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  #11  
Old 05-16-2016, 08:15 PM
Tyen05
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Join Date: Mar 2009
Location: eqbrowser.com
Posts: 309
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PunchQuest. Stuff below for my reference

Code:
478-OP_TargetMouse
ClientTarget_Struct {
/*000*/	uint32	new_target;			// Target ID
};

43-op_autoattack

44-op_autoattack2

109-op_damage
struct CombatDamage_Struct
{
/* 00 */	uint16	target;
/* 02 */	uint16	source;
/* 04 */	uint8	type; //slashing, etc. 231 (0xE7) for spells
/* 05 */	uint16	spellid;
/* 07 */	uint32	damage;
/* 11 */	float force;
/* 15 */	float meleepush_xy;	// see above notes in Action_Struct
/* 19 */	float meleepush_z;
/* 23 */	uint32 special; // 2 = Rampage, 1 = Wild Rampage
};

8-op_action
// this is what causes the caster to animate and the target to
// get the particle effects around them when a spell is cast
// also causes a buff icon
struct Action_Struct
{
 /* 00 */	uint16 target;	// id of target
 /* 02 */	uint16 source;	// id of caster
 /* 04 */	uint16 level; // level of caster
 /* 06 */	uint16 instrument_mod;
 /* 08 */	uint32 bard_focus_id;
// some kind of sequence that's the same in both actions
// as well as the combat damage, to tie em together?
 /* 14 */	uint32 sequence;
 /* 22 */	uint8 type;		// 231 (0xE7) for spells
 /* 27 */	uint16 spell;	// spell id being cast
 /* 31 */
};
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