AIP (Artificial Intelligence Program)

Tools for osRose and osiRose will be placed in here, as well as Rose file formats.

Please PM rl2171 or lmame to get them added to the list.

Moderators: osRose dev team, ospRose dev team, osiRose dev team, Moderators

ZCA (Camera)

Postby PurpleYouko on Mon Aug 12, 2013 2:39 pm

ZCA
  1.  
  2. FSTR[7] format_code
  3.     E[camera_type] camera_type
  4.     MATRIX4X4 model_view_matrix
  5.     MATRIX4X4 projection_matrix
  6.     FLOAT field_of_view
  7.     FLOAT aspect_ratio
  8.     FLOAT near_plane
  9.     FLOAT far_plane
  10.     FLOAT eye_x
  11.     FLOAT eye_y
  12.     FLOAT eye_z
  13.     FLOAT center_x
  14.     FLOAT center_y
  15.     FLOAT center_z
  16.     FLOAT up_x
  17.     FLOAT up_y
  18.     FLOAT up_z
  19.      
  20.     --
  21.      
  22.     :ENUM[DWORD] camera_type
  23.         PERSPECTIVE = 0
  24.         ORTHOGANAL = 1
  25.     :ENDENUM
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ZMD (Skeleton)

Postby PurpleYouko on Mon Aug 12, 2013 2:39 pm

ZMD
  1.  
  2. FSTR[7] format_code
  3.      
  4.     DWORD bone_count
  5.     :FOREACH( bone_count )
  6.         DWORD parentid
  7.         ZSTR name
  8.         FLOAT posx
  9.         FLOAT posy
  10.         FLOAT posz
  11.         FLOAT rotw
  12.         FLOAT rotx
  13.         FLOAT roty
  14.         FLOAT rotz
  15.     :ENDFOR
  16.      
  17.     DWORD dummy_count
  18.     :FOREACH( dummy_count )
  19.         ZSTR name
  20.         DWORD parentid
  21.         FLOAT posx
  22.         FLOAT posy
  23.         FLOAT posz
  24.         FLOAT rotw
  25.         FLOAT rotx
  26.         FLOAT roty
  27.         FLOAT rotz
  28.     :ENDFOR
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ZMO (Model animated mesh)

Postby PurpleYouko on Mon Aug 12, 2013 2:40 pm

ZMO
  1.  
  2. FSTR[8] format_code
  3.     DWORD fps
  4.     DWORD frame_count
  5.     DWORD channel_count
  6.      
  7.     :FOREACH( channel_count )
  8.         E[track_type] tracktype
  9.         DWORD trackid
  10.     :ENDFOR
  11.      
  12.     :FOREACH( frame_count )
  13.         :FOREACH( channel_count )
  14.             :IF( tracktype == E[track_type].POSITION )
  15.                 VECTOR3 position
  16.             :ELSEIF( tracktype == E[track_type].ROTATION )
  17.                 QUARTERNION rotation
  18.             :IF( tracktype == E[track_type].NORMAL )
  19.                 VECTOR3 normal
  20.             :IF( tracktype == E[track_type].ALPHA )
  21.                 FLOAT alpha
  22.             :IF( tracktype == E[track_type].UV1 )
  23.                 VECTOR2 uv1
  24.             :IF( tracktype == E[track_type].UV2 )
  25.                 VECTOR2 uv2
  26.             :IF( tracktype == E[track_type].UV3 )
  27.                 VECTOR2 uv3
  28.             :IF( tracktype == E[track_type].UV4 )
  29.                 VECTOR2 uv4
  30.             :IF( tracktype == E[track_type].TEXTUREANIM )
  31.                 FLOAT texture_animation
  32.             :IF( tracktype == E[track_type].SCALE )
  33.                 FLOAT scale
  34.             :ENDIF
  35.         :ENDFOR
  36.     :ENDFOR
  37.      
  38.     --
  39.      
  40.     :ENUM track_type
  41.         POSITION = 0x2
  42.         ROTATION = 0x4
  43.         NORMAL = 0x8
  44.         ALPHA = 0x10
  45.         UV1 = 0x20
  46.         UV2 = 0x40
  47.         UV3 = 0x80
  48.         UV4 = 0x100
  49.         TEXTUREANIM = 0x200
  50.         SCALE = 0x400
  51.     :ENDENUM
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ZMS (Model Mesh)

