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📄 client_packet_en.txt

📁 RO模拟器!!适合玩仙境传说的玩家们呦~
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	Responses to whisper sending:
	type=00 Successfully sent.
	type=01 Whisper target not logged in.
	type=02 Target is ignoring the whisper.

S 0099 
	恄偺惡憲怣

	Send 'the voice of God' (i.e., nameless broadcast).

R 009a <len>.w <message>.?B
	GM偐傜偺揤偺惡

	Heavenly voice of the GMs (GM broadcast)

S 009b <head dir>.w <dir>.B
	懱&摢偺曽岦曄峏梫媮丅僋儔僀傾儞僩傊偺墳摎偼柍偄柾條
	dir偼00乣07偱懱偺岦偒丅00偱杒偐傜斀帪寁夞傝偵45亱扨埵偱07傑偱
	head dir偼00,01,02偱摢偺岦偒丅00偱懱偲摨偠丄01偑塃丄02偑嵍

	Request a change of head and body direction.  No response is given to the client.
	dir can be from 0-7, for body direction. 0 is north, 1 NW...to 7, NE.
	head dir is 0, 1 or 2.  0 is same direction as body, 1 is right, 2 is left.

R 009c <ID>.l <head dir>.w <dir>.B
	ID偺懱&摢偺曽岦曄峏

	Change head and body direction for ID.  (Consider this 009b's 'response'?)

R 009d <ID>.l <item ID>.w <identify flag>.B <X>.w <Y>.w <amount>.w <subX>.B <subY>.B
	堏摦摍偱彴傾僀僥儉偑夋柺撪偵擖偭偰偒偨帪

	Received when an item on the ground appears onscreen (by walking, etc.)

R 009e <ID>.l <item ID>.w <identify flag>.B <X>.w <Y>.w <subX>.B <subY>.B <amount>.w
	item drop丅壗屘偐009d偲儅僗栚撪埵抲&屄悢偑擖傟曄偭偰偄傞

	Item drop.  Coordinate and amount is different from 009d.

S 009f <ID>.l
	ID偺彴傾僀僥儉傪廍偆

	Pick up an item on the floor (having the ID sent).

R 00a0 <index>.w <amount>.w <item ID>.w <identify flag>.B <attribute?>.B <refine>.B <card>.4w <equip type>.w <type>.B <fail>.B
	fail=02 庢摼幐攕?
	fail=06 儖乕僩尃柍偟丅庢摼幐攕

	
	Response to item pickup.  If you have fail set:
	fail=02 Failed to pick up the item.
	fail=06 No loot rights, so failed to pick up.

R 00a1 <ID>.l
	ID偺彴傾僀僥儉徚嫀

	Remove item with ID from the ground.

S 00a2 <index>.w <amount>.w
	強桳傾僀僥儉傪棊偡

	Drop an inventory item.

R 00a3 <len>.w {<index>.w <item ID>.w <type>.B <identify flag>.B <amount>.w ?.2B}.10B*
	強桳徚栒昳&廂廤昳儕僗僩

	List of consumable/collectible drops you have in inventory.

R 00a4 <len>.w {<index>.w <item ID>.w <type>.B <identify flag>.B <equip type>.w <equip point>.w <attribute?>.B <refine>.B <card>.4w}.20B*
	強桳憰旛儕僗僩

	List of equipable items in inventory.

R 00a5 <len>.w {<index>.w <item ID>.w <type>.B <identify flag>.B <amount>.w ?.2B}.10B*
	僇僾儔偝傫偵梐偗偰偁傞徚栒昳&廂廤昳儕僗僩

	List of consumable/collectible drops in Kapra storage.

R 00a6 <len>.w {<index>.w <item ID>.w <type>.B <identify flag>.B <equip type>.w <equip point>.w <attribute?>.B <refine>.B <card>.4w}.20B*
	僇僾儔偝傫偵梐偗偰偁傞憰旛儕僗僩

	List of equipable items in Kapra storage.

S 00a7 <index>.w <ID>.l
	強帩傾僀僥儉index傪巊梡偡傞丅ID偼帺暘偺傒?

	Use item at index in inventory.  ID is self (the person using it).

R 00a8 <index>.w <amount>.w <type>.B
	傾僀僥儉巊梡墳摎丅type=00偺応崌巊梡幐攕? amount傕僑儈偺柾條
	type=01偺応崌惉岟偱丄amount偼巊梡屻偺巆傝屄悢

	Response to using an item:
	type=00 is a failure, amount goes unused.
	type=01 is successful usage of item.  Amount is the number of remaining items in that index.

S 00a9 <index>.w <equip type>.w
	傾僀僥儉憰旛

	Equip item at index.

