Difference between revisions of "Game Opcodes:Set Occupancy Group"
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m (Forgot a note about unsetting the group) |
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! style="text-align: center; font-size: 14px;" | Description | ! style="text-align: center; font-size: 14px;" | Description | ||
|- | |- | ||
− | | 0x00 || uint64 || 8 Bytes || | + | | 0x00 || uint64 || 8 Bytes || monsterGroup || The monster group to be assigned to a playerGroup |
|- | |- | ||
− | | 0x08 || uint32 || 4 Bytes || groupType || The type of group involved, generally | + | | 0x08 || uint32 || 4 Bytes || groupType || The type of content group involved, generally MonsterPartyGroup (10002) for field monsters. Ifrit uses SimpleContentGroup (30012) |
|- | |- | ||
− | | 0x10 || uint64 || 8 Bytes || | + | | 0x10 || uint64 || 8 Bytes || playerGroup || The player group to be given claim of the monsterGroup |
|- | |- | ||
− | | 0x18 || uint32 || 4 bytes || unknown || Always 0xFFFFFFFF | + | | 0x18 || uint32 || 4 bytes || unknown || Always 0xFFFFFFFF |
|} | |} | ||
== Notes == | == Notes == | ||
− | :* A list of the groupType are in _group | + | :* A list of the groupType are in _group. |
− | :* | + | :* Set playerGroup to 00s to unset claim for a monsterGroup. |
:* hateType workvalue works based on whether a group is set as occupied by another at the time of hateType being called. | :* hateType workvalue works based on whether a group is set as occupied by another at the time of hateType being called. | ||
:::It is not retroactive and will need to be called again if the OccupancyGroup changes to ensure correct name label colour. | :::It is not retroactive and will need to be called again if the OccupancyGroup changes to ensure correct name label colour. | ||
+ | :* Monster parties do exist (Ifrit fight for example, all the dummy clones for effects are grouped), but still require individual hateType setting | ||
Line 41: | Line 42: | ||
|- | |- | ||
! 0x00 | ! 0x00 | ||
− | | colspan="8" style="background:#CEE0F2" | ''' | + | | colspan="8" style="background:#CEE0F2" | '''monsterGroup''' |
| colspan="4" style="background:#8FA6E8" | '''groupType''' | | colspan="4" style="background:#8FA6E8" | '''groupType''' | ||
| 00 || 00 || 00 || 00 | | 00 || 00 || 00 || 00 | ||
|- | |- | ||
! 0x10 | ! 0x10 | ||
− | | colspan="8" style="background:#C0E8A7" | ''' | + | | colspan="8" style="background:#C0E8A7" | '''playerGroup''' |
| colspan="4" style="background:#f1cbff" | '''unknown''' | | colspan="4" style="background:#f1cbff" | '''unknown''' | ||
| 00 || 00 || 00 || 00 | | 00 || 00 || 00 || 00 |
Latest revision as of 19:11, 4 March 2019
Sets a group for another group to occupy/have ownership of.
- Opcode - 0x187
- Source - Server
- Data Size - 64 bytes
- Requirements - None
Data
Offset | Data Type | Length | Variable | Description |
---|---|---|---|---|
0x00 | uint64 | 8 Bytes | monsterGroup | The monster group to be assigned to a playerGroup |
0x08 | uint32 | 4 Bytes | groupType | The type of content group involved, generally MonsterPartyGroup (10002) for field monsters. Ifrit uses SimpleContentGroup (30012) |
0x10 | uint64 | 8 Bytes | playerGroup | The player group to be given claim of the monsterGroup |
0x18 | uint32 | 4 bytes | unknown | Always 0xFFFFFFFF |
Notes
- A list of the groupType are in _group.
- Set playerGroup to 00s to unset claim for a monsterGroup.
- hateType workvalue works based on whether a group is set as occupied by another at the time of hateType being called.
- It is not retroactive and will need to be called again if the OccupancyGroup changes to ensure correct name label colour.
- Monster parties do exist (Ifrit fight for example, all the dummy clones for effects are grouped), but still require individual hateType setting
Visual Layout
Packet Data Layout | ||||||||||||||||
0x0 | 0x1 | 0x2 | 0x3 | 0x4 | 0x5 | 0x6 | 0x7 | 0x8 | 0x9 | 0xA | 0xB | 0xC | 0xD | 0xE | 0xF | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | monsterGroup | groupType | 00 | 00 | 00 | 00 | ||||||||||
0x10 | playerGroup | unknown | 00 | 00 | 00 | 00 | ||||||||||
0x20 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 |
0x30 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 | 00 |
0x40 | ||||||||||||||||
0x50 | ||||||||||||||||
0x60 | ||||||||||||||||
0x70 | ||||||||||||||||
0x80 | ||||||||||||||||
0x90 | ||||||||||||||||
0xA0 |