Postby PurpleYouko on Mon Aug 12, 2013 2:40 pm

ZMS
  1.  
  2. FSTR[8] format_code
  3.     E[vertex_format] vertformat
  4.     VECTOR3 minbounds
  5.     VECTOR3 maxbounds
  6.      
  7.     // Bone Lookup Table
  8.     WORD bone_count
  9.     :FOREACH( bone_count )
  10.         WORD boneid
  11.     :ENDFOR
  12.      
  13.     WORD vert_count
  14.      
  15.     :IF( vertformat & E[vertex_format].POSITION )
  16.         :FOREACH( vert_count )
  17.             VECTOR3 position
  18.         :ENDFOR
  19.     :ENDIF
  20.      
  21.     :IF( vertformat & E[vertex_format].NORMAL )
  22.         :FOREACH( vert_count )
  23.             VECTOR3 normal
  24.         :ENDFOR
  25.     :ENDIF
  26.      
  27.     :IF( vertformat & E[vertex_format].COLOR )
  28.         :FOREACH( vert_count )
  29.             RGBA color
  30.         :ENDFOR
  31.     :ENDIF
  32.      
  33.     :IF( vertformat & E[vertex_format].BONEINDICES && vertformat & E[vertex_format].BONEWEIGHTS )
  34.         :FOREACH( vert_count )
  35.             FLOAT weight1
  36.             FLOAT weight2
  37.             FLOAT weight3
  38.             FLOAT weight4
  39.             WORD boneid1
  40.             WORD boneid2
  41.             WORD boneid3
  42.             WORD boneid4
  43.         :ENDFOR
  44.     :ENDIF
  45.      
  46.     :IF( vertformat & E[vertex_format].TANGENT )
  47.         :FOREACH( vert_count )
  48.             VECTOR3 tangent
  49.         :ENDFOR
  50.     :ENDIF
  51.      
  52.     :IF( vertformat & E[vertex_format].UVMAP1 )
  53.         :FOREACH( vert_count )
  54.             VECTOR2 UVCoords1
  55.         :ENDFOR
  56.     :ENDIF
  57.      
  58.     :IF( vertformat & E[vertex_format].UVMAP2 )
  59.         :FOREACH( vert_count )
  60.             VECTOR2 UVCoords2
  61.         :ENDFOR
  62.     :ENDIF
  63.      
  64.     :IF( vertformat & E[vertex_format].UVMAP3 )
  65.         :FOREACH( vert_count )
  66.             VECTOR2 UVCoords3
  67.         :ENDFOR
  68.     :ENDIF
  69.      
  70.     :IF( vertformat & E[vertex_format].UVMAP4 )
  71.         :FOREACH( vert_count )
  72.             VECTOR2 UVCoords4
  73.         :ENDFOR
  74.     :ENDIF
  75.      
  76.     // Triangle Face Data
  77.     WORD face_count
  78.     :FOREACH( face_count )
  79.         WORD vertid1
  80.         WORD vertid2
  81.         WORD vertid3
  82.     :ENDFOR
  83.      
  84.     // Strip Face Data
  85.     WORD strip_count
  86.     :FOREACH( strip_count )
  87.         WORD vertid
  88.     :ENDFOR
  89.      
  90.     WORD mattype
  91.      
  92.     --
  93.      
  94.     :ENUM vertex_format
  95.         POSITION = 2
  96.         NORMAL = 4
  97.         COLOR = 8
  98.         BONEINDICES = 16
  99.         BONEWEIGHTS = 32
  100.         TANGENT = 64
  101.         UVMAP1 = 128
  102.         UVMAP2 = 256
  103.         UVMAP3 = 512
  104.         UVMAP4 = 1024
  105.     :ENDENUM
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ZON (Zone)

