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added ion's and showmo's enums
- added nullable DateTime param to UnixTimeStampUTC
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10 changed files with 188 additions and 19 deletions
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@ -1,8 +1,6 @@
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using FFXIVClassic.Common;
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using System;
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using FFXIVClassic.Common;
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namespace FFXIVClassic_Map_Server.packets.send.actor
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{
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class SetActorStatePacket
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@ -6,10 +6,21 @@ using FFXIVClassic.Common;
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namespace FFXIVClassic_Map_Server.packets.send.actor
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{
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class SetActorSubStatPacket
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{
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{
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public const ushort OPCODE = 0x144;
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public const uint PACKET_SIZE = 0x28;
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enum SubStat : int
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{
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Breakage = 0x00, // (index goes high to low, bitflags)
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Chant = 0x01, // [Nibbles: left / right hand = value]) (AKA SubStatObject)
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Guard = 0x02, // [left / right hand = true] 0,1,2,3) ||| High byte also defines how many bools to use as flags for byte 0x4.
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Waste = 0x03, // (High Nibble)
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Mode = 0x04, // ???
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Unknown = 0x05, // ???
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SubStatMotionPack = 0x06,
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Unknown2 = 0x07,
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}
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public static SubPacket BuildPacket(uint sourceActorId, byte breakage, int leftChant, int rightChant, int guard, int wasteStat, int statMode, uint idleAnimationId)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -10,6 +10,89 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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Disengage = 12002,
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Attack = 22104,
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}
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//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
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[Flags]
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public enum HitEffect : uint
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{
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//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
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//These are the recoil animations that play on the target, ranging from weak to strong.
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//The recoil that gets set was likely based on the percentage of HP lost from the attack.
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RecoilLv1 = 0,
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RecoilLv2 = 1 << 0,
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RecoilLv3 = 1 << 1,
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//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
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CriticalHit = RecoilLv2 | RecoilLv3,
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//Hit visual and sound effects when connecting with the target.
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//Mixing these flags together will yield different results.
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//Each visual likely relates to a specific weapon.
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//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
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HitVisual1 = 1 << 2,
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HitVisual2 = 1 << 3,
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HitVisual3 = 1 << 4,
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HitVisual4 = 1 << 5,
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//An additional visual effect that plays on the target when attacked if:
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//The attack is physical and they have the protect buff on.
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//The attack is magical and they have the shell buff on.
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//Special Note: Shell was removed in later versions of the game.
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//Another effect plays when both Protect and Shell flags are activated.
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//Not sure what this effect is.
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//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
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Protect = 1 << 6,
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Shell = 1 << 7,
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ProtectShellSpecial = Protect | Shell,
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//Unknown = 1 << 8, -- Not sure what this flag does.
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//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
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//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
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HitEffect1 = 1 << 9,
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HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
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Hit = HitEffect1 | HitEffect2, //A standard hit effect with sound effect.
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HitEffect3 = 1 << 11,
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HitEffect4 = 1 << 12,
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HitEffect5 = 1 << 13,
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GustyHitEffect = HitEffect3 | HitEffect2,
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GreenTintedHitEffect = HitEffect4 | HitEffect1,
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//Knocks you back away from the attacker.
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KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
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KnockbackLv2 = HitEffect4 | HitEffect3,
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KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
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KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
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KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
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//Knocks you away from the attacker in a counter-clockwise direction.
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KnockbackCounterClockwiseLv1 = HitEffect5,
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KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
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//Knocks you away from the attacker in a clockwise direction.
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KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
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KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
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//Completely drags target to the attacker, even across large distances.
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DrawIn = HitEffect5 | HitEffect3,
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//An additional visual effect that plays on the target based on according buff.
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UnknownShieldEffect = HitEffect5 | HitEffect4,
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Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
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//Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
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//A special effect when performing appropriate skill combos in succession.
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//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
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//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
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SkillCombo1 = 1 << 15,
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SkillCombo2 = 1 << 16,
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SkillCombo3 = SkillCombo1 | SkillCombo2,
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SkillCombo4 = 1 << 17
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//Flags beyond here are unknown/untested.
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}
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class BattleActionX01Packet
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{
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public const ushort OPCODE = 0x0139;
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