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Client Game Data

Posted: Thu Jan 07, 2010 8:21 am
by Arremis
For those of you interested, I thought I would give you a list of Game Data that is sent to the UI. This data can be manipulated, added to, taken from, etc. Custom Game Data files can be created for UI purposes. Regardless of what data the server sends, it all goes through the UI. Bear in mind though, all the data that goes through the UI is purely cosmetic. It's completely up to the server owner to decide what data is streamed to the client.

Getting to the point, for those of you wanting to make custom zone names, classes, etc., you can add to this data, and stream the information from your server. How exactly the server does this, I don't know, but LethalEncounter should. Perhaps we can come up with some kind of "filter" which translates, for example, the word "Shadowknight" into the word "Anti-Paladin", or perhaps there's a way to stream "Shadowknight" data to the "Anti-Paladin" object.

So here's the list. This information can be found in the UI folder, eq2ui_gamedata.xml. Note that items in [brackets] are sub-data of sub-data. Also note, that the data objects are set in a parent/child hierarchy.

Achievement: FreeRespecCount, RespecCount, MaxPoints, EventItem, EventNPC, EventQuest, EventExploration, EventCollection, Points, ExperienceCurrent, ExperienceBubble, AvailablePoints, ExperienceConversion

Arena: Side0Members, Side1Members, Side3Members, Side3Members, Side0 [Kills, Deaths, Objectives, Ratio, Visible, Winner], Side1 [Kills, Deaths, Objectives, Ratio, Visible, Winner], Side2 [Kills, Deaths, Objectives, Ratio, Visible, Winner], Side3 [Kills, Deaths, Objectives, Ratio, Visible, Winner]

Actions: Experience, Pet, Player, Coin_0, Coin_1, Coin_2, Coin_3

Coins: Coin_0, Coin_1, Coin_2, Coin_3, BankCoin_0, BankCoin_1, BankCoin_2, BankCoin_3, TradeCoin_0, TradeCoin_1, TradeCoin_2, TradeCoin_3, SharedCoin_0, SharedCoin_1, SharedCoin_2, SharedCoin_3,TradeTheirCoin_0, TradeTheirCoin_1, TradeTheirCoin_2, TradeTheirCoin_3, CommissionWorkPayementCoin_0, CommissionWorkPaymentCoin_1, CommissionWorkPaymentCoin_2, CommissionWorkPaymentCoin_3

Command: Map

Data: ActiveQuestDSC, GuildBank0Events, GuildBank1Events, GuildBank2Events, GuildBank3Events, GuildEvents, GuildEventFilters, GuildPermissions, GuildPersonalityTagDS, GuildPlayStyleDS, GuildRanks

General: EarthTime, EarthDate, Time, DayWeek, Day, Month, Year, Ping, PacketLoss, BytesPerSecond, FramesPerSecond, MOTD, Downloading

SpellInfo: Bank1[Key1(Name, ReuseText, ReuseSec), Key2 ... Key12(Name, ReuseText, ReuseSec)], Bank2 ... Bank10[Key1(Name, ReuseText, ReuseSec) Note the ... is used to indicate the same information repeated over and over and over.

Group: Group_0[Speaking, Window, LFG, InZone, Name, Level, Race, Archetype, Class, Subclass, HealthPercent, PowerPercent, CurrentHealth, CurrentPower, MaxHealth, MaxPower, Effect1, Effect2, Effect3, Effect4, Effect5, PetName, PetHealth, PetPower], Group_1[...], Group_2[...], Group_3[...], Group_4[...], Group_5

Guild: BankName, Bank1Name, Bank2Name, Bank3Name, Bank4Name, Created, EventCount, EventLimit, Experience, ExperienceBubble, ExperienceFull, Level, LevelFull, LockedEventCount, LockedEventLimit, Members, MOTD, Name, Online, Accounts, Patrons, RecruitingLongText, RecruitingShortText, SpendableStatus, GuildHallLocation, FlagLocation

ImpliedTarget: Window, Name, Level, Health, Power,Threat, SecondaryThreat

Items: Inventory, Equipment

Maintained: Spell_1[Window, Icon, Name, Target, Duration, AmountRemaining], Spell_2[...], Spell_3[...], ... Spell_30[...]

Marketplace: WalletBallance

Pet: Window, Name, Health, Power

Quest: ActiveWindow, Active, ActiveName, ActiveNameLevel, ActiveLevel, ActiveDescriptor, ActiveCurrentZone, ActiveTimer, CollectionCompleted, CollectionProgress, Update, UpdateQuestName, UpdateNameLevel, UpdateLevel, UpdateDescriptor, UpdateText, UpdateReason

Raid: Member_0[Speaking, Effect1, Effect2, Effect3, Effect4, Effect5], Member_1[...], ... Member_23[...]