Postby PurpleYouko on Mon Aug 12, 2013 2:41 pm

ZON
  1.  
  2. DWORD blockcount
  3.     :FOREACH( blockcount )
  4.         DWORD blockid
  5.         DWORD blockoffset
  6.     :ENDFOR
  7.      
  8.     :FOREACH( blockcount )
  9.         :SEEK[SET] blockoffset
  10.      
  11.         :IF( blockid == E[block_type].BASICINFO )
  12.             DWORD zone_type
  13.             DWORD zone_width
  14.             DWORD zone_height
  15.             DWORD grid_count
  16.             FLOAT grid_size
  17.             DWORD xcount
  18.             DWORD ycount
  19.             :FOREACH( zone_width )
  20.                 :FOREACH( zone_height )
  21.                     BYTE use_map
  22.                     FLOAT x
  23.                     FLOAT y
  24.                 :ENDFOR
  25.             :ENDFOR
  26.         :ELSEIF( blockid == E[block_type].EVENTPOINTS )
  27.             DWORD entrycount
  28.             :FOREACH( entrycount )
  29.                 FLOAT x
  30.                 FLOAT z
  31.                 FLOAT y
  32.                 BSTR name
  33.             :ENDFOR
  34.         :ELSEIF( blockid == E[block_type].TEXTURELIST )
  35.             DWORD entrycount
  36.             :FOREACH( entrycount )
  37.                 BSTR path
  38.             :ENDFOR
  39.         :ELSEIF( blockid == E[block_type].TILELIST )
  40.             DWORD entrycount
  41.             :FOREACH( entrycount )
  42.                 DWORD base1
  43.                 DWORD base2
  44.                 DWORD offset1
  45.                 DWORD offset2
  46.                 DWORD is_blending
  47.                 DWORD orientation
  48.                 DWORD tile_type
  49.             :ENDFOR
  50.         :ELSEIF( blockid == E[block_type].WTFINFO )
  51.             BSTR area_name
  52.             DWORD is_underground
  53.             BSTR button_bgm
  54.             BSTR button_back
  55.             DWORD check_count
  56.             DWORD standard_population
  57.             DWORD standard_growth_rate
  58.             DWORD metal_consumption
  59.             DWORD stone_consumption
  60.             DWORD wood_consumption
  61.             DWORD leather_consumption
  62.             DWORD cloth_consumption
  63.             DWORD alchemy_consumption
  64.             DWORD chemical_consumption
  65.             DWORD industrial_consumption
  66.             DWORD medicine_consumption
  67.             DWORD food_consumption
  68.         :ENDIF
  69.     :ENDFOR
  70.      
  71.     --
  72.      
  73.     :ENUM block_type
  74.         BASICINFO = 0
  75.         EVENTPOINTS = 1
  76.         TEXTURELIST = 2
  77.         TILELIST = 3
  78.         WTFINFO = 4
  79.     :ENDENUM
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ZSC

