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Sphinx/RTD/reST documentation for files & systems in the defunct game LEGO Universe

Home Page: http://docs.lu-dev.net

License: Other

lego-universe sphinx-doc structures documentation read-the-docs

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docs's Issues

Document Module Assemly Component

For the module assembly component, if it exists, use the rebuild componentID to lookup the info for the lot that has a module assembly component in the Modular Build Component table. This is how you are supposed to know what lot to give the player if they complete a build in a specific module assembly build area. Doesnt seem to be documented anywhere and its hard coded in dlu so thought id mention it
-- @EmosewaMC

Component 77

PartA
[bit] - flag

    PartB
    [u8] - NDAudioMusicCue
        [u8-string] - Name
        [u32] - Result
        [float] - BoredomTime
    
    PartC
    [u16] - ???
    
    PartD
    [u8] - GUID2_count
        [u32] - GUID2_PartA
        [u16] - GUID2_PartB
        [u16] - GUID2_PartC
        [u16] - GUID2_PartD
        [u16] - GUID2_PartE0
        [u32] - GUID2_PartE1
        [u32] - ???
    
    PartE
    [u8] - mixer count
        [u8-string] - NDAudioMixerProgram_Name
        [u32] - ???``` 

Where did the Pakets go?

Hi, I just wondered where the packet and game message documentation went. Did you delete them by accident or is this part of bigger changes?

Update BasicAttackBehavior to be correct

def BasicAttackBehaviorHandle():
    # Align to byte boundary
    readBitLength = int() # Actually a short
    if isDead:
        return
    readIsBlocked = bool()
    if readIsBlocked:
        doFailBlockedAction
        return
    else:
        readIsImmune = bool()
        if readIsImmune:
            doFailImmuneAction
            return
        else:
            readIsSuccess = bool()
            if readIsSuccess:
                readArmorDamageDealt = int()
                readHealthDamageDealt = int()
                readIsDead = bool()
    readSuccessState = int() # Actually a byte but python no have built in type and i wanna get this written down fast
    if readSuccessState == 1:
        doSuccessAction()
    elif readSuccessState == 2:
        doFailArmorAction()
    elif readSuccessState == 3:
        doFailImmuneAction()
    else:
        # Do nothing!
        pass

def doFailBlockedAction():
    pass

def doFailImmuneAction():
    pass

def doFailArmorAction():
    pass

def doSuccessAction():
    pass

This is the correct serialization and handling of the basic attack behavior. All information is obtained from reverse engineered client code. My confidence interval for this information is ~90%

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