/// <summary> /// Create a packet buffer /// </summary> /// <returns></returns> public byte[] CreateBuff() { byte[] block = new byte[0x253]; // Create our null byte array PacketWriter PW = new PacketWriter(block); // Initialize the writer PW.WriteByteArray(0, EngineUtils.PacketUtils.calcPacket(block.Length, 0x920)); // Write the packet header PW.WriteString(5, EngineEnum.PacketEnum.PacketCommand.success_0); // Write the string success cmd PW.WriteString(39, charname); // Write the character's name, you can use some html code like: <#ff0000> or <glow> if(clanid.Length > 4) { // Player's clan id must be under 4 letters Error.Invoke("Clan id is too long"); // Optional PW.WriteString(156, "null"); // Optional } else { PW.WriteString(156, clanid); } // Write the clan's ID, still don't know what is it exactly, I just use "CL#1", its a 4 lenght string PW.WriteString(160, clanname); // Write the clan name PW.WriteSByte(0x26, (SByte)chartype); // Choose the desired character (luna, etc..) PW.WriteSByte(247, (SByte)_age); // Write the age PW.WriteInt16(248, (Int16)_level); // Write the level PW.WriteInt16(250, (Int16)_license); // Write the license PW.WriteInt32(252, (Int32)zoneid); // Write the country (France, etc...) check the list in mate_zip.txt PW.WriteString(256, zoneinfo); // Write the zone info PW.WriteString(377, biostr); // Write the bio return block; }
/// <summary> /// Create 'InventoryItems' packet /// </summary> /// <param name="type"></param> /// <returns></returns> public byte[] CreateBuff() { byte[] block = new byte[0x118F]; // Create our null byte array PacketWriter PW = new PacketWriter(block); // Initialize the writer PW.WriteByteArray(0, EngineUtils.PacketUtils.calcPacket(block.Length, 0x833)); // Write the packet header PW.WriteString(5, EngineEnum.PacketEnum.PacketCommand.success_0); // Write the string success cmd switch (chartype) { case EngineEnum.PlayerEnum.CharactersType.CHARACTER_ROOKIE: CreateItemList(block, EngineEnum.PlayerEnum.CharactersType.CHARACTER_ROOKIE); break; case EngineEnum.PlayerEnum.CharactersType.CHARACTER_LUNA: CreateItemList(block, EngineEnum.PlayerEnum.CharactersType.CHARACTER_LUNA); break; case EngineEnum.PlayerEnum.CharactersType.CHARACTER_RUSH: CreateItemList(block, EngineEnum.PlayerEnum.CharactersType.CHARACTER_RUSH); break; case EngineEnum.PlayerEnum.CharactersType.CHARACTER_TIPPY: CreateItemList(block, EngineEnum.PlayerEnum.CharactersType.CHARACTER_TIPPY); break; case EngineEnum.PlayerEnum.CharactersType.CHARACTER_KLAUS: // There is still no avaiable items for klaus case EngineEnum.PlayerEnum.CharactersType.CHARACTER_KARA: // There is still no avaiable items for kara break; } return block; }
/// <summary> /// Create 'SelectServer' packet /// </summary> /// <returns></returns> public byte[] CreateBuff() { byte[] block = new byte[0x12]; // Create our null byte array PacketWriter PW = new PacketWriter(block); // Initialize the reader PW.WriteByteArray(0, EngineUtils.PacketUtils.calcPacket(block.Length, 0x3EF)); // Write the packet header PW.WriteInt32(5, (Int32)_status); // Write the server status (idle) return block; }
/// <summary> /// Create 'CashBalance' packet /// </summary> /// <returns></returns> public byte[] CreateBuff() { byte[] block = new byte[0x21]; // Create our null byte array PacketWriter PW = new PacketWriter(block); // Initialize the reader PW.WriteByteArray(0, EngineUtils.PacketUtils.calcPacket(block.Length, 0x8E0)); // Create the packet header PW.WriteString(5, EngineEnum.PacketEnum.PacketCommand.success_0); // Write the success string cmd PW.WriteInt32(29, _gpotatos); // Write the gpotatos number return block; }
/// <summary> /// Create 'EnterChannel' packet /// </summary> /// <returns></returns> public byte[] CreateBuff() { byte[] block = new byte[0x20]; // Write our null byte array PacketWriter PW = new PacketWriter(block); // Initialize the writer PW.WriteByteArray(0, EngineUtils.PacketUtils.calcPacket(block.Length, 0x7D8)); // Write the packet header PW.WriteString(5, EngineEnum.PacketEnum.PacketCommand.success_0); // Write the success string cmd PW.WriteSByte(29, 1); // Not sure? Selected channel? PW.WriteSByte(30, 1); // Not sure? Selected channel? return block; }
