Difference between revisions of "Game Opcodes:Command Result (No Log/Effect)"
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+ | | colspan="4" style="background:#8FA6E8" | '''actorID''' | ||
+ | | colspan="4" style="background:#8FA6E8" | '''animationID''' | ||
| 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 | | 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 || 00 | ||
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! 0x10 | ! 0x10 |
Revision as of 17:23, 6 September 2018
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 Battle Action 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. |
0x20 | uint32 | 4 Bytes | numResults | The number of results in this packet. |
0x00 | uint16 | 2 Bytes | commandID | The commandID that triggered this result to fire. |
0x00 | uint16 | 2 Bytes | unknown | Always 0x810. |
Notes
- If updating state, set animation id to 0x7C000062.
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 | 00 | 00 | 00 | 00 | ||||||
0x10 | retainerData | |||||||||||||||||||
0x20 | ||||||||||||||||||||
0x30 |