Difference between revisions of "Game Opcodes:Command Result (x10 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 | + | 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 as well as [[Game Opcodes:Command Result (x01 /Effect)|Command Result (x01 /Effect)]] and [[Game Opcodes:Command Result (x18 /Effect)|Command Result (x18 /Effect)]] all have the same properties, only the maximum amount of effects/logs changes. This packets stores up to 10 results. | + | This packet as well as [[Game Opcodes:Command Result (x01 Log/Effect)|Command Result (x01 Log/Effect)]] and [[Game Opcodes:Command Result (x18 Log/Effect)|Command Result (x18 Log/Effect)]] all have the same properties, only the maximum amount of effects/logs changes. This packets stores up to 10 results. |
:; Opcode - 0x13A | :; Opcode - 0x13A | ||
| Line 59: | Line 59: | ||
| 0xA0 || byte * 10 || 10 Bytes || resultParam || Used in switched cases in various logs. For example sets the direction an attack was done from. | | 0xA0 || byte * 10 || 10 Bytes || resultParam || Used in switched cases in various logs. For example sets the direction an attack was done from. | ||
|- | |- | ||
| − | | 0xAA || byte * 10 || 10 Bytes || | + | | 0xAA || byte * 10 || 10 Bytes || resultHitNum || Which hit in a sequence of hits this is. |
|} | |} | ||
| Line 87: | Line 87: | ||
| colspan="2" style="background:#f1cbff" | '''commandID''' | | colspan="2" style="background:#f1cbff" | '''commandID''' | ||
| colspan="2" style="background:#CEE0F2" | '''unknown''' | | colspan="2" style="background:#CEE0F2" | '''unknown''' | ||
| − | | colspan="8" style="background:#8FA6E8" | | + | | colspan="8" style="background:#8FA6E8" | |
|- | |- | ||
! 0x30 | ! 0x30 | ||
| colspan="16" style="background:#8FA6E8" | '''resultTargetActorID''' | | colspan="16" style="background:#8FA6E8" | '''resultTargetActorID''' | ||
| + | |- | ||
! 0x40 | ! 0x40 | ||
| − | | colspan="16" style="background:#8FA6E8" | | + | | colspan="16" style="background:#8FA6E8" | |
| + | |- | ||
! 0x50 | ! 0x50 | ||
| − | | colspan="16" style="background:# | + | | colspan="16" style="background:#f1cbff" | '''resultAmount''' |
| + | |- | ||
! 0x60 | ! 0x60 | ||
| − | | colspan="4" style="background:# | + | | colspan="4" style="background:#f1cbff" | '' |
| − | | colspan="12" style="background:#8FA6E8" | '' | + | | colspan="12" style="background:#8FA6E8" | '' |
| + | |- | ||
! 0x70 | ! 0x70 | ||
| colspan="8" style="background:#8FA6E8" | '''resultWorldMasterTextID''' | | colspan="8" style="background:#8FA6E8" | '''resultWorldMasterTextID''' | ||
| − | | colspan=" | + | | colspan="8" style="background:#f1cbff" | '''resultEffectID''' |
| − | | colspan=" | + | |- |
| − | | colspan=" | + | ! 0x80 |
| − | + | | colspan="16" style="background:#f1cbff" | | |
| + | |- | ||
| + | ! 0x90 | ||
| + | | colspan="16" style="background:#f1cbff" | | ||
| + | |- | ||
| + | ! 0xA0 | ||
| + | | colspan="8" style="background:#8FA6E8" | '''resultParam''' | ||
| + | | colspan="8" style="background:#CEE0F2" | '''resultHitNum''' | ||
|} | |} | ||
[[Category:Unfinished]] | [[Category:Unfinished]] | ||
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 as well as Command Result (x01 Log/Effect) and Command Result (x18 Log/Effect) all have the same properties, only the maximum amount of effects/logs changes. This packets stores up to 10 results.
- Opcode - 0x13A
- Source - Server
- Data Size - 0xD8 bytes
- Requirements - None
Contents
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 1 for this packet unless you are wasting bandwidth. |
| 0x24 | uint16 | 2 Bytes | commandID | The commandID that triggered this result to fire. |
| 0x26 | uint16 | 2 Bytes | unknown | Always 0x810. |
Result Data
| Offset | Data Type | Length | Variable | Description |
|---|---|---|---|---|
| 0x28 | actorID * 10 | 40 Bytes | resultTargetActorID | The actorID this result is happening to. IE: If an actor died, it will use the actorID's name. |
| 0x50 | uint16 * 10 | 20 Bytes | resultAmount | Used for amount results (damage done, heal done, exp gained, etc). |
| 0x64 | uint16 * 10 | 20 Bytes | resultWorldMasterTextID | The textID to display in the log. |
| 0x78 | uint32 * 10 | 40 Bytes | resultEffectID | The effect animation to display. |
| 0xA0 | byte * 10 | 10 Bytes | resultParam | Used in switched cases in various logs. For example sets the direction an attack was done from. |
| 0xAA | byte * 10 | 10 Bytes | resultHitNum | Which hit in a sequence of hits this is. |
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 | |||||||||||||
| 0x30 | resultTargetActorID | |||||||||||||||
| 0x40 | ||||||||||||||||
| 0x50 | resultAmount | |||||||||||||||
| 0x60 | ||||||||||||||||
| 0x70 | resultWorldMasterTextID | resultEffectID | ||||||||||||||
| 0x80 | ||||||||||||||||
| 0x90 | ||||||||||||||||
| 0xA0 | resultParam | resultHitNum | ||||||||||||||