using System; using System.IO; using FFXIVClassic.Common; namespace FFXIVClassic_Map_Server.packets.send.actor { class SetActorSubStatPacket { public const ushort OPCODE = 0x144; public const uint PACKET_SIZE = 0x28; enum SubStat : int { Breakage = 0x00, // (index goes high to low, bitflags) Chant = 0x01, // [Nibbles: left / right hand = value]) (AKA SubStatObject) Guard = 0x02, // [left / right hand = true] 0,1,2,3) ||| High byte also defines how many bools to use as flags for byte 0x4. Waste = 0x03, // (High Nibble) Mode = 0x04, // ??? Unknown = 0x05, // ??? SubStatMotionPack = 0x06, Unknown2 = 0x07, } public static SubPacket BuildPacket(uint sourceActorId, byte breakage, int leftChant, int rightChant, int guard, int wasteStat, int statMode, uint idleAnimationId) { byte[] data = new byte[PACKET_SIZE - 0x20]; using (MemoryStream mem = new MemoryStream(data)) { using (BinaryWriter binWriter = new BinaryWriter(mem)) { binWriter.Write((byte)breakage); binWriter.Write((byte)(((leftChant & 0xF) << 8) | (rightChant & 0xF))); binWriter.Write((byte)(guard & 0xF)); binWriter.Write((byte)((wasteStat & 0xF) << 8)); binWriter.Write((byte)(statMode & 0xF)); binWriter.Write((byte)0); binWriter.Write((UInt16)(idleAnimationId&0xFFFF)); } } return new SubPacket(OPCODE, sourceActorId, data); } } }