Self: MentorLevel, UnopenedBoosters, IsHated, InPVP, Diety, AccountAge, AchievementPoints, ActualLevel, AFK, Anonymous, Archetype, AutoAttack, TimeSinceAutoAttack, TimeSinceSecondaryAutoAttack, TimeSinceRangedAutoAttack, BindLocation, Breath, BreathMax, Class, CombatExperienceDisabled, QuestExperienceDisabled, CharacterBonusExperienceDisabled, Concentration_1, Concentration_2, Concentration_3, Concentration_4, Concentration_5, CurrentLanguage, DeclineDuelInvites, DeclineGroupInvites, DeclineGuildInvites, DeclineRaidInvites, DeclineLONInvites, DeclineTradeInvites, DeclineVoiceInvites, EffectiveLevel, ExperienceBubble, ExperienceCurrent, ExperiennceDebtCurrent, Gender, GuildHeraldry, GuildJoined, GuildRank, GuildRecruiting, GuildRecruitingClass, GuildRecruitingMessage, GuildPatron, GuildStatus, Heading, Health, HideAchievements, HideCload, HideIllusion, HideHelm, HideHood, HouseLocation, Lastname, Level, LevelClass, LFW, LFG, LFM, Location, Name, Power, PvPImmmunity, Race, RaceGender, RangedAutoAttack, Roleplaying, ShowRanged, SubClass, SpiritProgress, SpiritRank_1, SpiritRank_2, SpiritRank_3, SpiritRank_4, SpiritRank_5, Spirit_1, Spirit_2, Spirit_3, Spirit_4, Spirit_5, TradeskillLevel, TradeskillLevelClass, TradeskillArchetype, TradeskillClass, TradeskillSubClass, TradeskillExperienceBubble, TradeskillExperiennceCurrent, TSExperienceDebtCurrent, TSVitality, TSVitalityLowerMarker, TSVitalityOverflowMarker, TSVitalityUpperMarker, Vitality, VitalityLowerMarker, VitalityOverflowMarker, VitalityUpperMarker, Weight, ZoneNamme, ZoneLocaleName

Spells: Window, Casting, Failure, MaintainedWindow

Stats: DPS, Run_Speed, Haste, Hate_Mod, Defense_Mitigation, Defense_MitigationPercent, Defense_Avoidance, Defense_AvoidanceBase, Defense_AvoidanceBlock, Defense_AvoidanceDeflection, Defense_AvoidanceParry, CurrentStatus, LifetimeStatus, PowerRange, HealthRange, ConcentrationRange, Defense, Strength, Agility, Stamina, Intelligence, Wisdom, Slashing, Crushing, Piercing, Divine, Heat, Cold, Magic, Mental, Disease, Poison, Damage_Reduction_Slashing, Damage_Reduction_Crushing, Damage_Reduction_Piercing, Damage_Reduction_Divine, Damage_Reduction_Heat, Damage_Reduction_Cold, Damage_Reduction_Magic, Damage_Reduction_Mental, Damage_Reduction_Disease, Damage_Reduction_Poison, Damage_Reduction_Percent_Slashing, Damage_Reduction_Percent_Crushing, Damage_Reduction_Percent_Piercing, Damage_Reduction_Percent_Divine, Damage_Reduction_Percent_Heat, Damage_Reduction_Percent_Cold, Damage_Reduction_Percent_Magic, Damage_Reduction_Percent_Mental, Damage_Reduction_Percent_Disease, Damage_Reduction_Percent_Poison, Melee_Crit_Chance, Ranged_Crit_Chance, Heal_Crit_Chance, DmgSpell_Crit_Chance, Heal_Amount_Mod, Spell_Amount_Mod, Melee_Amount_Mod, HP_Regen, Power_Regen, Double_Atk_Percent, Ranged_Atk_Percent, AE_AutoAtk_Percent, Spell_Reuse_Percent, Spell_Cast_Percent, Spell_Recovery_Percent, Accuracy, Flurry, Critical_Mitigation, Shield_Effectiveniess, Deflection_Chance, Primary_Damage_Range, Secondary_Damage_Range, Ranged_Damage_Range, Primary_Delay, Secondary_Delay, Ranged_Delay

Target: ThreatShowWindow, Window, Name, Level, Health, Power, Threat, SecondaryThreat

UIState: ZoneReuse[Filter], Self[SubmitRecruitingImage, RecruitingDetailsButton, RecruitingImagePage, UpdatedRecruitingImage, UpdateRecruitingMessage], Guild[BankPermissionsSelectedRank, Bank1_CanWithdraw, Bank1_ItemLimit_Check, Bank1_ItemLimit, Bank1_CoinLimit_Check, Bank1_CoinLimit, Bank2_ ... Bank4_CoinnLimit, NotifyGuildMembersOnline, MemberFilter, CanChangeSelectedRankName, CanDeleteSelectedGuildEvent, CanDemoteSelectedMember, CanEditMOTD, CanEditRecruitingText, CanLockSelectedGuildEvent, CanPromoteSelectedMember, CanRemoveSelectedMember, CanUnlockSelectedGuildEvent, GuildEventPrivacy, Recruiting_Fighter, Recruiting_Priest, Recruiting_Scout, Recruiting_Mage, Recruiting_Tradeskill, Recruiting_Training, Recruiting_PlayStyle, Recruiting_Tag0, Recruiting_Tag1, Recruiting_Tag2, Recruiting_Tag3, Recruiting_MinLevel

VoiceChat: Info[ParticipantCount, ChannelName, ChannelStatus, TalkingStatus, VisibleTalkIndicator, ColorTalkIndicator], Participants, Sessions

WHEW! That's ALOT of Game Data! I don't even know what half of these are, but it's amazing the amount of stuff that gets sent to the client, isn't it? If you want to discuss further, or have any questions, here we are :)

Re: Client Game Data

Posted: Fri Jan 08, 2010 5:03 pm
by John Adams
Good golly! Nice post. Warms me heart to see someone else type more than 1 thought ;)