Fix Excruciate removign status from enemy rather than caster
This commit is contained in:
Yogurt
2019-06-05 19:28:02 -07:00
272 changed files with 8223 additions and 2425 deletions

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@@ -0,0 +1,12 @@
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
class BattleAction
{
public uint targetId;
public ushort amount;
public ushort worldMasterTextId;
public uint effectId;
public byte param;
public byte unknown;
}
}

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@@ -0,0 +1,59 @@
using FFXIVClassic.Common;
using System;
using System.IO;
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
class BattleActionX10Packet
{
public const ushort OPCODE = 0x013A;
public const uint PACKET_SIZE = 0xD8;
public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList)
{
byte[] data = new byte[PACKET_SIZE - 0x20];
using (MemoryStream mem = new MemoryStream(data))
{
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
binWriter.Write((UInt32)sourceActorId);
binWriter.Write((UInt32)animationId);
//Missing... last value is float, string in here as well?
binWriter.Seek(0x20, SeekOrigin.Begin);
binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this)
binWriter.Write((UInt16)commandId);
binWriter.Write((UInt16)810); //?
binWriter.Seek(0x20, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt32)action.targetId);
binWriter.Seek(0x50, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt16)action.amount);
binWriter.Seek(0x64, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt16)action.worldMasterTextId);
binWriter.Seek(0x78, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt32)action.effectId);
binWriter.Seek(0xA0, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((Byte)action.param);
binWriter.Seek(0xAA, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((Byte)action.unknown);
}
}
return new SubPacket(OPCODE, sourceActorId, data);
}
}
}

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@@ -0,0 +1,59 @@
using FFXIVClassic.Common;
using System;
using System.IO;
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
class BattleActionX18Packet
{
public const ushort OPCODE = 0x013B;
public const uint PACKET_SIZE = 0x148;
public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList)
{
byte[] data = new byte[PACKET_SIZE - 0x20];
using (MemoryStream mem = new MemoryStream(data))
{
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
binWriter.Write((UInt32)sourceActorId);
binWriter.Write((UInt32)animationId);
//Missing... last value is float, string in here as well?
binWriter.Seek(0x20, SeekOrigin.Begin);
binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this)
binWriter.Write((UInt16)commandId);
binWriter.Write((UInt16)810); //?
binWriter.Seek(0x58, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt32)action.targetId);
binWriter.Seek(0xA0, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt16)action.amount);
binWriter.Seek(0xC4, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt16)action.worldMasterTextId);
binWriter.Seek(0xE8, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((UInt32)action.effectId);
binWriter.Seek(0x130, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((Byte)action.param);
binWriter.Seek(0x142, SeekOrigin.Begin);
foreach (BattleAction action in actionList)
binWriter.Write((Byte)action.unknown);
}
}
return new SubPacket(OPCODE, sourceActorId, data);
}
}
}

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@@ -1,12 +1,9 @@
using FFXIVClassic.Common;
using System;
using System.Collections.Generic;
using System;
using FFXIVClassic_Map_Server.actors.chara.ai;
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.packets.send.actor.battle;
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
[Flags]

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@@ -1,8 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Collections.Generic;
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{

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@@ -2,7 +2,7 @@
using System;
using System.IO;
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
class CommandResultX00Packet
{