The `Tibia.dat` file for the new 9.94 preview client introduces the following new `optByte` flags: 34 and 119. Any idea what these mean, and how the example parser should be changed to make it support these new `optByte`s?
The `Tibia.dat` file for the new 9.94 preview client introduces the following new `optByte` flags: 34 and 119. Any idea what these mean, and how the example parser should be changed to make it support these new `optByte`s?
Which software are you using to decompile the Flash Client, Jo3Bingham?
Sothink.
In regards to Tibia client 10.21, there is a new flag at 35, which CipSoft named Flag_Default_Action in their flash client, and it is trailed by 2-bytes (ushort). CipSoft doesn't assign this ushort to a variable so it's exact purpose isn't 100% clear. Also, they seem to have added a flag at 254 for the stand-alone client, but not the flash client. This flag doesn't have any trailing memory reads, though.
Here is all flags 10.21
http://pastebin.com/w8crt54e
How to find battlelist address --> http://tpforums.org/forum/thread-8146.html
Updating addresses --> http://tpforums.org/forum/thread-8625.html
DataReader --> http://tpforums.org/forum/thread-10387.html
Hi,
I tried item data flags posted by Jo3 and Klusbert but it seems that values for stand alone client are different than for flash. Offset for flags is still 0x44 and they are still kept in unsigned long variable.
Code:public enum Flag : ulong { Bank = 0x1, // Ground tile Clip = 0x2, Bottom = 0x4, Top = 0x8, Container = 0x10, Cumulative = 0x20, // Stackable ForceUse = 0x40, MultiUse = 0x80, // Usable Write = 0x100, // Writable WriteOnce = 0x200, // Readable LiquidContainer = 0x400, LiquidPool = 0x800, // Splash Unpass = 0x1000, // Blocking Unmove = 0x2000, // Immovable Unsight = 0x4000, // Blocks projectiles Avoid = 0x8000, // Blocks creature path NoMovementAnimation = 0x10000, Take = 0x20000, // Pickupable Hang = 0x40000, // Hangable HookSouth = 0x80000, HookEast = 0x100000, Rotate = 0x200000, // Rotatable Light = 0x400000, DontHide = 0x800000, Translucent = 0x1000000, Shift = 0x2000000, Height = 0x4000000, LyingObject = 0x8000000, AnimateAlways = 0x10000000, Automap = 0x20000000, LensHelp = 0x40000000, FullBank = 0x80000000, IgnoreLook = 0x100000000, Clothes = 0x200000000, Market = 0x400000000, DefaultAction = 0x800000000, }
@pater, I converted your code to this format to let clear which flag you're assigning
Code:Bank = (1 << 0), Clip = (1 << 1), Bottom = (1 << 2), Top = (1 << 3), Container = (1 << 4), Cumulative = (1 << 5), ForceUse = (1 << 6), MultiUse = (1 << 7), Write = (1 << 8), WriteOnce = (1 << 9), LiquidContainer = (1 << 10), LiquidPool = (1 << 11), Unpass = (1 << 12), Unmove = (1 << 13), Unsight = (1 << 14), Avoid = (1 << 15), NoMovementAnimation = (1 << 16), Take = (1 << 17), Hang = (1 << 18), HookSouth = (1 << 19), HookEast = (1 << 20), Rotate = (1 << 21), Light = (1 << 22), DontHide = (1 << 23), Translucent = (1 << 24), Shift = (1 << 25), Height = (1 << 26), LyingObject = (1 << 27), AnimateAlways = (1 << 28), Automap = (1 << 29), LensHelp = (1 << 30), FullBank = (1 << 31), IgnoreLook = (1 << 32), Clothes = (1 << 33), Market = (1 << 34), DefaultAction = (1 << 35),