Jump to content

Recommended Posts

Posted

many people want to change colors of system chat messages, you can use either some utils, like l2asm/disasm, l2 fileedit, lineage utils, or decipher file with l2encdec, and edit it with hexedit, or other editor (i didn't recomend notepad, or wordpad). i hope, you'll find this info usefull either you want to build own tool to edit this file, or u will be editing it manualy, or u are simply curious.

 

you may find some info about this file also in l2asm/disasm tool, but it's very brief.

 

first 4 bytes is count of messages in file, it's unsigned int32.

next comes messages, one after another.

structure of message is following

C3,C4,C5

Unsigned Int32 id;

Unsigned Int32 unknown; // 01 00 00 00

String message;

Unsigned Int32 group;

4 Bytes rgba;

String item_sound;

String sys_msg_ref;

 

C6,CT1

Unsigned Int32 id;

Unsigned Int32 unknown; // 01 00 00 00

String message;

Unsigned Int32 group;

4 Bytes rgba;

String item_sound;

String sys_msg_ref;

5 bytes on_screen_attrib;

String on_screen_msg;

String source;

 

id - ID of message - messages are numbered ascending, with unique ID, and incement 1 (so, number of messages is also ID o last message)

unknown - 4 bytes, which i still didn't decipher, and didn't found any info about, but for every messages it's in hex 01 00 00 00

message - unicode text of message, can be also ansi, for localized version. it's null terminated string. if you are editing this manualy structure is simple

ANSI first byte - number of message characters, second byte - for ansi, here starts the message text, after message there is 00 (null character)

UNICODE first byte - number of characters, second byte is 01, next message follows, every char ocupies 2 bytes, after message there is 00 (null character)

group - message source group (see explanation for source field)

rgba - it's color of message in order Red,Green,Blue,Alpha Channel (mostly is alpha not used)

item_sound - name of sound resource, it's in form sourcefile.itemname, eg. ItemSound3.sys_failed means, that message has assigned sound sys_failed, from ItemSound3.uax file

sys_msg_ref - system message refference - not sure, but possibly message that triggers additional action in client (like, class change, when you get mail, etc.)

 

as of interlude, there are new attributes

on_screen_attrib - you know that big message, which appears, when match on olympiad started, castle siege started, etc.? this is 5 bytes, related to that message

1st byte - position on screen, if you divide screen to 3x3 matrix, then start numbering from left in row, skipp left down, because there is chat window, it looks like

1 2 3

4 5 6

X 7 8

2nd byte - currently don't know, but on every message it's 0

3rd byte - duration of message (eg. how long is diplayed, in seconds)

4th byte - didn't succesfully decipher, but if it's 1, then message appears, if any other number, message is not displayed

5th byte - didn't successfully deciphered, mostly set to 0, for some messages is set to 1

on_screen_message - this is text, of that big message, format is the same, as for normal message (see above)

source - ansi message, which identifies source of message, this part is also related to message group (see above)

group - source - explanation

0 - none - messages without source (or class if you prefer that term)

0 - siege - castle/fortress siege related messages

1 - battle - nondamage combat messages (successfull defense, critical hit, miss, etc.)

2 - server - general server messages

3 - damage - didn't need explanation (you make damage, you take damage)

4 - popup - message is displayed in popup window

5 - error - if any action produces error, here you go (cancel trade, failed invitation, failed login, etc.)

6 - petition - use of petition system

7 - useitems - didn't need explanation (eg. use shots, potions, enabled shots, equip armor, etc.)

 

if you have any aditional info, about items, that i have not deciphered yet, or any corrections, you are welcome.

 

Credits to mexmer

Source www.postpacific.com

 

PS : If some1 posted it before , delete my topic !

 

 

Mod Edit: Prefix added. => A-Style

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • As if I’m the one hiding behind alt accounts just to get attention.   Anyway, congratulations on the commit—that’s what you wanted, right?   P.S. Why did you edit your last reply? It’s pointless; it’s already quoted right there, in case you hadn’t noticed.   EOF
    • Let me think ...   I come to your forum, I send you a fix for the exploit. I do not mention that its exploit nor I say how to reproduce it cause Mobius got mad the last time this happened. You personally reply and reject that it works. Probably you didnt understood it.  But then again you personally have been an asshole to me for months in your shitty discord server (which is why i left). I reply back and hint you how it works without giving unnecessary details, you still dont understand. You leave it unpatched for days ... Then you come here mention me and challenge me to post a video of the exploit ...   Asshole-ness is a mutually contracted disease. If you stop being one, I can stop being one.     
    • You initially claimed you didn't want to disclose the exploit because it could harm the project.   So why did you later decide to publish the exploitation method publicly, before the fix was released?   What changed?   My issue isn't with the bug itself, but rather with how it was discovered.   I shouldn't just assume that the bug actually works; if it was an AI that discovered it, then that is precisely the context in which proof becomes mandatory.   And another thing: why don’t you start by opening threads detailing all the bugs you claim to have discovered, instead of broadcasting vulnerabilities on an open forum?   Why do you expect recognition beforehand? That’s not the logical order of things—you provide actual help first, and only then do you earn recognition. That’s how things work in the real world.
    • Why would I need to prove the exploit ? Can't you figure it out from the code in the patch ? I thought you are a developer. Proving the exploit would help everyone reproduce it. 
    • Hi everyone! We've got a big update 🙂   We've finally updated our UPNOVA Store.   What's already available: - ECHO.GG — a ready-made website for a Lineage 2 server: home page, news, article page, mobile-friendly layout, RU and EN versions, 5 color themes and Figma source files. Clean HTML/CSS/JS markup, so it's easy to recolor for your own project. You can also add a matching launcher design and a banner pack in the same style at a discount. - Ready-made updaters for L2 in three styles — we'll adapt them to your server in 2–4 days.   How to buy: - choose a plan: from the markup in one theme to a full buyout (the design is taken off sale and stays yours only); - pay by card or crypto; - files arrive right after payment — by email and in the "Orders" tab on the site.   We'll keep adding to the catalog: designs for other games are next in line. Need something custom? Drop us a message and we'll make it for you.   What else is new on the site: - The site is faster and smoother: updated interface, animations and icons, more comfortable on mobile. - A new contact form, now even more convenient (small thing, but nice). - English version of the store and the site: for international projects, with a better translation that also helps with Google. - AI logo generator for game servers (beta): create a logo in a couple of minutes right on the site. - Seasonal theme: Halloween is on the site until November 1 🎃 (we'll come up with something for New Year too)   🛒 Store: https://upnova.ru/en/store-en/ 🌐 Our website: https://upnova.ru/en/   Good luck with your launches, everyone! 🙏
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..