Postby PurpleYouko on Mon Aug 12, 2013 2:42 pm

ZSC
  1.  
  2. WORD mesh_count
  3.     :FOREACH( mesh_count )
  4.         ZSTR path
  5.     :ENDFOR
  6.      
  7.     WORD material_count
  8.     :FOREACH( material_count )
  9.         ZSTR path
  10.         WORD is_skin
  11.         WORD alpha_enabled
  12.         WORD two_sided
  13.         WORD alpha_test_enabled
  14.         WORD alpha_ref_enabled
  15.         WORD z_write_enabled
  16.         WORD z_test_enabled
  17.         WORD blending_mode
  18.         WORD specular_enabled
  19.         FLOAT alpha
  20.         WORD glow_type
  21.         FLOAT red
  22.         FLOAT green
  23.         FLOAT blue
  24.     :ENDFOR
  25.      
  26.     WORD effect_count
  27.     :FOREACH( effect_count )
  28.         ZSTR path
  29.     :ENDFOR
  30.      
  31.     WORD object_count
  32.     :FOREACH( object_count )
  33.         DWORD boundingsphere_radius
  34.         DWORD boundingsphere_x
  35.         DWORD boundingsphere_y
  36.         DWORD mesh_count
  37.         :IF( mesh_count > 0 )
  38.             :FOREACH( mesh_count )
  39.                 DWORD mesh_id
  40.                 DWORD material_id
  41.                 :WHILE( true )
  42.                     BYTE flag_id
  43.                     :IF( flag_id == 0 )
  44.                         :BREAK
  45.                     :ENDIF
  46.      
  47.                     BYTE flag_size
  48.                     IF( flag_id == E[flag_type].POSITION )
  49.                         VECTOR3 pos
  50.                     :ELSEIF( flag_id == E[flag_type].ROTATION )
  51.                         QUARTERNION rot
  52.                     :ELSEIF( flag_id == E[flag_type].SCALE )
  53.                         VECTOR3 scale
  54.                     :ELSEIF( flag_id == E[flag_type].AXISROTATION )
  55.                         QUARTERNION axisrot
  56.                     :ELSEIF( flag_id == E[flag_type].BONEINDEX )
  57.                         WORD bone_index
  58.                     :ELSEIF( flag_id == E[flag_type].DUMMYINDEX )
  59.                         WORD dummy_index
  60.                     :ELSEIF( flag_id == E[flag_type].PARENT )
  61.                         WORD parent
  62.                     :ELSEIF( flag_id == E[flag_type].COLLISION )
  63.                         E[collision_info] collision
  64.                     :ELSEIF( flag_id == E[flag_type].ZMOPATH )
  65.                         BYTE[flag_size] motion_path
  66.                     :ELSEIF( flag_id == E[flag_type].RANGEMODE )
  67.                         WORD range_set
  68.                     :ELSEIF( flag_id == E[flag_type].LIGHTMAPMODE )
  69.                         WORD use_lightmap
  70.         :ENDIF
  71.                 :WEND
  72.             :ENDFOR
  73.          
  74.             WORD effect_count
  75.             :FOREACH( effect_count )
  76.                 DWORD effect_id
  77.                 E[effect_type] effect_type
  78.      
  79.                 :WHILE( true )
  80.                     BYTE flag_id
  81.                     :IF( flag_id == 0 )
  82.                         :BREAK
  83.                     :ENDIF
  84.      
  85.                     BYTE flag_size
  86.                     :IF( flag_id == 0x01)
  87.                         VECTOR3 pos
  88.                     :ELSEIF( flag_id == 0x02)
  89.                         QUARTERNION rot
  90.                     :ELSEIF( flag_id == 0x03)
  91.                         VECTOR3 scale
  92.                     :ELSEIF( flag_id == 0x07)
  93.                         WORD parent
  94.                     :ELSE
  95.                         BYTE[flag_size] data
  96.         :ENDIF
  97.                 :ENDWHILE
  98.             :ENDFOR
  99.          
  100.             //These are for Bounding Box
  101.             VECTOR3 minbounds
  102.             VECTOR3 maxbounds
  103.         :ENDIF
  104.     :ENDFOR
  105.      
  106.     --
  107.      
  108.     :ENUM[WORD] blend_mode
  109.         NONE = 0
  110.         CUSTOM = 1
  111.         NORMAL = 2
  112.         LIGHTEN = 3
  113.     :ENDENUM
  114.      
  115.     :ENUM[WORD] glow_type
  116.         NONE = 0
  117.         NOTSET = 1
  118.         SIMPLE = 2
  119.         LIGHT = 3
  120.         TEXTURE = 4
  121.         TEXTURELIGHT = 5
  122.         ALPHA = 6
  123.     :ENDENUM
  124.      
  125.     :ENUM[BYTE] flag_type
  126.         POSITION = 0x1
  127.         ROTATION = 0x2
  128.         SCALE = 0x3
  129.         AXISROTATION = 0x4
  130.         BONEINDEX = 0x5
  131.         DUMMYINDEX = 0x6
  132.         PARENT = 0x7
  133.         COLLISION = 0x1D
  134.         ZMOPATH = 0x1E
  135.         RANGEMODE = 0x1F
  136.         LIGHTMAPMODE = 0x20
  137.     :ENDENUM
  138.      
  139.     :ENUM[WORD] collision_type
  140.         NONE = 0
  141.         SPHERE = 1
  142.         AXISALIGNEDBOUNDINGBOX = 2
  143.         ORIENTEDBOUNDINGBOX = 3
  144.         POLYGON = 4
  145.     :ENDENUM
  146.      
  147.     :ENUM[WORD] collisionpick_type
  148.         NONE = 0
  149.         NOTMOVABLE = 8
  150.         NOTPICKABLE = 16
  151.         HEIGHTONLY = 32
  152.         NOCAMERACOLLISION = 64
  153.     :ENDENUM
  154.      
  155.     :TYPEDEF[WORD] collision_info
  156.         collision_type | collisionpick_type
  157.     :ENDTYPEDEF
  158.      
  159.     :ENUM[DWORD] effect_type
  160.         NORMAL = 0
  161.         DAYNIGHT = 1
  162.         LIGHTCONTAINER = 2
  163.     :ENDENUM
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PurpleYouko
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Re: Packets

