ENTRY { BOOTINDICATOR BootIndicator ; UBYTE StartingHead ; WORD StartingSectCylinder ; // Need Bit fields SYSTEMID SystemID ; UBYTE EndingHead ; WORD EndingSectCylinder ; // Need Bit fields DWORD RelativeSector ; DWORD TotalSectors ; } PART_ENTRY ; #pragma show() struct MASTER_BOOT_RECORD { blob BootCode[446] ; PART_ENTRY partitions[4] ; WORD EndOfSectorMarker ; } ;
Structure de GU_AVATAR_ATTRIBUTE_UPDATE de Dragon Ball Online.
#include "standard-types.hsl" struct sAVATAR_ATTRIBUTE3 { WORD byBaseStr; WORD Str; //absolute WORD byBaseCon; WORD Con; //absolute WORD byBaseFoc; WORD Foc; //absolute WORD byBaseDex; WORD Dex; //absolute WORD byBaseSol; WORD Sol; //absolute WORD byBaseEng; WORD Eng; //absolute DWORD wBaseMaxLP; int MaxLp; //absolute WORD wBaseMaxEP; WORD wMaxEP; //absolute DWORD wBaseMaxAp; int MaxAp; //absolute WORD wBaseMaxRP; WORD wMaxRP; //absolute WORD wBaseLpRegen; WORD wLpRegen; //absolute WORD wBaseLpSitDownRegen; WORD wLpSitdownRegen; //absolute WORD wBaseLpBattleRegen; WORD wLpBattleRegen; //absolute WORD wBaseEpRegen; WORD wEpRegen; //absolute WORD wBaseEpSitdownRegen; WORD wEpSitdownRegen; //absolute WORD wBaseEpBattleRegen; WORD wEpBattleRegen; //absolute WORD wBaseApRegen; WORD wApRegen; //absolute WORD wBaseApSitdownRegen; WORD wApSitdownRegen; //absolute WORD wBaseApBattleRegen; WORD wLastApBattleRegen; WORD wBaseApDegen; WORD wApDegen; //absolute WORD wBaseApBattleDegen; WORD wLastApBattleDegen; WORD wBaseRpRegen; WORD wRpRegen; //absolute RP rate increase. (/ Second) WORD wRpDimimutionRate; //RP 째짢쩌�� 쩌��쨉쨉.(/second) WORD wBasePhysicalOffence; WORD wPhysicalOffence; //absolute WORD wBasePhysicalDefence; WORD wPhysicalDefence; //absolute WORD wBaseEnergyOffence; WORD wEnergyOffence; //absolute WORD wBaseEnergyDefence; WORD wEnergyDefence; //absolute WORD wBaseAttackRate; WORD wAttackRate; //percent WORD wBaseDodgeRate; WORD wDodgeRate; //percent WORD wBaseBlockRate; WORD wBlockRate; //percent WORD wBaseCurseSuccessRate; WORD wCurseSuccessRate; //percent WORD wBaseCurseToleranceRate; WORD wCurseToleranceRate; //percent WORD wBaseBlockDamageRate; WORD wBlockDamageRate; //percent //colocar en otro lado WORD wBasePhysicalCriticalRate; WORD wPhysicalCriticalRate; //percent WORD wBaseEnergyCriticalRate; WORD wEnergyCriticalRate; //percent float fBasePhysicalCriticalRange; float fPhysicalCriticalDamageRate; //percent float fBaseEnergyCriticalDamageRange; float fEnergyCriticalDamageRate; //percent float fBaseRunSpeed; float fRunSpeed; //absolute float fBaseAirSpeed; float fFlySpeed; //absolute float fBaseAirDashSpeed; float fFlyDashSpeed; //absolute float fBaseAirDashSpeed2; float fFlyAccelSpeed; //absolute WORD wBaseAttackSpeedRate; WORD wAttackSpeedRate; //absolute float fBaseAttackRange; float fAttackRange; //absolute float fCastingTimeChangePercent; //percent float fCoolTimeChangePercent; //percent float fKeepTimeChangePercent; //percent float fKeepTimeChangeSeconds; float fRequiredEpChangePercent; //percent float fHonestOffence; float fHonestDefence; float fStrangeOffence; float fStrangeDefence; float fWildOffence; float fWildDefence; float fEleganceOffence; float fEleganceDefence; float fFunnyOffence; float fFunnyDefence; float fDotTimeChangeAbsolute; //absolute float fDotValueChangePercent; WORD wParalyzeToleranceRate; //percent WORD wTerrorToleranceRate; //percent WORD wConfuseToleranceRate; //percent WORD wStoneToleranceRate; //percent WORD wCandyToleranceRate; //percent float fParalyzeKeepTimeDown; //percent float fTerrorKeepTimeDown; //percent float fConfuseKeepTimeDown; //percent float fStoneKeepTimeDown; //percent float fCandyKeepTimeDown; //percent float fBleedingKeepTimeDown; //percent float fPoisonKeepTimeDown; //percent float fStomachacheKeepTimeDown; //percent float fCriticalBlockSuccessRate; //percent WORD wGuardRate; float fSkillDamageBlockModeSuccessRate; float fCurseBlockModeSuccessRate; float fKnockdownBlockModeSuccessRate; BYTE byExpBooster; BYTE byQuestDropRate; WORD baseAbdominalPainDefence; WORD wStomachacheDefence; WORD wBasePoisonDefence; WORD wPoisonDefence; WORD wBaseBleedDefence; WORD wBleedDefence; WORD wBaseBurnDefence; WORD wBurnDefence; float fEnergyCriticalDamageBonusRate; float fItemUpgradeBonusRate; float fItemUpgradeBreakBonusRate; float fHtbBlockModeSuccessRate; float fPhysicalCriticalDefenceRate;// decreases critical dmg bonus float fEnergyCriticalDefenceRate;// decreases critical dmg bonus float fBaseSkillSpeed; float fSkillAnimationSpeedModifier; DWORD dwBaseMaxWeight; DWORD dwWeightLimit; float fSkillAggroBonus; float fSkillAggroBonusInPercent; float fMindCurseImmunity; float fBodyCurseImmunity; float fChangeCurseImmunity; float fPhysicalArmorPenRate; //Decreases x% of target physical def. Note: stat should never be below 0 float fEnergyArmorPenRate; //Decreases x% of target energy def. Note: stat should never be below 0 float fDirectHealPowerBonus; float fDirectHealPowerBonusInPercent; float fHotPowerBonus; float fHotPowerBonusInPercent; float fPhysicalReflection; //absolute mover a otro lugar float fEnergyReflection; //absolute mover a otro lugar DWORD dwLpRecoveryWhenHit; //absolute float fLpRecoveryWhenHitInPercent; //absolute WORD dwEpRecoveryWhenHit; //absolute move float fEpRecoveryWhenHitInPercent; //percent move }sAVATAR_ATTRIBUTE3; struct sAVATAR_ATTRIBUTE2 { unsigned short baseStr; unsigned short lastStr; unsigned short baseConstitution; unsigned short lastConstitution; unsigned short baseFocus; unsigned short lastFocus; unsigned short baseDextery; unsigned short lastDextery; unsigned short baseSoul; unsigned short lastSoul; unsigned short baseEnergy; unsigned short lastEnergy; unsigned long baseMaxLP; unsigned long lastMaxLP; unsigned short baseMaxEP; unsigned short lastMaxEP; unsigned long baseMaxAP; unsigned long lastMaxAP; unsigned short baseMaxRP; unsigned short lastMaxRP; unsigned short baseLpRegen; unsigned short lastLpRegen; unsigned short baseLpSitdownRegen; unsigned short lastLpSitdownRegen; unsigned short baseLpBattleRegen; unsigned short lastLpBattleRegen; unsigned short baseEpRegen; unsigned short lastEpRegen; unsigned short baseEpSitdownRegen; unsigned short lastEpSitdownRegen; unsigned short baseEpBattleRegen; unsigned short lastEpBattleRegen; unsigned short baseApRegen; unsigned short lastApRegen; unsigned short baseApSitdownRegen; unsigned short lastApSitdownRegen; unsigned short baseApBattleRegen; unsigned short lastApBattleRegen; unsigned short unknown_int16[4];//???? unsigned short baseRpRegen; unsigned short lastRpRegen; unsigned short lastRpDiminutionRate; unsigned short basePhysicalOffence; unsigned short lastPhysicalOffence; unsigned short basePhysicalDefence; unsigned short lastPhysicalDefence; unsigned short baseEnergyOffence; unsigned short lastEnergyOffence; unsigned short baseEnergyDefence; unsigned short lastEnergyDefence; unsigned short baseAttackRate; unsigned short lastAttackRate; unsigned short baseDodgeRate; unsigned short lastDodgeRate; unsigned short baseBlockRate; unsigned short lastBlockRate; unsigned short baseCurseSuccessRate; unsigned short lastCurseSuccessRate; unsigned short baseCurseToleranceRate; unsigned short lastCurseToleranceRate; unsigned short unknown_rate1;// ?? unsigned short unknown_rate2;// ?? unsigned short basePhysicalCriticalRate; unsigned short lastPhysicalCriticalRate; unsigned short baseEnergyCriticalRate; unsigned short lastEnergyCriticalRate; float unknown_float1[2];//?? float unknown_float2[2];//?? float baseRunSpeed; float lastRunSpeed; float baseAirSpeed; float lastAirSpeed; float baseAirDashSpeed; float lastAirDashSpeed; float baseAirDash2Speed; float lastAirDash2Speed; unsigned short baseAttackSpeedRate; unsigned short lastAttackSpeedRate; float baseAttackRange; float lastAttackRange; float castingTimeChangePercent; float coolTimeChangePercent; float keepTimeChangePercent; float dotValueChangePercent; float dotTimeChangeAbsolute; float requiredEpChangePercent; float honestOffence; float honestDefence; float strangeOffence; float strangeDefence; float wildOffence; float wildDefence; float eleganceOffence; float eleganceDefence; float funnyOffence; float funnyDefence; float mobSpeed;//?? unsigned short paralyzeToleranceRate; unsigned short terrorToleranceRate; unsigned short confuseToleranceRate; unsigned short stoneToleranceRate; unsigned short candyToleranceRate; float paralyzeKeepTimeDown; float terrorKeepTimeDown; float confuseKeepTimeDown; float stoneKeepTimeDown; float candyKeepTimeDown; float bleedingKeepTimeDown; float poisonKeepTimeDown; float stomachacheKeepTimeDown; float criticalBlockSuccessRate; unsigned short guardRate; unsigned short unknown6; float skillDamageBlockModeSuccessRate; float curseBlockModeSuccessRate; float knockdownBlockModeSuccessRate; float htbBlockModeSuccessRate; float sitdownLpRegenBonusRate; float sitdownEpRegenBonusRate; float physicalCriticalDamageBonusRate; float energyCriticalDamageBonusRate; float itemUpgradeBonusRate; float itemUpgradeBreakBonusRate; float unknown3[4];//?? float skillSpeed; float unknown5; unsigned int weightLimit; float unknown4[7];//?? unsigned short unknown40[7];//?? float unknown7[6];//?? }sAVATAR_ATTRIBUTE2; struct sAVATAR_ATTRIBUTE { WORD byBaseStr; WORD byLastStr; WORD byBaseCon; WORD byLastCon; WORD byBaseFoc; WORD byLastFoc; WORD byBaseDex; WORD byLastDex; WORD byBaseSol; WORD byLastSol; WORD byBaseEng; WORD byLastEng; DWORD wBaseMaxLP; DWORD wLastMaxLP; WORD wBaseMaxEP; WORD wLastMaxEP; DWORD wBaseMaxAp; DWORD wLastMaxAp; WORD wBaseMaxRP; WORD wLastMaxRP; WORD wBaseLpRegen; WORD wLastLpRegen; WORD wBaseLpSitdownRegen; WORD wLastLpSitdownRegen; WORD wBaseLpBattleRegen; WORD wLastLpBattleRegen; WORD wBaseEpRegen; WORD wLastEpRegen; WORD wBaseEpSitdownRegen; WORD wLastEpSitdownRegen; WORD wBaseEpBattleRegen; WORD wLastEpBattleRegen; WORD wBaseApRegen; WORD wLastApRegen; WORD wBaseApSitdownRegen; WORD wLastApSitdownRegen; WORD wBaseApBattleRegen; WORD wLastApBattleRegen; WORD wBaseApDegen; WORD wLastApDegen; WORD wBaseApBattleDegen; WORD wLastApBattleDegen; WORD wBaseRpRegen; WORD wLastRpRegen; WORD wLastRpDimimutionRate; WORD wBasePhysicalOffence; WORD wLastPhysicalOffence; WORD wBasePhysicalDefence; WORD wLastPhysicalDefence; WORD wBaseEnergyOffence; WORD wLastEnergyOffence; WORD wBaseEnergyDefence; WORD wLastEnergyDefence; WORD wBaseAttackRate; WORD wLastAttackRate; WORD wBaseDodgeRate; WORD wLastDodgeRate; WORD wBaseBlockRate; WORD wLastBlockRate; WORD wBaseCurseSuccessRate; WORD wLastCurseSuccessRate; WORD wBaseCurseToleranceRate; WORD wLastCurseToleranceRate; WORD wBaseBlockDamageRate; WORD wLastBlockDamageRate; WORD wBasePhysicalCriticalRate; WORD wLastPhysicalCriticalRate; WORD wBaseEnergyCriticalRate; WORD wLastEnergyCriticalRate; float fBasePhysicalCriticalRange;//?? float fLastPhysicalCriticalRange;//?? float fBaseEnergyCriticalRange;//?? float fLastEnergyCriticalRange;//?? float fBaseRunSpeed; float fLastRunSpeed; float fBaseAirSpeed; float fLastAirSpeed; float fBaseAirDashSpeed; float fLastAirDashSpeed; float fBaseAirDash2Speed; float fLastAirDash2Speed; WORD wBaseAttackSpeedRate; WORD wLastAttackSpeedRate; float fBaseAttackRange; float fLastAttackRange; float fCastingTimeChangePercent; float fCoolTimeChangePercent; float fKeepTimeChangePercent; float fDotValueChangePercent; float fDotTimeChangeAbsolute; float fHonestOffence; float fHonestDefence; float fStrangeOffence; float fStrangeDefence; float fWildOffence; float fWildDefence; float fEleganceOffence; float fEleganceDefence; float fFunnyOffence; float fFunnyDefence; float fRequiredEpChangePercent; float unknown2;// mob speed maybe WORD wParalyzeToleranceRate; WORD wTerrorToleranceRate; WORD wConfuseToleranceRate; WORD wStoneToleranceRate; WORD wCandyToleranceRate; float fParalyzeKeepTimeDown; float fTerrorKeepTimeDown; float fConfuseKeepTimeDown; float fStoneKeepTimeDown; float fCandyKeepTimeDown; float fBleedingKeepTimeDown; float fPoisonKeepTimeDown; float fStomachacheKeepTimeDown; float fCriticalBlockSuccessRate; WORD wGuardRate; float fSkillDamageBlockModeSuccessRate; float fCurseBlockModeSuccessRate; float fKnockdownBlockModeSuccessRate; WORD unknown6; WORD baseAbdominalPainDefense; WORD AbdominalPainDefense;//bleeding defese WORD basePoisonDefense; WORD PoisonDefense;// posion defese WORD baseBleedingDefense; WORD BleedingDefense;// defesa sangramento WORD baseBurnDefense; WORD BurnDefense; //burn defese WORD unknown7; float fEnergyCriticalDamageBonusRate; float fItemUpgradeBonusRate; float fItemUpgradeBreakBonusRate; WORD unknown3_0;//?? float unknown3_1;//?? float unknown3_2;//?? float baseSkillSpeed;//?? float SkillSpeed;//?? DWORD baseMaxWeight;//?? DWORD MaxWeight; float fHtbBlockModeSuccessRate;//?? float fAgroPoints;//?? float fSitDownEpRegenBonusRate;//?? float fPhysicalCriticalDamageBonusRate;//?? float fSitDownLpRegenBonusRate;//?? float unknown3_12;//?? float unknown3_13;//?? BYTE unknown4_0;//?? BYTE unknown4_1;//?? WORD unknown3_w6; WORD basePhysicalCriticalDefenceRate;//?? WORD lastPhysicalCriticalDefenceRate;//?? WORD baseEnergyCriticalDefenceRate;//?? WORD lastEnergyCriticalDefenceRate;//?? float fValueRecoveryChangePercent;//?? float fTimeRecoveryChangeAbsolute;//?? float unknown5_2;//?? float unknown5_3;//?? float unknown5_4;//?? float unknown5_5;//?? WORD unknown4_6;//?? }sAVATAR_ATTRIBUTE; union attributes { sAVATAR_ATTRIBUTE attr1; sAVATAR_ATTRIBUTE3 attr2; }attributes; struct GU_AVATAR_ATTRIBUTE_UPDATE { WORD size; WORD opcode; DWORD hHandle; unsigned char byAttributeTotalCount; BYTE bitmask[20]; attributes attr1; DWORD unknown[3]; };
Structure de GU_AVATAR_CHAR_INFO de Dragon Ball Online.
#include "standard-types.hsl" struct sPC_SHAPE { BYTE byFace; BYTE byHair; BYTE byHairColor; BYTE bySkinColor; }sPC_SHAPE; struct sAVATAR_ATTRIBUTE { WORD byBaseStr; WORD byLastStr; WORD byBaseCon; WORD byLastCon; WORD byBaseFoc; WORD byLastFoc; WORD byBaseDex; WORD byLastDex; WORD byBaseSol; WORD byLastSol; WORD byBaseEng; WORD byLastEng; DWORD wBaseMaxLP; DWORD wLastMaxLP; WORD wBaseMaxEP; WORD wLastMaxEP; DWORD wBaseMaxAp; DWORD wLastMaxAp; WORD wBaseMaxRP; WORD wLastMaxRP; WORD wBaseLpRegen; WORD wLastLpRegen; WORD wBaseLpSitdownRegen; WORD wLastLpSitdownRegen; WORD wBaseLpBattleRegen; WORD wLastLpBattleRegen; WORD wBaseEpRegen; WORD wLastEpRegen; WORD wBaseEpSitdownRegen; WORD wLastEpSitdownRegen; WORD wBaseEpBattleRegen; WORD wLastEpBattleRegen; WORD wBaseApRegen; WORD wLastApRegen; WORD wBaseApSitdownRegen; WORD wLastApSitdownRegen; WORD wBaseApBattleRegen; WORD wLastApBattleRegen; WORD unknown_int16_0;//wBaseApDegen WORD unknown_int16_1;//wLastApDegen WORD unknown_int16_2;//wBaseApBattleDegen WORD unknown_int16_3;//wLastApBattleDegen WORD wBaseRpRegen; WORD wLastRpRegen; WORD wLastRpDimimutionRate; WORD wBasePhysicalOffence; WORD wLastPhysicalOffence; WORD wBasePhysicalDefence; WORD wLastPhysicalDefence; WORD wBaseEnergyOffence; WORD wLastEnergyOffence; WORD wBaseEnergyDefence; WORD wLastEnergyDefence; WORD wBaseAttackRate; WORD wLastAttackRate; WORD wBaseDodgeRate; WORD wLastDodgeRate; WORD wBaseBlockRate; WORD wLastBlockRate; WORD wBaseCurseSuccessRate; WORD wLastCurseSuccessRate; WORD wBaseCurseToleranceRate; WORD wLastCurseToleranceRate; WORD unknown_rate1;// wBaseBlockDamageRate WORD unknown_rate2;// wLastBlockDamageRate WORD wBasePhysicalCriticalRate; WORD wLastPhysicalCriticalRate; WORD wBaseEnergyCriticalRate; WORD wLastEnergyCriticalRate; float unknown_float1_0;//?? float unknown_float1_1;//?? float unknown_float2_0;//?? float unknown_float2_1;//?? float fBaseRunSpeed; float fLastRunSpeed; float fBaseAirSpeed; float fLastAirSpeed; float fBaseAirDashSpeed; float fLastAirDashSpeed; float fBaseAirDash2Speed; float fLastAirDash2Speed; WORD wBaseAttackSpeedRate; WORD wLastAttackSpeedRate; float fBaseAttackRange; float fLastAttackRange; float fCastingTimeChangePercent; float fCoolTimeChangePercent; float fKeepTimeChangePercent; float fDotValueChangePercent; float fDotTimeChangeAbsolute; float fRequiredEpChangePercent; float fHonestOffence; float fHonestDefence; float fStrangeOffence; float fStrangeDefence; float fWildOffence; float fWildDefence; float fEleganceOffence; float fEleganceDefence; float fFunnyOffence; float fFunnyDefence; float unknown2;// mob speed maybe WORD wParalyzeToleranceRate; WORD wTerrorToleranceRate; WORD wConfuseToleranceRate; WORD wStoneToleranceRate; WORD wCandyToleranceRate; float fParalyzeKeepTimeDown; float fTerrorKeepTimeDown; float fConfuseKeepTimeDown; float fStoneKeepTimeDown; float fCandyKeepTimeDown; float fBleedingKeepTimeDown; float fPoisonKeepTimeDown; float fStomachacheKeepTimeDown; float fCriticalBlockSuccessRate; WORD wGuardRate; DWORD unknown6; float fSkillDamageBlockModeSuccessRate; float fCurseBlockModeSuccessRate; float fKnockdownBlockModeSuccessRate; DWORD AbdominalPainDefense;//bleeding defese DWORD PoisonDefense;// posion defese DWORD BleedingDefense;// defesa sangramento DWORD BurnDefense; //burn defese float fEnergyCriticalDamageBonusRate; float fItemUpgradeBonusRate; float fItemUpgradeBreakBonusRate; WORD unknown3_0;//?? float unknown3_1;//?? float unknown3_2;//?? float baseSkillSpeed;//?? float SkillSpeed;//?? DWORD baseMaxWeight;//?? DWORD MaxWeight; WORD unknown3_w6; float fHtbBlockModeSuccessRate;//?? float fSitDownLpRegenBonusRate;//?? float fSitDownEpRegenBonusRate;//?? float fPhysicalCriticalDamageBonusRate;//?? float unknown3_11;//?? float unknown3_12;//?? float unknown3_13;//?? BYTE unknown4_0;//?? BYTE unknown4_1;//?? WORD unknown4_2;//?? WORD unknown4_3;//?? WORD unknown4_4;//?? WORD unknown4_5;//?? WORD unknown4_6;//?? float unknown5_0;//?? float unknown5_1;//?? float unknown5_2;//?? float unknown5_3;//?? float unknown5_4;//?? float unknown5_5;//?? }sAVATAR_ATTRIBUTE; struct sMARKING { DWORD dwCode; // eMARKING_TYPE }sMARKING;//end of sMARKING struct sHOIPOIMIX_DATA { bool bNormalStart; // 占쏙옙令占싹울옙占쏙옙 // 占쏙옙占쏙옙트 占쏙옙占쏙옙 혹占쏙옙 占쏙옙占쏙옙 bool bSpecialStart; // 占쏙옙占썰샬 占싶쏙옙 占쏙옙臼占쏙옙占� BYTE bySpecialType; // eRECIPE_TYPE BYTE