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 */
};