R 00aa <index>.w <equip point>.w <type>.B
	傾僀僥儉憰旛墳摎丅type=00偺応崌憰旛幐攕? equip point傕僑儈偺柾條

	Response to equipping an item:
	type=00 is a failure, and the equip point is unused.
	type=01 is success.

S 00ab <index>.w
	憰旛夝彍

	Remove equipment at index.

R 00ac <index>.w <equip point>.w <type>.B
	憰旛夝彍墳摎丅type=00偺応崌幐攕? equip point傕僑儈偺柾條

	Response to removing an equipment:
	type=00 is a failure, and the equip point is unused.
	type=01 is success.

R 00af <index>.w <amount>.w
	傾僀僥儉悢尭彮丅amount屄偩偗尭傜偡

	Reduce number of items at index by amount.

R 00b0 <type>.w <val>.l
	怓乆側擻椡抣偺峏怴丅埲壓type:懳墳偡傞悢抣傪楍嫇
	0000:speed 0003:埆峴抣 0004:儅僫乕億僀儞僩 0005:HP 0006:MaxHP
	0007:SP 0008:MaxSP 0009:僗僥乕僞僗億僀儞僩 000b:儀乕僗儗儀儖
	000c:僗僉儖億僀儞僩 0018:廳検(昞帵偝傟偰傞悢帤偺10攞)
	0019:嵟戝廳検(昞帵偝傟偰傞悢帤偺10攞)
	0029:ATK慜 002a:ATK屻 002b:MATK慜 002c:MATK屻
	002d:DEF慜 002e:DEF屻 002f:MDEF慜 0030:MDEF屻
	0031:HIT 0032:FLEE慜 0033:FLEE屻 0034:僋儕僥傿僇儖
	0035:ASPD(2ms扨埵偺帪娫?) 0037:僕儑僽儗儀儖
	0082:撲 ATK屻偲摨偠悢帤?

	Update values of various properties.  types below correspond to properties that can be changed:

	0000: speed
	0003: karma
	0004: manner points
	0005: HP
	0006: MaxHP
	0007: SP
	0008: MaxSP
	0009: Status points
	000b: base level
	000c: skill points
	0018: weight (must be 10x greater than value displayed.  I.e., 20000 for 2000 weight.)
	0019: maximum weight (must be 10x greater than value displayed.  I.e., 20000 for 2000 weight.)
	0029: ATK (front)
	002a: ATK (back)
	002b: MATK (front)
	002c: MATK (back)
	002d: DEF (front)
	002e: DEF (back)
	002f: MDEF (front)
	0030: MDEF (back)
	0031: HIT
	0032: FLEE (front)
	0033: FLEE (back)
	0035: ASPD (in 2ms units?)
	0037: job level
	0082: unknown (is it the same number as ATK (back)?)

R 00b1 <type>.w <val>.l
	怓乆側擻椡抣偺峏怴丅埲壓type:懳墳偡傞悢抣傪楍嫇
	0001:儀乕僗懁宱尡抣 0002:僕儑僽懁宱尡抣	0014:zeny
	0016:儀乕僗懁昁梫宱尡抣 0017:僕儑僽懁昁梫宱尡抣
	兝1偱偼00b0偼val偑short丄00b1偼val偑long偲偄偆巊偄暘偗偑偁偭偨傫偩偗偳
	崱偲側偭偰偼嵎偑柍偔側偭偰丄栍挵傒偨偄側傕偺?

	Update values of various properties.  types below correspond to properties that can be changed:

	0001: Base XP
	0002: Job XP
	0014: Zeny
	0016: Base XP needed for level-up
	0017: Job XP needed for level-up

	(In beta 1, 00b0's value was short and 00b1's was long, but now it seems there is no difference.)

S 00b2 <type>.B
	type=00 巰朣帪儕僗僞乕僩
	type=01 僉儍儔僙儗梫媮

	Send choice from menu that appears when dead:
	type=00 Restart when dead (return to last save point)
	type=01 Request character select screen.

R 00b3 <type>.B
	type=01 僉儍儔僙儗墳摎

	Response to character select.  (type 01 is the only value...)

R 00b4 <len>.w <ID>.l <str>.?B
	ID偺NPC偐傜偺儊僢僙乕僕
	
	Message from the NPC with the given ID.

R 00b5 <ID>.l
	ID偺NPC偲偺儊僢僙乕僕僂傿儞僪僂偵"NEXT"傾僀僐儞傪弌偡

	Display the 'Next' icon in the NPC message window.

R 00b6 <ID>.l
	ID偺NPC偲偺儊僢僙乕僕僂傿儞僪僂偵"CLOSE"傾僀僐儞傪弌偡

	Display the 'Close' icon in the NPC message window.

R 00b7 <len>.w <ID>.l <str>.?B
	ID偺NPC偺夛榖偱慖戰崁栚昞帵丅奺崁栚偼':'偱嬫愗傜傟傞

	Display selectable options in the NPC dialog.  Each option in str is separated by ':'.

