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Old 05-29-2009, 11:17 PM
TheWizardKs TheWizardKs is offline
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Join Date: May 2009
Posts: 9
Default Anyone still here?

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:

Code:
// 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=0200000006000000534352495054010000000300000002000000666E1B000000747261696E696E675F63616D705F7573655F636F6E646974696F6E
	actions {
		onuse=02000000000000000100000001000000020000000E000000455845435554455F53435249505402000000030000000300000005000000666E616D6511000000747261696E696E675F63616D705F7573650300000070617200000000
		ondlg=02000000000000000100000001000000020000000C000000424547494E5F4449414C4F470200000005000000030000000100000075CB6B9F060100000073080000007377697463685F30
		@=
	}
}
The end hex at usec/onuse/ondlg contains hex coded ascii as follows: (this is not in order!)

Code:
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
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