Iamadam
2011-02-02 23:29:43
Update: A bunch more classes & fields have been found. Haven't updated source for a while because no one seems interested.
Running on a much better framework.
TODO: (red = todo, blue = new, green = done)
Animable: x, y, plane.
Player: level, name, team, playerdef.
Character: hitDamages, animation, motion, walkX/Y, height, loopCycle, hpRatio, interacting, orientation
AnimableNode: animable, next
AnimableEntity: X1, X2, Y1, Y2
PlayerDef: equipment, name
NPC: NPC_Def
NPCDef: actions, name, level, id
NPCNode: NPC
GroundTile
Plane
Interactable
Toolkit
Viewport
SDViewport: xx, xy, xz, yx, yy, yz, zx, zy, zz, xOff, yOff, zOff
SDToolkit: viewport, xMin, xMax, yMin, yMax, zMin, zMax, xScale, yScale
SDPlane: tileHeights
SDModel: Indices1, Indices2, Indices3, pointsX, pointsY, pointsZ
NodeListCache: nodeList
NodeList: current, head
Node: next, previous, id
MenuGroupNode: NodeSubListItems
NodeSubList: getHead
NodeSub: next
Menu: option, action
ObjectInterface: x, y, width, height, text, id, stack, textColor, textureID, name, modelID, zoom, children, parentID, isHidden, actions, vScrollBar, vScrollMax, vScrollMin, hScroll, hScrollMax, hScrollMin, modelRotationX, modelRotationY, modelRotationZ, itemIndex
NodeCache: nodes
Item: id, stack
ItemDefLoader: mruNodes
ItemDef: loader, groundActions, actions
MRUNodes: nodeCache
settingArray: data
ObjectDefLoader: MRUNodes
Ground: animableList, wallObj1, wallObj2, wallDecoration1, wallDecoration2, floorDecoration
WallObjectData: id, model, orientation
FloorDecorationData: id, model, orientation
InteractiveObject: id, model, orientation
InteractiveObject2 objectData
SecondLevelObject : id, model, orientation
WallObjectSub2: composite
WallDecorationSub2: composite
FloorDecorationSub2 composite
Hey
As a few of you may know, I started work on an updater for reflection (should pyroryan ever disappear/stop maintaining his).
It is intended to be a COMMUNITY based project - just like everything else on SRL.
I will give commit access to people who have proven their ability in java. You can do this in one of two ways:
1. Be a member that I know from the old days (e.g. benland)
2. Write a search that works on all versions of RS from 629 –> current.
(You can get old versions of the client from http://www.moparisthebest.com/rs/bin/).
Everyone else has read-only access.
https://code.google.com/p/simba-reflection-updater/
If you need to ask how to use it, you are in over your head and probably shouldn't be trying.
For interests sake, here is a read out of the updater log from the latest revision:
A few of the searches are ugly but I don't care :)
That's all.
Edit:
This WILL die if no one gets involved, so if you are capable please give it a go.
Running on a much better framework.
TODO: (red = todo, blue = new, green = done)
Animable: x, y, plane.
Player: level, name, team, playerdef.