byMixLevel; DWORD dwMixExp; }sHOIPOIMIX_DATA; struct sPC_PROFILE_LOCALIZE { BYTE type; DWORD netp;// Token Point correct value DWORD GiftCash;// Notify if recive cash item from friend "mensage say gift not confirmed" BYTE unknown;// Unknow TW BYTE IsVip;// S icon Maybe Vip_Member BYTE unknown1;// Unknow TW BYTE unknown2;// Unknow TW BYTE unknown3;// Unknow TW BYTE unknown4;// Unknow TW DWORD unknown5;// INVALID_TBLIDX TW DWORD unknown6;// INVALID_TBLIDX TW DWORD WP_Point;// WP Poit mensage BYTE unknown7;// Unknow TW }sPC_PROFILE_LOCALIZE; struct sPC_PROFILE { BYTE byMaxLevel; DWORD tblidx; // pc �����대�� ��몃�깆�� bool bIsAdult; bool bChangeClass; // ���吏� 沅������� 媛�吏�怨� ������吏���� ��щ�� DWORD charId; // PC 罹�由���곗�� 怨���� ID(DB index) WCHAR awchName[16 + 1]; sPC_SHAPE sPcShape; // pc ��몄�� ( ��쇨뎬/癒몃━/癒몃━��� ) sAVATAR_ATTRIBUTE avatarAttribute; DWORD dwCurLP; WORD wCurEP; WORD wCurRP; BYTE byUnknow; DWORD dwCurAp; BYTE byLevel; DWORD dwCurExp; DWORD dwMaxExpInThisLevel; DWORD dwZenny; DWORD dwTutorialHint; BYTE byBindType; DWORD bindWorldId; DWORD bindObjectTblidx; DWORD dwReputation; DWORD dwMudosaPoint; DWORD dwSpPoint; sMARKING sMarking; sHOIPOIMIX_DATA sMixData; bool bIsGameMaster; // true : ��댁����� character DWORD guildId; sPC_PROFILE_LOCALIZE sLocalize; }sPC_PROFILE; struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct dVECTOR3 { int x; int y; int z; }dVECTOR3; struct sSUMMARY_PRIVATESHOP_SHOP_DATA { bool bIsOwnerEmpty; //true占싱몌옙 占쏙옙占쏙옙占쏙옙 占쌘몌옙占쏙옙 占쏙옙占쏙옙 BYTE byShopState; //Shop State 占쏙옙占쏙옙(ePRIVATESHOP_STATE) WCHAR wcPrivateShopName[32 + 1]; }sSUMMARY_PRIVATESHOP_SHOP_DATA;// end of struct sSUMMARY_PRIVATESHOP_SHOP_DATA struct sDBO_SYSTEM_EFFECT_RESULT { DWORD eResultType; float Value1; float Value2; float Value3; float Value4; float Value5; float Value6; }sDBO_SYSTEM_EFFECT_RESULT; struct sSKILL_RESULT { unsigned int hTarget; BYTE byAttackResult; // eBATTLE_ATTACK_RESULT sDBO_SYSTEM_EFFECT_RESULT effectResult[2]; BYTE byBlockedAction; // eDBO_GUARD_TYPE DWORD unk1; sVECTOR3 vShift; sVECTOR3 vShift1; }sSKILL_RESULT; struct sHTBSKILL_RESULT { BYTE byStep; // ������ HTB ��ㅽ�� sSKILL_RESULT sSkillResult; }sHTBSKILL_RESULT; struct sCHARSTATE_SPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_SPAWNING; struct sCHARSTATE_DESPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_DESPAWNING; struct sCHARSTATE_STANDING { }sCHARSTATE_STANDING; struct sCHARSTATE_SITTING { }sCHARSTATE_SITTING; struct sCHARSTATE_FAINTING { BYTE byReason; // eFAINT_REASON }sCHARSTATE_FAINTING; struct sCHARSTATE_CAMPING { }sCHARSTATE_CAMPING; struct sCHARSTATE_LEAVING { BYTE byLeavingType; // eCHARLEAVING_TYPE }sCHARSTATE_LEAVING; struct sCHARSTATE_MOVING { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_MOVING; struct sCHARSTATE_DESTMOVE { DWORD dwTimeStamp; BYTE byMoveFlag; bool bHaveSecondDestLoc; dVECTOR3 vSecondDestLoc; BYTE unknown; BYTE byDestLocCount; dVECTOR3 avDestLoc[10]; }sCHARSTATE_DESTMOVE; struct sCHARSTATE_FOLLOWING { DWORD dwTimeStamp; BYTE byMoveFlag; unsigned int hTarget; // ���寃� ��곕�쇨��湲곗�쇰�� ��곕�쇨�� ���寃� ��몃�� float fDistance; // ���寃� ��������� 硫�異� 嫄곕━ BYTE byMovementReason; // 怨듦꺽 or ��ㅽ�ъ�ъ�� ��깆�� FOLLOW��� ��댁��瑜� ��ㅼ�� }sCHARSTATE_FOLLOWING; struct sCHARSTATE_FALLING { DWORD dwTimeStamp; BYTE byMoveDirection; // ENtlMovementDirection }sCHARSTATE_FALLING; struct sCHARSTATE_DASH_PASSIVE { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on sVECTOR3 vDestLoc; }sCHARSTATE_DASH_PASSIVE; struct sCHARSTATE_TELEPORTING { BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_TELEPORTING; struct sCHARSTATE_SLIDING { sVECTOR3 vShift; }sCHARSTATE_SLIDING; struct sCHARSTATE_KNOCKDOWN { sVECTOR3 vShift; }sCHARSTATE_KNOCKDOWN; struct sCHARSTATE_FOCUSING { }sCHARSTATE_FOCUSING; struct sCHARSTATE_CASTING { unsigned int skillId; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING; struct sCHARSTATE_SKILL_AFFECTING { unsigned int skillId; unsigned int hTarget; }sCHARSTATE_SKILL_AFFECTING; struct sCHARSTATE_KEEPING_EFFECT { }sCHARSTATE_KEEPING_EFFECT; struct sCHARSTATE_CASTING_ITEM { unsigned int itemTblidx; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING_ITEM; struct sCHARSTATE_STUNNED { BYTE byStunType; // eDBO_STUN_TYPE }sCHARSTATE_STUNNED; struct sCHARSTATE_SLEEPING { }sCHARSTATE_SLEEPING; struct sCHARSTATE_PARALYZED { }sCHARSTATE_PARALYZED; struct sCHARSTATE_HTB { unsigned int HTBId; // HTB ��ㅽ�� ID unsigned int hTarget; // HTB ���寃� ��몃�� BYTE byStepCount; // HTB ��ㅽ�� 媛���� BYTE byCurStep; // ������ ��ㅽ�� BYTE byResultCount; // HTB ��ㅽ�� 寃곌낵 媛���� sHTBSKILL_RESULT aHTBSkillResult[10]; // HTB ��ㅽ�� 寃곌낵 }sCHARSTATE_HTB; struct sCHARSTATE_SANDBAG { }sCHARSTATE_SANDBAG; struct sCHARSTATE_CHARGING { }sCHARSTATE_CHARGING; struct sCHARSTATE_BLOCKING { }sCHARSTATE_BLOCKING; struct sCHARSTATE_PRIVATESHOP { sSUMMARY_PRIVATESHOP_SHOP_DATA sSummaryPrivateShopData; }sCHARSTATE_PRIVATESHOP; struct sCHARSTATE_DIRECT_PLAY { BYTE byDirectPlayType; // ��곗�� ������ ( eDIRECT_PLAY_TYPE ) unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_DIRECT_PLAY; struct sCHARSTATE_OPERATING { unsigned int hTargetObject; // ���寃� ��ㅻ�������� ��몃�� DWORD dwOperateTime; // ������ ���媛� unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_OPERATING; struct sCHARSTATE_RIDEON { unsigned int hTarget; // ���寃� ��몃�� }sCHARSTATE_RIDEON; struct sCHARSTATE_TURNING { unsigned int directTblidx; // ��곗�� TBLIDX sVECTOR3 vDestDir; }sCHARSTATE_TURNING; struct sCHARSTATE_AIR_JUMP { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_AIR_JUMP; struct sCHARSTATE_AIR_DASH_ACCEL { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on }sCHARSTATE_AIR_DASH_ACCEL; union sCHARSTATE_DETAIL { sCHARSTATE_SPAWNING sCharStateSpawning; sCHARSTATE_DESPAWNING sCharStateDespawning; sCHARSTATE_STANDING sCharStateStanding; sCHARSTATE_SITTING sCharStateSitting; sCHARSTATE_FAINTING sCharStateFainting; sCHARSTATE_CAMPING sCharStateCamping; sCHARSTATE_LEAVING sCharStateLeaving; sCHARSTATE_MOVING sCharStateMoving; sCHARSTATE_DESTMOVE sCharStateDestMove; sCHARSTATE_FOLLOWING sCharStateFollwing; sCHARSTATE_FALLING sCharStateFalling; sCHARSTATE_DASH_PASSIVE sCharStateDashPassive; sCHARSTATE_TELEPORTING sCharStateTeleporting; sCHARSTATE_SLIDING sCharStateSliding; sCHARSTATE_KNOCKDOWN sCharStateKnockdown; sCHARSTATE_FOCUSING sCharStateFocusing; sCHARSTATE_CASTING sCharStateCasting; sCHARSTATE_SKILL_AFFECTING sCharStateSkillAffecting; sCHARSTATE_KEEPING_EFFECT sCharStateKeepingEffect; sCHARSTATE_CASTING_ITEM sCharStateCastingItem; sCHARSTATE_STUNNED sCharStateStunned; sCHARSTATE_SLEEPING sCharStateSleeping; sCHARSTATE_PARALYZED sCharStateParalyzed; sCHARSTATE_HTB sCharStateHTB; sCHARSTATE_SANDBAG sCharStateSandBag; sCHARSTATE_CHARGING sCharStateCharging; sCHARSTATE_PRIVATESHOP sCharStatePrivateShop;// [7/16/2007] sCHARSTATE_DIRECT_PLAY sCharStateDirectPlay; sCHARSTATE_OPERATING sCharStateOperating; sCHARSTATE_RIDEON sCharStateRideOn; sCHARSTATE_TURNING sCharStateTurning; sCHARSTATE_AIR_JUMP sCharStateAirJump; sCHARSTATE_AIR_DASH_ACCEL sCharStateAirDashAccel; }sCHARSTATE_DETAIL; struct sASPECTSTATE_SUPER_SAIYAN { BYTE bySourceGrade; }sASPECTSTATE_SUPER_SAIYAN; struct sASPECTSTATE_PURE_MAJIN { BYTE bySourceGrade; }sASPECTSTATE_PURE_MAJIN; struct sASPECTSTATE_GREAT_NAMEK { BYTE bySourceGrade; }sASPECTSTATE_GREAT_NAMEK; struct sASPECTSTATE_KAIOKEN { BYTE bySourceGrade; BYTE byRepeatingCount; }sASPECTSTATE_KAIOKEN; struct sASPECTSTATE_SPINNING_ATTACK { }sASPECTSTATE_SPINNING_ATTACK; struct sASPECTSTATE_VEHICLE { unsigned int idVehicleTblidx; unsigned int hVehicleItem; bool bIsEngineOn; }sASPECTSTATE_VEHICLE; union sASPECTSTATE_DETAIL { sASPECTSTATE_SUPER_SAIYAN sSuperSaiyan; sASPECTSTATE_PURE_MAJIN sPureMajin; sASPECTSTATE_GREAT_NAMEK sGreatNamek; sASPECTSTATE_KAIOKEN sKaioken; sASPECTSTATE_SPINNING_ATTACK sSpinningAttack; sASPECTSTATE_VEHICLE sVehicle; }sASPECTSTATE_DETAIL; struct sASPECTSTATE_BASE { BYTE byAspectStateId; }sASPECTSTATE_BASE; struct sASPECTSTATE { sASPECTSTATE_BASE sAspectStateBase; sASPECTSTATE_DETAIL sAspectStateDetail; }sASPECTSTATE; struct sCHARSTATE_BASE { BYTE byStateID; DWORD dwStateTime; unsigned __int64 dwConditionFlag; sASPECTSTATE aspectState; bool isFighting; sVECTOR3 vCurLoc; sVECTOR3 vCurDir; bool isFlying; }sCHARSTATE_BASE; struct sCHARSTATE { sCHARSTATE_BASE sCharStateBase; sCHARSTATE_DETAIL sCharStateDetail; }sCHARSTATE; struct GU_AVATAR_CHAR_INFO { WORD size; WORD opcode; DWORD handle; sPC_PROFILE sPcProfile; WORD wCharStateSize; //-[9/7/2006 zeroera] : 쩌쨀쨍챠 : ��짭쨋처����쩐챨��짰쨍짝 ��짠���� ��쨀쨍짱����쨩처���� 쨩챌������챤 ��짚쨘쨍 sCHARSTATE sCharState; };
Structure de GU_AVATAR_CHAR_INFO2 de Dragon Ball Online.
#include "standard-types.hsl" struct sPC_SHAPE { BYTE byFace; BYTE byHair; BYTE byHairColor; BYTE bySkinColor; }sPC_SHAPE; struct sAVATAR_ATTRIBUTE { WORD byBaseStr; WORD Str; //absolute WORD byBaseCon; WORD Con; //absolute WORD byBaseFoc; WORD Foc; //absolute WORD byBaseDex; WORD Dex; //absolute WORD byBaseSol; WORD Sol; //absolute WORD byBaseEng; WORD Eng; //absolute DWORD wBaseMaxLP; int MaxLp; //absolute WORD wBaseMaxEP; WORD wMaxEP; //absolute DWORD wBaseMaxAp; int MaxAp; //absolute WORD wBaseMaxRP; WORD wMaxRP; //absolute WORD wBaseLpRegen; WORD wLpRegen; //absolute WORD wBaseLpSitDownRegen; WORD wLpSitdownRegen; //absolute WORD wBaseLpBattleRegen; WORD wLpBattleRegen; //absolute WORD wBaseEpRegen; WORD wEpRegen; //absolute WORD wBaseEpSitdownRegen; WORD wEpSitdownRegen; //absolute WORD wBaseEpBattleRegen; WORD wEpBattleRegen; //absolute WORD wBaseApRegen; WORD wApRegen; //absolute WORD wBaseApSitdownRegen; WORD wApSitdownRegen; //absolute WORD wBaseApBattleRegen; WORD wLastApBattleRegen; WORD wBaseApDegen; WORD wApDegen; //absolute WORD wBaseApBattleDegen; WORD wLastApBattleDegen; WORD wBaseRpRegen; WORD wRpRegen; //absolute RP rate increase. (/ Second) WORD wRpDimimutionRate; //RP 째짢쩌�� 쩌��쨉쨉.(/second) WORD wBasePhysicalOffence; WORD wPhysicalOffence; //absolute WORD wBasePhysicalDefence; WORD wPhysicalDefence; //absolute WORD wBaseEnergyOffence; WORD wEnergyOffence; //absolute WORD wBaseEnergyDefence; WORD wEnergyDefence; //absolute WORD wBaseAttackRate; WORD wAttackRate; //percent WORD wBaseDodgeRate; WORD wDodgeRate; //percent WORD wBaseBlockRate; WORD wBlockRate; //percent WORD wBaseCurseSuccessRate; WORD wCurseSuccessRate; //percent WORD wBaseCurseToleranceRate; WORD wCurseToleranceRate; //percent WORD wBaseBlockDamageRate; WORD wBlockDamageRate; //percent //colocar en otro lado WORD wBasePhysicalCriticalRate; WORD wPhysicalCriticalRate; //percent WORD wBaseEnergyCriticalRate; WORD wEnergyCriticalRate; //percent float fBasePhysicalCriticalRange; float fPhysicalCriticalDamageRate; //percent float fBaseEnergyCriticalDamageRange; float fEnergyCriticalDamageRate; //percent float fBaseRunSpeed; float fRunSpeed; //absolute float fBaseAirSpeed; float fFlySpeed; //absolute float fBaseAirDashSpeed; float fFlyDashSpeed; //absolute float fBaseAirDashSpeed2; float fFlyAccelSpeed; //absolute WORD wBaseAttackSpeedRate; WORD wAttackSpeedRate; //absolute float fBaseAttackRange; float fAttackRange; //absolute float fCastingTimeChangePercent; //percent float fCoolTimeChangePercent; //percent float fKeepTimeChangePercent; //percent float fKeepTimeChangeSeconds; float fRequiredEpChangePercent; //percent float fHonestOffence; float fHonestDefence; float fStrangeOffence; float fStrangeDefence; float fWildOffence; float fWildDefence; float fEleganceOffence; float fEleganceDefence; float fFunnyOffence; float fFunnyDefence; float fDotTimeChangeAbsolute; //absolute float fDotValueChangePercent; WORD wParalyzeToleranceRate; //percent WORD wTerrorToleranceRate; //percent WORD wConfuseToleranceRate; //percent WORD wStoneToleranceRate; //percent WORD wCandyToleranceRate; //percent float fParalyzeKeepTimeDown; //percent float fTerrorKeepTimeDown; //percent float fConfuseKeepTimeDown; //percent float fStoneKeepTimeDown; //percent float fCandyKeepTimeDown; //percent float fBleedingKeepTimeDown; //percent float fPoisonKeepTimeDown; //percent float fStomachacheKeepTimeDown; //percent float fCriticalBlockSuccessRate; //percent WORD wGuardRate; float fSkillDamageBlockModeSuccessRate; float fCurseBlockModeSuccessRate; float fKnockdownBlockModeSuccessRate; BYTE byExpBooster; BYTE byQuestDropRate; WORD baseAbdominalPainDefence; WORD wStomachacheDefence; WORD wBasePoisonDefence; WORD wPoisonDefence; WORD wBaseBleedDefence; WORD wBleedDefence; WORD wBaseBurnDefence; WORD wBurnDefence; float fEnergyCriticalDamageBonusRate; float fItemUpgradeBonusRate; float fItemUpgradeBreakBonusRate; float fHtbBlockModeSuccessRate; float fPhysicalCriticalDefenceRate;// decreases critical dmg bonus float fEnergyCriticalDefenceRate;// decreases critical dmg bonus float fBaseSkillSpeed; float fSkillAnimationSpeedModifier; DWORD dwBaseMaxWeight; DWORD dwWeightLimit; float fSkillAggroBonus; float fSkillAggroBonusInPercent; float fMindCurseImmunity; float fBodyCurseImmunity; float fChangeCurseImmunity; float fPhysicalArmorPenRate; //Decreases x% of target physical def. Note: stat should never be below 0 float fEnergyArmorPenRate; //Decreases x% of target energy def. Note: stat should never be below 0 float fDirectHealPowerBonus; float fDirectHealPowerBonusInPercent; float fHotPowerBonus; float fHotPowerBonusInPercent; float fPhysicalReflection; //absolute mover a otro lugar float fEnergyReflection; //absolute mover a otro lugar DWORD dwLpRecoveryWhenHit; //absolute float fLpRecoveryWhenHitInPercent; //absolute WORD dwEpRecoveryWhenHit; //absolute move float fEpRecoveryWhenHitInPercent; //percent move }sAVATAR_ATTRIBUTE; struct sMARKING { DWORD dwCode; // eMARKING_TYPE }sMARKING;//end of sMARKING struct sHOIPOIMIX_DATA { bool bNormalStart; // 占쏙옙令占싹울옙占쏙옙 // 占쏙옙占쏙옙트 占쏙옙占쏙옙 혹占쏙옙 占쏙옙占쏙옙 bool bSpecialStart; // 占쏙옙占썰샬 占싶쏙옙 占쏙옙臼占쏙옙占� BYTE bySpecialType; // eRECIPE_TYPE BYTE byLevel; // level DWORD dwExp; // current exp dwMixExp; }sHOIPOIMIX_DATA; struct sPC_PROFILE_LOCALIZE { BYTE type; DWORD netp;// Token Point correct value DWORD GiftCash;// Notify if recive cash item from friend "mensage say gift not confirmed" BYTE unknown;// Unknow TW BYTE IsVip;// S icon Maybe Vip_Member BYTE unknown1;// Unknow TW BYTE unknown2;// Unknow TW BYTE unknown3;// Unknow TW DWORD unknown4;// Unknow TW DWORD mascot;// INVALID_TBLIDX TW BYTE unknown6;// INVALID_TBLIDX TW DWORD WP_Point;// WP Poit mensage BYTE unknown7;// Unknow TW }sPC_PROFILE_LOCALIZE; struct new { BYTE type; DWORD netp; DWORD GiftCash; BYTE byRankBattleRemainCount; bool bIsInFreePvpZone; bool bIsScrambleJoinFlag; bool bIsScrambleRewardedFlag; BYTE byHasBattleDragonBallBitFlag; DWORD unknown; DWORD mascotTblidx; DWORD dwWaguWaguPoints; bool bInvisibleCostume; BYTE unknown; }new; union compare { sPC_PROFILE_LOCALIZE sLocalize; new nuevo; }compare; struct sPC_PROFILE { DWORD tblidx; // pc ��������쨘챠 ����쨉짝쩍쨘 bool bIsAdult; bool bChangeClass; // Whether or not have rights to change class DWORD charId; // PC ��쨀쨍짱�������� 째챠��짱 ID(DB index) WCHAR awchName[16 + 1]; sPC_SHAPE sPcShape; // pc 쩔��쩐챌 ( 쩐처짹쩌/쨍��쨍짰/쨍��쨍짰쨩철 ) sAVATAR_ATTRIBUTE avatarAttribute; int curLp; WORD wCurEP; WORD wCurRP; BYTE byCurRPBall; int curAP; BYTE byLevel; DWORD dwCurExp; DWORD dwMaxExpInThisLevel; DWORD dwZenny; DWORD dwTutorialHint; BYTE byBindType; DWORD bindWorldId; DWORD bindObjectTblidx; DWORD dwReputation; DWORD dwMudosaPoint; DWORD dwSpPoint; DWORD charTitle; sHOIPOIMIX_DATA sMixData; bool bIsGameMaster; // true : 쩔챤쩔쨉���� character DWORD guildId; BYTE type; DWORD netp; DWORD GiftCash; BYTE byRankBattleRemainCount; bool bIsInFreePvpZone; bool bIsScrambleJoinFlag; bool bIsScrambleRewardedFlag; BYTE byHasBattleDragonBallBitFlag; DWORD unknown; DWORD mascotTblidx; DWORD dwWaguWaguPoints; bool bInvisibleCostume; BYTE unknown2; }sPC_PROFILE; struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct dVECTOR3 { int x; int y; int z; }dVECTOR3; struct sSUMMARY_PRIVATESHOP_SHOP_DATA { bool bIsOwnerEmpty; //true占싱몌옙 占쏙옙占쏙옙占쏙옙 占쌘몌옙占쏙옙 占쏙옙占쏙옙 BYTE byShopState; //Shop State 占쏙옙占쏙옙(ePRIVATESHOP_STATE) WCHAR wcPrivateShopName[32 + 1]; }sSUMMARY_PRIVATESHOP_SHOP_DATA;// end of struct sSUMMARY_PRIVATESHOP_SHOP_DATA struct sDBO_SYSTEM_EFFECT_RESULT { DWORD eResultType; float Value1; float Value2; float Value3; float Value4; float Value5; float Value6; }sDBO_SYSTEM_EFFECT_RESULT; struct sSKILL_RESULT { unsigned int hTarget; BYTE byAttackResult; // eBATTLE_ATTACK_RESULT sDBO_SYSTEM_EFFECT_RESULT effectResult[2]; BYTE byBlockedAction; // eDBO_GUARD_TYPE DWORD unk1; sVECTOR3 vShift; sVECTOR3 vShift1; }sSKILL_RESULT; struct sHTBSKILL_RESULT { BYTE byStep; // ������ HTB ��ㅽ�� sSKILL_RESULT sSkillResult; }sHTBSKILL_RESULT; struct sCHARSTATE_SPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_SPAWNING; struct sCHARSTATE_DESPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_DESPAWNING; struct sCHARSTATE_STANDING { }sCHARSTATE_STANDING; struct sCHARSTATE_SITTING { }sCHARSTATE_SITTING; struct sCHARSTATE_FAINTING { BYTE byReason; // eFAINT_REASON }sCHARSTATE_FAINTING; struct sCHARSTATE_CAMPING { }sCHARSTATE_CAMPING; struct sCHARSTATE_LEAVING { BYTE byLeavingType; // eCHARLEAVING_TYPE }sCHARSTATE_LEAVING; struct sCHARSTATE_MOVING { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_MOVING; struct sCHARSTATE_DESTMOVE { DWORD dwTimeStamp; BYTE byMoveFlag; bool bHaveSecondDestLoc; dVECTOR3 vSecondDestLoc; BYTE unknown; BYTE byDestLocCount; dVECTOR3 avDestLoc[10]; }sCHARSTATE_DESTMOVE; struct sCHARSTATE_FOLLOWING { DWORD dwTimeStamp; BYTE byMoveFlag; unsigned int hTarget; // ���寃� ��곕�쇨��湲곗�쇰�� ��곕�쇨�� ���寃� ��몃�� float fDistance; // ���寃� ��������� 硫�異� 嫄곕━ BYTE byMovementReason; // 怨듦꺽 or ��ㅽ�ъ�ъ�� ��깆�� FOLLOW��� ��댁��瑜� ��ㅼ�� }sCHARSTATE_FOLLOWING; struct sCHARSTATE_FALLING { DWORD dwTimeStamp; BYTE byMoveDirection; // ENtlMovementDirection }sCHARSTATE_FALLING; struct sCHARSTATE_DASH_PASSIVE { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on sVECTOR3 vDestLoc; }sCHARSTATE_DASH_PASSIVE; struct sCHARSTATE_TELEPORTING { BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_TELEPORTING; struct sCHARSTATE_SLIDING { sVECTOR3 vShift; }sCHARSTATE_SLIDING; struct sCHARSTATE_KNOCKDOWN { sVECTOR3 vShift; }sCHARSTATE_KNOCKDOWN; struct sCHARSTATE_FOCUSING { }sCHARSTATE_FOCUSING; struct sCHARSTATE_CASTING { unsigned int skillId; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING; struct sCHARSTATE_SKILL_AFFECTING { unsigned int skillId; unsigned int hTarget; }sCHARSTATE_SKILL_AFFECTING; struct sCHARSTATE_KEEPING_EFFECT { }sCHARSTATE_KEEPING_EFFECT; struct sCHARSTATE_CASTING_ITEM { unsigned int itemTblidx; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING_ITEM; struct sCHARSTATE_STUNNED { BYTE byStunType; // eDBO_STUN_TYPE }sCHARSTATE_STUNNED; struct sCHARSTATE_SLEEPING { }sCHARSTATE_SLEEPING; struct sCHARSTATE_PARALYZED { }sCHARSTATE_PARALYZED; struct sCHARSTATE_HTB { unsigned int HTBId; // HTB ��ㅽ�� ID unsigned int hTarget; // HTB ���寃� ��몃�� BYTE byStepCount; // HTB ��ㅽ�� 媛���� BYTE byCurStep; // ������ ��ㅽ�� BYTE byResultCount; // HTB ��ㅽ�� 寃곌낵 媛���� sHTBSKILL_RESULT aHTBSkillResult[10]; // HTB ��ㅽ�� 寃곌낵 }sCHARSTATE_HTB; struct sCHARSTATE_SANDBAG { }sCHARSTATE_SANDBAG; struct sCHARSTATE_CHARGING { }sCHARSTATE_CHARGING; struct sCHARSTATE_BLOCKING { }sCHARSTATE_BLOCKING; struct sCHARSTATE_PRIVATESHOP { sSUMMARY_PRIVATESHOP_SHOP_DATA sSummaryPrivateShopData; }sCHARSTATE_PRIVATESHOP; struct sCHARSTATE_DIRECT_PLAY { BYTE byDirectPlayType; // ��곗�� ������ ( eDIRECT_PLAY_TYPE ) unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_DIRECT_PLAY; struct sCHARSTATE_OPERATING { unsigned int hTargetObject; // ���寃� ��ㅻ�������� ��몃�� DWORD dwOperateTime; // ������ ���媛� unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_OPERATING; struct sCHARSTATE_RIDEON { unsigned int hTarget; // ���寃� ��몃�� }sCHARSTATE_RIDEON; struct sCHARSTATE_TURNING { unsigned int directTblidx; // ��곗�� TBLIDX sVECTOR3 vDestDir; }sCHARSTATE_TURNING; struct sCHARSTATE_AIR_JUMP { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_AIR_JUMP; struct sCHARSTATE_AIR_DASH_ACCEL { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on }sCHARSTATE_AIR_DASH_ACCEL; union sCHARSTATE_DETAIL { sCHARSTATE_SPAWNING sCharStateSpawning; sCHARSTATE_DESPAWNING sCharStateDespawning; sCHARSTATE_STANDING sCharStateStanding; sCHARSTATE_SITTING sCharStateSitting; sCHARSTATE_FAINTING sCharStateFainting; sCHARSTATE_CAMPING sCharStateCamping; sCHARSTATE_LEAVING sCharStateLeaving; sCHARSTATE_MOVING sCharStateMoving; sCHARSTATE_DESTMOVE sCharStateDestMove; sCHARSTATE_FOLLOWING sCharStateFollwing; sCHARSTATE_FALLING sCharStateFalling; sCHARSTATE_DASH_PASSIVE sCharStateDashPassive; sCHARSTATE_TELEPORTING sCharStateTeleporting; sCHARSTATE_SLIDING sCharStateSliding; sCHARSTATE_KNOCKDOWN sCharStateKnockdown; sCHARSTATE_FOCUSING sCharStateFocusing; sCHARSTATE_CASTING sCharStateCasting; sCHARSTATE_SKILL_AFFECTING sCharStateSkillAffecting; sCHARSTATE_KEEPING_EFFECT sCharStateKeepingEffect; sCHARSTATE_CASTING_ITEM sCharStateCastingItem; sCHARSTATE_STUNNED sCharStateStunned; sCHARSTATE_SLEEPING sCharStateSleeping; sCHARSTATE_PARALYZED sCharStateParalyzed; sCHARSTATE_HTB sCharStateHTB; sCHARSTATE_SANDBAG sCharStateSandBag; sCHARSTATE_CHARGING sCharStateCharging; sCHARSTATE_PRIVATESHOP sCharStatePrivateShop;// [7/16/2007] sCHARSTATE_DIRECT_PLAY sCharStateDirectPlay; sCHARSTATE_OPERATING sCharStateOperating; sCHARSTATE_RIDEON sCharStateRideOn; sCHARSTATE_TURNING sCharStateTurning; sCHARSTATE_AIR_JUMP sCharStateAirJump; sCHARSTATE_AIR_DASH_ACCEL sCharStateAirDashAccel; }sCHARSTATE_DETAIL; struct sASPECTSTATE_SUPER_SAIYAN { BYTE bySourceGrade; }sASPECTSTATE_SUPER_SAIYAN; struct sASPECTSTATE_PURE_MAJIN { BYTE bySourceGrade; }sASPECTSTATE_PURE_MAJIN; struct sASPECTSTATE_GREAT_NAMEK { BYTE bySourceGrade; }sASPECTSTATE_GREAT_NAMEK; struct sASPECTSTATE_KAIOKEN { BYTE bySourceGrade; BYTE byRepeatingCount; }sASPECTSTATE_KAIOKEN; struct sASPECTSTATE_SPINNING_ATTACK { }sASPECTSTATE_SPINNING_ATTACK; struct sASPECTSTATE_VEHICLE { unsigned int idVehicleTblidx; unsigned int hVehicleItem; bool bIsEngineOn; }sASPECTSTATE_VEHICLE; union sASPECTSTATE_DETAIL { sASPECTSTATE_SUPER_SAIYAN sSuperSaiyan; sASPECTSTATE_PURE_MAJIN sPureMajin; sASPECTSTATE_GREAT_NAMEK sGreatNamek; sASPECTSTATE_KAIOKEN sKaioken; sASPECTSTATE_SPINNING_ATTACK sSpinningAttack; sASPECTSTATE_VEHICLE sVehicle; }sASPECTSTATE_DETAIL; struct sASPECTSTATE_BASE { BYTE byAspectStateId; }sASPECTSTATE_BASE; struct sASPECTSTATE { sASPECTSTATE_BASE sAspectStateBase; sASPECTSTATE_DETAIL sAspectStateDetail; }sASPECTSTATE; struct sCHARSTATE_BASE { BYTE byStateID; DWORD dwStateTime; unsigned __int64 dwConditionFlag; sASPECTSTATE aspectState; bool isFighting; sVECTOR3 vCurLoc; sVECTOR3 vCurDir; bool isFlying; }sCHARSTATE_BASE; struct sCHARSTATE { sCHARSTATE_BASE sCharStateBase; sCHARSTATE_DETAIL sCharStateDetail; }sCHARSTATE; struct GU_AVATAR_CHAR_INFO2 { WORD size; WORD opcode; DWORD handle; BYTE byPlayerMaxLevel; sPC_PROFILE sPcProfile; WORD wCharStateSize; sCHARSTATE sCharState; };
Structure de GU_AVATAR_ITEM_INFO de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_RANDOM_OPTION { WORD wOptionIndex; int optionValue; }sITEM_RANDOM_OPTION; struct sITEM_OPTION_SET { DWORD aOptionTblidx[2]; sITEM_RANDOM_OPTION aRandomOption[8]; }sITEM_OPTION_SET; struct sITEM_PROFILE { DWORD handle; // 쩐���������� handle DWORD tblidx; // item table index BYTE byPlace; // eCONTAINER_TYPE BYTE byPos; BYTE byStackcount; BYTE byRank; BYTE byCurDur; // 쨀쨩짹쨍쨉쨉 bool bNeedToIdentify; BYTE byGrade; // 쩐���������� 쩐첨짹��쨌쨔����쨉책 쨉챤짹�� BYTE byBattleAttribute; // ��첩짹창쨍��쩔짤쨋척 cf) NtlBattle.h eBATTLE_ATTRIBUTE BYTE byRestrictState; // eITEM_RESTRICT_STATE_TYPE current active restriction WCHAR awchMaker[16 + 1]; // ��짝�������� sITEM_OPTION_SET sOptionSet; BYTE byDurationType; //eDURATIONTYPE __int64 nUseStartTime;// ����쨘짜��채쨍짰쩔징 쨉챕쩐챤쩔�� 쨀짱��짜 __int64 nUseEndTime;// 쨩챌쩔챘쨍쨍쨌찼 짹창째짙 }sITEM_PROFILE; struct GU_AVATAR_ITEM_INFO { WORD opcode; WORD size; BYTE byBeginCount; BYTE byItemCount; sITEM_PROFILE aItemProfile[26]; //NTL_MAX_COUNT_USER_HAVE_INVEN_ITEM // ONLY SEND MAX 30 ELSE PACKET TOO BIG };
Structure de GU_AVATAR_QUEST_COMPLETE_INFO de Dragon Ball Online.
#include "standard-types.hsl" struct sCOMPLETE_QUEST_INFO { unsigned char abyQCInfo[14000/8]; }sCOMPLETE_QUEST_INFO; struct GU_AVATAR_QUEST_COMPLETE_INFO { WORD size; WORD opcode; sCOMPLETE_QUEST_INFO completeInfo; // };
Structure de GU_AVATAR_QUEST_INVENTORY_INFO de Dragon Ball Online.
#include "standard-types.hsl" struct sQUEST_INVENTORY_INFO { unsigned int tblidx; BYTE byCurStackCount; BYTE byPos; // ����������畇��짰������짯���� ����������竅���� ��짠���� by ju-hyeong }sQUEST_INVENTORY_INFO; struct GU_AVATAR_QUEST_INVENTORY_INFO { WORD size; WORD opcode; BYTE byItemCount; sQUEST_INVENTORY_INFO aInventoryInfo[30]; };
Structure de GU_AVATAR_QUEST_PROGRESS_INFO de Dragon Ball Online.
#include "standard-types.hsl" struct sSTOC_EVT_DB_DATA { BYTE tcId; BYTE taId; unsigned int m_aUserData[4]; // tcId, taId���� ������珪 ��쨉��勻���規���� 쨩鈞��剋��窺 ��짚���� 쨉���������� }sSTOC_EVT_DB_DATA; enum timer{ eTIMER_SLOT_MAX = 4 }; struct sEXCEPT_TIMER { BYTE tcId; BYTE taId; unsigned int uiRemainTime; }sEXCEPT_TIMER; struct sMAIN_TSP { BYTE tcCurId; BYTE tcPreId; }sMAIN_TSP; struct sEXCEPT_TIMER_SLOT { sEXCEPT_TIMER asExceptTimer[eTIMER_SLOT_MAX]; }sEXCEPT_TIMER_SLOT; struct sSTORAGE_SLOT_MEMORY { unsigned int auiSSM[8]; }sSTORAGE_SLOT_MEMORY; struct sEXTENDED_POSSIBLE_V0 { BYTE unknown; unsigned short wQState; // ����������짰 쨩������ sMAIN_TSP sMainTSP; // ����������짰 ������逵 ������������ sEXCEPT_TIMER_SLOT sETSlot; // �������糾 ����������叫���� ������筠 ����쨌圭 sSTORAGE_SLOT_MEMORY sSSM; // ������筠 ����쨌圭 ��規������짰 sSTOC_EVT_DB_DATA sSToCEvtData; // ��짯����� ����������짰 쨉���������� BYTE tgExcCGroup; // ������逵��龜 ��짭쨋������������짰 짹槻쨌劇 BYTE tcQuestInfo; // ����������짰 ��짚���� ������槻�������� ��������쨉�� BYTE taQuestInfo; // ����������짰 ��짚���� ��槻���� ��������쨉�� }sEXTENDED_POSSIBLE_V0; union uDATA { sEXTENDED_POSSIBLE_V0 sQInfoV0; }uDATA; struct sPROGRESS_QUEST_INFO { unsigned char byVer; // ��������� WORD tId; // ����������짰 ��������쨉�� uDATA uData; }sPROGRESS_QUEST_INFO; struct GU_AVATAR_QUEST_PROGRESS_INFO { WORD size; WORD opcode; BYTE byProgressCount; // ��철��챌 ��첩��������째챠 ����쨈�� ��첫쩍쨘��짰 째쨀쩌철 sPROGRESS_QUEST_INFO progressInfo[20]; // ��첩���� ��첫쩍쨘��짰 쨉짜������쨍 };
Structure de GU_AVATAR_QUEST_PROGRESS_INFO2 de Dragon Ball Online.
#include "standard-types.hsl" struct sPROGRESS_QUEST_INFO { }sPROGRESS_QUEST_INFO; struct GU_TS_CONFIRM_STEP_RES { WORD size; WORD opcode; BYTE byProgressCount; // ��철��챌 ��첩��������째챠 ����쨈�� ��첫쩍쨘��짰 째쨀쩌철 sQUEST_PROGRESS_INFO progressInfo[20]; // ��첩���� ��첫쩍쨘��짰 쨉짜������쨍 };
Structure de GU_AVATAR_WORLD_INFO de Dragon Ball Online.
#include "standard-types.hsl" struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct sTIMEQUEST_STAGE { BYTE byStageNumber; // ��ㅽ����댁�� 踰���� }sTIMEQUEST_STAGE; struct sTIMEQUEST_STATE { BYTE byGameState; // eTIMEQUEST_GAME_STATE sTIMEQUEST_STAGE sTimeQuestStage; }sTIMEQUEST_STATE; struct sTIMEQUEST_RULE_INFO { unsigned int timeQuestTblidx; // ��대�� ������ �����ㅽ�� �����대�� ��몃�깆�� BYTE byStartHour; // ���������媛� (���) BYTE byStartMin; // ���������媛� (遺�) BYTE byTimeQuestMode; // eTIMEQUEST_MODE BYTE byDifficulty; // eTIMEQUEST_DIFFICULTY bool bCountDown; // 移댁�댄�� ��ㅼ�� ��щ�� DWORD dwLimitTime; // ������ ���媛� DWORD dwBonusTime; // 蹂대����� ���媛� DWORD dwDayRecord; // ��대�� �����������ㅽ�몄�� DayRecord sTIMEQUEST_STATE sTimeQuestState; }sTIMEQUEST_RULE_INFO; union rule_info { sTIMEQUEST_RULE_INFO sTimeQuestRuleInfo; }rule_info; struct sGAME_RULE_INFO { BYTE byRuleType; // eGAMERULE_TYPE }sGAME_RULE_INFO; struct sWORLD_INFO { unsigned int worldID; // ������ ��몄�ㅽ�댁�� ��몃�� unsigned int tblidx; // ������ �����대�� ��몃�깆�� unsigned int hTriggerObjectOffset; // ��몃━嫄� ��ㅻ�������� ������ ��몃�ㅺ�� (��몃━嫄� ��ㅻ�������� �����대����� ��ㅻ�������몃�� �����깆�� �����대�� 踰���� + ������ ��몃�ㅻ����몃�� �����깊�� 寃� ) sGAME_RULE_INFO sRuleInfo; }sWORLD_INFO; struct sDBO_GUILD_MARK { BYTE byMarkMain; BYTE byMarkMainColor; BYTE byMarkInLine; BYTE byMarkInColor; BYTE byMarkOutLine; BYTE byMarkOutColor; }sDBO_GUILD_MARK; struct sDBO_DOJO_BRIEF { unsigned int guildId; unsigned int dojoTblidx; BYTE byLevel; sDBO_GUILD_MARK sMark; }sDBO_DOJO_BRIEF; struct GU_AVATAR_WORLD_INFO { WORD size; WORD opcode; sVECTOR3 vCurLoc; sVECTOR3 vCurDir; sWORLD_INFO worldInfo; BYTE byDojoCount; sDBO_DOJO_BRIEF sDojoData[8]; };
Structure de GU_AVATAR_WORLD_INFO2 de Dragon Ball Online.
#include "standard-types.hsl" struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct sTIMEQUEST_STAGE { BYTE byStageNumber; // 쩍쨘����������철 쨔첩��짙 }sTIMEQUEST_STAGE; struct sTIMEQUEST_STATE { BYTE byGameState; // eTIMEQUEST_GAME_STATE sTIMEQUEST_STAGE sTimeQuestStage; }sTIMEQUEST_STATE; struct sTIMEQUEST_RULE_INFO { DWORD timeQuestTblidx; // ����쨈챌 ��쨍���� ��첫쩍쨘��짰 ��������쨘챠 ����쨉짝쩍쨘 BYTE byStartHour; // 쩍������쩍��째짙 (쩍��) BYTE byStartMin; // 쩍������쩍��째짙 (쨘��) BYTE byTimeQuestMode; // eTIMEQUEST_MODE BYTE byDifficulty; // eTIMEQUEST_DIFFICULTY bool bCountDown; // ��짬쩔챤��짰 쨈��쩔챤 쩔짤쨘�� sTIMEQUEST_STATE sTimeQuestState; }sTIMEQUEST_RULE_INFO; struct sBATTLEDUNGEON_RULE_INFO { bool bLpRegen; bool bEpRegen; bool bItemDrop; bool bItemUse; bool bExpAdd; }sBATTLEDUNGEON_RULE_INFO; union rule_info { sTIMEQUEST_RULE_INFO sTimeQuestRuleInfo; }rule_info; union rules { sTIMEQUEST_RULE_INFO sTimeQuestRuleInfo; sBATTLEDUNGEON_RULE_INFO sBattleDungeonRuleInfo; }rules; struct sGAME_RULE_INFO { BYTE byRuleType; // eGAMERULE_TYPE rules rules; }sGAME_RULE_INFO; struct sWORLD_INFO { DWORD worldID; // Worlds instance handle DWORD tblidx; // World Table Index DWORD hTriggerObjectOffset; // Start trigger object handle value (will create an object in the object table to trigger the start handle when creating a table code + number) sGAME_RULE_INFO sRuleInfo; }sWORLD_INFO; struct sDBO_GUILD_MARK { BYTE byMarkMain; BYTE byMarkMainColor; BYTE byMarkInLine; BYTE byMarkInColor; BYTE byMarkOutLine; BYTE byMarkOutColor; }sDBO_GUILD_MARK; struct sDBO_DOJO_BRIEF { unsigned int guildId; unsigned int dojoTblidx; BYTE byLevel; sDBO_GUILD_MARK sMark; }sDBO_DOJO_BRIEF; struct GU_AVATAR_WORLD_INFO { WORD size; WORD opcode; sVECTOR3 vCurLoc; sVECTOR3 vCurDir; sWORLD_INFO worldInfo; BYTE byDojoCount; sDBO_DOJO_BRIEF sDojoData[7]; };
Structure de GU_BROAD_MESSAGE_BEG_NFY de Dragon Ball Online.
#include "standard-types.hsl" struct GU_BROAD_MESSAGE_BEG_NFY { WORD wPacketSize; WORD wOpCode; BYTE byUIDirType; // eBROAD_MSG_UI_DIR_TYPE BYTE byUIShowHideTypel; // eBROAD_MSG_UI_SHOWHIDE_DIR_TYPE BYTE byUIBalloonShapeType; // eBROAD_MSG_UI_BALLOON_SHAPE_TYPE BYTE byUISpeechDirType; // eBROAD_MSG_UI_SPEECH_DIR_TYPE BYTE byOwnerCondition; // eBROAD_MSG_OWNER_CONDITION BYTE byOwnerType; // eBROAD_MSG_OWNER_TYPE unsigned int uiOwnerTblIdx; unsigned int uiQuestTextTblidx; float fDisplayTime; };
Structure de GU_BUFF_DROPPED de Dragon Ball Online.
#include "standard-types.hsl" struct GU_BUFF_DROPPED { WORD size; WORD opcode; DWORD hHandle; BYTE Slot; BYTE bySourceType; // eDBO_OBJECT_SOURCE DWORD tblidx; BYTE unk1; };
Structure de GU_BUFF_REGISTERED de Dragon Ball Online.
#include "standard-types.hsl" struct BuffInfoSkill { float SystemEffectValue; DWORD SystemEffectTime; DWORD dwSystemEffectValue; DWORD SystemEffectUnk1; DWORD SystemEffectUnk2; BYTE BuffEffectValue3[2]; bool NeedDisplayMensage; }BuffInfoSkill; struct LP_EP_Recovered { bool bRecoveredLP; DWORD wRecoveredLpValue; bool bRecoveredEP; DWORD wRecoveredEpValue; }LP_EP_Recovered; struct BuffTypeDefault { float fEffectValue; float fBonusValue; }BuffTypeDefault; struct BuffTypeDoT { float fEffectValue; float fBonusValue; float fReflectdDemage; LP_EP_Recovered sLP_EP_Recovered; }BuffTypeDoT; struct BuffTypeHoT { float fHealLP; float fHealEP; }BuffTypeHoT; struct BuffTypeLP_EP_Steal { float fDemage; bool bInPercent; float fRation; }BuffTypeLP_EP_Steal; struct BuffTypeLP_EP_AutoRecover { DWORD TbxCommonConfig; DWORD dwRemainTime; DWORD dwRemainValue; }BuffTypeLP_EP_AutoRecover; struct BuffInfoSkill { float SystemEffectValue; DWORD SystemEffectTime; DWORD dwSystemEffectValue; DWORD SystemEffectUnk1; DWORD SystemEffectUnk2; BYTE BuffEffectValue3[2]; bool NeedDisplayMensage; }BuffInfoSkill; struct BuffTypeSkill { WORD size; WORD OpCode; DWORD hHandle; BYTE slot; // eDBO_OBJECT_SOURCE DWORD tblidx; BYTE bySourceType;// set 0 DWORD dwInitialDuration;//dwInitialDuration and dwTimeRemaining DWORD dwTimeRemaining; bool isactive; BYTE Type; BuffInfoSkill BuffInfo[2]; }BuffTypeSkill; struct sBuffType { BYTE BuffEffectType; BuffTypeDefault sBuffTypeDefault; BuffTypeDoT sBuffTypeDoT; BuffTypeHoT sBuffTypeHoT; BuffTypeLP_EP_Steal sBuffTypeLP_EP_Steal; BuffTypeLP_EP_AutoRecover sBuffTypeLP_EP_AutoRecover; BuffTypeSkill sBuffTypeSkill[2]; }; union sBuffType { BYTE BuffEffectType; BuffTypeDefault sBuffTypeDefault; BuffTypeDoT sBuffTypeDoT; BuffTypeHoT sBuffTypeHoT; BuffTypeLP_EP_Steal sBuffTypeLP_EP_Steal; BuffTypeLP_EP_AutoRecover sBuffTypeLP_EP_AutoRecover; BuffTypeSkill sBuffTypeSkill[2]; }sBuffType; struct sBUFF_EFFECT_INFO { unsigned char byEffectType; float fEffectValue; unsigned long lEffectTime; unsigned int iEffectValue; unsigned char Unknown4[10]; }sBUFF_EFFECT_INFO; struct sBUFF_INFO { unsigned char buffSlot; unsigned int sourceTblidx; unsigned char bySourceType; // eDBO_OBJECT_SOURCE unsigned long dwInitialDuration; unsigned long dwTimeRemaining; // in millisecs. bool available; //is available sBUFF_EFFECT_INFO effectInfo[2]; }sBUFF_INFO; struct sGU_BUFF_REGISTERED2 { WORD size; WORD opcode; unsigned int playerHandle; sBUFF_INFO buffInfo; bool bNeedToDisplayMessage; }sGU_BUFF_REGISTERED2; struct GU_BUFF_REGISTERED { WORD size; WORD opcode; DWORD hHandle; BYTE Slot; DWORD tblidx; BYTE bySourceType;// set 0 DWORD dwInitialDuration;//dwInitialDuration and dwTimeRemaining DWORD dwTimeRemaining; bool isactive; sBuffType BuffType; bool NeedDisplayMensage; }; struct BuffTypeSkillStruct { WORD size; WORD OpCode; DWORD hHandle; BYTE slot; // eDBO_OBJECT_SOURCE DWORD tblidx; BYTE bySourceType;// set 0 DWORD dwInitialDuration;//dwInitialDuration and dwTimeRemaining DWORD dwTimeRemaining; bool isactive; BYTE Type; BuffInfoSkill BuffInfo[2]; };
Structure de GU_CHAR_ACTION_ATTACK de Dragon Ball Online.
#include "standard-types.hsl" struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct sDBO_LP_EP_RECOVERED { { bIsLpRecoveredWhenHit = recover.bIsLpRecoveredWhenHit; targetLpRecoveredWhenHit = recover.targetLpRecoveredWhenHit; bIsEpRecoveredWhenHit = recover.bIsEpRecoveredWhenHit; dwTargetEpRecoveredWhenHit = recover.dwTargetEpRecoveredWhenHit; }*/ bool bIsLpRecoveredWhenHit; int targetLpRecoveredWhenHit; bool bIsEpRecoveredWhenHit; DWORD dwTargetEpRecoveredWhenHit; }sDBO_LP_EP_RECOVERED; struct GU_CHAR_ACTION_ATTACK2 { WORD opcode; WORD size; DWORD hSubject; // Action principal characters handle DWORD hTarget; // Action target character handles DWORD dwLpEpEventId; bool bChainAttack:1; // Whether chain attack BYTE byAttackResult:7; // Action Result ( eBATTLE_ATTACK_RESULT ) int attackResultValue; // Result of the action (damage) //updated BYTE byAttackSequence; // Attack sequence number (chain attack) float fReflectedDamage; // Damage and is reflected from the target. BYTE byBlockedAction; // eDBO_GUARD_TYPE sVECTOR3 vShift; sDBO_LP_EP_RECOVERED lpEpRecovered; //new }; struct GU_CHAR_ACTION_ATTACK { WORD opcode; WORD size; DWORD hSubject; // ��≪�� 二쇱껜 罹�由���� ��몃�� DWORD hTarget; // ��≪�� ���寃� 罹�由���� ��몃�� DWORD dwLpEpEventId; BYTE bChainAttack:1; // 泥댁�몄�댄����щ�� BYTE byAttackResult:7; // ��≪�� 寃곌낵 ( eBATTLE_ATTACK_RESULT ) WORD wAttackResultValue; // ��≪����� 寃곌낵 媛� ( ��곕�몄�� ) BYTE byAttackSequence; // ��댄�� ��������� 踰���� (泥댁�몄�댄��) float fReflectedDamage; // ���寃���쇰��遺���� 諛���щ����� ������ ��쇳�� BYTE byBlockedAction; // eDBO_GUARD_TYPE sVECTOR3 vShift; // ��댄����쇰�� ��명�� ��대�� 踰≫�� };
Structure de GU_CHAR_ACTION_ITEM de Dragon Ball Online.
