Difference between revisions of "ShowCombatText (0000045A)"

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(Struct)
 
Line 6: Line 6:
 
===Struct===
 
===Struct===
 
----
 
----
 +
 +
 +
 
{| align="center"
 
{| align="center"
 
|-
 
|-
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|{{Long}}|'''Character ID'''
 
|{{Long}}|'''Character ID'''
 
|-
 
|-
|{{int}}|'''String spacer'''
+
|{{int}}|'''Spacer'''
 
|-
 
|-
|{{Ascii}}|'''Skill'''
+
|{{Long}}|'''Defender ID'''
 +
|-
 +
|{{Long}}|'''Attacker ID'''
 +
|-
 +
|{{Ascii}}|'''Output text'''
 +
|-
 +
|{{int}}|'''Spacer'''
 +
|-
 +
|{{Ascii}}|'''Output text'''
 +
|-
 +
|{{Int}}|'''Scale'''
 +
|-
 +
|{{Int}}|'''Text color'''
 +
|-
 +
|{{Short}}|'''flag'''
 
|-
 
|-
 
|}
 
|}

Latest revision as of 18:39, 6 January 2014

Object Controller - showCombatText (0000045A)

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Struct



LONG Character ID
INT Spacer
LONG Defender ID
LONG Attacker ID
ASCII Output text
INT Spacer
ASCII Output text
INT Scale
INT Text color
SHORT flag

Variable Descriptions


controllerID = 0000045A


Tags


OCM This header is part of the ObjControllerMessage.

100% This packet has been completely reversed.


  • Struct work and research by cAble (Researcher).
  • CU packet Struct. Likly to be same in precu.
  • Flag always appears as 01 with "miss"
  • Text colour can be RGB: FFF = white
  • This object controller appears to only sent the sting "miss. in captures. Needs further testing, given that other messages involving "invalid target" etc appear in white.

05 00 #Operand
46 5E CE 80 #Obj COn
0B 00 00 00 #Unknown INT
5A 04 00 00 #enum: showCombatText 

1D 03 1E E3 1A 00 00 00 #Character ID

00 00 00 00 #Spacer

ED D7 88 80 1E 00 00 00 #Defender ID 
1D 03 1E E3 1A 00 00 00 #Attacker ID

0E 00 #StringSize
63 6F 6D 62 61 74 5F 65 66 66 65 63 74 73 = combat_effects

00 00 00 00 #StringSpacer

04 00 #StringSize
6D 69 73 73 = miss
00 00 00 00 

00 00 C0 3F #scale
FF FF FF #white = string colour
01 #flag