Character: hitDamages, animation, motion, walkX/Y, height, loopCycle, hpRatio, interacting, orientation
AnimableNode: animable, next
AnimableEntity: X1, X2, Y1, Y2
PlayerDef: equipment, name
NPC: NPC_Def
NPCDef: actions, name, level, id
NPCNode: NPC
GroundTile
Plane
Interactable
Toolkit
Viewport
SDViewport: xx, xy, xz, yx, yy, yz, zx, zy, zz, xOff, yOff, zOff
SDToolkit: viewport, xMin, xMax, yMin, yMax, zMin, zMax, xScale, yScale
SDPlane: tileHeights
SDModel: Indices1, Indices2, Indices3, pointsX, pointsY, pointsZ
NodeListCache: nodeList
NodeList: current, head
Node: next, previous, id
MenuGroupNode: NodeSubListItems
NodeSubList: getHead
NodeSub: next
Menu: option, action
ObjectInterface: x, y, width, height, text, id, stack, textColor, textureID, name, modelID, zoom, children, parentID, isHidden, actions, vScrollBar, vScrollMax, vScrollMin, hScroll, hScrollMax, hScrollMin, modelRotationX, modelRotationY, modelRotationZ, itemIndex
NodeCache: nodes
Item: id, stack
ItemDefLoader: mruNodes
ItemDef: loader, groundActions, actions
MRUNodes: nodeCache
settingArray: data
ObjectDefLoader: MRUNodes
Ground: animableList, wallObj1, wallObj2, wallDecoration1, wallDecoration2, floorDecoration
WallObjectData: id, model, orientation
FloorDecorationData: id, model, orientation
InteractiveObject: id, model, orientation
InteractiveObject2 objectData
SecondLevelObject : id, model, orientation
WallObjectSub2: composite
WallDecorationSub2: composite
FloorDecorationSub2 composite
Hey
As a few of you may know, I started work on an updater for reflection (should pyroryan ever disappear/stop maintaining his).
It is intended to be a COMMUNITY based project - just like everything else on SRL.
I will give commit access to people who have proven their ability in java. You can do this in one of two ways:
1. Be a member that I know from the old days (e.g. benland)
2. Write a search that works on all versions of RS from 629 –> current.
(You can get old versions of the client from http://www.moparisthebest.com/rs/bin/).
Everyone else has read-only access.
https://code.google.com/p/simba-reflection-updater/
If you need to ask how to use it, you are in over your head and probably shouldn't be trying.
For interests sake, here is a read out of the updater log from the latest revision:
#-----------------Log version 03 02-----------------
#---------------Classes (18)--------------#
Interactible : cca
Character : kba
Animable : mb
Animable_sub : rq
NPC : dv
Player : lea
Stream : tn
NPCNode : tw
Node : ns
AnimableNode : of
PlayerDef : vea
ObjectInterface : gaa
SDViewport : cl
Viewport : wc
NPCDef : at
SDToolkit : cg
Toolkit : ha
SDModel : hfa
#--------------Methods(0)---------------#
#---------------Fields(55)---------------#
Camera Pos Z: wq.h
Camera Pos Y: kfa.g
Camera Pos X: qn.x
Camera Curve X: gt.q
Camera Curve Y: ke.t
Stream_buffer: L
Stream_bufferOffset: ob
myPlayer: mc.b
npc: k
nodeID: i
nodePrev: e
nodeNext: g
npcNodeArray: rea.m
AnimableNode_getAnimable: a
AnimableNode_getNext: f
Player_PlayerDef: nd
Player_name: Md
PlayerDef_equipment: t
Player_combatLevel: Yd
NPC_combatLevel: cb
MenuOptionCount: pu.w
InterfaceArray: bja.a
InterfaceArray: dc.l
ObjectInterface_children: ac
ObjectInterface_actions: ed
menuX: lr.D
menuY: pia.f
menuWidth: up.s
menuHeight: tq.d
Canvas: vp.A
SDViewport_xX: B
SDViewport_xY: A
SDViewport_xZ: l
SDViewport_yX: H
SDViewport_yy: u
SDViewport_yZ: J
SDViewport_zX: Q
SDViewport_zY: L
SDViewport_zZ: K
SDViewport_yOff: R
SDViewport_xOff: x
SDViewport_zOff: G
NPCDefInstance: qd
npc_name: i
npc_actions: n
loginIndex: uo.l
baseX: qb.p
baseY: eia.l
Animable_plane: k
Animable_pixelX: v
Animable_pixelY: p
StaticToolkit: bp.j
loadedPlane: to.ob
character_walkQueueX: bd
character_walkQueueY: ScA few of the searches are ugly but I don't care :)
That's all.
Edit:
This WILL die if no one gets involved, so if you are capable please give it a go.