--Copyright (c) 2013~2016, Byrthnoth --All rights reserved. --Redistribution and use in source and binary forms, with or without --modification, are permitted provided that the following conditions are met: -- * Redistributions of source code must retain the above copyright -- notice, this list of conditions and the following disclaimer. -- * Redistributions in binary form must reproduce the above copyright -- notice, this list of conditions and the following disclaimer in the -- documentation and/or other materials provided with the distribution. -- * Neither the name of nor the -- names of its contributors may be used to endorse or promote products -- derived from this software without specific prior written permission. --THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND --ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED --WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE --DISCLAIMED. IN NO EVENT SHALL BE LIABLE FOR ANY --DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES --(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; --LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND --ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT --(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS --SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. parse = { i={}, -- Incoming packets o={} -- Outgoing packets, currently none are really parsed for information } parse.i[0x00A] = function (data) windower.debug('zone change') command_registry = Command_Registry.new() table.clear(not_sent_out_equip) player.id = data:unpack('I',0x05) player.index = data:unpack('H',0x09) if player.main_job_id and player.main_job_id ~= data:byte(0xB5) and player.name and player.name == data:unpack('z',0x85) and not gearswap_disabled then windower.debug('job change on zone') load_user_files(data:byte(0xB5)) else player.name = data:unpack('z',0x85) end player.main_job_id = data:byte(0xB5) player.sub_job_id = data:byte(0xB8) player.vitals.max_hp = data:unpack('I',0xE9) player.vitals.max_mp = data:unpack('I',0xED) player.max_hp = data:unpack('I',0xE9) player.max_mp = data:unpack('I',0xED) update_job_names() world.zone_id = data:unpack('H',0x31) _ExtraData.world.conquest = false for i,v in pairs(region_to_zone_map) do if v:contains(world.zone_id) then _ExtraData.world.conquest = { region_id = i, region_name = res.regions[i][language], } break end end weather_update(data:byte(0x69)) world.logged_in = true _ExtraData.world.in_mog_house = data:byte(0x81) == 1 _ExtraData.player.base_str = data:unpack('H',0xCD) _ExtraData.player.base_dex = data:unpack('H',0xCF) _ExtraData.player.base_vit = data:unpack('H',0xD1) _ExtraData.player.base_agi = data:unpack('H',0xD3) _ExtraData.player.base_int = data:unpack('H',0xD5) _ExtraData.player.base_mnd = data:unpack('H',0xD7) _ExtraData.player.base_chr = data:unpack('H',0xD9) _ExtraData.player.add_str = data:unpack('h',0xDB) _ExtraData.player.add_dex = data:unpack('h',0xDD) _ExtraData.player.add_vit = data:unpack('h',0xDF) _ExtraData.player.add_agi = data:unpack('h',0xE1) _ExtraData.player.add_int = data:unpack('h',0xE3) _ExtraData.player.add_mnd = data:unpack('h',0xE5) _ExtraData.player.add_chr = data:unpack('h',0xE7) _ExtraData.player.str = _ExtraData.player.base_str + _ExtraData.player.add_str _ExtraData.player.dex = _ExtraData.player.base_dex + _ExtraData.player.add_dex _ExtraData.player.vit = _ExtraData.player.base_vit + _ExtraData.player.add_vit _ExtraData.player.agi = _ExtraData.player.base_agi + _ExtraData.player.add_agi _ExtraData.player.int = _ExtraData.player.base_int + _ExtraData.player.add_int _ExtraData.player.mnd = _ExtraData.player.base_mnd + _ExtraData.player.add_mnd _ExtraData.player.chr = _ExtraData.player.base_chr + _ExtraData.player.add_chr refresh_ffxi_info() blank_0x063_v9_inc = true end parse.i[0x00B] = function(data) -- Blank temporary items when zoning. items.temporary = make_inventory_table() end parse.i[0x00E] = function (data) if pet.index and pet.index == data:unpack('H',9) and math.floor((data:byte(11)%8)/4)== 1 then local status_id = data:byte(32) -- Filter all statuses aside from Idle/Engaged/Dead/Engaged dead. if pet.status_id ~= status_id and (status_id < 4 or status_id == 33 or status_id == 47) then if not next_packet_events then next_packet_events = {sequence_id = data:unpack('H',3)} end next_packet_events.pet_status_change = {newstatus=res.statuses[status_id][language],oldstatus=pet.status} pet.status = res.statuses[status_id][language] pet.status_id = status_id end end end parse.i[0x01B] = function (data) for job_id = 1,23 do player.jobs[to_windower_api(res.jobs[job_id].english)] = data:byte(job_id + 72) end local enc = data:unpack('H',0x61) local tab = {} for slot_id,slot_name in pairs(default_slot_map) do local tf = (((enc%(2^(slot_id+1))) / 2^slot_id) >= 1) if