#include "standard-types.hsl" struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct sDBO_SYSTEM_EFFECT_RESULT { DWORD eResultType; float Value1; float Value2; float Value3; float Value4; float Value5; float Value6; }sDBO_SYSTEM_EFFECT_RESULT; struct sSKILL_RESULT { DWORD hTarget; BYTE byAttackResult; // eBATTLE_ATTACK_RESULT sDBO_SYSTEM_EFFECT_RESULT effectResult[2]; BYTE byBlockedAction; // eDBO_GUARD_TYPE DWORD unk1; sVECTOR3 vShift; sVECTOR3 vShift1; }sSKILL_RESULT; struct GU_CHAR_ACTION_ITEM { WORD size; WORD opcode; DWORD handle; WORD wResultCode; DWORD dwLpEpEventId; DWORD itemTblidx; BYTE bySkillResultCount; sSKILL_RESULT aSkillResult[8]; };
Structure de GU_CHAR_ACTION_SKILL de Dragon Ball Online.
#include "standard-types.hsl" struct sDBO_SYSTEM_EFFECT_RESULT { DWORD eResultType; float Value1; float Value2; float Value3; float Value4; float Value5; float Value6; }sDBO_SYSTEM_EFFECT_RESULT; struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct sSKILL_RESULT { DWORD hTarget; BYTE byAttackResult; // eBATTLE_ATTACK_RESULT sDBO_SYSTEM_EFFECT_RESULT effectResult[2]; BYTE byBlockedAction; // eDBO_GUARD_TYPE DWORD unk1; sVECTOR3 vShift; sVECTOR3 vShift1; }sSKILL_RESULT; struct GU_CHAR_ACTION_SKILL2 { WORD opcode; WORD size; unsigned int handle; unsigned int target; unsigned long lpEpEventID; unsigned char chainAttack : 1; unsigned int unknown; unsigned char attackSequence; float reflectedDamage; unsigned char blockedAction; sVECTOR3 shift; unsigned char unknown2[10]; }; struct GU_CHAR_ACTION_SKILL { WORD opcode; WORD size; DWORD handle; WORD wResultCode; DWORD dwLpEpEventId; DWORD skillId; BYTE byRpBonusType; // eDBO_RP_BONUS_TYPE DWORD hAppointedTarget; bool bIsSkillHarmful; BYTE bySkillResultCount; sSKILL_RESULT aSkillResult[32]; };
Structure de GU_CHAR_CHANNEL_CHANGE_RES de Dragon Ball Online.
#include "standard-types.hsl" struct sSERVER_INFO { char szCharacterServerIP[64 + 1]; WORD wCharacterServerPortForClient; DWORD dwLoad; WORD unknown; BYTE serverchannelID;*/ }sSERVER_INFO; struct GU_CHAR_CHANNEL_CHANGE_RES { WORD size; WORD opcode; WORD wResultCode; char achAuthKey[16]; sSERVER_INFO serverInfo; };
Structure de gu_char_move de Dragon Ball Online.
#include "standard-types.hsl" struct dVECTOR3 { int x; int y; int z; }dVECTOR3; struct wVECTOR3 { SHORT x; SHORT y; SHORT z; }wVECTOR3; struct GU_CHAR_MOVE { WORD size; WORD opcode; unsigned int handle; dVECTOR3 pos_move; wVECTOR3 dir_move; BYTE move_type; DWORD move_flag; };
Structure de GU_CHAR_SPECIAL_ATTACK_NFY de Dragon Ball Online.
#include "standard-types.hsl" struct GU_CHAR_SPECIAL_ATTACK_NFY { WORD size; WORD opcode; DWORD hHandle; DWORD targetHandle; BYTE unknown; BYTE unknown2; DWORD skillTblidx; BYTE unknown3; DWORD damage; unsigned int x; unsigned int y; unsigned int z; };
Structure de GU_CHAR_TELEPORT_RES de Dragon Ball Online.
#include "standard-types.hsl" struct sTIMEQUEST_STAGE { BYTE byStageNumber; // ��ㅽ����댁�� 踰���� }sTIMEQUEST_STAGE; struct sTIMEQUEST_STATE { BYTE byGameState; // eTIMEQUEST_GAME_STATE sTIMEQUEST_STAGE sTimeQuestStage; }sTIMEQUEST_STATE; struct sTIMEQUEST_RULE_INFO { unsigned int timeQuestTblidx; // ��대�� ������ �����ㅽ�� �����대�� ��몃�깆�� BYTE byStartHour; // ���������媛� (���) BYTE byStartMin; // ���������媛� (遺�) BYTE byTimeQuestMode; // eTIMEQUEST_MODE BYTE byDifficulty; // eTIMEQUEST_DIFFICULTY bool bCountDown; // 移댁�댄�� ��ㅼ�� ��щ�� DWORD dwLimitTime; // ������ ���媛� DWORD dwBonusTime; // 蹂대����� ���媛� DWORD dwDayRecord; // ��대�� �����������ㅽ�몄�� DayRecord sTIMEQUEST_STATE sTimeQuestState; }sTIMEQUEST_RULE_INFO; union test { sTIMEQUEST_RULE_INFO sTimeQuestRuleInfo; }test; struct sGAME_RULE_INFO { BYTE byRuleType; // eGAMERULE_TYPE test test; }sGAME_RULE_INFO; struct sWORLD_INFO { unsigned int worldID; // ������ ��몄�ㅽ�댁�� ��몃�� unsigned int tblidx; // ������ �����대�� ��몃�깆�� unsigned int hTriggerObjectOffset; // ��몃━嫄� ��ㅻ�������� ������ ��몃�ㅺ�� (��몃━嫄� ��ㅻ�������� �����대����� ��ㅻ�������몃�� �����깆�� �����대�� 踰���� + ������ ��몃�ㅻ����몃�� �����깊�� 寃� ) sGAME_RULE_INFO sRuleInfo; }sWORLD_INFO; struct dVECTOR3 { unsigned int x; unsigned int y; unsigned int z; }dVECTOR3; struct wVECTOR3 { SHORT x; SHORT y; SHORT z; }wVECTOR3; struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct sGU_CHAR_TELEPORT_RES { WORD size; WORD opcode; WORD wResultCode; sVECTOR3 vNewLoc; sVECTOR3 vNewDir; DWORD unk; bool bIsToMoveAnotherServer; BYTE unk1; sWORLD_INFO sWorldInfo; } ;
Structure de GU_DROPITEM_INFO_RES de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_EFFECT { WORD wType; DWORD dwValue; }sITEM_EFFECT; struct sITEM_EXTRA_EFFECT { WORD wType; DWORD dwValue; }sITEM_EXTRA_EFFECT; struct sITEM_DATA { DWORD handle; DWORD itemId; DWORD itemNo; DWORD charId; BYTE byPlace; // eCONTAINER_TYPE BYTE byPosition; BYTE byStackcount; BYTE byRank; BYTE byCurrentDurability; bool bNeedToIdentify; BYTE byGrade; BYTE byBattleAttribute; // eBATTLE_ATTRIBUTE BYTE byRestrictType; // eITEM_RESTRICT_TYPE WCHAR awchMaker[16 + 1]; DWORD aOptionTblidx; DWORD aOptionTblidx1; sITEM_EFFECT aitemEffect[6]; // by Szczeepan sITEM_EXTRA_EFFECT aitemExtraEffect[2];// by Szczeepan BYTE byDurationType; //eDURATIONTYPE __int64 nUseStartTime; __int64 nUseEndTime; DWORD unk; }sITEM_DATA; struct GU_DROPITEM_INFO_RES { WORD size; WORD opcode; DWORD handle; DWORD unk; DWORD unk; sITEM_EFFECT aitemEffect[6]; // by Szczeepan sITEM_EXTRA_EFFECT aitemExtraEffect[2];// by Szczeepan DWORD unkn; };
Structure de GU_DWC_WORLDCOUNT_INFO_RES de Dragon Ball Online.
#include "standard-types.hsl" struct sDWC_WORLD_COUNT_INFO { DWORD tblidx; WORD wUseCount; }sDWC_WORLD_COUNT_INFO; struct GU_DWC_WORLDCOUNT_INFO_RES { WORD size; WORD opcode; WORD wResultCode; DWORD hNpc; BYTE byLimitCount; BYTE byWorldCount; sDWC_WORLD_COUNT_INFO asWorldCountInfo[30]; };
Structure de GU_HTB_LEARN_RES de Dragon Ball Online.
#include "standard-types.hsl" struct GU_HTB_LEARN_RES { WORD size; WORD opcode; WORD wResultCode; DWORD skillId; BYTE bySkillSlot; BYTE unknown; };
Structure de GU_ITEM_CREATE de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_EFFECT { WORD wType; DWORD dwValue; }sITEM_EFFECT; struct sITEM_EXTRA_EFFECT { WORD wType; DWORD dwValue; }sITEM_EXTRA_EFFECT; struct sITEM_DATA { DWORD unknown1; DWORD itemId; DWORD itemNo; DWORD charId; BYTE byPlace; // eCONTAINER_TYPE BYTE byPosition; BYTE byStackcount; BYTE byRank; BYTE byCurrentDurability; bool bNeedToIdentify; BYTE byGrade; BYTE byBattleAttribute; // eBATTLE_ATTRIBUTE BYTE byRestrictType; // eITEM_RESTRICT_TYPE wchar awchMaker[16 + 1]; DWORD aOptionTblidx; DWORD aOptionTblidx1; sITEM_EFFECT aitemEffect[6]; // by Szczeepan sITEM_EXTRA_EFFECT aitemExtraEffect[2];// by Szczeepan BYTE byDurationType; //eDURATIONTYPE quad nUseStartTime; quad nUseEndTime; DWORD unk; }sITEM_DATA; struct GU_ITEM_CREATE { WORD size; WORD opcode; DWORD handle; sITEM_DATA sItemData; bool bIsNew; // Effect ����째징 };
Structure de GU_OBJECT_CREATE de Dragon Ball Online.
#include "standard-types.hsl" struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct dVECTOR3 { int x; int y; int z; }dVECTOR3; struct sSUMMARY_PRIVATESHOP_SHOP_DATA { bool bIsOwnerEmpty; //true占싱몌옙 占쏙옙占쏙옙占쏙옙 占쌘몌옙占쏙옙 占쏙옙占쏙옙 BYTE byShopState; //Shop State 占쏙옙占쏙옙(ePRIVATESHOP_STATE) WCHAR wcPrivateShopName[32 + 1]; }sSUMMARY_PRIVATESHOP_SHOP_DATA;// end of struct sSUMMARY_PRIVATESHOP_SHOP_DATA struct sDBO_SYSTEM_EFFECT_RESULT { DWORD eResultType; float Value1; float Value2; float Value3; float Value4; float Value5; float Value6; }sDBO_SYSTEM_EFFECT_RESULT; struct sSKILL_RESULT { unsigned int hTarget; BYTE byAttackResult; // eBATTLE_ATTACK_RESULT sDBO_SYSTEM_EFFECT_RESULT effectResult[2]; BYTE byBlockedAction; // eDBO_GUARD_TYPE DWORD unk1; sVECTOR3 vShift; sVECTOR3 vShift1; }sSKILL_RESULT; struct sHTBSKILL_RESULT { BYTE byStep; // ������ HTB ��ㅽ�� sSKILL_RESULT sSkillResult; }sHTBSKILL_RESULT; struct sCHARSTATE_SPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_SPAWNING; struct sCHARSTATE_DESPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_DESPAWNING; struct sCHARSTATE_STANDING { }sCHARSTATE_STANDING; struct sCHARSTATE_SITTING { }sCHARSTATE_SITTING; struct sCHARSTATE_FAINTING { BYTE byReason; // eFAINT_REASON }sCHARSTATE_FAINTING; struct sCHARSTATE_CAMPING { }sCHARSTATE_CAMPING; struct sCHARSTATE_LEAVING { BYTE byLeavingType; // eCHARLEAVING_TYPE }sCHARSTATE_LEAVING; struct sCHARSTATE_MOVING { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_MOVING; struct sCHARSTATE_DESTMOVE { DWORD dwTimeStamp; BYTE byMoveFlag; bool bHaveSecondDestLoc; dVECTOR3 vSecondDestLoc; BYTE unknown; BYTE byDestLocCount; dVECTOR3 avDestLoc[10]; }sCHARSTATE_DESTMOVE; struct sCHARSTATE_FOLLOWING { DWORD dwTimeStamp; BYTE byMoveFlag; unsigned int hTarget; // ���寃� ��곕�쇨��湲곗�쇰�� ��곕�쇨�� ���寃� ��몃�� float fDistance; // ���寃� ��������� 硫�異� 嫄곕━ BYTE byMovementReason; // 怨듦꺽 or ��ㅽ�ъ�ъ�� ��깆�� FOLLOW��� ��댁��瑜� ��ㅼ�� }sCHARSTATE_FOLLOWING; struct sCHARSTATE_FALLING { DWORD dwTimeStamp; BYTE byMoveDirection; // ENtlMovementDirection }sCHARSTATE_FALLING; struct sCHARSTATE_DASH_PASSIVE { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on sVECTOR3 vDestLoc; }sCHARSTATE_DASH_PASSIVE; struct sCHARSTATE_TELEPORTING { BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_TELEPORTING; struct sCHARSTATE_SLIDING { sVECTOR3 vShift; }sCHARSTATE_SLIDING; struct sCHARSTATE_KNOCKDOWN { sVECTOR3 vShift; }sCHARSTATE_KNOCKDOWN; struct sCHARSTATE_FOCUSING { }sCHARSTATE_FOCUSING; struct sCHARSTATE_CASTING { unsigned int skillId; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING; struct sCHARSTATE_SKILL_AFFECTING { unsigned int skillId; unsigned int hTarget; }sCHARSTATE_SKILL_AFFECTING; struct sCHARSTATE_KEEPING_EFFECT { }sCHARSTATE_KEEPING_EFFECT; struct sCHARSTATE_CASTING_ITEM { unsigned int itemTblidx; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING_ITEM; struct sCHARSTATE_STUNNED { BYTE byStunType; // eDBO_STUN_TYPE }sCHARSTATE_STUNNED; struct sCHARSTATE_SLEEPING { }sCHARSTATE_SLEEPING; struct sCHARSTATE_PARALYZED { }sCHARSTATE_PARALYZED; struct sCHARSTATE_HTB { unsigned int HTBId; // HTB ��ㅽ�� ID unsigned int hTarget; // HTB ���寃� ��몃�� BYTE byStepCount; // HTB ��ㅽ�� 媛���� BYTE byCurStep; // ������ ��ㅽ�� BYTE byResultCount; // HTB ��ㅽ�� 寃곌낵 媛���� sHTBSKILL_RESULT aHTBSkillResult[10]; // HTB ��ㅽ�� 寃곌낵 }sCHARSTATE_HTB; struct sCHARSTATE_SANDBAG { }sCHARSTATE_SANDBAG; struct sCHARSTATE_CHARGING { }sCHARSTATE_CHARGING; struct sCHARSTATE_BLOCKING { }sCHARSTATE_BLOCKING; struct sCHARSTATE_PRIVATESHOP { sSUMMARY_PRIVATESHOP_SHOP_DATA sSummaryPrivateShopData; }sCHARSTATE_PRIVATESHOP; struct sCHARSTATE_DIRECT_PLAY { BYTE byDirectPlayType; // ��곗�� ������ ( eDIRECT_PLAY_TYPE ) unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_DIRECT_PLAY; struct sCHARSTATE_OPERATING { unsigned int hTargetObject; // ���寃� ��ㅻ�������� ��몃�� DWORD dwOperateTime; // ������ ���媛� unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_OPERATING; struct sCHARSTATE_RIDEON { unsigned int hTarget; // ���寃� ��몃�� }sCHARSTATE_RIDEON; struct sCHARSTATE_TURNING { unsigned int directTblidx; // ��곗�� TBLIDX sVECTOR3 vDestDir; }sCHARSTATE_TURNING; struct sCHARSTATE_AIR_JUMP { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_AIR_JUMP; struct sCHARSTATE_AIR_DASH_ACCEL { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on }sCHARSTATE_AIR_DASH_ACCEL; union sCHARSTATE_DETAIL { sCHARSTATE_SPAWNING sCharStateSpawning; sCHARSTATE_DESPAWNING sCharStateDespawning; sCHARSTATE_STANDING sCharStateStanding; sCHARSTATE_SITTING sCharStateSitting; sCHARSTATE_FAINTING sCharStateFainting; sCHARSTATE_CAMPING sCharStateCamping; sCHARSTATE_LEAVING sCharStateLeaving; sCHARSTATE_MOVING sCharStateMoving; sCHARSTATE_DESTMOVE sCharStateDestMove; sCHARSTATE_FOLLOWING sCharStateFollwing; sCHARSTATE_FALLING sCharStateFalling; sCHARSTATE_DASH_PASSIVE sCharStateDashPassive; sCHARSTATE_TELEPORTING sCharStateTeleporting; sCHARSTATE_SLIDING sCharStateSliding; sCHARSTATE_KNOCKDOWN sCharStateKnockdown; sCHARSTATE_FOCUSING sCharStateFocusing; sCHARSTATE_CASTING sCharStateCasting; sCHARSTATE_SKILL_AFFECTING sCharStateSkillAffecting; sCHARSTATE_KEEPING_EFFECT sCharStateKeepingEffect; sCHARSTATE_CASTING_ITEM sCharStateCastingItem; sCHARSTATE_STUNNED sCharStateStunned; sCHARSTATE_SLEEPING sCharStateSleeping; sCHARSTATE_PARALYZED sCharStateParalyzed; sCHARSTATE_HTB sCharStateHTB; sCHARSTATE_SANDBAG sCharStateSandBag; sCHARSTATE_CHARGING sCharStateCharging; sCHARSTATE_PRIVATESHOP sCharStatePrivateShop;// [7/16/2007] sCHARSTATE_DIRECT_PLAY sCharStateDirectPlay; sCHARSTATE_OPERATING sCharStateOperating; sCHARSTATE_RIDEON sCharStateRideOn; sCHARSTATE_TURNING sCharStateTurning; sCHARSTATE_AIR_JUMP sCharStateAirJump; sCHARSTATE_AIR_DASH_ACCEL sCharStateAirDashAccel; }sCHARSTATE_DETAIL; struct sASPECTSTATE_SUPER_SAIYAN { BYTE bySourceGrade; }sASPECTSTATE_SUPER_SAIYAN; struct sASPECTSTATE_PURE_MAJIN { BYTE bySourceGrade; }sASPECTSTATE_PURE_MAJIN; struct sASPECTSTATE_GREAT_NAMEK { BYTE bySourceGrade; }sASPECTSTATE_GREAT_NAMEK; struct sASPECTSTATE_KAIOKEN { BYTE bySourceGrade; BYTE byRepeatingCount; }sASPECTSTATE_KAIOKEN; struct sASPECTSTATE_SPINNING_ATTACK { }sASPECTSTATE_SPINNING_ATTACK; struct sASPECTSTATE_VEHICLE { unsigned int idVehicleTblidx; unsigned int hVehicleItem; bool bIsEngineOn; }sASPECTSTATE_VEHICLE; union sASPECTSTATE_DETAIL { sASPECTSTATE_SUPER_SAIYAN sSuperSaiyan; sASPECTSTATE_PURE_MAJIN sPureMajin; sASPECTSTATE_GREAT_NAMEK sGreatNamek; sASPECTSTATE_KAIOKEN sKaioken; sASPECTSTATE_SPINNING_ATTACK sSpinningAttack; sASPECTSTATE_VEHICLE sVehicle; }sASPECTSTATE_DETAIL; struct sASPECTSTATE_BASE { BYTE byAspectStateId; }sASPECTSTATE_BASE; struct sASPECTSTATE { sASPECTSTATE_BASE sAspectStateBase; sASPECTSTATE_DETAIL sAspectStateDetail; }sASPECTSTATE; struct sCHARSTATE_BASE { BYTE byStateID; DWORD dwStateTime; unsigned __int64 dwConditionFlag; sASPECTSTATE aspectState; bool isFighting; sVECTOR3 vCurLoc; sVECTOR3 vCurDir; bool isFlying; }sCHARSTATE_BASE; struct sCHARSTATE { sCHARSTATE_BASE sCharStateBase; sCHARSTATE_DETAIL sCharStateDetail; }sCHARSTATE; struct SpawnMOB { WORD wPacketSize; WORD wOpCode; DWORD Handle; BYTE Type; DWORD Tblidx; DWORD curLP; WORD curEP; DWORD maxLP; WORD maxEP; float fLastWalkingSpeed; float fLastRunningSpeed; float fLastAirgSpeed; float fLastAirgDashSpeed; float fLastAirgDashAccelSpeed; WORD AttackSpeedRate; float SkillAnnimationSpeedModifier; DWORD TBLIDXMovementAcionPattern; DWORD Name; BYTE Size; BYTE Level; BYTE byBallType; sCHARSTATE charstate; }; struct SpawnNPC { WORD wPacketSize; WORD wOpCode; unsigned int Handle; BYTE OBJType; unsigned int Tblidx; unsigned int CurLP; WORD CurEP; unsigned int MaxLP; WORD MaxEP; float fLastWalkingSpeed; float fLastRunningSpeed; float fLastAirSpeed; float fLastAirDashSpeed; float fLastAirDashAccelSpeed; WORD AttackSpeedRate; float SkillAnimationSpeedModifier; unsigned int TblidxMovementActionPatern; unsigned int Name; BYTE Size; BYTE Unk; sCHARSTATE State; }; struct Appear { BYTE Face; BYTE Hair; BYTE HairColor; BYTE SkinColor; }Appear; struct sITEM_BRIEF { DWORD tblidx; // item table index BYTE byRank; BYTE byGrade; // item effect BYTE byBattleAttribute; }sITEM_BRIEF; struct sMARKING { DWORD dwCode; // eMARKING_TYPE }sMARKING; struct SpawnPlayer { WORD wPacketSize; WORD wOpCode; DWORD Handle; BYTE Type; // The type tell to the client, which is it, OBJTYPE. DWORD charID; DWORD Tblidx; bool Adult; WCHAR Name[16 + 1]; WCHAR GuildName[16 + 1]; Appear appear; DWORD maxLP; DWORD curLP; WORD maxEP; WORD curEP; DWORD maxAP; DWORD curAP; BYTE level; float fBaseRunSpeed; float fLastRunSpeed; float fBaseAirSpeed; float fLastAirSpeed; float fBaseAirDashSpeed; float fLastAirDashSpeed; float fBaseAirDash2Speed; float fLastAirDash2Speed; sITEM_BRIEF sItemBrief[17]; WORD wBaseAttackSpeedRate; float fSkillSpeed; // NOT SURE AT ALL BYTE byMarkMain; BYTE byMarkMainColor; BYTE byMarkInLine; BYTE byMarkInColor; BYTE byMarkOutLine; BYTE byMarkOutColor; sMARKING sMarking;//title BYTE WorkshopAligment; DWORD guildId; BYTE byType; // 쨉쨉쨘쨔��쩐쨌첫 BYTE byGuildColor; // 짹챈쨉책쨉쨉쨘쨔쨩철쨩처 BYTE byDojoColor; // 쨉쨉��책쨉쨉쨘쨔쨩철쨩처 bool bEmergency; BYTE test[3]; DWORD mascotID; // This should be UINT32_INVALID or 0xFF.... etc, because if use 1 o 2, the mascot is wrong and client crash. //mascotID is a tblidx for a mascot is why -sangawku BYTE Size; // This should be 10, is the size of the object, if u use more, it wil be more great, like Giant Namek. Like the object grown up. 10 is the default. BYTE bleeding; BYTE poison; BYTE stomachace; BYTE burn; BYTE confuse; sCHARSTATE State; }; struct SpawnDrop { WORD wPacketSize; WORD wOpCode; DWORD Handle; // The handle is the Unique number for reconyze that "thing", it can be, mob, npc, player, zenny, etc. BYTE Type; // The type tell to the client, which is it, OBJTYPE van be Money item Character Mob Npc etc. DWORD Tblidx; // Table Index of Item locad on Item_Drop_Data BYTE Rank; BYTE Grade; // item effect BYTE BattleAttribute; sVECTOR3 Loc; // X Y Z bool NeedToIdentify; bool IsNew; DWORD OwnerHandle; DWORD unknown; }Drop; struct SpawnDropzenny { WORD wPacketSize; WORD wOpCode; DWORD Handle; // The handle is the Unique number for reconyze that "thing", it can be, mob, npc, player, zenny, etc. BYTE Type; // The type tell to the client, which is it, OBJTYPE van be Money item Character Mob Npc etc. DWORD dwZenny; // Table Index of Item locad on Item_Drop_Data sVECTOR3 Loc; // X Y Z sVECTOR3 Dir; // X Y Z bool IsNew; }Dropzenny;
Structure de GU_OBJECT_CREATE_best de Dragon Ball Online.
