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Posts posted by exec
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Nice, I honestly didn't expect it to work on the first try^^
I've updated the release in the link in the first post. You can continue to use the Debug version, but the log files will become pretty big then.
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Alright, @Nerguri, Test #1. This is another Debug build. I've disabled the encryption for the "Regular, Korea" setting and added support for the login redirect. Check if it's working now. If not, I need to see the Morrighan log again.
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Alright, I see two problems here. First, for some reason the server's packets apparently aren't encrypted, that's weird. The other problem is that the login server you initially connect to redirects you to another one, Morrighan currently doesn't support that feature.
Adding the login redirect shouldn't be too much of a problem, but I don't understand why it would not encrypt the packets. Though I guess I could check if it connects to KR for that. I'll look into it later today or tomorrow.
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Ah, alright. How about a log from the Debug build I posted yesterday? This problem is a little hard to analyse, since I obviously don't have access to KR. Morrighan was only ever tested with NA.
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8 hours ago, Nerguri said:
mabi KRServer, using KR client... not Aura.
What I meant was: Are you using the KR client with Aura? If you're using the NA client with Aura, it would make sense for you to get packets. If it's a general problem with the KR client that is.
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You said you're receiving packets when you use Aura, is that using the KR client? Or are you using the NA client for that?
I've attached a Debug build of Morrighan, that writes more information to the log file. Could you do the above again, start with Morrighan, connect, login, select, move, warp, etc, but with the attached Morrighan.exe, and then post the log file? Since that log file will potentially include data like your character id, you can also send it to me via PM if you don't feel comfortable posting that.
I'll review the new log tomorrow.
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In the log file above I don't see the message that Pale subscribed, you are clicking on "Connect" in Pale, right? And the Morrighan symbol "lights up"?
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Do you get no packets at all? Or do you only get packets on the character selection?
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1 minute ago, Nerguri said:
no. not error.
just... MabiPale can't receiving any packet from morrighan.
but, local args(127.0.0.1 using aura), received packet.
Ah~ Do you get no packets at all? Or do you only get packets on the character selection? Can you show me the Morrighan.log file?
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Sorry, I don't see the problem, the arguments look just like the ones for NA. What exactly isn't working, are you getting an error message?
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One last request for the time being, I need a log of an item that's been sanctified with Holy Flame.
Update: Got it.
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Update 1.0.3
I fixed a few bugs, caused by left over MabiPale code. I recommend everybody to update, as those bugs could be potentially problematic.
- Fixed packets shorter than 12 byte being filtered.
- Fixed filter using op codes instead of names.
You can download the latest version from the Download link in the first post.
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Awesome news: The enchant scrolls take upgrade effects, just like the actual equipment. This means we can give effects to scrolls, and make those the effect of the scroll, we can create custom enchants, without client modifications
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15 minutes ago, Petch said:
Also if nobody said this already, are set effects stackable? Like 10 points of something = 10% and 20 points = 20% of whatever boost?
I don't know for sure, but I wouldn't expect it.
15 minutes ago, Petch said:I'm almost certain that +1 decreased MP Consumption only works if you have 10 points of it. It's a set effect, but it's applied by enchants.
Yea, I think that's how it's supposed to work. I guess it's all just added up, no matter where it comes from, and then, if it's greater than 10, it takes effect.
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This is currently my favorite tool to extract and view the contents of ToS's IPF files. It works well and previews most file types contained in the IPFs.
http://www.tosbase.com/downloads/IPF_Suite.zip.html
Update: I'm now using my own tool to browse and extract IPFs, IPF Browser.
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4 hours ago, Fuhhue said:
i have the charge one somewhere, ill post it
Edit: here it isThanks, but what I need is the ItemNew packet. To get it, you have to remove the item from your inventory and then get it back, by dropping and picking it back up for example, or by getting it back from a pet inv or the bank.
3 hours ago, Blade3575 said:Isn't that what Mana Magician does?
+1 Decreased MP Consumption if Magic Mastery Rank C+I guess it does... but I expected something different =/ Petch's logs have the same though, so I guess that is how it works. I don't get it, they have X different calls, for different kinds of bonuses, but in the struct it's almost all the same.
