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View Code? Open in Web Editor NEWSphinx/RTD/reST documentation for files & systems in the defunct game LEGO Universe
Home Page: http://docs.lu-dev.net
License: Other
Sphinx/RTD/reST documentation for files & systems in the defunct game LEGO Universe
Home Page: http://docs.lu-dev.net
License: Other
Line 73 of basic-attack.rst is currently defined as padding, however this needs to be investigated further to get the proper definition of this value. It is said that this value is always all zeros but should be double checked.
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
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] - ???```
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?
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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