TODO: Parse this and turn it into Job tags
.,:rsr,
:2;,;r2A@@5
@2::s5A#@@@ @r. .
sd;:riXA#@@ :@@@Gir;;AS9
Bs::sS3A#@2 @@#AhXirsS#;
iHrLr5d#@@@ .@#95sr;;rie
i*' `*@3 @@A2sr;:;r#5
:..:rll: @@A5sr::r3@
@Hr;iZ#@@@@ `:rr;;;;:
S@r.;i2#@@@ @s. ..
@2::ri2A@@# B@G2ir:...5i
:@r,r3X##@@ @G5sr:..,:A
.@Ar;;rSB@@# H#2sr;,..,is
.' `* ,@ASs;:..,:B
;rr;:,..,:.
`'''
W I N D O W S
and
W I N E
vector
vector
the skill that will be increased at the end of the mood (or not)
seems to be indexes in the list of possible colors defined in the raws for each group
Incrementaly assigned
seems to be just like the old occupations
like mood materials, 0=bars, 4=stone, 5=wood, 57=cloth, 54=leather ...
subsubtype ?
subtype ?
index of material (for example, 2 is for silver)
set only for shell / bone mood requirements ?
WORLD: 0x0165c1d0 ?
Was 0x17f5ab8
List of offsets in the VTable :
(in the vtable)
BOGUS!
.-"""-.
' \
|,. ,-. | _________________________
|()L( ()| | \ \
|,' `".| | /_ Argh !!! \
|.___.',| ` \________________________\
.j `--"' ` `.
/ ' ' \
/ / ` `.
/ / ` .
/ / l |
. , L I N U X | |
,"`. .| |
_.' ``. | `..-'l
| `.`, | `.
| `. __.j )
|__ |--""___| ,-'
`"--...,+"""" `._,.-'
vector
vector
CHMOD
VERIFY!
chmod
CHMOD
Incrementaly assigned
seems to be just like the old occupations
like mood materials, 0=bars, 4=stone, 5=wood, 57=cloth, 54=leather ...
subsubtype ?
subtype ?
index of material (for example, 2 is for silver)
set only for shell / bone mood requirements ?
VERIFIED
Creatures
=========
WORLD + 0x139E0
0x92d79d4
0x92d79e0 = real one? seems like it
0x92d7a10
VERIFIED
VERIFIED
VERIFIED
VERIFIED