Postby Vetyst on Sun Sep 01, 2013 12:15 am

PurpleYouko wrote:Packet Formats
  1.  
  2. (0x700) CLI_ALIVE
  3. (0x700) SVR_ERROR
  4. (0x701) SVR_ANNOUNCE_TEXT
  5. (0x702) GSV_ANNOUNCE_CHAT
  6. (0x703) CLI_ACCEPT_REQ
  7. (0x704) CLI_CHANNEL_LIST_REQ
  8. (0x704) SRV_CHANNEL_LIST_REPLY
  9. (0x705) CLI_CHECK_AUTH
  10. (0x705) SRV_CHECK_AUTH
  11. (0x707) SRV_LOGOUT_REQ
  12. (0x707) GSV_LOGOUT_REPLY
  13. (0x708) SRV_LOGIN_REQ
  14. (0x708) SRV_LOGIN_REPLY
  15. (0x709) GSV_LOGIN_REPLY
  16. (0x70a) SRV_SELECT_SERVER
  17. (0x70a) LSV_SELECT_SERVER
  18. (0x70b) CLI_JOIN_SERVER_REQ
  19. (0x70c) SRV_JOIN_SERVER_REPLY
  20. (0x70d) GSV_GM_COMMAND
  21. (0x70e) GSV_SET_GLOBAL_VAR
  22. (0x70f) GSV_SET_GLOBAL_FLAG
  23. (0x711) WSV_MOVE_SERVER
  24. (0x712) CLI_CHAR_LIST
  25. (0x712) WSV_CHAR_LIST
  26. (0x713) CLI_CREATE_CHAR
  27. (0x713) WSV_CREATE_CHAR
  28. (0x714) CLI_DELETE_CHAR
  29. (0x714) WSV_DELETE_CHAR
  30. (0x715) CLI_SELECT_CHAR
  31. (0x715) GSV_SELECT_CHAR
  32. (0x716) GSV_INVENTORY_DATA
  33. (0x717) GSV_SET_MONEYnINV
  34. (0x718) GSV_SET_INV_ONLY
  35. (0x719) GSV_SERVER_DATA
  36. (0x71a) GSV_RELAY_REQ
  37. (0x71a) CLI_RELAY_REPLY
  38. (0x71b) GSV_QUEST_DATA
  39. (0x71c) CLI_CHAR_CHANGE
  40. (0x71c) WSV_CHAR_CHANGE
  41. (0x71d) GSV_SET_MONEY_ONLY
  42. (0x71e) GSV_REWARD_MONEY
  43. (0x71f) GSV_REWARD_ITEM
  44. (0x720) GSV_REWARD_ADD_ABILITY
  45. (0x721) GSV_REWARD_SET_ABILITY
  46. (0x722) CLI_LOGOUT_CANCLE
  47. (0x723) GSV_QUEST_ONLY
  48. (0x724) GSV_WISH_LIST
  49. (0x730) CLI_QUEST_REQ
  50. (0x730) GSV_QUEST_REPLY
  51. (0x731) GSV_CHECK_NPC_EVENT
  52. (0x751) GSV_CHEAT_CODE
  53. (0x753) CLI_JOIN_ZONE
  54. (0x753) GSV_JOIN_ZONE
  55. (0x754) GSV_INIT_DATA
  56. (0x755) CLI_REVIVE_REQ
  57. (0x755) GSV_REVIVE_REPLY
  58. (0x756) SET_REVIVE_POS
  59. (0x757) CLI_SET_VAR_REQ
  60. (0x757) GSV_SET_VAR_REPLY
  61. (0x761) CLI_CHAR_INFO_REQ
  62. (0x761) GSV_CHAR_INFO_REPLY
  63. (0x762) CLI_SET_WEIGHT_RATE
  64. (0x762) GSV_SET_WEIGHT_RATE
  65. (0x770) GSV_ADJUST_POS
  66. (0x771) CLI_CANTMOVE
  67. (0x771) GSV_CANTMOVE
  68. (0x772) CLI_ATTACK_START