I guess effect-wise I should have everything I need now... thanks everyone =)
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On 2.12.2015, 17:05:58, exec said:
An example of a CP enchant would be nice as well =< Those seem to work different from the normal stats.
Actually, they don't. Thanks, Blade. Apparently I named one of the stats "LooksABitStrong", when I switched off my brain and spawned what felt like a thousand daggers, with various settings, to figure out the stat names. Should've been obvious to me what that was =P"
I still don't know where set bonuses go though... I can see the skill enhancements in the meta data, but I don't see the stat set bonuses.
Edit: Just realized that was a Broad Brimmed Feather Hat, of course I can't find the set effect, it's on the item itself =< I still need an enchant~
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25 minutes ago, Fuhhue said:
Isnt that the like charge enhancement when you equipt an avon shield type stuff?
OH! Right, I totally forgot about those, now the name of the "function" (SetSetItemEffectOnEquip) makes sense. I was already wondering earlier, if there are enchant sets that I don't know anything about or something^^ I still need a log of such an enchant, but now I at least know what it is, thanks.
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I'm in the process of creating the enchant db, but I need some more data =/ If you have an enchant on an item that does one of the following things, please post a log of them.
Alchemy (AddBonusOnAlchemy)
An enchant that affects a specific kind of alchemy damage. For example, rD enchant Spark: +5 Fire Alchemy Damage if Flame Burst Rank C+
Effect instead of Stat? (SetSetItemEffectOnEquip)
I'm not sure what exactly this does, but it seems like it usually doesn't affect an actual stat, but has a general effect on what you do. For example:
- rE Poison Archer: +1 Poison Resistance if Ranged Attack Rank E+
- rB Fixed: +1 MP Cost Reduction
- r5 Marquis: +2~4 Fast AttackPiercing (SetItemOption)
Any enchant that has Piercing. For example, r9 Piercing: +2 Piercing if Lance Counter is Rank 3+
Elements (SetStatusOnEquip)
Item enchanted with an element, Poison, Lightning, Fire, or Ice.
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G2? Hm... I don't know. I would've put it somewhere in C2.
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Figured out the stat bonuses for skills. The value after the skill id (bytes 3+4 on the second line) is not a fixed value like the stats, e.g. 1 = damage, 2 = crit, etc, but defines a specific variable for any specific skill. For example, in my screen above I have Mind of Connous, with a bonus for Max MP. The value is "1", but a lot of values for a lot of skills are 1, and they're all different, depending on the skill. Instead, they correspond to the skill's variables.
// Mind of Connous // Var1: [Transforming] Max MP // Var2: [Transforming] INT { id: 43012, name: "Mind of Connous", masterTitle: 0, type: 10, ranks: [
1 equals Var1, 2 equals Var2, etc. And as you can see, the localization information I use for the comments in our db, come from the same place the client gets the bonus name for the description from.
Now that that's out of the way, I'm almost ready to go I think o.o There are still unknown bytes, but this should be enough for the majority of the enchants. If you have more enchants though, feel free to post them, more data certainly can't hurt. And I still need information about CP enchants.
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I've found 2 upgrade types, that assumingly have never been used officially, or at least I've never seen them.
The description seems obvious, even though the effects seem unusual. The first one apparently sets the stat to a fix value, while the second one changes the stat to a percentage of its current value. Rather interesting, and it offers us an opportunity to add custom content not available officially, that is supported by the client
I'm done mapping the upgrade stats, and I figured out a good portion of the upgrade struct. I think I have everything I need for normal stat upgrades, but I need more examples of skill effects. If you have items with enchants that affect any skills or transformations, please post them. (I don't need checks like "If Fireball > r5 STR + 10" anymore.)
An example of a CP enchant would be nice as well =< Those seem to work different from the normal stats.
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I remember that after some update, monsters were suddenly able to go into deadly. I'm very sure that prior to that, there was no chance for that to happen, if a monster reached 0 Life, that was it, but after the update they would start to unexpectedly jump back up.
While I am very sure about this... can someone confirm it? And do you remember when exactly this was changed? It happened while I was still actively playing EU, so it must have been pre-G14. It's hard to tell though, as EU got G4~G10 in one go =<
Morrighan - Client proxy
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lol, that's a new one. Well, it's a false positive. I'm not sure why it would even think that o.o