/// <summary> /// Create 'LevelInfo' packet /// </summary> /// <returns></returns> public byte[] CreateBuff() { byte[] block = new byte[0x29]; // Create our null byte array PacketWriter PW = new PacketWriter(block); // Initialize the writer PW.WriteByteArray(0, EngineUtils.PacketUtils.calcPacket(block.Length, 0x831)); // Write the packet header PW.WriteString(5, EngineEnum.PacketEnum.PacketCommand.success_0); // Write the string success cmd PW.WriteInt32(29, _exp); // Write the player's experience PW.WriteInt32(33, _level); // Write the player's level PW.WriteInt32(37, _license); // Write the player's licence number return block; }
/// <summary> /// Create 'TrickList' packet /// </summary> /// <returns></returns> public byte[] CreateBuff() { byte[] block = new byte[0x95]; // Create our null byte array PacketWriter PW = new PacketWriter(block); // Initialize the writer PW.WriteByteArray(0, EngineUtils.PacketUtils.calcPacket(block.Length, 0x839)); // Write the packet header PW.WriteString(5, EngineEnum.PacketEnum.PacketCommand.success_0); // Write the success string cmd // Create our trick list Tricks.Add(EngineEnum.PlayerEnum.TrickCode.GRIND); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.DASH); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.BACK_SKATING); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.BUTTING); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.POWER_SLIDE); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.BACK_FLIP); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.FRONT_FLIP); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.AIR_TWIST); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.POWER_SWING); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.GRIP_TURN); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.JUMPING_STEER); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.POWER_JUMP); Tricks.Add(EngineEnum.PlayerEnum.TrickCode.WALL_RIDE); PW.WriteSByte(30, 0xD); // Write tricks number // Write each trick in our packet for (int i = 32, j = 0; i < 149 && j < Tricks.Count; i += 9, j++) { PW.WriteInt16(i, (Int16)Tricks[j]); } // Write each trick level in our packet for (int i = 0x24, j = 0; i < 0x95 && j < tricksLevel.Count(); i += 9, j++) { PW.WriteInt32(i, (Int32)tricksLevel[j]); } // Apply each trick (1/0 - Apply Yes/No) for (int i = 40; i < 149; i += 9) // TODO: Put this in the database { PW.WriteSByte(i, 1); } return block; }
/// <summary> /// Create 'ServerList' packet /// </summary> /// <returns></returns> public byte[] CreateBuff() { byte[] block = new byte[0x4F]; // Create our null byte array PacketWriter PW = new PacketWriter(block); // Initialize the writer PW.WriteByteArray(0, EngineUtils.PacketUtils.calcPacket(block.Length, 0x3F4)); // Write the packet header PW.WriteSByte(5, 1); // I don't know what is it PW.WriteSByte(7, serverid); // Write the server id number - Int16? PW.WriteSByte(9, 2); // I don't know what is it PW.WriteSByte(11, 3); // I don't know what is it PW.WriteSByte(13, 4); // I don't know what is it PW.WriteString(15, _ip); // Write the msg ip PW.WriteString(31, _ip); // Write the lobby ip PW.WriteString(47, _ip); // Write the mmo ip PW.WriteInt16(63, (Int16)lobbyport); // Write the lobby port PW.WriteInt16(67, (Int16)msgport); // Write the msg port PW.WriteInt16(71, (Int16)mmoport); // Write the mmo port PW.WriteInt16(75, (Int16)unkclientnumb); // Still don't know what is it, something to do with players PW.WriteInt16(77, (Int16)maximumusers); // Write maximum users that can join the server return block; }
/// <summary> /// Create 'PlayerInfo' packet /// </summary> /// <returns></returns> public byte[] CreateBuff() { byte[] block = new byte[0xD7]; // Create our null byte array PacketWriter PW = new PacketWriter(block); // Initialize the writer PW.WriteByteArray(0, EngineUtils.PacketUtils.calcPacket(block.Length, 0x90A)); // Write the packet header PW.WriteSByte(5, 4); // I don't know yet what is it PW.WriteSByte(9, 0x2D); // I don't know yet what is it PW.WriteString(11, EngineEnum.PacketEnum.PacketCommand.success_0); // Write the success cmd string PW.WriteSByte(41, 5); // I don't know yet what is it PW.WriteSByte(45, 1); // I don't know yet what is it PW.WriteSByte(47, 