#include "standard-types.hsl" struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct dVECTOR3 { int x; int y; int z; }dVECTOR3; struct sSUMMARY_PRIVATESHOP_SHOP_DATA { bool bIsOwnerEmpty; //true占싱몌옙 占쏙옙占쏙옙占쏙옙 占쌘몌옙占쏙옙 占쏙옙占쏙옙 BYTE byShopState; //Shop State 占쏙옙占쏙옙(ePRIVATESHOP_STATE) WCHAR wcPrivateShopName[32 + 1]; }sSUMMARY_PRIVATESHOP_SHOP_DATA;// end of struct sSUMMARY_PRIVATESHOP_SHOP_DATA struct sDBO_SYSTEM_EFFECT_RESULT { DWORD eResultType; float Value1; float Value2; float Value3; float Value4; float Value5; float Value6; }sDBO_SYSTEM_EFFECT_RESULT; struct sSKILL_RESULT { unsigned int hTarget; BYTE byAttackResult; // eBATTLE_ATTACK_RESULT sDBO_SYSTEM_EFFECT_RESULT effectResult[2]; BYTE byBlockedAction; // eDBO_GUARD_TYPE DWORD unk1; sVECTOR3 vShift; sVECTOR3 vShift1; }sSKILL_RESULT; struct sHTBSKILL_RESULT { BYTE byStep; // ������ HTB ��ㅽ�� sSKILL_RESULT sSkillResult; }sHTBSKILL_RESULT; struct sCHARSTATE_SPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_SPAWNING; struct sCHARSTATE_DESPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_DESPAWNING; struct sCHARSTATE_STANDING { }sCHARSTATE_STANDING; struct sCHARSTATE_SITTING { }sCHARSTATE_SITTING; struct sCHARSTATE_FAINTING { BYTE byReason; // eFAINT_REASON }sCHARSTATE_FAINTING; struct sCHARSTATE_CAMPING { }sCHARSTATE_CAMPING; struct sCHARSTATE_LEAVING { BYTE byLeavingType; // eCHARLEAVING_TYPE }sCHARSTATE_LEAVING; struct sCHARSTATE_MOVING { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_MOVING; struct sCHARSTATE_DESTMOVE { DWORD dwTimeStamp; BYTE byMoveFlag; bool bHaveSecondDestLoc; dVECTOR3 vSecondDestLoc; BYTE unknown; BYTE byDestLocCount; dVECTOR3 avDestLoc[10]; }sCHARSTATE_DESTMOVE; struct sCHARSTATE_FOLLOWING { DWORD dwTimeStamp; BYTE byMoveFlag; unsigned int hTarget; // ���寃� ��곕�쇨��湲곗�쇰�� ��곕�쇨�� ���寃� ��몃�� float fDistance; // ���寃� ��������� 硫�異� 嫄곕━ BYTE byMovementReason; // 怨듦꺽 or ��ㅽ�ъ�ъ�� ��깆�� FOLLOW��� ��댁��瑜� ��ㅼ�� }sCHARSTATE_FOLLOWING; struct sCHARSTATE_FALLING { DWORD dwTimeStamp; BYTE byMoveDirection; // ENtlMovementDirection }sCHARSTATE_FALLING; struct sCHARSTATE_DASH_PASSIVE { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on sVECTOR3 vDestLoc; }sCHARSTATE_DASH_PASSIVE; struct sCHARSTATE_TELEPORTING { BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_TELEPORTING; struct sCHARSTATE_SLIDING { sVECTOR3 vShift; }sCHARSTATE_SLIDING; struct sCHARSTATE_KNOCKDOWN { sVECTOR3 vShift; }sCHARSTATE_KNOCKDOWN; struct sCHARSTATE_FOCUSING { }sCHARSTATE_FOCUSING; struct sCHARSTATE_CASTING { unsigned int skillId; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING; struct sCHARSTATE_SKILL_AFFECTING { unsigned int skillId; unsigned int hTarget; }sCHARSTATE_SKILL_AFFECTING; struct sCHARSTATE_KEEPING_EFFECT { }sCHARSTATE_KEEPING_EFFECT; struct sCHARSTATE_CASTING_ITEM { unsigned int itemTblidx; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING_ITEM; struct sCHARSTATE_STUNNED { BYTE byStunType; // eDBO_STUN_TYPE }sCHARSTATE_STUNNED; struct sCHARSTATE_SLEEPING { }sCHARSTATE_SLEEPING; struct sCHARSTATE_PARALYZED { }sCHARSTATE_PARALYZED; struct sCHARSTATE_HTB { unsigned int HTBId; // HTB ��ㅽ�� ID unsigned int hTarget; // HTB ���寃� ��몃�� BYTE byStepCount; // HTB ��ㅽ�� 媛���� BYTE byCurStep; // ������ ��ㅽ�� BYTE byResultCount; // HTB ��ㅽ�� 寃곌낵 媛���� sHTBSKILL_RESULT aHTBSkillResult[10]; // HTB ��ㅽ�� 寃곌낵 }sCHARSTATE_HTB; struct sCHARSTATE_SANDBAG { }sCHARSTATE_SANDBAG; struct sCHARSTATE_CHARGING { }sCHARSTATE_CHARGING; struct sCHARSTATE_BLOCKING { }sCHARSTATE_BLOCKING; struct sCHARSTATE_PRIVATESHOP { sSUMMARY_PRIVATESHOP_SHOP_DATA sSummaryPrivateShopData; }sCHARSTATE_PRIVATESHOP; struct sCHARSTATE_DIRECT_PLAY { BYTE byDirectPlayType; // ��곗�� ������ ( eDIRECT_PLAY_TYPE ) unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_DIRECT_PLAY; struct sCHARSTATE_OPERATING { unsigned int hTargetObject; // ���寃� ��ㅻ�������� ��몃�� DWORD dwOperateTime; // ������ ���媛� unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_OPERATING; struct sCHARSTATE_RIDEON { unsigned int hTarget; // ���寃� ��몃�� }sCHARSTATE_RIDEON; struct sCHARSTATE_TURNING { unsigned int directTblidx; // ��곗�� TBLIDX sVECTOR3 vDestDir; }sCHARSTATE_TURNING; struct sCHARSTATE_AIR_JUMP { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_AIR_JUMP; struct sCHARSTATE_AIR_DASH_ACCEL { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on }sCHARSTATE_AIR_DASH_ACCEL; union sCHARSTATE_DETAIL { sCHARSTATE_SPAWNING sCharStateSpawning; sCHARSTATE_DESPAWNING sCharStateDespawning; sCHARSTATE_STANDING sCharStateStanding; sCHARSTATE_SITTING sCharStateSitting; sCHARSTATE_FAINTING sCharStateFainting; sCHARSTATE_CAMPING sCharStateCamping; sCHARSTATE_LEAVING sCharStateLeaving; sCHARSTATE_MOVING sCharStateMoving; sCHARSTATE_DESTMOVE sCharStateDestMove; sCHARSTATE_FOLLOWING sCharStateFollwing; sCHARSTATE_FALLING sCharStateFalling; sCHARSTATE_DASH_PASSIVE sCharStateDashPassive; sCHARSTATE_TELEPORTING sCharStateTeleporting; sCHARSTATE_SLIDING sCharStateSliding; sCHARSTATE_KNOCKDOWN sCharStateKnockdown; sCHARSTATE_FOCUSING sCharStateFocusing; sCHARSTATE_CASTING sCharStateCasting; sCHARSTATE_SKILL_AFFECTING sCharStateSkillAffecting; sCHARSTATE_KEEPING_EFFECT sCharStateKeepingEffect; sCHARSTATE_CASTING_ITEM sCharStateCastingItem; sCHARSTATE_STUNNED sCharStateStunned; sCHARSTATE_SLEEPING sCharStateSleeping; sCHARSTATE_PARALYZED sCharStateParalyzed; sCHARSTATE_HTB sCharStateHTB; sCHARSTATE_SANDBAG sCharStateSandBag; sCHARSTATE_CHARGING sCharStateCharging; sCHARSTATE_PRIVATESHOP sCharStatePrivateShop;// [7/16/2007] sCHARSTATE_DIRECT_PLAY sCharStateDirectPlay; sCHARSTATE_OPERATING sCharStateOperating; sCHARSTATE_RIDEON sCharStateRideOn; sCHARSTATE_TURNING sCharStateTurning; sCHARSTATE_AIR_JUMP sCharStateAirJump; sCHARSTATE_AIR_DASH_ACCEL sCharStateAirDashAccel; }sCHARSTATE_DETAIL; struct sASPECTSTATE_SUPER_SAIYAN { BYTE bySourceGrade; }sASPECTSTATE_SUPER_SAIYAN; struct sASPECTSTATE_PURE_MAJIN { BYTE bySourceGrade; }sASPECTSTATE_PURE_MAJIN; struct sASPECTSTATE_GREAT_NAMEK { BYTE bySourceGrade; }sASPECTSTATE_GREAT_NAMEK; struct sASPECTSTATE_KAIOKEN { BYTE bySourceGrade; BYTE byRepeatingCount; }sASPECTSTATE_KAIOKEN; struct sASPECTSTATE_SPINNING_ATTACK { }sASPECTSTATE_SPINNING_ATTACK; struct sASPECTSTATE_VEHICLE { unsigned int idVehicleTblidx; unsigned int hVehicleItem; bool bIsEngineOn; }sASPECTSTATE_VEHICLE; union sASPECTSTATE_DETAIL { sASPECTSTATE_SUPER_SAIYAN sSuperSaiyan; sASPECTSTATE_PURE_MAJIN sPureMajin; sASPECTSTATE_GREAT_NAMEK sGreatNamek; sASPECTSTATE_KAIOKEN sKaioken; sASPECTSTATE_SPINNING_ATTACK sSpinningAttack; sASPECTSTATE_VEHICLE sVehicle; }sASPECTSTATE_DETAIL; struct sASPECTSTATE_BASE { BYTE byAspectStateId; }sASPECTSTATE_BASE; struct sASPECTSTATE { sASPECTSTATE_BASE sAspectStateBase; sASPECTSTATE_DETAIL sAspectStateDetail; }sASPECTSTATE; struct sCHARSTATE_BASE { BYTE byStateID; DWORD dwStateTime; unsigned __int64 dwConditionFlag; sASPECTSTATE aspectState; bool isFighting; sVECTOR3 vCurLoc; sVECTOR3 vCurDir; bool isFlying; }sCHARSTATE_BASE; struct sCHARSTATE { sCHARSTATE_BASE sCharStateBase; sCHARSTATE_DETAIL sCharStateDetail; }sCHARSTATE; struct sITEM_BRIEF { DWORD tblidx; // item table index BYTE byGrade; // item effect BYTE byRank; BYTE byBattleAttribute; }sITEM_BRIEF; struct sPC_SHAPE { BYTE byFace; BYTE byHair; BYTE byHairColor; BYTE bySkinColor; }sPC_SHAPE; struct sDBO_GUILD_MARK { BYTE byMarkMain; BYTE byMarkMainColor; BYTE byMarkInLine; BYTE byMarkInColor; BYTE byMarkOutLine; BYTE byMarkOutColor; }sDBO_GUILD_MARK; struct sDBO_DOGI_DATA { DWORD guildId; BYTE byType; // Lodging type BYTE byGuildColor; // Guild Uniform Color BYTE byDojoColor; // Uniform coating color }sDBO_DOGI_DATA; struct sPC_BRIEF { DWORD charId; DWORD tblidx; // pc ��������쨘챠 ����쨉짝쩍쨘 bool bIsAdult; WCHAR awchName[16 + 1]; WCHAR wszGuildName[16 + 1]; sPC_SHAPE sPcShape; // pc 쩔��쩐챌 ( 쩐처짹쩌/쨍��쨍짰/쨍��쨍짰쨩철 ) int maxLp; int curLp; WORD wMaxEP; WORD wCurEP; DWORD maxAP; DWORD curAP; BYTE byLevel; float fBaseRunSpeed; float fLastRunSpeed; float fBaseAirSpeed; float fLastFlySpeed; float fBaseAirDashSpeed; float fLastFlyDashSpeed; float fBaseAirDash2Speed; float fLastFlyAccelSpeed; sITEM_BRIEF sItemBrief[17]; // ��책��첩 쩐���������� ��짚쨘쨍 WORD wAttackSpeedRate; float fSkillAnimationSpeedModifier; sDBO_GUILD_MARK sMark; DWORD charTitle; sDBO_DOGI_DATA sDogi; BYTE WorkshopAligment; bool bEmergency; bool bIsInFreePvpZone; bool bIsScrambleJoinFlag; BYTE byHasBattleDragonBallBitFlag; DWORD mascotTblidx; BYTE bySizeRate; DWORD partyId; bool bInvisibleCostume; BYTE poison; BYTE stomachace; BYTE burn; BYTE confuse;*/ bool bInvisibleCostume; bool bInvisibleTitle;*/ }sPC_BRIEF; struct sBOT_BRIEF { DWORD tblidx; int curLp; WORD wCurEP; int maxLp; WORD wMaxEP; float fLastWalkingSpeed; float fLastRunningSpeed; float fLastFlyingSpeed; float fLastFlyingDashSpeed; float fLastFlyingAccelSpeed; WORD wAttackSpeedRate; float fSkillAnimationSpeedModifier; DWORD actionpatternTblIdx; //Combat table in behavior pattern set ID DWORD nicknameTblidx; BYTE bySizeRate; }sBOT_BRIEF; struct sNPC_BRIEF { sBOT_BRIEF botData; bool bIsEnemyPc; }sNPC_BRIEF; struct PC { sPC_BRIEF pcBrief; sCHARSTATE pcState; }PC; struct NPC// npc { sNPC_BRIEF npcBrief; sCHARSTATE npcState; }NPC; struct sMOB_BRIEF { sBOT_BRIEF botBrief; BYTE byActualLevel; BYTE byBallType; // Whether the mob is not created at the pleasure gulsu Dragon Ball if NtlItem.h cf) eDRAGON_BALL_TYPE }sMOB_BRIEF; struct MOB // mob { sMOB_BRIEF mobBrief; sCHARSTATE mobState; }MOB; union Objects { PC pc; NPC npc; MOB mob; { sSUMMON_PET_BRIEF summonPetBrief; sCHARSTATE summonPetState; }; struct // item pet { sITEM_PET_BRIEF itemPetBrief; sCHARSTATE itemPetState; }; struct // item { sITEM_BRIEF itemBrief; sITEM_STATE itemState; sITEM_OPTION_SET itemOptionSet; }; struct // money { sMONEY_BRIEF moneyBrief; sMONEY_STATE moneyState; }; struct // trigger object { sTOBJECT_BRIEF tobjectBrief; sTOBJECT_STATE tobjectState; }; struct // dynamic object { sDYNAMIC_OBJECT_BRIEF dynamicObjBrief; sDYNAMIC_OBJECT_STATE dynamicObjState; };*/ }Objects; struct sOBJECT_INFO { BYTE objType; Objects objects; }sOBJECT_INFO; struct GU_OBJECT_CREATE { WORD size; WORD opcode; DWORD handle; sOBJECT_INFO sObjectInfo; };
Structure de GU_OBJECT_CREATE_compare de Dragon Ball Online.
#include "standard-types.hsl" struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct dVECTOR3 { int x; int y; int z; }dVECTOR3; struct sSUMMARY_PRIVATESHOP_SHOP_DATA { bool bIsOwnerEmpty; //true占싱몌옙 占쏙옙占쏙옙占쏙옙 占쌘몌옙占쏙옙 占쏙옙占쏙옙 BYTE byShopState; //Shop State 占쏙옙占쏙옙(ePRIVATESHOP_STATE) WCHAR wcPrivateShopName[32 + 1]; }sSUMMARY_PRIVATESHOP_SHOP_DATA;// end of struct sSUMMARY_PRIVATESHOP_SHOP_DATA struct sDBO_SYSTEM_EFFECT_RESULT { DWORD eResultType; float Value1; float Value2; float Value3; float Value4; float Value5; float Value6; }sDBO_SYSTEM_EFFECT_RESULT; struct sSKILL_RESULT { unsigned int hTarget; BYTE byAttackResult; // eBATTLE_ATTACK_RESULT sDBO_SYSTEM_EFFECT_RESULT effectResult[2]; BYTE byBlockedAction; // eDBO_GUARD_TYPE DWORD unk1; sVECTOR3 vShift; sVECTOR3 vShift1; }sSKILL_RESULT; struct sHTBSKILL_RESULT { BYTE byStep; // ������ HTB ��ㅽ�� sSKILL_RESULT sSkillResult; }sHTBSKILL_RESULT; struct sCHARSTATE_SPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_SPAWNING; struct sCHARSTATE_DESPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_DESPAWNING; struct sCHARSTATE_STANDING { }sCHARSTATE_STANDING; struct sCHARSTATE_SITTING { }sCHARSTATE_SITTING; struct sCHARSTATE_FAINTING { BYTE byReason; // eFAINT_REASON }sCHARSTATE_FAINTING; struct sCHARSTATE_CAMPING { }sCHARSTATE_CAMPING; struct sCHARSTATE_LEAVING { BYTE byLeavingType; // eCHARLEAVING_TYPE }sCHARSTATE_LEAVING; struct sCHARSTATE_MOVING { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_MOVING; struct sCHARSTATE_DESTMOVE { DWORD dwTimeStamp; BYTE byMoveFlag; bool bHaveSecondDestLoc; dVECTOR3 vSecondDestLoc; BYTE unknown; BYTE byDestLocCount; dVECTOR3 avDestLoc[10]; }sCHARSTATE_DESTMOVE; struct sCHARSTATE_FOLLOWING { DWORD dwTimeStamp; BYTE byMoveFlag; unsigned int hTarget; // ���寃� ��곕�쇨��湲곗�쇰�� ��곕�쇨�� ���寃� ��몃�� float fDistance; // ���寃� ��������� 硫�異� 嫄곕━ BYTE byMovementReason; // 怨듦꺽 or ��ㅽ�ъ�ъ�� ��깆�� FOLLOW��� ��댁��瑜� ��ㅼ�� }sCHARSTATE_FOLLOWING; struct sCHARSTATE_FALLING { DWORD dwTimeStamp; BYTE byMoveDirection; // ENtlMovementDirection }sCHARSTATE_FALLING; struct sCHARSTATE_DASH_PASSIVE { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on sVECTOR3 vDestLoc; }sCHARSTATE_DASH_PASSIVE; struct sCHARSTATE_TELEPORTING { BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_TELEPORTING; struct sCHARSTATE_SLIDING { sVECTOR3 vShift; }sCHARSTATE_SLIDING; struct sCHARSTATE_KNOCKDOWN { sVECTOR3 vShift; }sCHARSTATE_KNOCKDOWN; struct sCHARSTATE_FOCUSING { }sCHARSTATE_FOCUSING; struct sCHARSTATE_CASTING { unsigned int skillId; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING; struct sCHARSTATE_SKILL_AFFECTING { unsigned int skillId; unsigned int hTarget; }sCHARSTATE_SKILL_AFFECTING; struct sCHARSTATE_KEEPING_EFFECT { }sCHARSTATE_KEEPING_EFFECT; struct sCHARSTATE_CASTING_ITEM { unsigned int itemTblidx; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING_ITEM; struct sCHARSTATE_STUNNED { BYTE byStunType; // eDBO_STUN_TYPE }sCHARSTATE_STUNNED; struct sCHARSTATE_SLEEPING { }sCHARSTATE_SLEEPING; struct sCHARSTATE_PARALYZED { }sCHARSTATE_PARALYZED; struct sCHARSTATE_HTB { unsigned int HTBId; // HTB ��ㅽ�� ID unsigned int hTarget; // HTB ���寃� ��몃�� BYTE byStepCount; // HTB ��ㅽ�� 媛���� BYTE byCurStep; // ������ ��ㅽ�� BYTE byResultCount; // HTB ��ㅽ�� 寃곌낵 媛���� sHTBSKILL_RESULT aHTBSkillResult[10]; // HTB ��ㅽ�� 寃곌낵 }sCHARSTATE_HTB; struct sCHARSTATE_SANDBAG { }sCHARSTATE_SANDBAG; struct sCHARSTATE_CHARGING { }sCHARSTATE_CHARGING; struct sCHARSTATE_BLOCKING { }sCHARSTATE_BLOCKING; struct sCHARSTATE_PRIVATESHOP { sSUMMARY_PRIVATESHOP_SHOP_DATA sSummaryPrivateShopData; }sCHARSTATE_PRIVATESHOP; struct sCHARSTATE_DIRECT_PLAY { BYTE byDirectPlayType; // ��곗�� ������ ( eDIRECT_PLAY_TYPE ) unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_DIRECT_PLAY; struct sCHARSTATE_OPERATING { unsigned int hTargetObject; // ���寃� ��ㅻ�������� ��몃�� DWORD dwOperateTime; // ������ ���媛� unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_OPERATING; struct sCHARSTATE_RIDEON { unsigned int hTarget; // ���寃� ��몃�� }sCHARSTATE_RIDEON; struct sCHARSTATE_TURNING { unsigned int directTblidx; // ��곗�� TBLIDX sVECTOR3 vDestDir; }sCHARSTATE_TURNING; struct sCHARSTATE_AIR_JUMP { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_AIR_JUMP; struct sCHARSTATE_AIR_DASH_ACCEL { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on }sCHARSTATE_AIR_DASH_ACCEL; union sCHARSTATE_DETAIL { sCHARSTATE_SPAWNING sCharStateSpawning; sCHARSTATE_DESPAWNING sCharStateDespawning; sCHARSTATE_STANDING sCharStateStanding; sCHARSTATE_SITTING sCharStateSitting; sCHARSTATE_FAINTING sCharStateFainting; sCHARSTATE_CAMPING sCharStateCamping; sCHARSTATE_LEAVING sCharStateLeaving; sCHARSTATE_MOVING sCharStateMoving; sCHARSTATE_DESTMOVE sCharStateDestMove; sCHARSTATE_FOLLOWING sCharStateFollwing; sCHARSTATE_FALLING sCharStateFalling; sCHARSTATE_DASH_PASSIVE sCharStateDashPassive; sCHARSTATE_TELEPORTING sCharStateTeleporting; sCHARSTATE_SLIDING sCharStateSliding; sCHARSTATE_KNOCKDOWN sCharStateKnockdown; sCHARSTATE_FOCUSING sCharStateFocusing; sCHARSTATE_CASTING sCharStateCasting; sCHARSTATE_SKILL_AFFECTING sCharStateSkillAffecting; sCHARSTATE_KEEPING_EFFECT sCharStateKeepingEffect; sCHARSTATE_CASTING_ITEM sCharStateCastingItem; sCHARSTATE_STUNNED sCharStateStunned; sCHARSTATE_SLEEPING sCharStateSleeping; sCHARSTATE_PARALYZED sCharStateParalyzed; sCHARSTATE_HTB sCharStateHTB; sCHARSTATE_SANDBAG sCharStateSandBag; sCHARSTATE_CHARGING sCharStateCharging; sCHARSTATE_PRIVATESHOP sCharStatePrivateShop;// [7/16/2007] sCHARSTATE_DIRECT_PLAY sCharStateDirectPlay; sCHARSTATE_OPERATING sCharStateOperating; sCHARSTATE_RIDEON sCharStateRideOn; sCHARSTATE_TURNING sCharStateTurning; sCHARSTATE_AIR_JUMP sCharStateAirJump; sCHARSTATE_AIR_DASH_ACCEL sCharStateAirDashAccel; }sCHARSTATE_DETAIL; struct sASPECTSTATE_SUPER_SAIYAN { BYTE bySourceGrade; }sASPECTSTATE_SUPER_SAIYAN; struct sASPECTSTATE_PURE_MAJIN { BYTE bySourceGrade; }sASPECTSTATE_PURE_MAJIN; struct sASPECTSTATE_GREAT_NAMEK { BYTE bySourceGrade; }sASPECTSTATE_GREAT_NAMEK; struct sASPECTSTATE_KAIOKEN { BYTE bySourceGrade; BYTE byRepeatingCount; }sASPECTSTATE_KAIOKEN; struct sASPECTSTATE_SPINNING_ATTACK { }sASPECTSTATE_SPINNING_ATTACK; struct sASPECTSTATE_VEHICLE { unsigned int idVehicleTblidx; unsigned int hVehicleItem; bool bIsEngineOn; }sASPECTSTATE_VEHICLE; union sASPECTSTATE_DETAIL { sASPECTSTATE_SUPER_SAIYAN sSuperSaiyan; sASPECTSTATE_PURE_MAJIN sPureMajin; sASPECTSTATE_GREAT_NAMEK sGreatNamek; sASPECTSTATE_KAIOKEN sKaioken; sASPECTSTATE_SPINNING_ATTACK sSpinningAttack; sASPECTSTATE_VEHICLE sVehicle; }sASPECTSTATE_DETAIL; struct sASPECTSTATE_BASE { BYTE byAspectStateId; }sASPECTSTATE_BASE; struct sASPECTSTATE { sASPECTSTATE_BASE sAspectStateBase; sASPECTSTATE_DETAIL sAspectStateDetail; }sASPECTSTATE; struct sCHARSTATE_BASE { BYTE byStateID; DWORD dwStateTime; unsigned __int64 dwConditionFlag; sASPECTSTATE aspectState; bool isFighting; sVECTOR3 vCurLoc; sVECTOR3 vCurDir; bool isFlying; }sCHARSTATE_BASE; struct sCHARSTATE { sCHARSTATE_BASE sCharStateBase; sCHARSTATE_DETAIL sCharStateDetail; }sCHARSTATE; struct sBOT_BRIEF { DWORD tblidx; int curLp; WORD wCurEP; int maxLp; WORD wMaxEP; float fLastWalkingSpeed; float fLastRunningSpeed; float fLastFlyingSpeed; float fLastFlyingDashSpeed; float fLastFlyingAccelSpeed; WORD wAttackSpeedRate; float fSkillAnimationSpeedModifier; DWORD actionpatternTblIdx; //Combat table in behavior pattern set ID DWORD nicknameTblidx; BYTE bySizeRate; }sBOT_BRIEF; struct sMOB_BRIEF { sBOT_BRIEF bot; BYTE byActualLevel; BYTE byBallType; // Whether the mob is not created at the pleasure gulsu Dragon Ball if NtlItem.h cf) eDRAGON_BALL_TYPE }sMOB_BRIEF; struct Mob { sMOB_BRIEF mobBrief; sCHARSTATE mobState; }Mob; union Object { Mob mob; }object; struct sOBJECT_INFO { BYTE objType; Mob mob; }sOBJECT_INFO; struct GU_OBJECT_CREATE_compare { WORD size; WORD opcode; DWORD handle; sOBJECT_INFO sObjectInfo; };
Structure de GU_PLAY_BGM de Dragon Ball Online.