  69. (0x772) GSV_ATTACK_START
  70. (0x773) GSV_ATTACK_STOP
  71. (0x774) GSV_CHANGE_NPC
  72. (0x775) CLI_SUMMON_CMD
  73. (0x775) GSV_SUMMON_CMD
  74. (0x781) CLI_SET_MOTION
  75. (0x781) GSV_SET_MOTION
  76. (0x782) CLI_TOGGLE
  77. (0x782) GSV_TOGGLE
  78. (0x783) CLI_CHAT
  79. (0x783) GSV_CHAT
  80. (0x784) CLI_WHISPER
  81. (0x784) GSV_WHISPER
  82. (0x785) CLI_SHOUT
  83. (0x785) GSV_SHOUT
  84. (0x786) CLI_PARTY_CHAT
  85. (0x786) GSV_PARTY_CHAT
  86. (0x787) CLI_CLAN_CHAT
  87. (0x787) WSV_CLAN_CHAT
  88. (0x788) CLI_ALLIED_CHAT
  89. (0x788) GSV_ALLIED_CHAT
  90. (0x789) CLI_ALLIED_SHOUT
  91. (0x789) GSV_ALLIED_SHOUT
  92. (0x790) GSV_SET_EVENT_STATUS
  93. (0x791) GSV_NPC_CHAR
  94. (0x792) GSV_MOB_CHAR
  95. (0x793) GSV_AVT_CHAR
  96. (0x794) GSV_SUB_OBJECT
  97. (0x795) CLI_SETPOS
  98. (0x796) CLI_STOP
  99. (0x796) GSV_STOP
  100. (0x797) GSV_MOVE
  101. (0x798) CLI_ATTACK
  102. (0x798) GSV_ATTACK
  103. (0x799) CLI_DAMAGE
  104. (0x799) GSV_DAMAGE
  105. (0x79a) CLI_MOUSECMD
  106. (0x79a) GSV_MOUSECMD
  107. (0x79b) GSV_SETEXP
  108. (0x79e) GSV_LEVELUP
  109. (0x79f) CLI_HP_REQ
  110. (0x79f) GSV_HP_REPLY
  111. (0x7a0) GSV_SET_HPnMP
  112. (0x7a1) CLI_STORE_TRADE_REQ
  113. (0x7a1) GSV_STORE_TRADE_REPLY
  114. (0x7a2) CLI_CREATE_ITEM_EXP_REQ
  115. (0x7a3) CLI_USE_ITEM
  116. (0x7a3) GSV_USE_ITEM
  117. (0x7a4) CLI_DROP_ITEM
  118. (0x7a5) CLI_EQUIP_ITEM
  119. (0x7a5) GSV_EQUIP_ITEM
  120. (0x7a6) GSV_ADD_FIELDITEM
  121. (0x7a6) GSV_SUB_FIELDITEM
  122. (0x7a7) CLI_GET_FIELDITEM_REQ
  123. (0x7a7) GSV_GET_FIELDITEM_REPLY
  124. (0x7a8) CLI_TELEPORT_REQ
  125. (0x7a8) GSV_TELEPORT_REPLY
  126. (0x7a9) CLI_USE_BPOINT_REQ
  127. (0x7a9) GSV_USE_BPOINT_REPLY
  128. (0x7aa) CLI_SET_HOTICON
  129. (0x7aa) GSV_SET_HOTICON
  130. (0x7ab) CLI_SET_BULLET
  131. (0x7ab) GSV_SET_BULLET
  132. (0x7ac) CLI_CHANGE_SKIN
  133. (0x7ac) GSV_CHANGE_SKIN
  134. (0x7ad) CLI_BANK_LIST_REQ
  135. (0x7ad) CLI_BANK_LIST_REPLY
  136. (0x7ae) CLI_MOVE_ITEM
  137. (0x7ae) GSV_MOVE_ITEM
  138. (0x7af) CLI_CREATE_ITEM_REQ
  139. (0x7af) GSV_CREATE_ITEM_REPLY