S 00b8 <ID>.l <select>.B
	ID偺NPC偺夛榖偺慖戰丅奺崁栚偵弴偵1乣偑怳傜傟傞丅ff偱僉儍儞僙儖?

	Make a selection from options in NPC dialog.  Numbering of select starts with 1 for first option.  FF is cancel (?)

S 00b9 <ID>.l
	ID偺NPC偲偺夛榖丅NEXT儃僞儞傪墴偟偨

	Clicked 'Next' in the NPC dialog.

S 00bb <type>.w <amount>.B
	僗僥乕僞僗up梫媮丅type偼000d偐傜0012偑弴偵STR,AGI,VIT,INT,DEX,LUK偵懳墳

	Request a raise of a stat.  type goes from 000d to 0012 for STR, AGI, VIT, INT, DEX, LUK.

R 00bc <type>.w <fail>.B <val>.B
	僗僥乕僞僗up墳摎丅fail=01側傜惉岟丅type偼00bb偲摨偠丅val偼忋偭偨屻偺悢帤
	幐攕椺偼尒偨帠柍偄偺偱撲丅僗僥乕僞僗億僀儞僩偑懌傝側偄忬懺偱
	00bb傪敪峴偱偒傞僋儔僀傾儞僩偑桳傟偽丄fail=00偵側傞偺偱偼側偄偐偲梊憐

	Response to the 00bb request to raise a stat.  If fail=01 it succeeded (shouldn't it be called 'success', then?  Bah...)
	type is the same value as in 00bb.  val is the value after being raised.

	It is unknown when it fails because it hasn't been observed.
	You can't send 00bb when you don't have the status points to raise a skill.
	It may be that fail=00 when it fails.

R 00bd <status point>.w <STR>.B <STRupP>.B <AGI>.B <AGIupP>.B <VIT>.B <VITupP>.B <INT>.B <INTupP>.B <DEX>.B <DEXupP>.B <LUK>.B <LUKupP>.B <ATK>.w <ATKbonus>.w <MATKmax>.w <MATKmin>.w <DEF>.w <DEFbonus>.w <MDEF>.w <MDEFbonus>.w <HIT>.w <FLEE>.w <FLEEbonus>.w <critical>.w ?.w
	傑偲傔偰僗僥乕僞僗忣曬傪憲傞僷働僢僩

	Information packet for the various stats.

R 00be <type>.w <val>.B
	昁梫僗僥乕僞僗億僀儞僩峏怴僷働僢僩丅type偼0020乣0025偑弴偵STR乣LUK偵懳墳

	Packet to update required stat points.  type can be 0020-0025 for STR-LUK.

S 00bf <type>.B
	僄儌乕僔儑儞傪弌偡丅type偼00-0c(,0d)偑ALT+1乣ALT+9,ALT+0,僠儑僉,僌乕,僷乕(,娯崙婙)偵懳墳
	00=!	01=?	02=偆傟偟偄(侓)	03=僴乕僩	04=娋	05=偁偼偼(揹媴)
	06=偄傗偩側(仈)	07=搟傝(傕傗傕傗)08=偍嬥(亹)	09=乧	0a=僠儑僉
	0b=僌乕	0c=僷乕	0d=娯崙婙	0e=戝偒偄僴乕僩	0f=偁傝偑偲偆(thanks)
	10=柍擮	11=偛傔傫(sorry)	12=徫偄	13=娋偐偒	14=偁偺
	15=嵟崅(GoodJob)16=僉儑儘僉儑儘	17=僔儑僢僋	18=傑傞	19=僶僣
	1a=僿儖僾(help)	1b=go	1c=偊乕傫	1d=偔偡偔偡	1e=偪傘
	1f=偪傘偪傘	20=傆傫	21=偆傫偆傫

	Display an emotion.  type can be 00-0c(,0d) for ALT+1-ALT+9, ALT-0, CTRL+-, CTRL++,CTRL+\(,korean flag):

	00=!
	01=?
	02=Happy (music note)
	03=Heart
	04=Sweat drop
	05=Aha! (light bulb)
	06=Dislike (bulging vein)
	07=Anger (storm cloud)
	08=Money (dollar sign)
	09=...
	0a=Scissors (V-sign)
	0b=Rock (Fist)
	0c=Paper (Wave)
	0d=Korean Flag
	0e=Big Heart
	0f=Thanks
	10=Regret
	11=Sorry
	12=Laugh
	13=Sweat (lots)
	14=Uhh... (head-scratch)
	15=Good Job (#1, thumbs-up)
	16=Looking from side-to-side
	17=Shock!
	18=Circle (O)
	19=Strike (X)
	1a=Help!
	1b=Go!
	1c=Sob	
	1d=Giggle
	1e=Kiss
	1f=Kiss-kiss
	20=Sigh of exasperation (pfft!)
	21=Yeah, yeah (head nod)

R 00c0 <ID>.l <type>.B
	ID偺恖偑僄儌乕僔儑儞傪弌偟偨丅type偼00bf偲摨偠

	Character with given ID made an emotion.  type is the same as 00bf.
S 00c1
	login恖悢栤偄崌傢偣

	Request amount of people logged in (/who).