#include "standard-types.hsl" struct GU_PLAY_BGM { WORD wPacketSize; WORD wOpCode; bool bPlay; bool bLoop; DWORD dwDelay; BYTE byLength; BYTE unk; char szName[32]; char unk[544]; };
Structure de GU_QUEST_ITEM_CREATE_NFY de Dragon Ball Online.
#include "standard-types.hsl" struct GU_QUEST_ITEM_CREATE_NFY { WORD size; WORD opcode; BYTE byPos; DWORD qItemTblidx; BYTE byCurCount; // ������鈞 ��짬��棘��짰 };
Structure de GU_QUEST_OBJECT_VISIT_RES de Dragon Ball Online.
#include "standard-types.hsl" struct GU_QUEST_OBJECT_VISIT_RES { WORD size; WORD opcode; WORD wResultCode; WORD qId; DWORD worldId; BYTE byObjType; DWORD objectTblidx; };
Structure de GU_QUEST_SVREVT_UPDATE_NFY de Dragon Ball Online.
#include "standard-types.hsl" struct sMOB_KILL_CNT { int nCurMobCnt; }sMOB_KILL_CNT; struct sMOB_KILL_ITEM_CNT { int nCurMobLICnt; }sMOB_KILL_ITEM_CNT; struct sDELIVERY_ITEM { int nCurItemCnt; }sDELIVERY_ITEM; struct sOBJECT_ITEM { int nCurItemCnt; }sOBJECT_ITEM; struct sPUBLIC_MOB_ITEM_CNT { int nCurItemCnt; }sPUBLIC_MOB_ITEM_CNT; struct sCUSTOM_EVT_CNT { int nCurCnt; }sCUSTOM_EVT_CNT; struct sVISIT_EVT { bool bCompleted; }sVISIT_EVT; union uSTOC_EVT_UPDATE_DATA { sMOB_KILL_CNT sMobKillCnt; sMOB_KILL_ITEM_CNT sMobKillItemCnt; sDELIVERY_ITEM sDeliveryItemCnt; sOBJECT_ITEM sObjectItemCnt; sPUBLIC_MOB_ITEM_CNT sPublicMobItemCnt; sCUSTOM_EVT_CNT sCustomEvtCnt; sVISIT_EVT sVisitEvt; }uSTOC_EVT_UPDATE_DATA; struct GU_QUEST_SVREVT_UPDATE_NFY { WORD size; WORD opcode; WORD tId; BYTE tcId; BYTE taId; BYTE bySvrEvtType; // eSTOC_EVT_DATA_TYPE BYTE bySlot; uSTOC_EVT_UPDATE_DATA uEvtData; };
Structure de GU_RANKBATTLE_BATTLE_ORDER_INFO_NFY de Dragon Ball Online.
#include "standard-types.hsl" struct test { WORD size; WORD opcode; DWORD dword2; BYTE gap6[16]; char char16; BYTE gap17[9]; int int20; BYTE gap24[16]; char char34; }; struct GU_RANKBATTLE_BATTLE_ORDER_INFO_NFY { WORD opcode; WORD size; DWORD handle[5]; WORD unknownList[5]; DWORD handle[5]; WORD unknownList[5]; };
Structure de GU_TELEPORT_PROPOSAL_NFY de Dragon Ball Online.
#include "standard-types.hsl" union Type { DWORD dwReserve; //INVALID_DWORD BYTE byBudokaiMatchDepth; // ��쨉������짝����쨔짬쨉쨉��쨍 XX째짯 }Type; struct GU_TELEPORT_PROPOSAL_NFY { WORD size; WORD opcode; BYTE byTeleportType; BYTE byInfoIndex; // 쩌짯쨔철쩔징쩌짯 ����쨌쨔��첨��짰 ��짚쨘쨍쨍짝 ��체��쨋����짹창��짠���� ����쨉짝쩍쨘 WORD wWaitTime; //60 DWORD worldTblidx; // 쩔첫쨉책 ��������쨘챠 ����쨉짝쩍쨘 : ��짚쨘쨍쨍짝 ��쨩쨈천 쨩처쩌쩌����째�� ��창쨌������짹창 ��짠���� 쩔챘쨉쨉. Type type; WCHAR wszSummonnerName[16 + 1]; // 째징쨘짱 };
Structure de GU_TOBJECT_UPDATE_STATE de Dragon Ball Online.
#include "standard-types.hsl" struct sTOBJECT_BRIEF { DWORD objectID; // = trigger object table index }sTOBJECT_BRIEF; struct sTOBJECT_STATE { BYTE byState; // Main State BYTE bySubStateFlag; // Sub State Flag DWORD dwStateTime; // ��珪��鈞 State쨌�� 쨉橘��棘������짯 ������������ ����째�� }sTOBJECT_STATE; struct sGU_TOBJECT_UPDATE_STATE { WORD size; WORD opcode; DWORD handle; sTOBJECT_BRIEF tobjectBrief; sTOBJECT_STATE tobjectState; } ;
Structure de GU_TS_CONFIRM_STEP_RES de Dragon Ball Online.
#include "standard-types.hsl" struct GU_TS_CONFIRM_STEP_RES { WORD size; WORD opcode; BYTE byTsType; // ��짰쨍짰째�� ��쨍���� WORD wResultCode; WORD tId; BYTE tcCurId; BYTE tcNextId; DWORD dwParam; };
Structure de GU_UPDATE_CHAR_ASPECT_STATE de Dragon Ball Online.
#include "standard-types.hsl" struct sASPECTSTATE_SUPER_SAIYAN { BYTE bySourceGrade; }sASPECTSTATE_SUPER_SAIYAN; struct sASPECTSTATE_PURE_MAJIN { BYTE bySourceGrade; }sASPECTSTATE_PURE_MAJIN; struct sASPECTSTATE_GREAT_NAMEK { BYTE bySourceGrade; }sASPECTSTATE_GREAT_NAMEK; struct sASPECTSTATE_KAIOKEN { BYTE bySourceGrade; BYTE byRepeatingCount; }sASPECTSTATE_KAIOKEN; struct sASPECTSTATE_SPINNING_ATTACK { }sASPECTSTATE_SPINNING_ATTACK; struct sASPECTSTATE_VEHICLE { DWORD idVehicleTblidx; DWORD hVehicleItem; bool bIsEngineOn; }sASPECTSTATE_VEHICLE; struct sASPECTSTATE_SPINNING_BALL { }sASPECTSTATE_SPINNING_BALL; struct sASPECTSTATE_BASE { BYTE byAspectStateId; }sASPECTSTATE_BASE; union sASPECTSTATE_DETAIL { sASPECTSTATE_SUPER_SAIYAN sSuperSaiyan; sASPECTSTATE_PURE_MAJIN sPureMajin; sASPECTSTATE_GREAT_NAMEK sGreatNamek; sASPECTSTATE_KAIOKEN sKaioken; sASPECTSTATE_SPINNING_ATTACK sSpinningAttack; sASPECTSTATE_VEHICLE sVehicle; sASPECTSTATE_SPINNING_BALL sSpinningBall; }sASPECTSTATE_DETAIL; struct sASPECTSTATE { sASPECTSTATE_BASE sAspectStateBase; sASPECTSTATE_DETAIL sAspectStateDetail; }sASPECTSTATE; struct GU_UPDATE_CHAR_ASPECT_STATE { WORD opcode; WORD size; DWORD handle; sASPECTSTATE aspectState; };
Structure de gu_update_char_state de Dragon Ball Online.
#include "standard-types.hsl" struct sVECTOR3 { float x; float y; float z; }sVECTOR3; struct dVECTOR3 { int x; int y; int z; }dVECTOR3; struct sSUMMARY_PRIVATESHOP_SHOP_DATA { bool bIsOwnerEmpty; //true占싱몌옙 占쏙옙占쏙옙占쏙옙 占쌘몌옙占쏙옙 占쏙옙占쏙옙 BYTE byShopState; //Shop State 占쏙옙占쏙옙(ePRIVATESHOP_STATE) WCHAR wcPrivateShopName[32 + 1]; }sSUMMARY_PRIVATESHOP_SHOP_DATA;// end of struct sSUMMARY_PRIVATESHOP_SHOP_DATA struct sDBO_SYSTEM_EFFECT_RESULT { DWORD eResultType; float Value1; float Value2; float Value3; float Value4; float Value5; float Value6; }sDBO_SYSTEM_EFFECT_RESULT; struct sSKILL_RESULT { unsigned int hTarget; BYTE byAttackResult; // eBATTLE_ATTACK_RESULT sDBO_SYSTEM_EFFECT_RESULT effectResult[2]; BYTE byBlockedAction; // eDBO_GUARD_TYPE DWORD unk1; sVECTOR3 vShift; sVECTOR3 vShift1; }sSKILL_RESULT; struct sHTBSKILL_RESULT { BYTE byStep; // ������ HTB ��ㅽ�� sSKILL_RESULT sSkillResult; }sHTBSKILL_RESULT; struct sCHARSTATE_SPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_SPAWNING; struct sCHARSTATE_DESPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_DESPAWNING; struct sCHARSTATE_STANDING { }sCHARSTATE_STANDING; struct sCHARSTATE_SITTING { }sCHARSTATE_SITTING; struct sCHARSTATE_FAINTING { BYTE byReason; // eFAINT_REASON }sCHARSTATE_FAINTING; struct sCHARSTATE_CAMPING { }sCHARSTATE_CAMPING; struct sCHARSTATE_LEAVING { BYTE byLeavingType; // eCHARLEAVING_TYPE }sCHARSTATE_LEAVING; struct sCHARSTATE_MOVING { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_MOVING; struct sCHARSTATE_DESTMOVE { DWORD dwTimeStamp; BYTE byMoveFlag; bool bHaveSecondDestLoc; dVECTOR3 vSecondDestLoc; BYTE unknown; BYTE byDestLocCount; dVECTOR3 avDestLoc[10]; }sCHARSTATE_DESTMOVE; struct sCHARSTATE_FOLLOWING { DWORD dwTimeStamp; BYTE byMoveFlag; unsigned int hTarget; // ���寃� ��곕�쇨��湲곗�쇰�� ��곕�쇨�� ���寃� ��몃�� float fDistance; // ���寃� ��������� 硫�異� 嫄곕━ BYTE byMovementReason; // 怨듦꺽 or ��ㅽ�ъ�ъ�� ��깆�� FOLLOW��� ��댁��瑜� ��ㅼ�� }sCHARSTATE_FOLLOWING; struct sCHARSTATE_FALLING { DWORD dwTimeStamp; BYTE byMoveDirection; // ENtlMovementDirection }sCHARSTATE_FALLING; struct sCHARSTATE_DASH_PASSIVE { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on sVECTOR3 vDestLoc; }sCHARSTATE_DASH_PASSIVE; struct sCHARSTATE_TELEPORTING { BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_TELEPORTING; struct sCHARSTATE_SLIDING { sVECTOR3 vShift; }sCHARSTATE_SLIDING; struct sCHARSTATE_KNOCKDOWN { sVECTOR3 vShift; }sCHARSTATE_KNOCKDOWN; struct sCHARSTATE_FOCUSING { }sCHARSTATE_FOCUSING; struct sCHARSTATE_CASTING { unsigned int skillId; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING; struct sCHARSTATE_SKILL_AFFECTING { unsigned int skillId; unsigned int hTarget; }sCHARSTATE_SKILL_AFFECTING; struct sCHARSTATE_KEEPING_EFFECT { }sCHARSTATE_KEEPING_EFFECT; struct sCHARSTATE_CASTING_ITEM { unsigned int itemTblidx; unsigned int hTarget; DWORD dwCastingTime; DWORD dwCastingTimeRemaining; }sCHARSTATE_CASTING_ITEM; struct sCHARSTATE_STUNNED { BYTE byStunType; // eDBO_STUN_TYPE }sCHARSTATE_STUNNED; struct sCHARSTATE_SLEEPING { }sCHARSTATE_SLEEPING; struct sCHARSTATE_PARALYZED { }sCHARSTATE_PARALYZED; struct sCHARSTATE_HTB { unsigned int HTBId; // HTB ��ㅽ�� ID unsigned int hTarget; // HTB ���寃� ��몃�� BYTE byStepCount; // HTB ��ㅽ�� 媛���� BYTE byCurStep; // ������ ��ㅽ�� BYTE byResultCount; // HTB ��ㅽ�� 寃곌낵 媛���� sHTBSKILL_RESULT aHTBSkillResult[10]; // HTB ��ㅽ�� 寃곌낵 }sCHARSTATE_HTB; struct sCHARSTATE_SANDBAG { }sCHARSTATE_SANDBAG; struct sCHARSTATE_CHARGING { }sCHARSTATE_CHARGING; struct sCHARSTATE_BLOCKING { }sCHARSTATE_BLOCKING; struct sCHARSTATE_PRIVATESHOP { sSUMMARY_PRIVATESHOP_SHOP_DATA sSummaryPrivateShopData; }sCHARSTATE_PRIVATESHOP; struct sCHARSTATE_DIRECT_PLAY { BYTE byDirectPlayType; // ��곗�� ������ ( eDIRECT_PLAY_TYPE ) unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_DIRECT_PLAY; struct sCHARSTATE_OPERATING { unsigned int hTargetObject; // ���寃� ��ㅻ�������� ��몃�� DWORD dwOperateTime; // ������ ���媛� unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_OPERATING; struct sCHARSTATE_RIDEON { unsigned int hTarget; // ���寃� ��몃�� }sCHARSTATE_RIDEON; struct sCHARSTATE_TURNING { unsigned int directTblidx; // ��곗�� TBLIDX sVECTOR3 vDestDir; }sCHARSTATE_TURNING; struct sCHARSTATE_AIR_JUMP { DWORD dwTimeStamp; BYTE byMoveFlag; BYTE byMoveDirection; }sCHARSTATE_AIR_JUMP; struct sCHARSTATE_AIR_DASH_ACCEL { BYTE byMoveDirection; // MOVE_DASH_F, MOVE_DASH_B and so on }sCHARSTATE_AIR_DASH_ACCEL; union sCHARSTATE_DETAIL { sCHARSTATE_SPAWNING sCharStateSpawning; sCHARSTATE_DESPAWNING sCharStateDespawning; sCHARSTATE_STANDING sCharStateStanding; sCHARSTATE_SITTING sCharStateSitting; sCHARSTATE_FAINTING sCharStateFainting; sCHARSTATE_CAMPING sCharStateCamping; sCHARSTATE_LEAVING sCharStateLeaving; sCHARSTATE_MOVING sCharStateMoving; sCHARSTATE_DESTMOVE sCharStateDestMove; sCHARSTATE_FOLLOWING sCharStateFollwing; sCHARSTATE_FALLING sCharStateFalling; sCHARSTATE_DASH_PASSIVE sCharStateDashPassive; sCHARSTATE_TELEPORTING sCharStateTeleporting; sCHARSTATE_SLIDING sCharStateSliding; sCHARSTATE_KNOCKDOWN sCharStateKnockdown; sCHARSTATE_FOCUSING sCharStateFocusing; sCHARSTATE_CASTING sCharStateCasting; sCHARSTATE_SKILL_AFFECTING sCharStateSkillAffecting; sCHARSTATE_KEEPING_EFFECT sCharStateKeepingEffect; sCHARSTATE_CASTING_ITEM sCharStateCastingItem; sCHARSTATE_STUNNED sCharStateStunned; sCHARSTATE_SLEEPING sCharStateSleeping; sCHARSTATE_PARALYZED sCharStateParalyzed; sCHARSTATE_HTB sCharStateHTB; sCHARSTATE_SANDBAG sCharStateSandBag; sCHARSTATE_CHARGING sCharStateCharging; sCHARSTATE_PRIVATESHOP sCharStatePrivateShop;// [7/16/2007] sCHARSTATE_DIRECT_PLAY sCharStateDirectPlay; sCHARSTATE_OPERATING sCharStateOperating; sCHARSTATE_RIDEON sCharStateRideOn; sCHARSTATE_TURNING sCharStateTurning; sCHARSTATE_AIR_JUMP sCharStateAirJump; sCHARSTATE_AIR_DASH_ACCEL sCharStateAirDashAccel; }sCHARSTATE_DETAIL; struct sASPECTSTATE_SUPER_SAIYAN { BYTE bySourceGrade; }sASPECTSTATE_SUPER_SAIYAN; struct sASPECTSTATE_PURE_MAJIN { BYTE bySourceGrade; }sASPECTSTATE_PURE_MAJIN; struct sASPECTSTATE_GREAT_NAMEK { BYTE bySourceGrade; }sASPECTSTATE_GREAT_NAMEK; struct sASPECTSTATE_KAIOKEN { BYTE bySourceGrade; BYTE byRepeatingCount; }sASPECTSTATE_KAIOKEN; struct sASPECTSTATE_SPINNING_ATTACK { }sASPECTSTATE_SPINNING_ATTACK; struct sASPECTSTATE_VEHICLE { unsigned int idVehicleTblidx; unsigned int hVehicleItem; bool bIsEngineOn; }sASPECTSTATE_VEHICLE; union sASPECTSTATE_DETAIL { sASPECTSTATE_SUPER_SAIYAN sSuperSaiyan; sASPECTSTATE_PURE_MAJIN sPureMajin; sASPECTSTATE_GREAT_NAMEK sGreatNamek; sASPECTSTATE_KAIOKEN sKaioken; sASPECTSTATE_SPINNING_ATTACK sSpinningAttack; sASPECTSTATE_VEHICLE sVehicle; }sASPECTSTATE_DETAIL; struct sASPECTSTATE_BASE { BYTE byAspectStateId; }sASPECTSTATE_BASE; struct sASPECTSTATE { sASPECTSTATE_BASE sAspectStateBase; sASPECTSTATE_DETAIL sAspectStateDetail; }sASPECTSTATE; struct sCHARSTATE_BASE { BYTE byStateID; DWORD dwStateTime; unsigned __int64 dwConditionFlag; sASPECTSTATE aspectState; bool isFighting; sVECTOR3 vCurLoc; sVECTOR3 vCurDir; bool isFlying; }sCHARSTATE_BASE; struct sCHARSTATE { sCHARSTATE_BASE sCharStateBase; sCHARSTATE_DETAIL sCharStateDetail; }sCHARSTATE; struct SpawnNPC { WORD wPacketSize; WORD wOpCode; unsigned int Handle; BYTE OBJType; unsigned int Tblidx; unsigned int CurLP; WORD CurEP; unsigned int MaxLP; WORD MaxEP; float fLastWalkingSpeed; float fLastRunningSpeed; float fLastAirSpeed; float fLastAirDashSpeed; float fLastAirDashAccelSpeed; WORD AttackSpeedRate; float SkillAnimationSpeedModifier; unsigned int TblidxMovementActionPatern; unsigned int Name; BYTE Size; BYTE Unk; sCHARSTATE State; }; struct GU_UPDATE_CHAR_STATE { WORD size; WORD opcode; unsigned int handle; sCHARSTATE sCharState; };
Structure de hwbookmarks de Dragon Ball Online.
#include "standard-types.hsl" #pragma displayname("Hex Workshop Bookmarks") #pragma fileextensions(".hsl") #pragma byteorder(little_endian) #pragma hide() typedef struct tagHEADERFLAGS { DWORD bRegisteredVersionRequired : 1 ; // Bookmark collection requires DWORD reserved : 31 ; } HEADERFLAGS ; typedef struct tagENTRYFLAGS { DWORD bFixedLength : 1 ; // Array Length is fixed -- do not DWORD bSequentialAddresses : 1 ; // Start next array element after DWORD reserved : 30 ; } ENTRYFLAGS ; * Bookmark value types -- not all of these are valid for bookmarks. */ #pragma enumsize(4) #pragma enumsign("unsigned") typedef enum tagDATATYPE { DT_NONE = 0, DT_BYTE = 1, DT_WORD = 2, DT_DWORD = 3, DT_QWORD = 4, DT_FLOAT = 5, DT_DOUBLE = 6, DT_STRING = 7, DT_UNICODESTRING = 8, DT_MSDOS_DATE = 9, DT_MSDOS_TIME = 10, DT_FILETIME = 11, DT_UNIXTIME = 12, DT_OLEDATETIME = 13, DT_BINARY = 14, DT_STRUCTURE = 15, DT_ENUM = 16, DT_UNION = 17, DT_BITFIELD = 18, DT_BLOB = 19, DT_UNIXTIME64 = 20, DT_FRAG = 21, DT_CHAR = 22, DT_WCHAR = 23 } DATATYPE ; * Header for Bookmark File Formats files. As of Hex Workshop v5.1.4, the * checksum is not verified when opened. The checksum is calculated as * a standard CRC-32 of the header, with the "dwChecksum" field initialized * as dwMagicID + dwMajorVersion + dwMinorVersion + flags. */ typedef struct tagHEADER { DWORD dwMagicID ; // Magic Identifer #pragma verify match_var_int("dwMagicID", "0x00FFB400") WORD dwMajorVersion ; // Major Bookmark File Format Version (2) WORD dwMinorVersion ; // Minor Bookmark File Format Version (0) char szDescription[80] ; // Bookmark File Description (UTF8) char szAuthor[80] ; // Bookmark File Author (UTF8) HEADERFLAGS flags; // Bookmark File Flags DWORD dwEntries ; // Number of Entries (tagENTRY) char szStructureCollection[256] ; // Associated Structure Collection (UTF8) char cReserved[12] ; // Reserved for future use DWORD dwChecksum ; // Checksum of the header } HEADER ; typedef struct tagENTRY { char szDescription[80] ; // Description of this Entry (UTF8) char szAddressRule[128] ; // Address Rule (UTF8) char szLengthRule[128] ; // Length Rule (UTF8) char szCountRule[128] ; // Array Count Rule (UTF8) DATATYPE dataType; // Value Data Type BYTE bSign ; // Sign of the data (1=Unsigned, 0=Signed) BYTE bByteOrdering ; // Byte Ordering (1=LE, 0=BE) BYTE bBase ; // Base (Hex/Dec) (0=Dec, 1=hex) char szStructure[128] ; // Name of referenced structure UQUAD findPos ; // Offset if applied from find UQUAD findLength ; // Length if applied from find char cReserved[37] ; // Reserved for future use ENTRYFLAGS flags ; } ENTRY ; #pragma show() struct BOOKMARKS { HEADER header ; ENTRY bookmarks[header.dwEntries] ; } ;
Structure de hwcharmaps de Dragon Ball Online.
