Difference between revisions of "Game Opcodes:SetPushEventConditionWithTriggerBox"
From FFXIV Classic Wiki
m (Further documented) |
m (Added the layout object name thing for the cities.) |
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Line 35: | Line 35: | ||
| 0x37 || byte || 1 Bytes || unknown || | | 0x37 || byte || 1 Bytes || unknown || | ||
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− | | 0x38 || string || 8 Bytes || reactionName || DoorStandard passes to _onReaction. MarketEntrance to dtwi. | + | | 0x38 || string || 8 Bytes || reactionName || DoorStandard passes to _onReaction. MarketEntrance to <code>dwti</code> for Limsa, <code>dtwi</code> for Gridania and Ul'dah. |
|} | |} | ||
Revision as of 21:52, 19 March 2020
Sets a push event trigger to this actor. "Push" events are collision tested events, this one specifically assigning a predefined trigger box to an actor. This seems to be some kind of driver for BG Objects.
- Opcode - 0x175
- Source - Server
- Data Size - 0x40 bytes
- Requirements - None
Data
Offset | Data Type | Length | Variable | Description |
---|---|---|---|---|
0x00 | int32 | 4 Bytes | bgObjectID | BG Object ID |
0x04 | int32 | 4 Bytes | layoutID | Layout ID |
0x08 | int32 | 4 Bytes | actorID | Actor ID that this triggers from? 1.22+ it is just set to 0x4. |
0x0C | float | 4 Bytes | unknown | |
0x10 | int32 | 4 Bytes | unknown | |
0x14 | byte | 1 Bytes | options | Format is 000[W] [Z][Y][XX] If 0x11; triggers when player leaves the circle. If 0x1, triggers when player enters the circle. |
0x15 | byte | 1 Bytes | priority | |
0x16 | byte | 1 Bytes | isSilent | |
0x17 | string | 32 Bytes | eventName | The name of the event that will be sent when a Start/End event is fired. |
0x37 | byte | 1 Bytes | unknown | |
0x38 | string | 8 Bytes | reactionName | DoorStandard passes to _onReaction. MarketEntrance to dwti for Limsa, dtwi for Gridania and Ul'dah.
|
Notes
MarketEntrance is the only known actor that uses this trigger. The box it uses presumably defined by dtwi, dtwo, utwi, utwo in the MapLayoutResourceData file.
DoorStandard also uses this programmatically in its script to trigger doors opening/closing when a player goes near them.
Visual Layout
Packet Data layout | ||||||||||||||||
0x0 | 0x1 | 0x2 | 0x3 | 0x4 | 0x5 | 0x6 | 0x7 | 0x8 | 0x9 | 0xA | 0xB | 0xC | 0xD | 0xE | 0xF | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | bgObjectID | layoutID | actorID | unknown | ||||||||||||
0x10 | unknown | options | priority | isSilent | ||||||||||||
0x20 | eventName | |||||||||||||||
0x30 | unk | reactionName |