Difference between revisions of "CombatAction (000000CC)"
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===Struct=== | ===Struct=== | ||
---- | ---- | ||
− | + | <pre> | |
− | + | INT: ActionCRC | |
− | + | LONG: AttackerID | |
− | + | LONG: WeaponID | |
− | + | BYTE: AttackerEndPosture | |
− | + | BYTE: TrailsBitFlag | |
− | + | BYTE: AttackerCombatSpecialMoveEffect | |
− | + | SHORT: DefenderList | |
− | + | { | |
− | + | LONG: DefenderID | |
− | + | BYTE: DefenderEndPosture | |
− | + | BYTE: HitType | |
− | + | BYTE: DefenderCombatSpecialMoveEffect | |
− | + | } | |
− | + | </pre> | |
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===Variable Descriptions=== | ===Variable Descriptions=== | ||
---- | ---- | ||
− | : | + | :Flags = '''1B''' |
:ControllerID = '''000000CD''' | :ControllerID = '''000000CD''' | ||
---- | ---- | ||
− | * ''' | + | * '''ActionCRC''': |
− | + | The SWGCRC of the combat action being performed. Taken from | |
+ | combat/combat_manager.iff as an ENTRKEY tag. | ||
+ | * '''AttackerID''': | ||
+ | The ObjectID of the CreatureObject performing the combat action. | ||
+ | |||
+ | * '''WeaponID''': | ||
+ | The ObjectID of the Weapon being used in the action (pistol,sword,grenade,etc). | ||
+ | |||
+ | * '''AttackerEndPosture''': | ||
+ | The PostureID to put the attacker into after performing the action. | ||
+ | |||
+ | * '''TrailsBitFlag''': | ||
+ | Bit Flags used to mark which trails to turn on for the combat animation. Trails are the red light that follow the player or their weapon, and also include lightsaber trails. | ||
+ | |||
+ | Flags Are: | ||
+ | 0x01 - left_foot | ||
+ | 0x02 - right_foot | ||
+ | 0x04 - left_hand | ||
+ | 0x08 - right_hand | ||
+ | 0x10 - weapon | ||
+ | |||
+ | * '''CombatSpecialMoveEffect''': | ||
+ | This is the same for attacker and defender. This byte is currently disabled in the client, even when enabled, the textures are missing so it WILL NOT display anything besides debug errors. These WERE to be used for changing and animating state changes however that was moved out onto client effects. These values are taken from combat/special_move_visuals.iff. You may always just send 0 for this. | ||
+ | |||
+ | |||
+ | * '''CombatSpecialMoveEffects''': | ||
+ | |||
+ | 0x0 - NONE | ||
+ | 0x1 - target | ||
+ | 0x2 - blinded | ||
+ | 0x3 - damage | ||
+ | 0x4 - dizzied | ||
+ | 0x5 - duck | ||
+ | 0x6 - intimidated | ||
+ | 0x7 - knockdown | ||
+ | 0x8 - startle | ||
+ | 0x9 - startled | ||
+ | 0xA - stunned | ||
+ | 0xB - surprised | ||
+ | 0xC - target_body | ||
+ | 0xD - target_head | ||
+ | 0xE - target_leg | ||
+ | |||
+ | * '''DefenderID''': | ||
+ | The ObjectID of the CreatureObject defending against the attacker on this action. No Defender is listed if the action only applies to the attacker themselves. Also: The client is restricted to only allowing 1 Defender to be listed per action. | ||
+ | |||
+ | * '''DefenderEndPosture''': | ||
+ | The PostureID to put the Defender into after the attack action is completed. The Defender may only be forced into a posture if the ENTRKEY has that PostureID listed as one of its options. These are marked with a ENTRPOST tag in the combat/combat_manager.iff file. Otherwise the posture WILL NOT WORK. | ||
+ | |||
+ | * '''PosturesFromCombatManager''': | ||
+ | 0x0 - Standing | ||
+ | 0x1 - Kneeling | ||
+ | 0x2 - Prone | ||
+ | 0xD - Incapacitated | ||
+ | |||
+ | * '''HitType''': | ||
+ | |||
+ | This is the result type of the combat action (miss,hit,dodge,etc). It is also called Disposition in the client assembly. Every ENTRKEY has a list of possible dispositions for that action, given by a ENTRDISP key.Not all options are available for every combat action so refer to combat/combat_manager.iff for info. | ||
+ | |||
+ | Dispositions: | ||
+ | 0x0 - MISS | ||
+ | 0x1 - HIT | ||
+ | 0x2 - BLOCK | ||
+ | 0x3 - DODGE | ||
