Difference between revisions of "Game Opcodes:Set Group LayoutID"
From FFXIV Classic Wiki
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| 0x15 || byte || 1 Byte || unknown3 || Always 1? | | 0x15 || byte || 1 Byte || unknown3 || Always 1? | ||
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− | | 0x16 || string || | + | | 0x16 || string || 34 Bytes || actorName || Client will assign this name to the actor in the party list if actor isn't in rendering range |
|} | |} | ||
Revision as of 17:34, 26 March 2018
Something to do with modifying the party list?
- Opcode - 0x18B
- Source - Server
- Data Size - 56 bytes
- Requirements - None
Data
Offset | Data Type | Length | Variable | Description |
---|---|---|---|---|
0x00 | uint64 | 8 Bytes | groupID | ID of the group involved |
0x08 | uint32 | 4 Bytes | actorID | ID if the actor to modify |
0x0B | uint32 | 4 Bytes | unknown | 0xFFFFFFFF a lot |
0x10 | uint32 | 4 Bytes | layoutID | Map layout the actorID is in |
0x14 | byte | 1 Byte | unknown2 | Sometimes 0, sometimes 1. Online state? Verify |
0x15 | byte | 1 Byte | unknown3 | Always 1? |
0x16 | string | 34 Bytes | actorName | Client will assign this name to the actor in the party list if actor isn't in rendering range |
Notes
- Has something to do with keeping party members updated in some fashion when they're not in range of the player.
- Possibly related to map markers?
Visual Layout
0x0 | 0x1 | 0x2 | 0x3 | 0x4 | 0x5 | 0x6 | 0x7 | 0x8 | 0x9 | 0xA | 0xB | 0xC | 0xD | 0xE | 0xF | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | groupID | actorID | unknown | |||||||||||||
0x10 | layoutID | unk2 | unk3 | |||||||||||||
0x20 | actorName | |||||||||||||||
0x30 |