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