  140. (0x7b0) GSV_SKILL_LEARN_REPLY
  141. (0x7b1) CLI_SKILL_LEVELUP_REQ
  142. (0x7b1) GSV_SKILL_LEVELUP_REPLY
  143. (0x7b2) CLI_SELF_SKILL
  144. (0x7b2) GSV_SELF_SKILL
  145. (0x7b3) CLI_TARGET_SKILL
  146. (0x7b3) GSV_TARGET_SKILL
  147. (0x7b4) CLI_POSITION_SKILL
  148. (0x7b4) GSV_POSITION_SKILL
  149. (0x7b5) GSV_EFFECT_OF_SKILL
  150. (0x7b6) GSV_DAMAGE_OF_SKILL
  151. (0x7b7) GSV_CLEAR_STATUS
  152. (0x7b8) GSV_SPEED_CHANGED
  153. (0x7b9) GSV_RESULT_OF_SKILL
  154. (0x7ba) CLI_APPRAISAL_REQ
  155. (0x7ba) GSV_APPRAISAL_REPLY
  156. (0x7bb) GSV_SKILL_START
  157. (0x7bc) CLI_CRAFT_ITEM_REQ
  158. (0x7bc) GSV_CRAFT_ITEM_REPLY
  159. (0x7bd) GSV_SKILL_CANCEL
  160. (0x7bf) VLI_SET_WISHITEM
  161. (0x7c0) CLI_TRADE_P2P
  162. (0x7c0) GSV_TRADE_P2P
  163. (0x7c1) CLI_TRADE_P2P_ITEM
  164. (0x7c1) GSV_TRADE_P2P_ITEM
  165. (0x7c2) CLI_P_STORE_OPEN
  166. (0x7c2) GSV_P_STORE_OPENED
  167. (0x7c3) CLI_P_STORE_CLOSE
  168. (0x7c3) GSV_P_STORE_CLOSED
  169. (0x7c4) CLI_P_STORE_LIST_REQ
  170. (0x7c4) GSV_P_STORE_LIST_REPLY
  171. (0x7c5) CLI_P_STORE_BUY_REQ
  172. (0x7c6) CLI_P_STORE_SELL_REQ
  173. (0x7c6) GSV_P_STORE_RESULT
  174. (0x7c7) GSV_P_STORE_MONEYnINV
  175. (0x7ca) CLI_ASSEMBLE_RIDE_ITEM
  176. (0x7ca) GSV_ASSEMBLE_RIDE_ITEM
  177. (0x7cb) CLI_USE_ITEM_TO_REPAIR
  178. (0x7cb) GSV_USED_ITEM_TO_REPAIR
  179. (0x7cd) CLI_REPAIR_FROM_NPC
  180. (0x7cd) GSV_REPAIRED_FROM_NPC
  181. (0x7ce) GSV_SET_ITEM_LIFE
  182. (0x7d0) CLI_PARTY_REQ
  183. (0x7d0) GSV_PARTY_REQ
  184. (0x7d1) CLI_PARTY_REPLY
  185. (0x7d1) GSV_PARTY_REPLY
  186. (0x7d2) GSV_PARTY_MEMBER
  187. (0x7d3) GSV_PARTY_INFO
  188. (0x7d3) GSV_PARTY_ITEM
  189. (0x7d4) GSV_PARTY_LEVnEXP
  190. (0x7d5) GSV_CHANGE_OBJIDX
  191. (0x7d6) GSV_ADD_EVENTOBJ
  192. (0x7d6) GSV_SUB_EVENTOBJ
  193. (0x7d7) CLI_PARTY_RULE
  194. (0x7d7) GSV_PARTY_RULE
  195. (0x7d8) CLI_ITEM_RESULT_REPORT
  196. (0x7d8) GSV_ITEM_RESULT_REPORT
  197. (0x7d9) CLI_MALL_ITEM_REQ
  198. (0x7d9) GSV_MALL_ITEM_REPLY
  199. (0x7da) CLI_MOVE_ZULY
  200. (0x7da) GSV_MOVE_ZULY
  201. (0x7db) GSV_SET_NPC_SHOW
  202. (0x7dc) GSV_GODDNESS_MODE