#pragma fileextensions(".map") #pragma byteorder(little_endian) #pragma maxarray(65536) #pragma hide() typedef struct tagHEADERFLAGS { DWORD fWideChars : 1 ; DWORD fReadOnly : 1 ; DWORD fCodePage : 1 ; } HEADERFLAGS ; typedef struct CHARMAPENTRY { unsigned char fIncludeColorDef : 1 ; unsigned char reserved : 6 ; unsigned char fNoReverse : 1 ; char mapTo ; if (fIncludeColorDef == 1) { DWORD rgbValue ; } ; } CHARMAPENTRY ; typedef struct WCHARMAPENTRY { unsigned char fIncludeColorDef : 1 ; unsigned char reserved : 6 ; unsigned char fNoReverse : 1 ; wchar mapTo ; if (fIncludeColorDef == 1) { DWORD rgbValue ; } ; } WCHARMAPENTRY ; #pragma show() typedef struct tagMAPHEADER { DWORD dwMagicMarker ; __verify(dwMagicMarker == __byteflip32(0x4857434D)); DWORD dwVersion ; HEADERFLAGS dwFlags ; char szName[32] ; char szDescription[128] ; char szAuthor[64] ; DWORD dwCodePage ; DWORD dwReserved[4] ; if (__getDocSize() > sizeof(MAPHEADER)) { if (dwFlags.fWideChars) { WCHARMAPENTRY mapping[65536] ; } else { CHARMAPENTRY mapping[256] ; } ; } ; } MAPHEADER ; function AutoParseFile { __addStructureAt(0, "MAPHEADER", "header") ; } ;
Structure de ico de Dragon Ball Online.
#pragma fileextensions(".ico") ; #pragma byteorder(little_endian) #pragma enumsize(2) #pragma enumsign("unsigned") typedef enum BI_BITCOUNT { BI_IMPLIED = 0, // PNG or JPEG BI_MONOCHROME = 1, // 2 colors with color table BI_4_BIT = 4, // 16 colors with color table BI_8_BIT = 8, // 256 colors with color table BI_16_BIT = 16, // 5 bits for each color, BSB unused BI_24_BIT = 24, // 8 bits for each color BI_32_BIT = 32, // 8 bits for each color, high byte unused } BI_BITCOUNT; #pragma enumsize(4) #pragma enumsign("unsigned") typedef enum BI_COMPRESSION { BI_RGB = 0, BI_RLE8 = 1, BI_RLE4 = 2, BI_BITFIELDS = 3, BI_JPEG = 4, BI_PNG = 5 } BI_COMPRESSION; struct tagBITMAPINFOHEADER { DWORD biSize; LONG biWidth; LONG biHeight; WORD biPlanes; BI_BITCOUNT biBitCount; BI_COMPRESSION biCompression; DWORD biSizeImage; LONG biXPelsPerMeter; LONG biYPelsPerMeter; DWORD biClrUsed; DWORD biClrImportant; __verify( (biBitCount == 0) || (biBitCount == 1) || (biBitCount == 4) || (biBitCount == 8) || (biBitCount == 16) || (biBitCount == 24) || (biBitCount == 32) ) ; __verify( (biCompression >= 0) && (biCompression <= 5) ) ; } BITMAPINFOHEADER ; typedef struct tagRGBQUAD { UBYTE rgbBlue; UBYTE rgbGreen; UBYTE rgbRed; UBYTE rgbReserved; } RGBQUAD ; typedef struct tagIMAGEDATA { BITMAPINFOHEADER infoHeader ; switch (infoHeader.biBitCount) { case BI_MONOCHROME: RGBQUAD colors[2] ; blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; break; case BI_4_BIT: RGBQUAD colors[16] ; blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 2] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; break; case BI_8_BIT: RGBQUAD colors[256] ; blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2))] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; break; case 0: blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2)) * 4 ] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8 ] ; break ; default: blob imageXOR[(infoHeader.biWidth * (infoHeader.biHeight / 2)) * (infoHeader.biBitCount / 8) ] ; blob imageAND[(infoHeader.biWidth * (infoHeader.biHeight / 2)) / 8] ; break ; } } IMAGEDATA ; typedef struct tagICONDIRENTRY { BYTE bWidth ; BYTE bHeight ; BYTE bColorCount ; BYTE bReserved ; WORD wPlanes ; WORD wBitCount ; DWORD dwBytesInRes ; IMAGEDATA* pImageData; __verify(bReserved == 0) ; } ICONDIRENTRY ; typedef struct tagICONDIR { WORD idReserved ; WORD idType ; WORD idCount ; ICONDIRENTRY entries[idCount] ; __verify((idReserved == 0) && (idType == 1)) ; } ICONDIR ; function AutoAddFile { __addStructureAt(0, "ICONDIR", "") ; } ; function AutoAddCaretPos { __addStructureAt(__getCaretPos(), "ICONDIR", "") ; } ;
Structure de mascot grade de Dragon Ball Online.
#include "standard-types.hsl" struct mascotGrade { DWORD dword4; DWORD dword8; WORD wordC; WORD wordE; WORD word10; };
Structure de pal de Dragon Ball Online.
#pragma fileextensions(".pal") #pragma byteorder(little_endian) #pragma enumsize(4) typedef enum CHUNK_TYPE { RIFF_CHUNK = "RIFF", DATA_CHUNK = "data", } CHUNK_TYPE ; typedef enum PAL_TYPE { PAL = "PAL " } RIFF_TYPE ; struct RIFFHEADER { CHUNK_TYPE id ; DWORD size ; RIFF_TYPE type ; __verify(id == CHUNK_TYPE.RIFF_CHUNK) ; __verify(size == (__size__ - 8)) ; __verify(type == RIFF_TYPE.PAL) ; } ; struct PALDATA { CHUNK_TYPE id ; DWORD size ; WORD version; WORD entries; DWORD pal[entries] ; blob extra[size-((entries*4)+4)] ; __verify(version == 0x0300) ; __verify(id == CHUNK_TYPE.DATA_CHUNK) ; } ; struct UNKNOWN { char type[4] ; DWORD size ; blob data[size] ; } ; function AutoParsePalFile { UQWord pos = 0 ; UQWord end = __getDocSize() ; pos += __addStructureAt(pos, "RIFFHEADER", "") ; pos = (((pos + 1) >> 1) << 1) ; while (pos < end) { switch (__getUDWordAt(pos)) { case 0x00000000: pos += 4 ; break ; case CHUNK_TYPE.DATA_CHUNK: pos += __addStructureAt(pos, "PALDATA", "") ; break ; default: pos += __addStructureAt(pos, "UNKNOWN", "") ; break ; } ; pos = (((pos + 1) >> 1) << 1) ; } ; } function AutoParsePalSelection { UQWord pos = __getCaretPos() ; UQWord end = pos + __getCaretSel() ; pos += __addStructureAt(pos, "RIFFHEADER", "") ; pos = (((pos + 1) >> 1) << 1) ; while (pos < end) { switch (__getUDWordAt(pos)) { case 0x00000000: pos += 4 ; break ; case CHUNK_TYPE.DATA_CHUNK: pos += __addStructureAt(pos, "PALDATA", "") ; break ; default: pos += __addStructureAt(pos, "UNKNOWN", "") ; break ; } ; pos = (((pos + 1) >> 1) << 1) ; } ; } ;
Structure de portal de Dragon Ball Online.
#include "standard-types.hsl" struct portal { DWORD dword4; DWORD dword8; BYTE gapC[42]; WORD word36; DWORD dword38; DWORD dword3C; BYTE byte40; float float44; float float48; float float4C; float float50; float float58; float float5C; BYTE gap60[4]; float float64; };
Structure de sACTION_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sACTION_TBLDAT { DWORD tblidx; bool bValidity_Able; BYTE byAction_Type; BYTE fill[2]; DWORD Action_Name; char szIcon_Name[ 32 + 1 ]; BYTE fill[3]; DWORD Note; DWORD chat_Command_Index; BYTE byETC_Action_Type; BYTE fill[3]; };
Structure de sAIR_COSTUME_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sAIR_COSTUME_TBLDAT { DWORD tblidx; BYTE byUnknown1; WORD wUnknown;//always 91 BYTE byUnknown2;//always 57 BYTE byUnknown3;//always 101 BYTE byUnknown4;//always 93 WORD wUnknown5; WORD wUnknown6; WORD wUnknown7; WCHAR wszUnknown8[ 24 + 1 ]; BYTE byUnknown9; BYTE fill[1]; WCHAR wszUnknown10[ 30 + 1 ]; WCHAR wszUnknown11[ 30 + 1 ]; };
Structure de sCharacterProperty de Dragon Ball Online.
#include "standard-types.hsl" #pragma hide() enum EAnimEventType { EVENT_ANIM_NONE, ///< Default EVENT_ANIM_END, ///< Animation Play째징 쨀징쨀쨉��쨩 쨋짠 EVENT_ANIM_HIT, ///< Hit Event EVENT_ANIM_VISUAL_EFFECT, ///< Visual Effect째징 쨀짧쩔�� 쨋짠 (Loop Effect���� 째챈쩔챙 Animation���� 쨔��짼챨 째챈쩔챙 쩌��쨍챗쨉��쨈��.) EVENT_ANIM_VISUAL_SOUND, ///< Sound쨍짝 Play쨍짝 ����쩐�� ���� 째챈쩔챙 EVENT_ANIM_FOOT_STEP, ///< Character째징 쨔������ 쨋짜쩔징 쨋짝쩐����쨩 째챈쩔챙 EVENT_ANIM_LINK_EFFECT, ///< Character째징 Create째징 쨉�� 쨋짠 쨘������ 쨘��쨈�� Effect (Loop Effect쨍쨍 째징쨈��) EVENT_ANIM_WEIGHT_TIME, ///< Character째짙���� ��체��천쩔징쩌짯 ��짱��짚 쩍��째짙 쨉쩔쩐�� Time��쨩 쨘체쨍짙째�� 쨋��쨈�� 쨈��째�� Play ����째챈쩔챙(HTB쩔징쩌짯쨍쨍 쨩챌쩔챘���� 쨉��쨈��.) EVENT_ANIM_TRACE_EFFECT, ///< 짹����청 ������책��짰 ����쨘짜��짰 EVENT_ANIM_SUB_WEAPON, ///< SubWeapon ��째쩌쨘��짯 ����쨘짜��짰 EVENT_ANIM_POST_EFFECT, ///< PostEffect Event EVENT_ANIM_SUMMON_PET, ///< SummonPet Effect EVENT_ANIM_TMQ, ///< TMQ Event EVENT_ANIM_ALPHA, ///< Alpha Fade Event EVENT_ANIM_EXPLOSION, ///< TMQ ��첩쨔�� ����쨘짜��짰 EVENT_ANIM_DIRECT, ///< 쩔짭��창쩔챘 ����쨘짜��짰 EVENT_ANIM_COLOR_CHANGE, ///< ����쨌짱 ��쩌������철 ����쨘짜��짰 EVENT_ANIM_STRETCH, ///< 쨘쨩��쨩 쨈��쨍짰쨈�� ����쨘짜��짰 EVENT_ANIM_TRIGGER, ///< 쩍쨘��쨀쨉챤쩔징쩌짯 쨩챌쩔챘쨉��쨈�� ��짰쨍짰째�� ����쨘짜��짰 EVENT_ANIM_SKILL_CANCEL, ///< 쩍쨘��쨀 ��쨉쩍쩍 ��쨍����쨔�� ����쨘짜��짰 }EAnimEventType; struct sAnimEvent { int nEventId; }sAnimEvent; struct STypeAnimData { char strAnimName[26]; DWORD uiAnimKey; float fPlayTime; DWORD flagAnim; DWORD nAnimEventSize; sAnimEvent animEvent[nAnimEventSize]; }STypeAnimData; struct RwV3d { float x; /**< X value */ float y; /**< Y value */ float z; /**< Z value */ }RwV3d; struct SEventLinkEffect { float fTime; EAnimEventType eEventID; char chEffectName[32]; char chBoneName[32]; RwV3d vOffsetPos; int bAttachBone; }SEventLinkEffect; struct sContent { char strName[11]; DWORD uiFlag; char strTexturePath[1]; char strSoundPath[1]; char TypeMeshFileName[15]; char m_strMeshPath[21]; float m_fAlphaDistance; DWORD uiLinkEffectSize; SEventLinkEffect evtLinkEff[uiLinkEffectSize]; char strAnimPath[35]; DWORD nAnimDataCount; STypeAnimData animData[nAnimDataCount]; }sContent; #pragma show() struct sCharacterProperty { DWORD version; zstring ItemDataPath; DWORD uiPropertySize; sContent content[1]; };
Structure de sCHARM_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sCHARM_TBLDAT { DWORD Tblidx; WORD wDrop_Rate; WORD wEXP; WORD wRP_Sharing; WORD wCool_Time; WORD wKeep_Time; BYTE fill[2]; DWORD dwKeep_Time_In_Millisecs; DWORD dwNeed_Zenny; BYTE byDice_Min; BYTE byDice_Max; BYTE byCharm_Type_Bit_Flag; BYTE fill[1]; };
Structure de sCHARTITLE_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sCHARTITLE_TBLDAT { DWORD tblidx; DWORD tblNameIndex; BYTE byContentsType; BYTE byRepresentationType; WCHAR wszBoneName[ 512 + 1 ]; WCHAR wszEffectName[ 512 + 1 ]; WCHAR wszEffectSound[ 512 + 1 ]; DWORD atblSystem_Effect_Index[3]; BYTE abySystem_Effect_Type[3]; BYTE fill[1]; double abySystem_Effect_Value[3]; };
Structure de sCHAT_COMMAND_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sCHAT_COMMAND_TBLDAT { DWORD tblidx; bool bValidity_Able; BYTE fill[1]; WORD wAction_Animation_Index; DWORD aChat_Command[8]; };
Structure de sCHAT_FILTER_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sCHAT_FILTER_TBLDAT { DWORD Tblidx; WCHAR wszSlangText[ 32 + 1]; BYTE fill[2]; DWORD filteringTextIndex; };
Structure de sCOMMONCONFIG_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sTEXT { WORD size; WCHAR wstrValue[size]; }sTEXT; struct sCOMMONCONFIG_TBLDAT { DWORD TBLIDX; WORD size; WCHAR wstrName[size]; sTEXT text[10]; };
Structure de sCONTENTS_CONDITION_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sCONTENTS_CONDITION_TBLDAT { DWORD tblidx; DWORD dwName; WCHAR wcNote[129]; BYTE fill[2]; DWORD dwTarget_Type; DWORD dwTarget_Value; DWORD dwUnknown; BYTE byOutput_Type; BYTE fill[3]; DWORD dwTargetInfo[20]; };
Structure de sCONTENTS_ONOFF_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sCONTENTS_ONOFF_TBLDAT { DWORD dword4; wchar gap8[34]; DWORD dword4C; DWORD dword50; DWORD dword54; DWORD dword58; DWORD dword5C; DWORD dword60; DWORD dword64; DWORD dword68; DWORD dword6C; DWORD dword70; };
Structure de sDIRECTION_LINK_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDIRECTION_LINK_TBLDAT { DWORD tblidx; char szFunctionName[ 256 + 1 ]; char szNote[ 32 + 1 ]; BYTE byType; BYTE fill[1]; DWORD dwAnimationID; BYTE byFuncFlag; BYTE fill[3]; };
Structure de sDOJO_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDOJO_REWARD { DWORD dwGetPoint; BYTE byGetRock; BYTE fill[3]; }sDOJO_REWARD; struct sDOJO_TBLDAT { DWORD tblidx; DWORD zoneTblidx; // WorldTable Index DWORD objectTblidx[4]; DWORD mapName; // town name textalltblidx BYTE byReceiveHour; // ���泥����湲곗��������媛� BYTE byReceiveMinute; // ���泥����湲곗�����遺� BYTE byRepeatType; // ���泥����湲� ������ 諛�蹂� 諛⑹�� eDBO_DOJO_REPEAT_TYPE BYTE byRepeatTime; // ���泥����湲곗�������� ��������� 諛�蹂듬����� ��쇱�� ���媛� -> 諛�蹂듯�������� ���媛���쇨꼍��곕�� ��ъ�� WORD wWeekBitFlag; // ���泥����湲� ������ ������ -> ������湲� ��쇱<��쇱�� ��쇱�������� eDBO_DOJO_WEEK_BITFLAG BYTE byReceiveDuration; // ���������媛������� ���泥�媛���ν�� ���媛� 遺� ��� 30遺� BYTE byRejectDuration; // ���������媛� 湲곗�� 嫄곕��媛���ν�� ���媛� 遺� ��� 20遺� BYTE byStandbyDuration; // ��������� 以�鍮���������� ������遺���� 醫�猷������� 湲곌�� 遺� ��� 20遺� BYTE byInitialDuration; // ��������� 以�鍮������� 醫�猷� ������遺���� ������ 珥�湲고�� ������媛� 醫�猷������� 湲곌�� ��� 7遺� BYTE byReadyDuration; // 珥�湲고�������� 醫�猷� ���媛� ���3遺� BYTE byBattleDuration; // ��������� ��������� ���猷�源�吏���� 理���� ���媛� DWORD dwReceivePoint; DWORD dwReceiveZenny; DWORD controllerTblidx; DWORD dwBattlePointGoal; DWORD dwBattlePointGet; DWORD dwBattlePointCharge; DWORD dwChargePointGoal; DWORD dwChargeTime; DWORD dwChageTimePoint; DWORD rockTblidx; sDOJO_REWARD asRawrd[5]; };
Structure de sDRAGONBALL_RETURN_POINT_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDRAGONBALL_RETURN_POINT_TBLDAT { DWORD tblidx; BYTE byScatterPoint; BYTE fill[3]; float fField_X; float fField_Y; float fField_Z; };
Structure de sDRAGONBALL_REWARD_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDRAGONBALL_REWARD_TBLDAT { DWORD tblidx; BYTE byBallType; BYTE byRewardCategoryDepth; BYTE fill[2]; DWORD rewardCategoryName; DWORD rewardCategoryDialog; BYTE byRewardType; BYTE fill[3]; DWORD rewardName; DWORD rewardLinkTblidx; DWORD dwRewardZenny; DWORD rewardDialog1; DWORD rewardDialog2; DWORD dwClassBit; };
Structure de sDRAGONBALL_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sVECTOR2 { float x; float z; }sVECTOR2; struct sDRAGONBALL_TBLDAT { DWORD tblidx; DWORD dwAltarGroup; BYTE byBallType; BYTE fill[3]; DWORD aBallTblidx[7]; DWORD ballDropTblidx; DWORD ballJunkTblidx; DWORD startDialog; DWORD endDialog; DWORD timeoverEndDialog; //new DWORD hurryDialog; DWORD timeoverDialog; DWORD noRepeatDialog; DWORD inventoryFullDialog; DWORD skillOverlapDialog; //new DWORD skillShortageOfLVDialog; //new DWORD dragonNPCTblidx; DWORD defaultSummonChat; sVECTOR2 fDir; };
Structure de sDROP_BAG_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDROP_BAG_TBLDAT { unsigned int tblidx; DWORD unknown; DWORD unknown1[3]; WORD unknown2; BYTE fill[2]; DWORD unknown3; DWORD unknown4; DWORD unknown5; };
Structure de sDROP_BIG_BAG_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDROP_BIG_BAG_TBLDAT { unsigned int tblidx; DWORD unknown; DWORD unknown1; BYTE unknown4; BYTE fill[3]; DWORD unknown5; WORD unknown2; BYTE fill[2]; DWORD unknown3; };
Structure de sDUNGEON_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDUNGEON_TBLDAT { DWORD tblidx; BYTE byDungeonType; // 1:normal 2:hard BYTE byMaxMember; BYTE fill[2]; DWORD linkWorld; BYTE byMinLevel; BYTE byMaxLevel; BYTE fill[2]; DWORD needItemTblidx; DWORD dwHonorPoint; DWORD wpsTblidx; DWORD openCine; DWORD groupIdx; } ;
Structure de sDWCMISSION_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDWCMISSION_REWARD_ENTITY { BYTE byType; BYTE fill[3]; DWORD tblidx; BYTE byValue; BYTE fill[3]; }sDWCMISSION_REWARD_ENTITY; struct sDWCMISSION_REWARD { DWORD cardNameTblidx; BYTE byRequireCount; BYTE fill[3]; float fAcquireRate; sDWCMISSION_REWARD_ENTITY asBasicReward[4]; sDWCMISSION_REWARD_ENTITY asRepeatReward[4]; }sDWCMISSION_REWARD; struct sDWCMISSION_TBLDAT { DWORD tblidx; DWORD tblNameIndex; WCHAR szImageName[ 32 + 1 ]; BYTE fill[2]; DWORD tblContainScenarioIndex; BYTE fill[2]; BYTE byCompleteMinNum; BYTE fill[1]; sDWCMISSION_REWARD asReward[5]; DWORD clearObjectTextTblidx; DWORD clearConditionTextTblidx; };
Structure de sDWC_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDWC_TBLDAT { DWORD tblidx; DWORD tblNameIndex; BYTE byLevel_Min; BYTE byLevel_Max; WORD wAdmission_Bit_Flag; BYTE byAdmission_Num_Min; BYTE byAdmission_Num_Max; BYTE fill[2]; DWORD aConditionTblidx[10]; DWORD aMissionTblidx[5]; DWORD prologueCinematicTblidx; DWORD prologueTblidx; DWORD worldTblidx; };
Structure de sDYNAMIC_FIELD_SYSTEM_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDYNAMIC_FIELD_SYSTEM_TBLDAT { DWORD tblidx; WCHAR wszName[32 + 1]; bool bOnOff; BYTE byServerFarm; DWORD dwConnectionTime; BYTE byType; BYTE fill[3]; DWORD tIndex; DWORD dwContentRestrictionBitFlag; DWORD adwSetting[3]; float fRate; BYTE byAction; BYTE fill[3]; DWORD aIndex; BYTE byGroup; BYTE fill[3]; DWORD dwVolume; };
Structure de sDYNAMIC_OBJECT_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sDYNAMIC_OBJECT_TBLDAT { DWORD tblidx; bool bValidityAble; BYTE byType; char szModelName[ 32 + 1 ]; BYTE byStateType; DWORD spawnAnimation; DWORD idleAnimation; DWORD despawnAnimation; DWORD state1Animation; DWORD state2Animation; BYTE byBoundaryDistance; BYTE byDespawnDistance; BYTE fill[2]; };
Structure de sEVENT_SYSTEM_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sEVENT_SYSTEM_TBLDAT { DWORD Tblidx; WCHAR wszName[32 + 1]; bool bOnOff; BYTE byServerFarm; DWORD dwConnectionTime; BYTE byType; BYTE fill[3]; DWORD tIndex; DWORD dwContentRestrictionBitFlag; DWORD adwSetting[3]; float fRate; BYTE byAction; BYTE fill[3]; DWORD aIndex; BYTE byGroup; BYTE fill[3]; DWORD dwVolume; float fUnknown; };
Structure de sEXP_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sRANKBATTLE_POINT_TBLDAT { WORD wStageWin; WORD wStageDraw; WORD wStageLose; WORD wWin; WORD wPerfectWin; }sRANKBATTLE_POINT_TBLDAT; struct sEXP_TBLDAT { DWORD tblidx; DWORD dwExp; DWORD dwNeed_Exp; sRANKBATTLE_POINT_TBLDAT sIndividualRankPoint; sRANKBATTLE_POINT_TBLDAT sTeamRankPoint; WORD wNormal_Race; // Normal_Race WORD wSuperRace; // Super_Race DWORD dwMobExp; // Mob_Exp DWORD dwPhyDefenceRef; // Phy_Defence_Ref DWORD dwEngDefenceRef; // Eng_Defence_Ref DWORD dwMobZenny; // Mob_Zenny };
Structure de sFieldWFIF de Dragon Ball Online.
#include "standard-types.hsl" #pragma hide() struct sD3DMATIX{ float _11; float _12; float _13; float _14; float _21; float _22; float _23; float _24; float _31; float _32; float _33; float _34; float _41; float _42; float _43; float _44; }sD3DMATIX; union uD3DMATRIX{ sD3DMATIX sMarix; float m[4][4]; }uDADMATRIX; struct _D3DMATRIX { uDADMATRIX uMatrix; } D3DMATRIX; struct RwV3d { float x; /**< X value */ float y; /**< Y value */ float z; /**< Z value */ }RwV3d; struct RwRGBA { BYTE red; /**< red component */ BYTE green; /**< green component */ BYTE blue; /**< blue component */ BYTE alpha; /**< alpha component */ }RwRGBA; struct sPSMap{ }sPSMap; struct sLightObject { }sLightObject; struct sObjectField { DWORD uiLength; char acName[uiLength]; RwV3d avSRT[3]; DWORD uiObjectType; DWORD uiSID; DWORD uiObjectID; DWORD dwNameIdx; float fVisibilityDistance; DWORD uiFlags; int PSAtomicCnt; sPSMap psMap[PSAtomicCnt]; int bEnableFlag; int iLightObjectNum; sLightObject lightObject[iLightObjectNum]; int bUnknown; }sObjectField; #pragma show() struct sWFIF { DWORD uiLength; char ReadBuff[uiLength]; D3DMATRIX m_TextureMatBase[2]; float m_TextureMatAngBase; BYTE m_TextureMatAddBase; DWORD rBool[5]; RwV3d vBasedPos; float pVertexListY[33][33]; RwRGBA pPrelights[33][33]; int iNum; sObjectField objField[1]; };
Structure de sFORMULA_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sFORMULA_TBLDAT { DWORD Tblidx; bool bValidity_Able; BYTE fill[3]; float afRate[4]; };
Structure de sGUIDE_HINT_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sGUIDE_HINT_TBLDAT { DWORD tblidx; BYTE byType; BYTE byWidthPosition; BYTE byHeightPosition; BYTE fill[1]; WORD wWidthSize; WORD wHeightSize; char szResource[ 32 + 1]; char szNote[ 32 + 1]; bool bAutoShow; BYTE fill[1]; };
Structure de sGU_UPDATE_CHAR_CONDITION de Dragon Ball Online.