encumbrance_table[slot_id] and not tf and not_sent_out_equip[slot_name] and not disable_table[i] then tab[slot_name] = not_sent_out_equip[slot_name] not_sent_out_equip[slot_name] = nil end if encumbrance_table[slot_id] and not tf then msg.debugging("Your "..slot_name.." slot is now unlocked.") end encumbrance_table[slot_id] = tf end if table.length(tab) > 0 and not gearswap_disabled then refresh_globals() equip_sets('equip_command',nil,tab) end end parse.i[0x01E] = function (data) local bag = to_windower_compact(res.bags[data:byte(0x09)].english) local slot = data:byte(0x0A) local count = data:unpack('I',5) local status = data:byte(0x0B) if not items[bag][slot] then items[bag][slot] = make_empty_item_table(slot) end items[bag][slot].count = count items[bag][slot].status = status if count == 0 then items[bag][slot].id = 0 items[bag][slot].bazaar = 0 items[bag][slot].status = 0 end end parse.i[0x01F] = function (data) local bag = to_windower_compact(res.bags[data:byte(0x0B)].english) local slot = data:byte(0x0C) if not items[bag][slot] then items[bag][slot] = make_empty_item_table(slot) end items[bag][slot].id = data:unpack('H',9) items[bag][slot].count = data:unpack('I',5) items[bag][slot].status = data:byte(0x0D) end parse.i[0x020] = function (data) local bag = to_windower_compact(res.bags[data:byte(0x0F)].english) local slot = data:byte(0x10) if not items[bag][slot] then items[bag][slot] = make_empty_item_table(slot) end items[bag][slot].id = data:unpack('H',0x0D) items[bag][slot].count = data:unpack('I',5) items[bag][slot].bazaar = data:unpack('I',9) items[bag][slot].status = data:byte(0x11) items[bag][slot].extdata = data:sub(0x12,0x29) -- Did not mess with linkshell stuff end parse.i[0x037] = function (data) player.status_id = data:byte(0x31) --[[local bitmask = data:sub(0x4D,0x54) for i = 1,32 do local bitmask_position = 2*((i-1)%4) local id = data:byte(4+i) + 256*math.floor(bitmask:byte(1+math.floor((i-1)/4))%(2^(bitmask_position+2))/(2^bitmask_position)) if player.buffs[i] ~= id then if id == 255 and player.buffs[i] then player.buffs[i] = nil elseif id ~= 255 then player.buffs[i] = id end end end]] local indi_byte = data:byte(0x59) if indi_byte%128/64 >= 1 then local temp_indi = _ExtraData.player.indi _ExtraData.player.indi = { element = res.elements[indi_byte%8][language], element_id = indi_byte%8, size = math.floor((indi_byte%64)/16) + 1, -- Size range of 1~4 } if (indi_byte%16)/8 >= 1 then _ExtraData.player.indi.target = 'Enemy' else _ExtraData.player.indi.target = 'Ally' end if not gearswap_disabled then if not temp_indi then -- There was not an indi spell up refresh_globals() equip_sets('indi_change',nil,_ExtraData.player.indi,true) elseif temp_indi.element_id ~= _ExtraData.player.indi.element_id or temp_indi.target ~= _ExtraData.player.indi.target or temp_indi.size ~= _ExtraData.player.indi.size then -- There was already an indi spell up, so check if it changed refresh_globals() equip_sets('indi_change',nil,temp_indi,false) equip_sets('indi_change',nil,_ExtraData.player.indi,true) end end elseif _ExtraData.player.indi then -- An indi effect has been lost. local temp_indi = _ExtraData.player.indi _ExtraData.player.indi = nil if not gearswap_disabled then refresh_globals() equip_sets('indi_change',nil,temp_indi,false) end end local subj_ind = data:unpack('H', 0x35) / 8 if subj_ind == 0 and pet.isvalid then if not next_packet_events then next_packet_events = {sequence_id = data:unpack('H',3)} end refresh_globals() pet.isvalid = false _ExtraData.pet = {} next_packet_events.pet_change = {pet = table.reassign({},pet)} elseif subj_ind ~= 0 and not pet.isvalid then if not next_packet_events then next_packet_events = {sequence_id = data:unpack('H',3)} end _ExtraData.pet.tp = 0 next_packet_events.pet_change = {subj_ind = subj_ind} end end function parse_equip_chunk(chunk) local inv_slot = chunk:byte(1) -- 0 indicates unequipping the item local equip_slot = toslotname(chunk:byte(2)) if inv_slot == 0 then -- Unequipping local bag_id = items.equipment[equip_slot].bag_id inv_slot = items.equipment[equip_slot].slot if inv_slot == empty then return end -- unequipping something that was already unequipped? local inv = items[to_windower_compact(res.bags[bag_id].english)] if not inv[inv_slot] then inv[inv_slot] = make_empty_item_table(inv_slot) end inv[inv_slot].status = 0 -- Set the status to "unequipped" items.equipment[equip_slot] = {slot=empty,bag_id=0} else local bag_id = chunk:byte(3) local inv = items[to_windower_compact(res.bags[bag_id].english)] items.equipment[equip_slot] = {slot=inv_slot,bag_id = bag_id} if not inv[inv_slot] then inv[inv_slot] = make_empty_item_table(inv_slot) end inv[inv_slot].status = 5 -- Set the status to "equipped" end end parse.o[0x050] = function (data,injected) --equip if injected then return end -- Because of the way windower