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Update ActorTable offsets for hp/mp, add ui (display-only.. probably) status effects
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3 changed files with 27 additions and 5 deletions
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@ -42,7 +42,7 @@ namespace Dalamud.Game.ClientState.Actors.Types {
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/// <summary>
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/// The maximum MP of this Chara.
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/// </summary>
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public int MaxMp => this.actorStruct.MaxMp;
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public int MaxMp => 10000; // Currently hardcoded because the value in actorStruct is very questionable.
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/// <summary>
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/// Byte array describing the visual appearance of this Chara. Indexed by <see cref="CustomizeIndex"/>.
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@ -38,12 +38,16 @@ namespace Dalamud.Game.ClientState.Structs
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[FieldOffset(0x1868)] public int NameId;
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[FieldOffset(0x1884)] public byte CurrentWorld;
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[FieldOffset(0x1886)] public byte HomeWorld;
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[FieldOffset(6328)] public int CurrentHp;
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[FieldOffset(6332)] public int MaxHp;
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[FieldOffset(6336)] public int CurrentMp;
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[FieldOffset(6340)] public int MaxMp;
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[FieldOffset(0x1898)] public int CurrentHp;
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[FieldOffset(0x189C)] public int MaxHp;
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[FieldOffset(0x18A0)] public int CurrentMp;
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// This value is weird. It seems to change semi-randomly between 0 and 10k, definitely
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// in response to mp-using events, but it doesn't often have a value and the changing seems
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// somewhat arbitrary.
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[FieldOffset(0x18AA)] public int MaxMp;
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[FieldOffset(6358)] public byte ClassJob;
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[FieldOffset(6360)] public byte Level;
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[FieldOffset(0x1958)][MarshalAs(UnmanagedType.ByValArray, SizeConst = 20)] public StatusEffect[] UIStatusEffects;
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}
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}
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18
Dalamud/Game/ClientState/Structs/StatusEffect.cs
Normal file
18
Dalamud/Game/ClientState/Structs/StatusEffect.cs
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@ -0,0 +1,18 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Dalamud.Game.ClientState.Structs
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{
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/// <summary>
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/// Native memory representation of a FFXIV status effect.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct StatusEffect
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{
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public short EffectId;
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public byte StackCount;
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public byte Param;
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public float Duration;
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public int OwnerId;
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}
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}
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