Open ghost opened 7 years ago
You wouldn't happen to know the memory offsets for DX9 duty finder timer/pop would you? I've been trying to locate them in Cheat Engine but they're kinda elusive.. D:
@roxaskeyheart Actually I haven't had the need for that yet, but I'll add it to my todo. At the moment I am working more with 64bit than 32bit but I'll let you know if I find something.
That's all good, I'm looking forward to the 64-bit offsets anyways~ :) but in the mean time I will keep digging.
@ChristianIvicevic I just saw this... omg... been so busy with family but I'm back playing now :D
BitMask for combat flags is now +16E7, the Icon to combine with it is +16D9
0=1 1=4 2=6 3=2 4=3 6=5
In regards to how you have them listed.
Since @EmperorArthur started an issue in the main repository for 64bit offsets which are outdated I thought we can have that collection of information in the Memory repository where everyone can share his results.
The following lists and tables are non-exhaustive and there are many things that either have to be verified or found in the first place. For example I wasn't able to find units for all mob difficulty icons in the game.
I'd be glad if you happen to have something to improve this overview.
ActorEntity
In my newest gist you will find a Cheat Engine list of addresses and a Lua script included in the ct file which is separately available as well. When you run CE and open the ct file it will automatically attach to the game and calculate the addresses which are written to the memory records so you don't have to find base addresses at all.
Here are my current offsets for the
ActorEntity
target struct (with some redundant annotations about the values):Icons
These icons appear next to a players name in the party list and/or above their heads next to their name, and describe what the player's status or what they are seeking. The
IconId
obtained at0x1B0
is different to the ones from the API. Either the API is highly outdated or 64 bit has almost completely different ids. I wasn't able to get all the icons yet since I couldn't create an alliance, find someone with particular quests or FATEs as well as some duty realated stuff. Here is my non-exhaustive list for the time being:Factions
Certains entities are associated with factions. Aggressiveness and hostility are not the same which is why factions must be used to determine either of those. NPC guards can be aggressive but they are not hostile towards your character. There is a enmity table for each faction to deduce hostility but this is just too deep into the memory. The factions I encountered thus far are the following:
Combat Flags
At
0x15CA
you will encounter a byte which indicates certain actions and behaviors of an entity. Thus far I only noticed four interesting bits:0x1
0x2
0x4
0x80
Mob Difficulty Ranks
At
0x179D
there is a byte that describes (together with the first bit of the Combat Flags) which icons is displayed above an enemy. Here is a table with the values I found thus far:Aggressive
0
3
1
6
2
Passive
0
1
2
Status Effects
Status effects start at
0x1850
and are 12 bytes long with the following structure:0x00
Int16
0x02
Int8
0x03
Int8
0x04
float
0x08
Int32
It seems that only 30 status effect fit in there as seen in the attached picture. Enemies which are not PCs seem to have more, however Ravahn mentioned once they are not actually stored in the momory but communicated using network packages. I'll be trying to track the status effects on some S ranks and big FATE mobs with many people to find it out.
Metadata
I am not entirely sure but I do think that the entire struct is
0x2730
bytes long for 64bit. Here is a ToDo list as well to keep track on what is still missing to recreate a compatible structure with yourActorEntity
class without my custom additions and findings.Camera
Right at
ffxiv_dx11.exe+0x16BE8C0
there is a 4 byte pointer that points to the camera structure. It contains a lot of different variables, but the most notable ones are the following:+0x110
Int8
+0x118
float
+0x134
float
+0x138
float
+0x1A0
float
+0x1A4
float
+0x1A8
float
+0x1B0
float
+0x1B4
float
+0x1B8
float
Map ID
The current map id (not to confuse with the zone id!) can be found directly at
ffxiv_dx11.exe+0x186F940
as aInt32
value. However, some maps dont have this value, e.g. "The Topmast Subdivision" in "Mist". However there is another unique value right atffxiv_dx11.exe+0x186F93C
describing that map.State
AtThis wasn't the correct byte yet...ffxiv_dx11.exe+0x1870C60
you will find anInt8
which has the value 1 if the player is currently in-game; otherwise, 0 when the main menu or character selection are active.