Difference between revisions of "Game Opcodes:Set All Status"
From FFXIV Classic Wiki
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:* Valid values are in the 'status' client sheet, after subtracting 200000. | :* Valid values are in the 'status' client sheet, after subtracting 200000. | ||
:* The client is scripted to handle some status effects on its own when set, and after a state change, such as Bind halting your movement, or Stealth making you invisible. | :* The client is scripted to handle some status effects on its own when set, and after a state change, such as Bind halting your movement, or Stealth making you invisible. | ||
− | :* The buffs are sorted ingame first to last, if there happens to be | + | :* The buffs are sorted ingame first to last, and doesn't show gaps between status if there happens to be ones not set. |
== Visual Layout == | == Visual Layout == |
Revision as of 14:15, 22 March 2025
Sets the status at each of the twenty slots for the actor, visible ingame by the targeting bar, not the personal status bar which is controlled via work values.
- Opcode - 0x179
- Source - Server
- Data Size - 28 bytes
- Requirements - None
Data
Offset | Data Type | Length | Variable | Description |
---|---|---|---|---|
0x00 | int16 | 2 Bytes | Status 1 | |
0x02 | int16 | 2 Bytes | Status 2 | |
0x04 | int16 | 2 Bytes | Status 3 | |
0x06 | int16 | 2 Bytes | Status 4 | |
0x08 | int16 | 2 Bytes | Status 5 | |
0x0A | int16 | 2 Bytes | Status 6 | |
0x0C | int16 | 2 Bytes | Status 7 | |
0x0E | int16 | 2 Bytes | Status 8 | |
0x10 | int16 | 2 Bytes | Status 9 | |
0x12 | int16 | 2 Bytes | Status 10 | |
0x14 | int16 | 2 Bytes | Status 11 | |
0x16 | int16 | 2 Bytes | Status 12 | |
0x18 | int16 | 2 Bytes | Status 13 | |
0x1A | int16 | 2 Bytes | Status 14 | |
0x1C | int16 | 2 Bytes | Status 15 | |
0x1E | int16 | 2 Bytes | Status 16 | |
0x20 | int16 | 2 Bytes | Status 17 | |
0x22 | int16 | 2 Bytes | Status 18 | |
0x24 | int16 | 2 Bytes | Status 19 | |
0x26 | int16 | 2 Bytes | Status 20 |
Notes
- Valid values are in the 'status' client sheet, after subtracting 200000.
- The client is scripted to handle some status effects on its own when set, and after a state change, such as Bind halting your movement, or Stealth making you invisible.
- The buffs are sorted ingame first to last, and doesn't show gaps between status if there happens to be ones not set.
Visual Layout
0x0 | 0x1 | 0x2 | 0x3 | 0x4 | 0x5 | 0x6 | 0x7 | 0x8 | 0x9 | 0xA | 0xB | 0xC | 0xD | 0xE | 0xF | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | Status1 | Status2 | Status3 | Status4 | Status5 | Status6 | Status7 | Status8 | ||||||||
0x10 | Status9 | Status10 | Status11 | Status12 | Status13 | Status14 | Status15 | Status16 | ||||||||
0x20 | Status17 | Status18 | Status19 | Status20 |