  203. (0x7dd) CLI_CART_RIDE
  204. (0x7dd) GSV_CART_RIDE
  205. (0x7de) GSV_BILLING_MESSAGE_EXT
  206. (0x7df) GSV_BULLING_MESSAGE
  207. (0x7e0) CLI_CLAN_COMMAND
  208. (0x7e0) WSV_CLAN_COMMAND
  209. (0x7e1) CLI_MESSENGER
  210. (0x7e1) WSV_MESSENGER
  211. (0x7e2) CLI_MESSENGER_CHAT
  212. (0x7e2) WSV_MESSENGER_CHAT
  213. (0x7e3) CLI_CHATROOM
  214. (0x7e3) SVR_CHATROOM
  215. (0x7e4) CLI_CHATROOM_MSG
  216. (0x7e4) WSV_CHATROOM_MSG
  217. (0x7e5) CLI_MEMO
  218. (0x7e5) WSV_MEMO
  219. (0x7e6) CLI_CLANMARK_SET
  220. (0x7e7) CLI_CLANMARK_REQ
  221. (0x7e7) WSV_CLANMARK_REPLY
  222. (0x7e8) CLI_CLANMARK_REG_TIME
  223. (0x7e8) WSV_CLANMARK_REG_TIME
  224. (0x7e9) GSV_PATSTATE_CHANGE
  225. (0x7ea) GSV_CHARSTATE_CHANGE
  226. (0x7eb) CLI_SCREEN_SHOT_TIME
  227. (0x7eb) GSV_SCREEN_SHOT_TIME
  228. (0x808) CLI_FAKE_GAMEGUARD_REQ
  229. (0x808) GSV_FAKE_GAMEGUARD_REPLY


A little comment on this should be on his place?
De packet numbers start with a small prefix;
CLI = Packets send from the client to any server
LSV = Packets send from the login server to the login server
WSV = Packets send from the login server to the char server
GSV = Packets send from the login server to the world server


besides that, packet 0x0808 is rather known as a dummy packet and has nothing to do with the gamegaurd.

And for this who realy want to know for which version this formats realy are, they are based on the formats of client v128.

also, did anyone beside me figure out the the format of CXE files ?
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Vetyst
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Re: AIP

Postby Juan on Sun Sep 01, 2013 8:38 am

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Re: AIP

Postby henriques on Mon Sep 30, 2013 10:57 pm

What program use to compile this file type?
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Re: AIP

Postby wolfwing on Mon Sep 30, 2013 11:49 pm

henriques wrote:What program use to compile this file type?

It's pseudo code, you have to write code according to the file format.
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