Combat Book (Special Ability) Info

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MuadDib
Former Developer
Posts: 1091
Joined: Sun Feb 12, 2006 9:50 pm

Combat Book (Special Ability) Info

Post by MuadDib »

Since my packet list is down (online version) and I cannot update it for a little while, I will post this here for people to read and understand.

The following is how the combat book's abilities work.

Client Equips an item. Server Sends Packet 0xBF, Subcommand 0x21. This makes the client "reset" it's ability icons (these are hardcoded per weapon type unfortunately).

When you double click the Primary and Secondary Ability icons in the client, they send an 0xD7 packet, subcommand 0x19. The subcommand looks like this:

Code: Select all

D7 00 0F 02 51 8B E1 00 19 00 00 00 00 07 0A
D7 = Packet #
00 0F = Packet's Length
02 51 8B E1 = Serial of the player sending the packet
00 19 = Subcommand
00 00 00 00  = Unknown. Always like this in all my testing
07 = The ability "number" used
0A = Unknown. Always this in all my testing
When they are double clicked, if they "succeed" in the ability to attempt the move, the icon is left red. If they double click the icon again while it is red, it sends the Disable Ability number, so the server knows they do not wish to attempt a special ability. The server will reply to the Disable packet, with the 0xBF subcmd 0x21 packet to reset the icon's color. If they fail (server decides this), the server sends the 0xBF, sub 0x21, to reset color of icon immediately and sends a msg telling what they need to attempt this (skill level, and mana).

There is currently 29 different abilities. Below is the list of them with their number as it would be in the packet.

Valid Ability Numbers:
0x00 = Disable Ability Attempt
0x01 = Armor Ignore
0x02 = Bleed Attack
0x03 = Concusion Blow
0x04 = Crushing Blow
0x05 = Disarm
0x06 = Dismount
0x07 = Double Strike
0x08 = Infecting
0x09 = Mortal Strike
0x0A = Moving Shot
0x0B = Paralyzing Blow
0x0C = Shadow Strike
0x0D = Whirlwind Attack
0x0E = Riding Swipe
0x0F = Frenzied Whirlwind
0x10 = Block
0x11 = Defense Mastery
0x12 = Nerve Strike
0x13 = Talon Strike
0x14 = Feint
0x15 = Dual Wield
0x16 = Double shot
0x17 = Armor Peirce
0x18 = Bladeweave
0x19 = Force Arrow
0x1A = Lightning Arrow
0x1B = Psychic Attack
0x1C = Serpent Arrow
0x1D = Force of Nature
Aeros
Journeyman Poster
Posts: 69
Joined: Mon Apr 24, 2006 10:56 am

Post by Aeros »

Hi Muad,

Correct in assuming it would be configured like this?

Code: Select all

Packet 0xD7
{
	Length variable
	SubCommandOffset 9
	SubCommandLength 1	
}
SubPacket 0xD7
{
	SubCommandID 0x19
	ReceiveFunction combatHook:handeCombat
}
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