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Kayen 08-09-2012 10:45 PM

Aura data
 
Data I collected about the 'aura' effect, which when cast populates the aura window and spawns an invisible NPC that grants an effect to the group within the proximity.

This is the information I have so far. I don't have any experience really dealing with opcodes and that part of the source. So not really able to proceed any further to implement it at this time. If anyone more capable is able to package this information into usable functions I would be more then happy to finish the job.

Thanks to Trevius for helping to figure out the struct.

Code:

struct Aura_Struct
{
/*000*/ uint32 type;                // Seen 0, 1, or 2
/*004*/ uint32 entity_id;  // Entity ID for deletes or 1 for new auras
/*008*/        char aura_name[64];        // Name of the Aura
/*072*/        uint32 entity_id2;        // Entity ID for new auras
/*076*/        uint32 unknown 76;        // Seen 133
/*080*/       
};

OPCode VOA: 0x7ae1

When aura is cast.

[OPCode: 0x7ae1] OP_ClearBlockedBuffs [Server->Client] [Size: 80]
000 | 00 00 00 00 01 00 00 00 43 68 61 6d 70 69 6f 6e  | ........Champion
016 | 27 73 20 41 75 72 61 00 00 00 00 00 00 00 00 00  | 's Aura.........
032 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................
048 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................
064 | 00 00 00 00 00 00 00 00 5d 68 00 00 85 00 00 00  | ........]h......

//Which then spawns an NPC who casts the aura.
[OPCode: 0x6087] OP_ZoneEntry [Server->Client] [Size: 341]
000 | 43 68 61 6d 70 69 6f 6e 73 5f 41 75 72 61 30 30  | Champions_Aura00
016 | 00 5d 68 00 00 46 44 fe b9 40 01 00 00 40 09 42  | .]h..FD..@...@.B
032 | 00 00 70 42 32 01 00 00 00 43 68 61 6d 70 69 6f  | ..pB2....Champio
048 | 6e 27 73 20 41 75 72 61 00 00 00 00 00 00 00 00  | n's Aura........
064 | 00 00 28 dd 8b 1b 08 79 2e 1b 0e 00 c8 41 31 4b  | ..(....y.....A1K
080 | 5f 00 00 dd 8b 1b 00 00 00 00 28 dd 8b 1b f0 26  | _.........(....&
096 | 8b 1b e8 b2 5e 01 76 ea 5f 00 00 00 00 00 00 00  | ....^.v._.......
112 | 00 00 40 00 ab aa 2a 3f 00 00 a0 3f 7f 00 00 00  | ..@...*?...?....
128 | 01 0b 00 00 00 64 00 00 00 00 00 ff 00 00 00 00  | .....d..........
144 | 00 00 00 00 00 00 00 00 00 00 00 00 00 ff ff ff  | ................
160 | ff 00 00 00 00 3e 00 64 00 03 ff ff ff ff 00 00  | .....>.d........
176 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................
192 | 00 00 00 00 00 00 00 00 00 00 ff ff ff ff ff ff  | ................
208 | ff ff 00 00 00 1a 00 00 00 1b 38 14 00 40 70 b3  | ..........8..@p.
224 | 07 7e ee e6 07 00 00 00 00 00 00 00 00 00 00 00  | .~..............
240 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................
256 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................
272 | 00 00 00 00 00 00 5b 68 00 00 00 00 00 00 00 30  | ......[h.......0
288 | 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 00  | 000000000000000.
304 | ff ff ff ff ff ff ff ff 00 00 00 00 00 00 00 00  | ................
320 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  | ................
336 | 00 00 00 00 00 

When aura is clicked off from aura window.

[OPCode: 0x7ae1] OP_ClearBlockedBuffs [Client->Server] [Size: 8]
000 | 01 00 00 00 25 68 00 00 

Happens when you log out from /camp.

[OPCode: 0x7ae1] OP_ClearBlockedBuffs [Server->Client] [Size: 4]
000 | 02 00 00 00                                      | ....

Kayen

Secrets 08-27-2014 05:29 AM

0x2480 is the opcode in Underfoot.
0x169A is the opcode in Seeds of Destruction.
0x1FA9 is the opcode in Rain of Fear.

These are the only opcodes for each of our main supported clients. Struct is same as OP for Underfoot and SoD clients. Rain of Fear struct may be the same, needs confirming.

SoF left out because unsupported client is unsupported.

vsab 08-27-2014 07:54 AM

Are AA abilities such as Exquisite Benediction implemented in a similar fashion? I'm dying for my house renovations to be over to be able to help out on stuff like this.

Is there a way to send custom packet data from the server to a client - perhaps using perl or similar? If we have/had that ability it would make figuring out structs much easier since no need to recompile between tests. It's something that I could have done with while working on evolving items.


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