Difference between revisions of "Game Opcodes:Command Result (No Log/Effect)"

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Plays animations, appends log messages, and show various effects to show the result of some action. For example a player could do an ability which would play an animation (the attack) and have a bunch of effects; damage done, enemy death, exp gain, and a level up. State changes must follow a Battle Action Result packet; usually [[Game Opcodes:Battle Action Result (No Log/Effect)|Battle Action Result (No Log/Effect)]].
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Plays animations, appends log messages, and show various effects as a result of some command. For example a player could do an ability which would play an animation (the attack) and have a bunch of effects; damage done, enemy death, exp gain, and a level up. State changes must follow a Command Result packet; usually [[Game Opcodes:Command Result (No Log/Effect)|Command Result (No Log/Effect)]].
  
 
This packet only has an animation field with no log or effect data. Use this after a main/sub state change.
 
This packet only has an animation field with no log or effect data. Use this after a main/sub state change.
Line 20: Line 20:
 
|-
 
|-
 
| 0x04 || uint32 || 4 Bytes || animationId || An [[animationID]] for the source actor to play.
 
| 0x04 || uint32 || 4 Bytes || animationId || An [[animationID]] for the source actor to play.
 +
|-
 +
| 0x08 || uint32 || 4 Bytes || unknown ||
 +
|-
 +
| 0x0C || uint32 || 4 Bytes || unknown ||
 +
|-
 +
| 0x10 || float || 4 Bytes || unknown || May be a string?
 +
|-
 +
| 0x14 || float || 4 Bytes || unknown ||
 +
|-
 +
| 0x18 || float || 4 Bytes || unknown ||
 +
|-
 +
| 0x1C || float || 4 Bytes || unknown || Definitely a float.
 
|-
 
|-
 
| 0x20 || uint32 || 4 Bytes || numResults || The number of results in this packet. Always 0 for this one.
 
| 0x20 || uint32 || 4 Bytes || numResults || The number of results in this packet. Always 0 for this one.
 
|-
 
|-
| 0x00 || uint16 || 2 Bytes || commandID || The commandID that triggered this result to fire.
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| 0x24 || uint16 || 2 Bytes || commandID || The commandID that triggered this result to fire.
 
|-
 
|-
| 0x00 || uint16 || 2 Bytes || unknown || Always 0x810.
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| 0x26 || uint16 || 2 Bytes || unknown || Always 0x810.
 
|}
 
|}
  
 
== Notes ==
 
== Notes ==
  
:* If updating state, set animation id to 0x7C000062.  
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:* If updating state, set animation id to 0x7C000062.
 +
:* In the header there may be a string. Last value may be a float.
  
 
== Visual Layout ==
 
== Visual Layout ==

Latest revision as of 22:08, 29 January 2019

Plays animations, appends log messages, and show various effects as a result of some command. For example a player could do an ability which would play an animation (the attack) and have a bunch of effects; damage done, enemy death, exp gain, and a level up. State changes must follow a Command Result packet; usually Command Result (No Log/Effect).

This packet only has an animation field with no log or effect data. Use this after a main/sub state change.

Opcode - 0x13C
Source - Server
Data Size - 0x48 bytes
Requirements - None

Data

Offset Data Type Length Variable Description
0x00 actorID 4 Bytes sourceActorID The actorID that caused this result to fire.
0x04 uint32 4 Bytes animationId An animationID for the source actor to play.
0x08 uint32 4 Bytes unknown
0x0C uint32 4 Bytes unknown
0x10 float 4 Bytes unknown May be a string?
0x14 float 4 Bytes unknown
0x18 float 4 Bytes unknown
0x1C float 4 Bytes unknown Definitely a float.
0x20 uint32 4 Bytes numResults The number of results in this packet. Always 0 for this one.
0x24 uint16 2 Bytes commandID The commandID that triggered this result to fire.
0x26 uint16 2 Bytes unknown Always 0x810.

Notes

  • If updating state, set animation id to 0x7C000062.
  • In the header there may be a string. Last value may be a float.

Visual Layout

Game Opcode layout
0x0 0x1 0x2 0x3 0x4 0x5 0x6 0x7 0x8 0x9 0xA 0xB 0xC 0xD 0xE 0xF
0x00 actorID animationID 00 00 00 00 00 00 00 00
0x10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x20 numResults commandID unknown