#include "standard-types.hsl" struct GU_UPDATE_CHAR_CONDITION { WORD size; WORD opcode; unsigned int handle; DWORD dwConditionFlag; DWORD unknown; } ;
Structure de sGU_UPDATE_CHAR_STATE de Dragon Ball Online.
#include "standard-types.hsl" struct sCHARSTATE_OPERATING { unsigned int hTargetObject; // ���寃� ��ㅻ�������� ��몃�� DWORD dwOperateTime; // ������ ���媛� unsigned int directTblidx; // ��곗�� TBLIDX }sCHARSTATE_OPERATING; struct sCHARSTATE_DESPAWNING { BYTE unk; //TODO: what is that value? BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_DESPAWNING; struct sCHARSTATE_TELEPORTING { BYTE byTeleportType; // eTELEPORT_TYPE }sCHARSTATE_TELEPORTING; union sCHARSTATE_DETAIL { sCHARSTATE_DESPAWNING sCharStateDespawning; sCHARSTATE_TELEPORTING sCharStateTeleporting; sCHARSTATE_OPERATING sCharStateOperating; }sCHARSTATE_DETAIL; { CHARSTATE_SPAWNING, // 쩍쨘��첫���� ( ��쨀쨍짱����째징 쨩첵쩌쨘 쨉��쨋짠 ) CHARSTATE_DESPAWNING, // 쨉챨쩍쨘��첫���� ( ��쨀쨍짱����째징 쨩챔��짝 쨉��쨋짠 ) CHARSTATE_STANDING, // 쩌짯������쩍 CHARSTATE_SITTING, // 쩐��쩐�� ������쩍 CHARSTATE_FAINTING, // 짹창��첵���� ������쩍 CHARSTATE_CAMPING, // ��쩐쨌찼 쨈챘짹창���� CHARSTATE_LEAVING, // ��쩐쨌찼 ���� CHARSTATE_MOVING, // ����쨔����청���� ����쨉책 ����쨉쩔 ( RUNNING, WALKING, JUMPING, DASHING ��첨���� ) CHARSTATE_DESTMOVE, // 쨍챰��청��철 ����쨉쩔 CHARSTATE_FOLLOWING, // 쨉청쨋처째징짹창 ����쨉쩔 CHARSTATE_FALLING, // 쨋쨀쩐챤��철쨈�� ���� CHARSTATE_DASH_PASSIVE, // Passive dash ����쨉쩔 CHARSTATE_TELEPORTING, // ����쨌쨔��첨��짰���� ( ��쨀쨍짱����째징 쩔철���� 쨉챤��쨍쨌�� ����쨉쩔���� ) CHARSTATE_SLIDING, // 쩍쩍쨋처����쨉첫 쨉��째챠 ������쩍 CHARSTATE_KNOCKDOWN, // 쨀��쨈��쩔챤 쨉��째챠 ������쩍 CHARSTATE_FOCUSING, // ��첵���� 쨩처����(RP 쨘쨍쨀��쩍쨘 쨩챌쩔챘 쩍�� ����짹창 쨈��째챔) CHARSTATE_CASTING, // ��쨀쩍쨘�������� CHARSTATE_SKILL_AFFECTING, // 쩍쨘��쨀 ��청쩔챘���� CHARSTATE_KEEPING_EFFECT, // 쩍쨘��쨀/쩐���������� ��쩔째첬 ��짱��철 쨩처���� CHARSTATE_CASTING_ITEM, // 쩐���������� ��쨀쩍쨘���� ���� CHARSTATE_STUNNED, // Stun 쨩처���� CHARSTATE_SLEEPING, // ����째챠 ������쩍 CHARSTATE_PARALYZED, // 쨍쨋쨘챰 쨩처���� CHARSTATE_HTB, // HTB쨍짝 쩍����������째챠 ������쩍 CHARSTATE_SANDBAG, // HTB쨍짝 쨈챌����째챠 ������쩍 CHARSTATE_CHARGING, // 짹창쨍챨��쨍쨈������ CHARSTATE_GUARD, // 째징쨉책 쨍챨쨉책 쨩처���� CHARSTATE_PRIVATESHOP, // 째쨀����쨩처��징 [7/16/2007 SGpro] CHARSTATE_DIRECT_PLAY, // ��쨀쨍짱���� 쩔짭��창 쨩처���� CHARSTATE_OPERATING, // 쩔��쨘챗��짠��짰 쨉쩔���� 쨩처���� CHARSTATE_RIDEON, // ��쨩째��쩔징 ��쨍����쨈�� 쨩처���� CHARSTATE_TURNING, // ��쨍��체���� CHARSTATE_AIR_JUMP, CHARSTATE_AIR_DASH_ACCEL, CHARSTATE_COUNT, INVALID_CHARSTATE = 0xFF }eCHARSTATE;*/ struct sASPECTSTATE_SUPER_SAIYAN { BYTE bySourceGrade; }sASPECTSTATE_SUPER_SAIYAN; struct sASPECTSTATE_PURE_MAJIN { BYTE bySourceGrade; }sASPECTSTATE_PURE_MAJIN; struct sASPECTSTATE_GREAT_NAMEK { BYTE bySourceGrade; }sASPECTSTATE_GREAT_NAMEK; struct sASPECTSTATE_KAIOKEN { BYTE bySourceGrade; BYTE byRepeatingCount; }sASPECTSTATE_KAIOKEN; struct sASPECTSTATE_SPINNING_ATTACK { }sASPECTSTATE_SPINNING_ATTACK; struct sASPECTSTATE_VEHICLE { unsigned int idVehicleTblidx; bool bIsEngineOn; }sASPECTSTATE_VEHICLE; union sASPECTSTATE_DETAIL { sASPECTSTATE_SUPER_SAIYAN sSuperSaiyan; sASPECTSTATE_PURE_MAJIN sPureMajin; sASPECTSTATE_GREAT_NAMEK sGreatNamek; sASPECTSTATE_KAIOKEN sKaioken; sASPECTSTATE_SPINNING_ATTACK sSpinningAttack; sASPECTSTATE_VEHICLE sVehicle; unsigned char unknwn[8]; }sASPECTSTATE_DETAIL; typedef struct vector3 { float x; float y; float z; }vector3; typedef struct sASPECTSTATE_BASE { unsigned char aspectStateID; }sASPECTSTATE_BASE; typedef struct sASPECTSTATE { sASPECTSTATE_BASE aspectStateBase; sASPECTSTATE_DETAIL aspectStateDetail; }sASPECTSTATE; typedef struct sCHARSTATE_BASE { unsigned char stateID; unsigned long stateTime; unsigned long conditionFlag; unsigned long unknown; sASPECTSTATE aspectState; bool fightMode; unsigned char unknown2; vector3 currentPosition; vector3 currentRotation; unsigned char unknown3; }sCHARSTATE_BASE; typedef struct sCHARSTATE { sCHARSTATE_BASE sCharStateBase; sCHARSTATE_DETAIL sCharStateDetail; }sCHARSTATE; struct sGU_UPDATE_CHAR_STATE { WORD size; WORD opcode; unsigned int handle; sCHARSTATE avatarState; } ;
Structure de sHELP_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sHELP_TBLDAT { DWORD tblidx; BYTE byCategory; BYTE fill[3]; DWORD dwHelpTitle; DWORD dwPopoHint; WCHAR wszHelpHTMLName[32 + 1]; BYTE byConditionCheck; BYTE fill[1]; };
Structure de sHLS_ITEM_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sSUB_ITEM { DWORD itemTblidx; BYTE byStackCount; BYTE fill[3]; }sSUB_ITEM; struct sHLS_ITEM_TBLDAT { DWORD tblidx; WCHAR wszName[32 + 1]; WCHAR wszCJIProductID[128 + 1]; WCHAR wszIcon[32 + 1]; WORD wHLSItemType; BYTE HLS_Duration_Type; BYTE fill[3]; DWORD HLS_Duration_Time; DWORD itemHLSTblidx; DWORD itemNameHLSTblidx; DWORD itemTblidx; bool bOnSale; BYTE bySell_Type; BYTE fill[2]; DWORD dwCash; BYTE byDiscount; BYTE byStackCount; WORD byDisplay_Bit_Flag; sSUB_ITEM asSubItem[5]; BYTE byQuick_Link; BYTE fill[3]; DWORD dwPriority; BYTE byDisplay_Consume_Type; BYTE byYardrat_Tab_Type; BYTE fill[2]; };
Structure de sHLS_MERCHANT_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sHLS_MERCHANT_TBLDAT { DWORD tblidx; DWORD tabNameTblidx; WCHAR wcNameText[10 + 1]; BYTE byTabType; BYTE fill[1]; DWORD startItemTblidx; DWORD endItemTblidx; BYTE byHlsMerchantDataType; BYTE fill[3]; };
Structure de sHLS_SLOT_MACHINE_ITEM_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sHLS_SLOT_MACHINE_ITEM_TBLDAT { DWORD tblidx; WCHAR wszNameText[44 + 1]; bool bActive; DWORD slotMachineTblidx; DWORD cashItemTblidx; BYTE byStackCount; BYTE byPercent; };
Structure de sHLS_SLOT_MACHINE_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sHLS_SLOT_MACHINE_TBLDAT { DWORD tblidx; DWORD dwName; WCHAR wszNameText[44 + 1]; char szFile_Name[41 + 1]; WORD byCoin; bool bOnOff; BYTE byType; WORD wfirstWinCoin; BYTE fill[2]; DWORD aItemTblidx[10]; BYTE byStack[10]; WORD wQuantity[10]; BYTE fill[2]; };
Structure de sHTB_SET_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sHTB_ACTION { BYTE bySkillType; BYTE fill[3]; DWORD skillTblidx; }sHTB_ACTION; struct sHTB_SET_TBLDAT { DWORD tblidx; wchar wszNameText[40 + 1]; BYTE fill[2]; DWORD HTB_Skill_Name; bool bValidity_Able; BYTE fill[3]; DWORD dwPC_Class_Bit_Flag;// // enum ePC_CLASS_FLAG BYTE bySlot_Index; BYTE bySkill_Grade; char szIcon_Name[32 + 1]; BYTE fill[2]; WORD wNeed_EP; BYTE byRequire_Train_Level; DWORD dwRequire_Zenny; WORD wNext_Skill_Train_Exp; WORD wCool_Time; DWORD dwCoolTimeInMilliSecs; DWORD Note; BYTE bySetCount; BYTE byStop_Point; BYTE fill[2]; sHTB_ACTION aHTBAction[10]; WORD wRequireSP; BYTE fill[2]; };
Structure de sItemProperty de Dragon Ball Online.
#include "standard-types.hsl" struct RwRGBA { unsigned char red; /**< red component */ unsigned char green; /**< green component */ unsigned char blue; /**< blue component */ unsigned char alpha; /**< alpha component */ }RwRGBA; struct RwV3d { float x; /**< X value */ float y; /**< Y value */ float z; /**< Z value */ }RwV3d; enum EItemEquipSlotType { ITEM_EQUIP_NONE = 0, // Not Equip(Drop Item) ITEM_EQUIP_HEAD, // Head ITEM_EQUIP_FACE, // Face ITEM_EQUIP_JACKET, // Jacket ITEM_EQUIP_PANTS, // Pants ITEM_EQUIP_BOOTS, // Boots ITEM_EQUIP_TWO_HAND, // Glove ITEM_EQUIP_R_EYE = 8, // Scouter ITEM_EQUIP_R_HAND = 10, // Weapon ITEM_EQUIP_L_HAND, // Weapon ITEM_EQUIP_BACK, // SubWeapon.... ITEM_EQUIP_MASK, // 쨍쨋����쩔챘 쨍쨋쩍쨘��짤 ITEM_EQUIP_USER_MOVE1 = 20, // In the Weapon (Gem) Model Tool, decrease by the Offset value. ITEM_EQUIP_SCOUTER = 100, // Scouter (Offset value applied, Offset value applied) }EItemEquipSlotType; enum EItemResType { ITEM_RES_EQUIP_BODY = 0, // Body쩔챘 Item(Owner쩔징 ��책��첩���� 쨉��) ITEM_RES_EQUIP_MAIN = 1, // Main Item ITEM_RES_EQUIP_SUB = 100, // Sub Item ITEM_RES_NOT_EQUIP = 200, // World쩔챘 Item }EItemResType; enum RwBlendFunction { rwBLENDNABLEND = 0, rwBLENDZERO, /**<(0, 0, 0, 0 ) */ rwBLENDONE, /**<(1, 1, 1, 1 ) */ rwBLENDSRCCOLOR, /**<(Rs, Gs, Bs, As ) */ rwBLENDINVSRCCOLOR, /**<(1-Rs, 1-Gs, 1-Bs, 1-As) */ rwBLENDSRCALPHA, /**<(As, As, As, As ) */ rwBLENDINVSRCALPHA, /**<(1-As, 1-As, 1-As, 1-As) */ rwBLENDDESTALPHA, /**<(Ad, Ad, Ad, Ad ) */ rwBLENDINVDESTALPHA, /**<(1-Ad, 1-Ad, 1-Ad, 1-Ad) */ rwBLENDDESTCOLOR, /**<(Rd, Gd, Bd, Ad ) */ rwBLENDINVDESTCOLOR, /**<(1-Rd, 1-Gd, 1-Bd, 1-Ad) */ rwBLENDSRCALPHASAT, /**<(f, f, f, 1 ) f = min (As, 1-Ad) */ rwBLENDFUNCTIONFORCEENUMSIZEINT = 2147483647 }RwBlendFunction; enum EAnimEventType { EVENT_ANIM_NONE, ///< Default EVENT_ANIM_END, ///< Animation Play째징 쨀징쨀쨉��쨩 쨋짠 EVENT_ANIM_HIT, ///< Hit Event EVENT_ANIM_VISUAL_EFFECT, ///< Visual Effect째징 쨀짧쩔�� 쨋짠 (Loop Effect���� 째챈쩔챙 Animation���� 쨔��짼챨 째챈쩔챙 쩌��쨍챗쨉��쨈��.) EVENT_ANIM_VISUAL_SOUND, ///< Sound쨍짝 Play쨍짝 ����쩐�� ���� 째챈쩔챙 EVENT_ANIM_FOOT_STEP, ///< Character째징 쨔������ 쨋짜쩔징 쨋짝쩐����쨩 째챈쩔챙 EVENT_ANIM_LINK_EFFECT, ///< Character째징 Create째징 쨉�� 쨋짠 쨘������ 쨘��쨈�� Effect (Loop Effect쨍쨍 째징쨈��) EVENT_ANIM_WEIGHT_TIME, ///< Character째짙���� ��체��천쩔징쩌짯 ��짱��짚 쩍��째짙 쨉쩔쩐�� Time��쨩 쨘체쨍짙째�� 쨋��쨈�� 쨈��째�� Play ����째챈쩔챙(HTB쩔징쩌짯쨍쨍 쨩챌쩔챘���� 쨉��쨈��.) EVENT_ANIM_TRACE_EFFECT, ///< 짹����청 ������책��짰 ����쨘짜��짰 EVENT_ANIM_SUB_WEAPON, ///< SubWeapon ��째쩌쨘��짯 ����쨘짜��짰 EVENT_ANIM_POST_EFFECT, ///< PostEffect Event EVENT_ANIM_SUMMON_PET, ///< SummonPet Effect EVENT_ANIM_TMQ, ///< TMQ Event EVENT_ANIM_ALPHA, ///< Alpha Fade Event EVENT_ANIM_EXPLOSION, ///< TMQ ��첩쨔�� ����쨘짜��짰 EVENT_ANIM_DIRECT, ///< 쩔짭��창쩔챘 ����쨘짜��짰 EVENT_ANIM_COLOR_CHANGE, ///< ����쨌짱 ��쩌������철 ����쨘짜��짰 EVENT_ANIM_STRETCH, ///< 쨘쨩��쨩 쨈��쨍짰쨈�� ����쨘짜��짰 EVENT_ANIM_TRIGGER, ///< 쩍쨘��쨀쨉챤쩔징쩌짯 쨩챌쩔챘쨉��쨈�� ��짰쨍짰째�� ����쨘짜��짰 EVENT_ANIM_SKILL_CANCEL, ///< 쩍쨘��쨀 ��쨉쩍쩍 ��쨍����쨔�� ����쨘짜��짰 }EAnimEventType; enum EAttachType { CHARACTER_BONE, ///< ��쨀쨍짱���� 쨘쨩쩔징 쨘��쨈��쨈��. WEAPONE_BONE, ///< 쨔짬짹창 쨘쨩쩔징 쨘��쨈��쨈��. SUB_WEAPON_BONE, ///< 쨘쨍��쨋쨔짬짹창 쨘쨩쩔징 쨘��쨈��쨈��. }EAttachType; enum ETraceKind { EVENT_TRACE, ///< Event���� 쩌쨀��짚째짧��쨩 쨉청쨍짜쨈��. ITEM_TRACE, ///< Item���� 쩌쨀��짚째짧��쨩 쨉청쨍짜쨈��. }ETraceKind; struct SEventTrace { float fTime; EAnimEventType eEventID; float fLifeTime; ///< 짹����청���� ��짜쩍�� 쩍��째짙 float fEdgeLifeTime; ///< Edge���� Life Time EAttachType eAttachType; ///< 짹����청���� 쩐챤쨉챨쩔징 쨘����쨩��철 ETraceKind eTraceKind; ///< 짹����청���� Item 쩌쨀��짚��쨩 쨉청쨍짝��철 char strStartBoneName[32]; ///< ��쨔쨔첩��째 Bone���� ����쨍짠 char strEndBoneName[32]; ///< 쨉��쨔첩��째 Bone���� ����쨍짠 char strTexture[32]; ///< Texture File Name RwV3d v3dStartBoneOffset; ///< ��쨔쨔첩��째 Bone���� Offset RwV3d v3dEndBoneOffset; ///< 쨉��쨔첩��째 Bone���� Offset float fEdgeGap; ///< 쨍챤����쨍쨋쨈�� Edge��쨩 쨩첵쩌쨘������철���� 째짧 int nSplinePointCount; ///< Spline��쨍쨌�� 쨩첵쩌쨘����쨈�� 쨔철����쩍쨘���� 째쨔쩌철 (쨉��째쨀���� Edge쨩챌����쩔징 쨩첵쩌쨘쨉��쨈�� 쨔철����쩍쨘���� 째쨀쩌철����쨈��) int nMaxEdgeCount; ///< ����쨈챘 Edge Count float fMaxLength; ///< 짹����청���� ����쨈챘 짹챈���� RwBlendFunction eSrcBlend; ///< Src Blend State RwBlendFunction eDestBlend; ///< Dest Blend State RwRGBA colStartColor; ///< 쩍������ Color째짧 RwRGBA colEndColor; ///< 쨀징 Color째짧 }SEventTrace; struct SEventLinkEffect { float fTime; EAnimEventType eEventID; char chEffectName[32]; char chBoneName[32]; RwV3d vOffsetPos; bool bAttachBone; }SEventLinkEffect; struct SEventAnim { float fTime; EAnimEventType eEventID; }SEventAnim; struct STypeAnimData { zstring strAnimName; ///< Animation File ����쨍짠 unsigned int uiAnimKey; ///< Animation Key float fPlayTime; ///< Animation���� PlayTime unsigned int flagAnim; ///< 쩐��쨈��쨍������쩌�� 째체쨌��쨉�� 쩌쨀��짚 ����쨌징짹�� unsigned int nAnimEventSize; SEventAnim vecAnimEvent[nAnimEventSize]; ///< Animation Event쨉챕 (fTime쩔징 ��짚쨌������ 쨉��쩐챤 ����쩐챤쩐�� ����쨈��.) bool m_bReLoad; ///< Resource쨍짝 쨩천쨌�� ����쩐챤쩐�� ���� 째챈쩔챙 }STypeAnimData; struct sAnimTable { zstring animPath; DWORD nAnimDataCount; STypeAnimData animData[nAnimDataCount]; DWORD nAnimEventSize; SEventAnim anim[nAnimEventSize]; }sAnimTable; struct SUpgradeEffectProperty { char szBone1[32]; RwV3d vOffset1; char szBone2[32]; RwV3d vOffset2; char szEffect[16][32]; }SUpgradeEffectProperty; struct sContent { zstring Name; DWORD flag; DWORD uiLinkEffectSize; SEventLinkEffect effect[uiLinkEffectSize]; SEventTrace eventTrace; zstring meshPath; zstring fileName; EItemResType ResType; EItemEquipSlotType equipSlotType; sAnimTable animTable; RwV3d attachOffset; bool enableDefault; SUpgradeEffectProperty upgradeEffectProperty; }sContent; struct sItemProperty { DWORD version; zstring ItemDataPath; DWORD uiPropertySize; sContent content[uiPropertySize]; };
Structure de sITEM_BAG_LIST_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_BAG_LIST_TBLDAT { DWORD tblidx; WCHAR wszName[40 + 1]; BYTE byLevel; bool bEnchant_Able; DWORD aItem[20]; DWORD adwProb[20]; DWORD dwItemCount; DWORD dwTotalProb; };
Structure de sITEM_DISASSEMBLE_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_DISASSEMBLE_TBLDAT { DWORD Tblidx; DWORD ItemTblidxResult[3]; BYTE ByMat2Rate; BYTE ByMat3Rate; BYTE fill[2]; };
Structure de sITEM_ENCHANT_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_ENCHANT_TBLDAT { DWORD Tblidx; WCHAR awName[40 + 1]; BYTE fill[2]; DWORD seTblidx; bool bSeType; BYTE byRvType; BYTE byExclIdx; BYTE byMinLevel; BYTE byMaxLevel; BYTE byFrequency; WORD wEnchant_Value; BYTE byKind; BYTE fill[3]; DWORD dwEquip; BYTE byGroupNo; BYTE fill[1]; WORD wMaxValue; BYTE bIsSuperior; BYTE bIsExcellent; BYTE bIsRare; BYTE bIsLegendary; };
Structure de sITEM_GROUP_LIST_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_GROUP_LIST_TBLDAT { DWORD tblidx; WCHAR wszName[40 + 1]; BYTE byLevel; BYTE byTry_Count; DWORD mob_Index; DWORD dwMob_Type; DWORD dwWorld_Rule_Type; DWORD dwInterval; DWORD dwSuperior; DWORD dwExcellent; DWORD dwRare; DWORD dwLegendary; DWORD dwNo_Drop; DWORD dwZenny; DWORD aItemBag[20]; DWORD adwProb[20]; DWORD dwItemBagCount; DWORD dwTotalProb; };
Structure de sITEM_MIX_EXP_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_MIX_EXP_TBLDAT { DWORD tblidx; DWORD dwNeedEXP; //maybe needed exp (51-3651) BYTE byUnknown;//start 99 and goes down by 1 (99-50) BYTE fill[3]; };
Structure de sITEM_MIX_MACHINE_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_MIX_MACHINE_TBLDAT { DWORD tblidx; bool bValidityAble; BYTE fill[3]; DWORD name; BYTE byMachineType; BYTE fill[1]; WORD wFunctionBitFlag; BYTE byMixZennyDiscountRate; BYTE fill[3]; DWORD dynamicObjectTblidx; DWORD aBuiltInRecipeTblidx[3]; };
Structure de sITEM_OPTION_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sITEM_OPTION_TBLDAT { DWORD TBLIDX; WCHAR wszOption_Name[ 30 + 1 ]; bool bValidity_Able; BYTE byOption_Rank; BYTE byItem_Group; BYTE byMaxQuality; BYTE byQuality; BYTE byQualityIndex; DWORD dwCost; BYTE byLevel; BYTE fill[3]; DWORD system_Effect[4]; bool bAppliedInPercent[4]; int nValue[4]; DWORD activeEffect; float fActiveRate; char szNote[ 128 + 1 ]; BYTE byScouterInfo[4]; // cf) Defined by eSCOUTER_INFO of NtlItem.h BYTE fill[3]; };
Structure de sITEM_RECIPE_TBLDAT de Dragon Ball Online.
#include "standard-types.hsl" struct sRECIPE_CREATE_DATA { DWORD itemTblidx; // ��챌쨌찼��������쨘챠 ����쨉짝쩍쨘 INVALID_ BYTE itemRate; BYTE byUnknown; BYTE fill[2]; }sRECIPE_CREATE_DATA; struct sRECIPE_MATERIAL_DATA { DWORD materialTblidx; // ��챌쨌찼��������쨘챠 ����쨉짝쩍쨘 INVALID_ BYTE byMaterialCount; BYTE fill[3]; }sRECIPE_MATERIAL_DATA; struct sITEM_RECIPE_TBLDAT { DWORD tblidx; bool bValidityAble; BYTE fill[3]; DWORD dwName; BYTE byRecipeType; BYTE byNeedMixLevel; BYTE fill[2]; DWORD dwNeedMixZenny; sRECIPE_CREATE_DATA asCreateItemTblidx[3]; sRECIPE_MATERIAL_DATA asMaterial[5]; };
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