R 00c2 <val>.l
	login恖悢墳摎

	Response to request for number of people logged in.

R 00c3 <ID>.l <type>.B <val>.B
	尒偨栚曄峏丅type偼00偱杮懱(揮怑帪摍)丄02偑晲婍丄03偑摢(壓)丄04偑摢(忋)丄05偑摢(拞)丄08偑弬

	Change how you are seen.

	type=00 body (job)
	type=01 hairstyle
	type=02 weapon
	type=03 head (lower)
	type=04 head (upper)
	type=05 head (middle)
	type=06 hair color
	type=07 clothes color
	type=08 shield

R 00c4 <ID>.l
	榖偐偗偨NPC偑彜恖偩偭偨偺偱buy/sell慖戰憢弌

	The NPC ID being spoken to gives a buy/sell option window.

R 00c5 <ID>.l <type>.B
	buy/sell慖戰丅type=00側傜buy丅type=01側傜sell

	Select buy/sell:

	type=00 buy
	type=01 sell

R 00c6 <len>.w {<value>.l <DCvalue>.l <type>.B <item ID>.w}.11B*
	NPC偺偍揦buy慖戰帪丅DCvalue偼彜恖DC屻偺抣抜

	NPC shop's items available for purchase.  DCvalue is the value after applying player's Discount skill.

R 00c7 <len>.w {<index>.w <value>.l <OCvalue>.l}.10B*
	NPC偺偍揦sell慖戰帪丅OCvalue偼彜恖OC屻偺抣抜

	NPC shop's sell window.  OCvalue is the value after applying player's Overcharge skill.

S 00c8 <len>.w {<amount>.w <item ID>.w}.4B*
	NPC偺偍揦偐傜攦偆

	Request to buy items from the NPC's shop.

S 00c9 <len>.w {<index>.w <amount>.w}.4B*
	NPC偺偍揦偵攧傞

	Request to sell items to the NPC's shop.

R 00ca <type>.B
	NPC偐傜峸擖廔椆丅type=00惉岟

	Response to item purchase request.  Type=00 is success.

R 00cb <type>.B
	NPC傊攧媝廔椆丅type=00惉岟

	Response to item sell request.  Type=00 is success.

S 00cc <ID>.l
	GM梡塃僋儕僢僋儊僯儏乕乽乮name乯巊梡幰嫮惂廔椆乿巊梡

	GM right-click menu option "Kick (name)" selected.

R 00cd <ID丠>.l
	GM梡塃僋儕僢僋儊僯儏乕乽乮name乯巊梡幰嫮惂廔椆乿偺墳摎
	<ID>偑0偺応崌偼幐攕偲昞帵丅(偙偺僷働僢僩偼偨偩偺墳摎偱偡丅愙懕廔椆偺婡擻偼偁傝傑偣傫丅)

	Response for GM right-click menu option "Kick (name)" selection.
	If <ID> is 0, that indicates a failure.
	(This packet is the standard response.  It is not the function for actual disconnection.)

S 00cf <nick>.24B <type>.B
	type=00 nick偐傜偺敪尵庴偗晅偗嫅斲 (/ex nick)
	type=01 nick偐傜偺敪尵庴偗晅偗嫋壜 (/in nick)

	Request to block or allow communication from one nick:
	type=00 Block all communication from nick.  (/ex nick)
	type=01 Allow all communication from nick. (/in nick)

S 00d0 <type>len.B
	type=00 慡偰偺敪尵庴偗晅偗嫅斲 (/exall)
	type=01 慡偰偺敪尵庴偗晅偗嫋壜 (/inall)

	Request to block or allow all communication:
	type=00 Block all communication. (/exall)
	type=01 Allow all communication. (/inall)

R 00d1 <type>.B <fail>.B
	fail=00 敪尵庴偗晅偗嫅斲惉岟
	fail=01 敪尵庴偗晅偗嫅斲幐攕

	Response for 00cf, /ex or /in nick request:

	type=00 Block... (?)
	type=01 Allow... (?)

	fail=00 Succeeded.
	fail=01 Failed.

R 00d2 <type>.B <fail>.B
	fail=00 慡敪尵庴偗晅偗嫅斲惉岟
	fail=01 慡敪尵庴偗晅偗嫅斲幐攕

	Response for 00d0, /exall or /inall request:

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