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Action Event
Stjepan Bakrac edited this page Nov 3, 2024
·
5 revisions
incoming chunk event and check for ID 0x028.
windower.register_event('action', function(act)
--[[ Code to execute ]]
end)The act parameter is a table containing the action information. The structure is as follows:
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actor_idint
The ID belonging to the person performing the action. In the case of an attack, this would be the attacker. -
target_countint
Number of targets. -
categoryint-
01: Melee attack -
02: Finish ranged attack -
03: Finish weapon skill -
04: Finish spell casting -
05: Finish item use -
06: Use job ability -
07: Begin weapon skill or TP move -
08: Begin spell casting or interrupt casting -
09: Begin item use or interrupt usage -
10: Unknown -- Probably was intended to be the "readies" messages for JAs, which was unnecessary because they are instant. -
11: Finish TP move -
12: Begin ranged attack -
13: Pet completes ability/WS -
14: Unblinkable job ability -
15: Some RUN job abilities
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paramint
A parameter passed usually to further identify the type of action, such as spell/ability ID. -
unknownint
Related to cast animations; not fully understood. -
recastint
Spell recast time. -
targetsarray
Contains all targets affected by the action, each consisting of the following values:-
idint
The ID of the target that was affected. -
action_countint
The number of actions directed at that target. In the case of a melee round, this would be the number of attacks in that round. -
actionsarray
Contains all actions performed on a single target (with IDid).-
reactionint-
1: Evade -
2: Parry -
4: Block/Guard -
8: Hit
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animationint-
0: Main hand -
1: Off hand -
2: Left kick -
3: Right kick -
4: Daken
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effectint-
2: Critical Hit
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staggerint
Animation the target does when being hit. It appears with categories 3 and 7 as well (physical and magic WS respectively). -
paramint
A specific parameter for this action. Typically the damage number or spell ID. -
messageint _ A message to be displayed, given certain parameters. Refer to Message IDs for a full reference. -
unknownint
Unknown -
has_add_effectbooleantrueif there is an additional effect,falseotherwise -
add_effect_animationint
ID of the animation. See Additional Effect IDs for a full reference. -
add_effect_effectint
0 for attacks and abilities that do not have an additional status effect. -
add_effect_paramint
Usually the damage dealt by the additional effect, including Skillchain damage for weapon skills. -
add_effect_messageint
Message for the additional effect. See the Message IDs reference. -
has_spike_effectbooleantrueif there is a spike effect,falseotherwise. -
spike_effect_animationint-
1: Blaze Spikes -
2: Ice Spikes -
3: Dread Spikes -
4: Water Spikes -
5: Shock Spikes -
6: Reprisal -
7: Wind Spikes -
8: Stone Spikes -
63: Counter
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spike_effect_effectint-
2: Critical hit
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spike_effect_paramint
Unknown -
spike_effect_messageint
- Message for the spike effect. See the Message IDs reference.
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