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class_name Constants
enum Gender {
Female,
Male,
Both,
Server,
}
## rAthena: enum pincode_state
enum PinCodeState {
Ok = 0,
Ask = 1,
NotSet = 2,
Expired = 3,
New = 4,
Illegal = 5,
KSSN = 6,
Passed = 7,
Wrong = 8,
}
enum LoginFailedReason {
ServerClosed = 1,
AlreadyLoggedIn = 2,
AlreadyOnline = 8,
}
enum StatusType {
Weight,
MaximumWeight,
MovementSpeed,
BaseLevel,
JobLevel,
}
enum EmotionType {
Surprise,
Question,
Delight,
Throb,
Sweat,
Aha,
Fret,
Anger,
Money,
Think,
Scissor,
Rock,
Wrap,
Flag,
BigThrob,
Thanks,
Kek,
Sorry,
Smile,
# ... TODO
}
enum Job {
Novice = 0,
Swordman = 1,
Magician = 2,
Archer = 3,
Acolyte = 4,
}
static var PacketDB = {
#LoginServerLoginPacket.HEADER: LoginServerLoginPacket,
LoginServerLoginSuccessPacket.HEADER: LoginServerLoginSuccessPacket,
#CharacterServerLoginPacket.HEADER: CharacterServerLoginPacket,
CharacterServerLoginSuccessPacket.HEADER: CharacterServerLoginSuccessPacket,
CharacterServerLoginSuccessCharacterListPacket.HEADER: CharacterServerLoginSuccessCharacterListPacket,
CharacterListSizePacket.HEADER: CharacterListSizePacket,
LoginFailedPacket.HEADER: LoginFailedPacket,
BlockCharacterPacket.HEADER: BlockCharacterPacket,
PinCodeStatePacket.HEADER: PinCodeStatePacket,
#RequestCharacterListPacket.HEADER: RequestCharacterListPacket,
RequestCharacterListSuccessPacket.HEADER: RequestCharacterListSuccessPacket,
#SelectCharacterPacket.HEADER: SelectCharacterPacket,
CharacterSelectionSuccessPacket.HEADER: CharacterSelectionSuccessPacket,
CharacterSelectionFailedPacket.HEADER: CharacterSelectionFailedPacket,
#MapServerLoginPacket.HEADER: MapServerLoginPacket,
MapServerLoginSuccessPacket.HEADER: MapServerLoginSuccessPacket,
FriendListPacket.HEADER: FriendListPacket,
ServerMessagePacket.HEADER: ServerMessagePacket,
ChangeMapPacket.HEADER: ChangeMapPacket,
ParameterChangePacket.HEADER: ParameterChangePacket,
CoupleStatusPacket.HEADER: CoupleStatusPacket,
UpdateAttackRangePacket.HEADER: UpdateAttackRangePacket,
NewMailStatusPacket.HEADER: NewMailStatusPacket,
QuestListPacket.HEADER: QuestListPacket,
AchievementUpdatePacket.HEADER: AchievementUpdatePacket,
AchievementListPacket.HEADER: AchievementListPacket,
UpdateCriticalWeightPacket.HEADER: UpdateCriticalWeightPacket,
#MapLoadedPacket.HEADER: MapLoadedPacket,
SpriteChangePacket.HEADER: SpriteChangePacket,
InventoryStartPacket.HEADER: InventoryStartPacket,
RegularItemListPacket.HEADER: RegularItemListPacket,
EquippableItemListPacket.HEADER: EquippableItemListPacket,
InventoryEndPacket.HEADER: InventoryEndPacket,
EquippableSwitchItemListPacket.HEADER: EquippableSwitchItemListPacket,
MapTypePacket.HEADER: MapTypePacket,
EntityAppeared2Packet.HEADER: EntityAppeared2Packet,
UpdateSkillTreePacket.HEADER: UpdateSkillTreePacket,
UpdateHotkeysPacket.HEADER: UpdateHotkeysPacket,
ParameterChange2Packet.HEADER: ParameterChange2Packet,
InitialStatusPacket.HEADER: InitialStatusPacket,
ParameterChange3Packet.HEADER: ParameterChange3Packet,
UpdatePartyInvitationState.HEADER: UpdatePartyInvitationState,
UpdateShowEquipPacket.HEADER: UpdateShowEquipPacket,
UpdateConfigurationPacket.HEADER: UpdateConfigurationPacket,
ReputationPacket.HEADER: ReputationPacket,
QuestEffectPacket.HEADER: QuestEffectPacket,
MovingEntityAppearedPacket.HEADER: MovingEntityAppearedPacket,
EntityDisappearedPacket.HEADER: EntityDisappearedPacket,
NavigateToTargetPacket.HEADER: NavigateToTargetPacket,
BroadcastFormattedMessagePacket.HEADER: BroadcastFormattedMessagePacket,
DisplayEmotionPacket.HEADER: DisplayEmotionPacket,
CloseDialogButtonPacket.HEADER: CloseDialogButtonPacket,
}
class FilePaths:
const female := "¿©"
const male := "³²"
const player_head := "Àΰ£Á·/¸Ó¸®Åë"
const player_body := "Àΰ£Á·/¸öÅë"
const male_head_lookup := [2, 2, 1, 7, 5, 4, 3, 6, 8, 9, 10, 12, 11]
const female_head_lookup := [2, 2, 4, 7, 1, 5, 3, 6, 12, 10, 9, 11, 8]
static func get_gender_path(gender: Gender) -> String:
if gender == Gender.Female:
return female
else:
return male
static func get_job_path(job_id: int) -> String:
match job_id:
Job.Novice: # NOVICE
return "Ãʺ¸ÀÚ"
Job.Swordman: # SWORDMAN
return "°Ë»Ç"
Job.Magician: # MAGICIAN
return "À§Àúµå"
Job.Archer: # ARCHER
return "±Ã¼Ö"
Job.Acolyte: # ACOLYTE
return "¼ºÁ÷ÀÚ"
5: # MERCHANT
return "»ÓÀÎ"
6: # THIEF
return "µµµÏ"
7: # KNIGHT
return "񃯇"
8: # PRIEST
return "¼ºÅõ»ç"
9: # WIZARD
return "¸¶¹Ý»Ç"
10: # BLACKSMITH
return "Á¦Ã¶°ø"
11: # HUNTER
return "ÇåÅÍ"
# ... TODO
_: # NOVICE
return "Ãʺ¸ÀÚ"
static func get_player_head(gender: Gender, head_id: int) -> String:
var real_head_id := head_id
if gender == Gender.Female and head_id < female_head_lookup.size():
real_head_id = female_head_lookup[head_id]
elif gender == Gender.Male and head_id < male_head_lookup.size():
real_head_id = male_head_lookup[head_id]
return "%s/%s/%s_%s" % [
player_head,
get_gender_path(gender),
real_head_id,
get_gender_path(gender),
]
static func get_player_body(gender: Gender, job_id: int):
return "%s/%s/%s_%s" % [
player_body,
get_gender_path(gender),
get_job_path(job_id),
get_gender_path(gender),
]
|