project-meteor-server/FFXIVClassic Map Server/packets/send/Actor/battle/BattleAction.cs

125 lines
5.2 KiB
C#

using FFXIVClassic.Common;
using System;
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]
public enum HitEffect : uint
{
//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
//These are the recoil animations that play on the target, ranging from weak to strong.
//The recoil that gets set was likely based on the percentage of HP lost from the attack.
RecoilLv1 = 0,
RecoilLv2 = 1 << 0,
RecoilLv3 = 1 << 1,
//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
CriticalHit = RecoilLv2 | RecoilLv3,
//Hit visual and sound effects when connecting with the target.
//Mixing these flags together will yield different results.
//Each visual likely relates to a specific weapon.
//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
HitVisual1 = 1 << 2,
HitVisual2 = 1 << 3,
HitVisual3 = 1 << 4,
HitVisual4 = 1 << 5,
//An additional visual effect that plays on the target when attacked if:
//The attack is physical and they have the protect buff on.
//The attack is magical and they have the shell buff on.
//Special Note: Shell was removed in later versions of the game.
//Another effect plays when both Protect and Shell flags are activated.
//Not sure what this effect is.
//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
Protect = 1 << 6,
Shell = 1 << 7,
ProtectShellSpecial = Protect | Shell,
//Unknown = 1 << 8, -- Not sure what this flag does.
//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
HitEffect1 = 1 << 9,
HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
Hit = HitEffect1 | HitEffect2, //A standard hit effect with sound effect.
HitEffect3 = 1 << 11,
HitEffect4 = 1 << 12,
HitEffect5 = 1 << 13,
GustyHitEffect = HitEffect3 | HitEffect2,
GreenTintedHitEffect = HitEffect4 | HitEffect1,
//Knocks you back away from the attacker.
KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
KnockbackLv2 = HitEffect4 | HitEffect3,
KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
//Knocks you away from the attacker in a counter-clockwise direction.
KnockbackCounterClockwiseLv1 = HitEffect5,
KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
//Knocks you away from the attacker in a clockwise direction.
KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
//Completely drags target to the attacker, even across large distances.
DrawIn = HitEffect5 | HitEffect3,
//An additional visual effect that plays on the target based on according buff.
UnknownShieldEffect = HitEffect5 | HitEffect4,
Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
//Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
//A special effect when performing appropriate skill combos in succession.
//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
SkillCombo1 = 1 << 15,
SkillCombo2 = 1 << 16,
SkillCombo3 = SkillCombo1 | SkillCombo2,
SkillCombo4 = 1 << 17
//Flags beyond here are unknown/untested.
}
//Mixing some of these flags will cause the client to crash.
//Setting a flag higher than Left (0x10-0x80) will cause the client to crash.
[Flags]
public enum HitDirection : byte
{
None = 0,
Front = 1 << 0,
Right = 1 << 1,
Rear = 1 << 2,
Left = 1 << 3
}
class BattleAction
{
public uint targetId;
public ushort amount;
public ushort worldMasterTextId;
public uint effectId;
public byte param;
public byte unknown;
/// <summary>
/// this field is not actually part of the packet struct
/// </summary>
//public uint animation;
public BattleAction(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte unknown = 0)
{
this.targetId = targetId;
this.worldMasterTextId = worldMasterTextId;
this.effectId = effectId;
this.amount = amount;
this.param = param;
this.unknown = unknown;
}
}
}