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TheWizardKs
05-29-2009, 11:17 PM
I don't know if anyone is still trying to mod KB:TL or not, but I am. I also am trying to figure out how the KBMaster1.3 works. I have figured out some stuff on the way the hex data works in things like items.txt in the use {} section.

For instance, in the training camp mod there is an item you use to trigger the script to fire and it is listed in training_camp_items.txt as:

// Items
training_camp {
category=o
image=heroitem_training_camp.png
hint_config=object_item
label=itm_training_camp_name
hint=itm_training_camp_hint
information_label=itm_training_camp_info
maphint=
mapinfo=
price=3
maxcount=0
level=1
race=neutral
use {}
propbits=dialog,quest
params {
dlg1=1
dlg2=1
dlg3=1
dlg4=1
dlg5=1
}
usec=020000000600000053435249505401000000030000000 2000000666E1B000000747261696E696E675F63616D705F757 3655F636F6E646974696F6E
actions {
onuse=02000000000000000100000001000000020000000E00 0000455845435554455F534352495054020000000300000003 00000005000000666E616D6511000000747261696E696E675F 63616D705F7573650300000070617200000000
ondlg=02000000000000000100000001000000020000000C00 0000424547494E5F4449414C4F470200000005000000030000 000100000075CB6B9F06010000007308000000737769746368 5F30
@=
}
}


The end hex at usec/onuse/ondlg contains hex coded ascii as follows: (this is not in order!)

EXECUTE_SCRIPT fname training_camp_use par 0E0switch_0584543 5training_camp_use_condition00003SCRIPT00300 00000500 0000666E 616D6511 00000074 7261696E 696E675F 63616D70 5F757365 03000000 70617200 000000

I got the ascii by converting the hex to ascii... 66=E 6E=X etc and sorry the above is so garbled, but I copied my workspace that is not easy to manipulate.

Now I do not know enough about the way Lua works to decipher it fully, but thought there may be one or more of you that do know, and stop by this forum from time to time.

If not, I wasted some of the hard drive space on 1c's server :P