+ | 0x5 - COUNTER | ||
+ | 0x7 - RICOCHET | ||
+ | 0x8 - REFLECT | ||
+ | 0x9 - REFLECT_TO_TARGET | ||
+ | |||
+ | CommonToMelee:0,1,2,3,5 | ||
+ | CommonToRanged:0,1,3,7 | ||
− | |||
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|valign=top| | |valign=top| | ||
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||{{ObjControllerMessageTag}} | ||{{ObjControllerMessageTag}} | ||
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− | ||{{ | + | ||{{100%}} |
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|} | |} | ||
|} | |} | ||
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===Example Packet=== | ===Example Packet=== |
Latest revision as of 11:00, 19 December 2008
Object Controller - CombatAction (000000CC)
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StructINT: ActionCRC LONG: AttackerID LONG: WeaponID BYTE: AttackerEndPosture BYTE: TrailsBitFlag BYTE: AttackerCombatSpecialMoveEffect SHORT: DefenderList { LONG: DefenderID BYTE: DefenderEndPosture BYTE: HitType BYTE: DefenderCombatSpecialMoveEffect } Variable Descriptions
The SWGCRC of the combat action being performed. Taken from combat/combat_manager.iff as an ENTRKEY tag.
The ObjectID of the CreatureObject performing the combat action.
The ObjectID of the Weapon being used in the action (pistol,sword,grenade,etc).
The PostureID to put the attacker into after performing the action.
Bit Flags used to mark which trails to turn on for the combat animation. Trails are the red light that follow the player or their weapon, and also include lightsaber trails. Flags Are: 0x01 - left_foot 0x02 - right_foot 0x04 - left_hand 0x08 - right_hand 0x10 - weapon
This is the same for attacker and defender. This byte is currently disabled in the client, even when enabled, the textures are missing so it WILL NOT display anything besides debug errors. These WERE to be used for changing and animating state changes however that was moved out onto client effects. These values are taken from combat/special_move_visuals.iff. You may always just send 0 for this.
0x0 - NONE 0x1 - target 0x2 - blinded 0x3 - damage 0x4 - dizzied 0x5 - duck 0x6 - intimidated 0x7 - knockdown 0x8 - startle 0x9 - startled 0xA - stunned 0xB - surprised 0xC - target_body 0xD - target_head 0xE - target_leg
The ObjectID of the CreatureObject defending against the attacker on this action. No Defender is listed if the action only applies to the attacker themselves. Also: The client is restricted to only allowing 1 Defender to be listed per action.
The PostureID to put the Defender into after the attack action is completed. The Defender may only be forced into a posture if the ENTRKEY has that PostureID listed as one of its options. These are marked with a ENTRPOST tag in the combat/combat_manager.iff file. Otherwise the posture WILL NOT WORK.
0x0 - Standing 0x1 - Kneeling 0x2 - Prone 0xD - Incapacitated
This is the result type of the combat action (miss,hit,dodge,etc). It is also called Disposition in the client assembly. Every ENTRKEY has a list of possible dispositions for that action, given by a ENTRDISP key.Not all options are available for every combat action so refer to combat/combat_manager.iff for info. Dispositions: 0x0 - MISS 0x1 - HIT 0x2 - BLOCK 0x3 - DODGE 0x5 - COUNTER 0x7 - RICOCHET 0x8 - REFLECT 0x9 - REFLECT_TO_TARGET CommonToMelee:0,1,2,3,5 CommonToRanged:0,1,3,7 |
Tags
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Example Packet
05 00 'Opperand Count 46 5E CE 80 'ObjController 1B 00 00 00 'Sub-Op CC 00 00 00 'CommandOp 19 00 00 00 00 00 00 00 'Reciepeint ID 00 00 00 00 'Spacing 08 E3 38 40 'Animation CRC 19 00 00 00 00 00 00 00 'Character ID 3A 00 00 00 00 00 00 00 'Character ID + Weapon ID Offset (58) 00 'Posture FF FF 'Red Tail 01 00 'Num of Defenders 7C 1B 06 00 00 00 00 00 'Defender ID 00 'posture of defender 01 00 C2 AD
CRC List
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