Substruct_MaintainedEffects

EQ2Emulator Development forum.

Moderator: Team Members

Post Reply
User avatar
Zcoretri
Team Member
Posts: 1642
Joined: Fri Jul 27, 2007 12:55 pm
Location: SoCal

Substruct_MaintainedEffects

Post by Zcoretri » Fri Feb 27, 2009 12:35 pm

I think I have resolved some unknowns in this struct.
Current struct:

Code: Select all

- <Struct Name="Substruct_MaintainedEffects" ClientVersion="1">
  <Data ElementName="name" Type="char" Size="60" /> 
  <Data ElementName="target" Type="int32" Size="1" /> 
  <Data ElementName="unknown" Type="int8" Size="1" /> 
  <Data ElementName="spell_id" Type="int32" Size="1" /> 
  <Data ElementName="unknown2" Type="int32" Size="1" /> 
  <Data ElementName="icon" Type="int16" Size="1" /> 
  <Data ElementName="icon_type" Type="int16" Size="1" /> 
  <Data ElementName="unknown3" Type="int16" Size="1" /> 
  <Data ElementName="time_remaining" Type="float" Size="1" /> 
  <Data ElementName="icon_color" Type="int32" Size="1" /> 
  </Struct>
new struct:

Code: Select all

- <Struct Name="Substruct_MaintainedEffects" ClientVersion="1">
  <Data ElementName="name" Type="char" Size="60" /> 
  <Data ElementName="target" Type="int32" Size="1" /> 
  <Data ElementName="target_type" Type="int8" Size="1" /> 
  <Data ElementName="spell_id" Type="int32" Size="1" /> 
  <Data ElementName="slot_pos" Type="int32" Size="1" /> 
  <Data ElementName="icon" Type="int16" Size="1" /> 
  <Data ElementName="icon_type" Type="int16" Size="1" /> 
  <Data ElementName="unknown3" Type="int8" Size="1" /> 
  <Data ElementName="conc_used" Type="int8" Size="1" />
  <Data ElementName="time_remaining" Type="float" Size="1" /> 
  <Data ElementName="icon_color" Type="int32" Size="1" /> 
  </Struct>

On the target type I got these values:
0 = Self
1 = Pet <--------------Edit: played with server code and found it displayed this :)
2 = <Spawn> Name <-----Edit: setting this displayed nothing, where on live it displays the name of target of the spell
3 = Group

slot_num = position of the shown icon in the maintained window

unknown3 still unknown, but there was always a 1 here

conc_used = every maintained effect that used a concentration slot show a value of 1 here.
Last edited by Zcoretri on Sat Feb 28, 2009 1:35 am, edited 2 times in total.

LethalEncounter
Team: Zombie
Posts: 2717
Joined: Wed Jul 25, 2007 10:10 pm

Re: Substruct_MaintainedEffects

Post by LethalEncounter » Fri Feb 27, 2009 2:43 pm

Awesome, thanks! Whenever I get around to fixing spells (soon), I'll be sure to use this :)

User avatar
Scatman
Retired
Posts: 1688
Joined: Wed Apr 16, 2008 5:44 am
EQ2Emu Server: Scatman's Word
Characters: Scatman
Location: New Jersey

Re: Substruct_MaintainedEffects

Post by Scatman » Fri Feb 27, 2009 2:50 pm

Nice job Zcor :)

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: Substruct_MaintainedEffects

Post by John Adams » Fri Feb 27, 2009 5:27 pm

Motion put before the team to append any statement giving estimated time frames with the Sony Online Entertainment Official Disclaimer "soon(tm)".

Do I hear a second?

User avatar
Zcoretri
Team Member
Posts: 1642
Joined: Fri Jul 27, 2007 12:55 pm
Location: SoCal

Re: Substruct_MaintainedEffects

Post by Zcoretri » Sat Feb 28, 2009 1:36 am

John Adams wrote:Motion put before the team to append any statement giving estimated time frames with the Sony Online Entertainment Official Disclaimer "soon(tm)".

Do I hear a second?
Second the motion

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests