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Weapon Discussion

Posted: Sat Mar 26, 2016 7:54 pm
by Marmalade
If you get stuck, need more information, have suggestions, or whatever it is, then you can discuss whatever you need about weapons here.

Re: Weapon Discussion

Posted: Sat Mar 26, 2016 8:37 pm
by Marmalade
I've posted the CSV's for a handful of weapons for now just to get a feel for the likelihood of this actually happening. I'll post more later, or if there are specific weapons you want to work on then you can ask me here. Thank you.

Re: Weapon Discussion

Posted: Sun Mar 27, 2016 12:54 am
by Ricewind
" the likelihood of this actually happening"
What actually happening?

And is this whole weapon CSV thing new? I could have sworn I saw something like this before. Or is it just relocated here?

Re: Weapon Discussion

Posted: Sun Mar 27, 2016 2:00 am
by Marmalade
You might be thinking of some of the other files I've requested help with. I only posted weapons a few hours ago.

Re: Weapon Discussion

Posted: Sun Mar 27, 2016 8:55 pm
by Ricewind
Where would I be able to find a weapon ID?

Aren't the ID's obsolete btw? The way I see it, you can easily use your own ID's instead of the original ones?

Re: Weapon Discussion

Posted: Sun Mar 27, 2016 9:18 pm
by Tony
Ricewind wrote:Where would I be able to find a weapon ID?

Aren't the ID's obsolete btw? The way I see it, you can easily use your own ID's instead of the original ones?

No. So much no. The ID's are heavily specific to the client. They point to data in the client, and we are working with what is already there. If you give the client an ID for a sword, it'll find that sword, using the model ID, and category type. It'll then use the stats the server provided for display and the rest. Creating our own ID's would mean stripping the data files client side, re-creating them, and probably a few client exe modifications by the end. Not an option.

The ID's can be found in the client, of you're able to look through the data files (good luck). They can also be found in logs, but we've already ripped them out of the logs found here on the forum. You can probably poke at the game using something like Cheat Engine in offline mode to find ID's if you really wanted to.

Re: Weapon Discussion

Posted: Sun Mar 27, 2016 10:10 pm
by Ricewind
One final question. Does it matter which item stats get matched with with reserved ID?
Judging by the csv contents, I'd say no, but just in case I'm asking.

Example: Does 101D0601 always have to be a "Hiken" or can it be any slicer?

Re: Weapon Discussion

Posted: Sun Mar 27, 2016 10:26 pm
by Marmalade
Ricewind wrote:Example: Does 101D0601 always have to be a "Hiken" or can it be any slicer?

It has to be, the client ties item ID's to unique behavior. This is the problem we have, we have the Item ID's, we just don't know what item occupies it, if at all.

Re: Weapon Discussion

Posted: Sun Mar 27, 2016 10:32 pm
by Ricewind
Marmalade wrote:
Ricewind wrote:Example: Does 101D0601 always have to be a "Hiken" or can it be any slicer?

It has to be, the client ties item ID's to unique behavior. This is the problem we have, we have the Item ID's, we just don't know what item occupies it, if at all.


I see, thanks.
Although I have limited knowledge of extracting data out of an already existing game, I'll have a try at it once I have a bit more time to spare.

Re: Weapon Discussion

Posted: Tue Sep 26, 2017 4:21 am
by Exicleus
Do you guys still need help with these still?

I'm very familiar with hex editing and exploring client data.
Am capable of ripping code and figuring out what is what, even if it is raw files (no client). Not a heavy programmer but enough to know where to follow and reverse client infrastructure. It has been a long interest of mine to play a game and then break it apart to see how it works.
I've pulled games apart before and may even be able to find unused content/items.