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Special Moves

Posted: 2004-12-13 12:55:11
by paijordan
Dear Yoko,
can u add the option to cast special moves???
this is very very usefull in runuo shards
thx ;)

Posted: 2004-12-13 16:59:46
by Yoko
yes i can, if someone bring me special moves activation injection log

i have no AoS to do it myself

Posted: 2004-12-13 17:33:06
by paijordan
Yoko wrote:yes i can, if someone bring me special moves activation injection log

i have no AoS to do it myself

thx Yoko, you are my hero ;)

PS: if someone can do it for yoko i will be extremally happy

Posted: 2004-12-15 20:03:00
by punkesito
using UOLog:
14:25:45.298 Client -> Server: 0xD7 (AOSStuff), frequ: 11, len: 0x0F
0000: D7 0F 00 00 00 00 16 00 19 00 00 00 00 XX 07 ->...............
when XX is:
00 none(desactivate)
01 armor ignore
02 bleed attack
03 Concussion Blow
04 Crushing Blow
05 Disarm
06 Dismount
07 Double Strike
08 Infectius Strike
09 Mortal Strike
0a Moving Shot
0b Paralyzing Blow
0c ShadowStrike
0d Whirlwind Attack
my log of activate and desactivate disarm(injection_log):
-------------------- client +AoS command
0000: d7 00 0f 00 00 00 16 00 19 00 00 00 00 05 07 -- : ...............
>> send(1112, buf:2EE44CE8, len:15, f:0x00000000)
>>>Client send 15 bytes
-------------------- client +AoS command
0000: d7 00 0f 00 00 00 16 00 19 00 00 00 00 00 07 -- : ...............
>>>Received packet len=5
complete log:
http://punkesito.com.ar/injection_log.zip

Posted: 2004-12-15 21:57:00
by Yoko
almost perfect.

but please, for clean discovery, try this again using other character and standing other place.
bytes 00 16 00 19 are suspicious one, it needs to be sure it is not changed from character to character

Posted: 2004-12-15 22:04:13
by punkesito
Yoko wrote:almost perfect.

but please, for clean discovery, try this again using other character and standing other place.
bytes 00 16 00 19 are suspicious one, it needs to be sure it is not changed from character to character

ok, wait 6 hours(i am go to work now).

Posted: 2004-12-15 22:14:21
by punkesito
check this:
0xD7 Packet

Last Modified on Wednesday, 12'th-Feb-2003

"Fight book/system" (Variable# Bytes)

* BYTE cmd
* BYTE[2] length
* BYTE[4] serial // player
* BYTE[2] unknown, always 0x19
* BYTE[4] unknown, always 0
* BYTE selected ability (icon) // 1 armor ignore, 2 bleed attack … 13 whirlwind attack
* BYTE unknown, always 7

Note: when weapon is changed, ability icons automatically change, but client does NOT notify server.

Note2: Fightbook only appearing when common AOS activated via 0xa9


from: http://www.hartte.de/uopro/index.html.gz
edit: for more compresion of mi logs ,info of my pj
ID=0x00000016 Type=0x0190 MD Name=
Quantity: 0 Colour: 0x83EA Layer: 0 Has: 1
X=1418 Y=1554 Z=30 C=0xFFFFFFFF F=0x00

Posted: 2004-12-16 10:32:29
by Yoko
perfect, today's evening GMT+2, will do addition.

Posted: 2004-12-16 20:13:39
by paijordan
thx Yoko and Punkesito
GREAT JOB

Posted: 2004-12-16 23:11:04
by Yoko

Posted: 2004-12-17 00:43:10
by punkesito
tested works fine thks

Posted: 2004-12-17 02:36:14
by Gotrekk
it works fine yes, good job, but it doens't highlight special move icons and that can be kinda confusing! Isn't it possible to highlight actually selected special move icon ?

Posted: 2004-12-17 03:33:06
by Gotrekk
and... could anyone make me a little example about lasttargetskey usage ? thx in advance :) for example if i want to cast a magic on lasttarget (lasttarget set by client)

Posted: 2004-12-17 06:48:47
by clagio
is possible to add some function like UO.Posioned, for the special moves?

Something like UO.Bleeding() - if i'm bleeding
or something like Uo.Mortal() - if i'm under mortal strike special moves

Posted: 2004-12-17 11:25:03
by Yoko
Gotrekk wrote:it works fine yes, good job, but it doens't highlight special move icons and that can be kinda confusing! Isn't it possible to highlight actually selected special move icon ?


may server change status of this icons? if yes, make me dump of commands it sends to change status of icons. if no, this is not possible.

Posted: 2005-01-04 19:09:36
by KalVasFlam
in the way explained early u only call SetAbility function, this is why no icon is highlighted

you will have to activate uo's internal macro 35 (prim. ability) and 36 (sec. ability)...

Since highlight works offline (ie. uo not connected to ANY server) i doubt server response's required.

(to activate: packet's similar to UseSkill one)

Posted: 2005-01-04 19:17:02
by KalVasFlam
clagio wrote:is possible to add some function like UO.Posioned, for the special moves?

Something like UO.Bleeding() - if i'm bleeding
or something like Uo.Mortal() - if i'm under mortal strike special moves



can't simply watch for journal message ?

Posted: 2005-01-04 20:07:01
by clagio
yes, but it's the same for uo.poisoned.. i can always check the journal..
it's quite better to check the status whit a function like this than declaring global variable, and scanning always the journal

Posted: 2005-01-05 00:07:05
by Yoko
uo.poisoned exists because itis included in uo protocol (imho for displaying health green colored under poison effects). other effects then "poisoned" and "hidden" is not implemented in protocol and only handled server-side.

Posted: 2005-01-05 08:40:51
by clagio
i don't know if this can help you, but if you are under mortal strike the health's bar change color in something like orange