0x32); // I don't know yet what is it PW.WriteString(49, "ID1_Testo_2"); // I don't know yet what is it PW.WriteString(90, "ID1_Test"); // I don't know yet what is it PW.WriteSByte(99, 2); // I don't know yet what is it PW.WriteSByte(101, 0xC); // I don't know yet what is it PW.WriteSByte(103, 5); // I don't know yet what is it PW.WriteSByte(105, 5); // I don't know yet what is it PW.WriteSByte(107, _level); // Write the player level PW.WriteSByte(115, 4); // I don't know yet what is it PW.WriteSByte(117, 0xC); // I don't know yet what is it PW.WriteSByte(119, 5); // I don't know yet what is it PW.WriteInt32(123, 6); // I don't know yet what is it PW.WriteInt32(127, 7); // I don't know yet what is it PW.WriteSByte(131, 0x40); // I don't know yet what is it PW.WriteSByte(133, 0x10); // I don't know yet what is it PW.WriteSByte(135, 7); // I don't know yet what is it PW.WriteSByte(139, 8); // I don't know yet what is it PW.WriteSByte(143, 9); // I don't know yet what is it PW.WriteSByte(147, 10); // I don't know yet what is it PW.WriteInt16(152, 11266); // I don't know yet what is it PW.WriteInt16(200, 3076); // I don't know yet what is it PW.WriteSByte(203, 2); // I don't know yet what is it PW.WriteSByte(207, 3); // I don't know yet what is it PW.WriteSByte(211, 3); // I don't know yet what is it return block; }
/// <summary> /// Create the selected character type items list /// </summary> /// <param name="data"></param> /// <param name="char_type"></param> public void CreateItemList(byte[] data, EngineEnum.PlayerEnum.CharactersType char_type) { // Initializing the packet writer PacketWriter PW = new PacketWriter(data); // Initializing basic stuff SByte unknow_number = 0x0A; Int32 item_number = 0; // Initializing items list List<int> rookieItemList = new List<int>(); List<int> lunaItemList = new List<int>(); List<int> rushItemList = new List<int>(); List<int> tippyItemList = new List<int>(); // Initializing inventory enums EngineEnum.IventoryEnum.ROOKIE_ITEM_LIST[] rookie_items = (EngineEnum.IventoryEnum.ROOKIE_ITEM_LIST[])Enum.GetValues(typeof(EngineEnum.IventoryEnum.ROOKIE_ITEM_LIST)); EngineEnum.IventoryEnum.LUNA_ITEM_LIST[] luna_items = (EngineEnum.IventoryEnum.LUNA_ITEM_LIST[])Enum.GetValues(typeof(EngineEnum.IventoryEnum.LUNA_ITEM_LIST)); EngineEnum.IventoryEnum.RUSH_ITEM_LIST[] rush_items = (EngineEnum.IventoryEnum.RUSH_ITEM_LIST[])Enum.GetValues(typeof(EngineEnum.IventoryEnum.RUSH_ITEM_LIST)); EngineEnum.IventoryEnum.TIPPY_ITEM_LIST[] tippy_items = (EngineEnum.IventoryEnum.TIPPY_ITEM_LIST[])Enum.GetValues(typeof(EngineEnum.IventoryEnum.TIPPY_ITEM_LIST)); switch (char_type) { case EngineEnum.PlayerEnum.CharactersType.CHARACTER_ROOKIE: item_number = rookie_items.Count(); for (int i = 0x24, j = 0; i < (item_number * 0x1D) && j < item_number; i += 0x1D, j++) { PW.WriteInt16(i, (Int16)rookie_items[j]); } break; // Load rookie items case EngineEnum.PlayerEnum.CharactersType.CHARACTER_LUNA: item_number = luna_items.Count(); for (int i = 0x24, j = 0; i < (item_number * 0x1D) && j < item_number; i += 0x1D, j++) { PW.WriteInt16(i, (Int16)luna_items[j]); } break; // Load luna items case EngineEnum.PlayerEnum.CharactersType.CHARACTER_RUSH: item_number = rush_items.Count(); for (int i = 0x24, j = 0; i < (item_number * 0x1D) && j < item_number; i += 0x1D, j++) { PW.WriteInt16(i, (Int16)rush_items[j]); } break; // Load rush items case EngineEnum.PlayerEnum.CharactersType.CHARACTER_TIPPY: item_number = tippy_items.Count(); for (int i = 0x24, j = 0; i < (item_number * 0x1D) && j < item_number; i += 0x1D, j++) { PW.WriteInt16(i, (Int16)tippy_items[j]); } break; // Load tippy items case EngineEnum.PlayerEnum.CharactersType.CHARACTER_KLAUS: // There is still no avaiable items for klaus case EngineEnum.PlayerEnum.CharactersType.CHARACTER_KARA: // There is still no avaiable items for kara break; } PW.WriteInt32(30, item_number); // Write some unknow number for now (each items) maybe something to do with duration? for (int i = 0x2E; i < (item_number * 0x1D); i += 0x1D) { PW.WriteSByte(i, unknow_number); } // Write the position of each items for (int i = 0x20, j = 0; i < (item_number * 0x1D) && j < (item_number * 0x1D); i += 0x1D, j++) { PW.WriteInt16(i, (Int16)j); } }