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MT 85

15 bytes per character (+1 för count lista??) 7 bytes per monster type 8 bytes per monster 116 bytes header (elements etc...)

byte 116 (115 - 0 indexed) is number of characters / monsters types

header (116 bytes):

message types:

s: state, payload: none (empty) v: version, payload: version number

00 // 2 bytes length of string 01 // 2 bytes length of string 73 // 1 length string (java string starts with nr chars??, "s") 9b // 1-5 byte int, length of message 01 // part of length of message (encoded as 2 bytes) 00 // 4 byte message nr 00 // 4 byte message nr 0a // 4 byte message nr xx // 4 byte message nr xx // round counter 05 // scenario number 03 // scenario level 01 00 01 01 00 01 01 00 00 03 0f 00 00 01 03 01 03 00 04 00 00 01 06 01 05 02 04 04 00 // fire element 00 // element 00 // element 00 // element 00 // element 00 // element 07 00 01 01 08 04 06 07 05 01 03 00 02 01 01 01 08 09 0e 0f 0b 0d 0a 0c 08 04 00 00 08 21 25 23 20 22 26 27 24 07 00 00 08 3c 38 39 3f 3e 3d 3a 3b 08 01 01 06 41 45 44 42 47 46 0e 00 00 07 77 76 75 74 73 71 70 12 00 00 05 93 01 97 01 95 01 96 01 94 01 xx // number of characters / monster types

character format (15 bytes):

01 // 00 == monster, 01 == character 80 // Character Name (string) 80 means "Null" xx // class xx // exp xx // remaining health xx // max health 0x // level xx // coins picked xx // initiative 0x // number of status tokens [followed by 1 byte per status, now] 00 // number of status tokens [followed by 1 byte per status, last round] 0x // number of status tokens [followed by 1 byte per status, planning] 0x // 00 == alive, 01 == dead 0x // 00 == hasn't moved, 01 == has moved 0x // nr summons [followed by 12 bytes per summon]

monster type format (7 bytes): 0x // 00 == monster, 01 == character 00 // monster type 03 // no idea (seem to be the same for every monster type) 00 // no idea 00 // no idea 0x // 00 == hasn't moved, 01 == has moved 0x // number of monsters [followed by 8 bytes per monster]

monster format (8 bytes): 0x // number 00 // monster type? 0x // no idea xx // remaining health xx // max health 0x // number of status tokens [followed by 1 byte per status] 0x // number of status tokens [followed by 1 byte per status, last round] 0x // number of status tokens [followed by 1 byte per status, planning]

summons format: 0x // number assigned 03 // no idea 0x // no idea, same as number assigned 0x // move 0x // attack 0x // range 01 // no idea xx // remaining health xx // max health 0x // number of status tokens [followed by 1 byte per status] 0x // number of status tokens [followed by 1 byte per status, last round] 0x // number of status tokens [followed by 1 byte per status, planning]

status tokens:

03 // stun 04 // immoblized 05 // disarmed 06 // wounded

classes:

00 -> escort 01 -> objective 02 -> brute 03 -> cragheart 04 -> mind theif