works, uninjected chunks will appear after -- injected chunks in the chunk events but will hit the server before them. -- Thus, I use insert here instead of append injected_equipment_registry[data:byte(6)]:insert(1,data:sub(5,7)) end parse.o[0x051] = function (data,injected) --equipset if injected then return end for i=9,9+4*(data:byte(5)-1),4 do injected_equipment_registry[data:byte(i+1)]:insert(1,data:sub(i,i+2)) end end parse.i[0x050] = function (data) -- should simplify this code using return when I gain confidence in it parse_equip_chunk(data:sub(5,7)) local slot = data:byte(6) for chunk,ind in injected_equipment_registry[slot]:it() do if chunk == data:sub(5,7) then -- Matched injected_equipment_registry[slot] = injected_equipment_registry[slot]:slice(ind+1) -- Eliminate current and all preceding packets if we get a match matched = true return end --[[for i=9,9+4*(chunk:byte(5)-1),4 do -- The server replies to equipset packets with both single equip packets and equipset packets. if chunk:sub(i,i+2) == data:sub(5,7) then matched = true break end end]] end -- Unexpected packet found! end function update_equipment() local tab = {} for i,v in pairs(items.equipment) do tab[i] = {bag_id = v.bag_id,slot=v.slot} end for i,v in pairs(injected_equipment_registry) do local last = v:last() if last then tab[default_slot_map[i]] = { bag_id = last:byte(3), slot = last:byte(1) == 0 and empty or last:byte(1), } end end return tab end -- The server always sends both equip responses and equipset responses following an equipset command -- Equip responses are sent for pieces the successfully equip -- The equipset response contains a copy of the original equipset and a new list of all your currently worn gear -- It always comes after the equip commands, so one way to address this is to simply read the new list of currently worn gear -- and act as if it's all unexpected. parse.i[0x117] = function (data) -- should simplify this code using return when I gain confidence in it for i=9,9+4*(data:byte(5)-1),4 do -- Byte position for the start of the current chunk local slot = data:byte(i+1) for chunk,ind in injected_equipment_registry[slot]:it() do if chunk == data:sub(i,i+2) then -- This is the response to an injected equipset packet, so remove those packets from the registry even if it actually failed to swap. injected_equipment_registry[slot] = injected_equipment_registry[slot]:slice(ind+1) end end end for i=0x49,0x85,4 do -- Update items.equipment parse_equip_chunk(data:sub(i,i+2)) end end parse.i[0x053] = function (data) local message = data:unpack('H',0xD) if (message == 0x12D or message == 0x12A or message == 0x12B or message == 0x12C) and player then -- You're unable to use trust magic if you're not the party leader, solo, pt full or trying to summon an already summoned trust local ts,tab = command_registry:find_by_time() if tab and tab.spell and tab.spell.prefix ~= '/pet' and not gearswap_disabled then tab.spell.action_type = 'Interruption' tab.spell.interrupted = true equip_sets('aftercast',nil,tab.spell) end end end parse.i[0x05E] = function (data) -- Conquest ID if _ExtraData.world.conquest then local offset = _ExtraData.world.conquest.region_id*4 + 11 if offset == 99 then offset = 95 elseif offset == 107 then offset = 99 end local strength_map = {[0]='Minimal',[1]='Minor',[2]='Major',[3]='Dominant'} local nation_map = {[0]={english='Neutral',japanese='Neutral'},[1]=res.regions[0],[2]=res.regions[1], [3]=res.regions[2],[4]={english='Beastman',japanese='Beastman'},[0xFF]=res.regions[3]} _ExtraData.world.conquest.strengths = { sandoria=strength_map[data:byte(offset+2)%4], bastok=strength_map[math.floor(data:byte(offset+2)%16/4)], windurst=strength_map[math.floor(data:byte(offset+2)%64/16)], beastmen=strength_map[math.floor(data:byte(offset+2)/64)],} _ExtraData.world.conquest.nation = nation_map[data:byte(offset+3)][language] _ExtraData.world.conquest.sandoria = data:byte(0x87) _ExtraData.world.conquest.bastok = data:byte(0x88) _ExtraData.world.conquest.windurst = data:byte(0x89) _ExtraData.world.conquest.beastmen = 100-data:byte(0x87)-data:byte(0x88)-data:byte(0x89) end end parse.i[0x061] = function (data) player.vitals.max_hp = data:unpack('I',5) player.vitals.max_mp = data:unpack('I',9) player.max_hp = data:unpack('I',5) player.max_mp = data:unpack('I',9) player.main_job_id = data:byte(13) player.main_job_level = data:byte(14) _ExtraData.player.nation_id = data:byte(0x51) _ExtraData.player.nation = res.regions[_ExtraData.player.nation_id][language] or 'None' _ExtraData.player.base_str = data:unpack('H',0x15) _ExtraData.player.base_dex = data:unpack('H',0x17) _ExtraData.player.base_vit = data:unpack('H',0x19) _ExtraData.player.base_agi = data:unpack('H',0x1B) _ExtraData.player.base_int = data:unpack('H',0x1D) _ExtraData.player.base_mnd = data:unpack('H',0x1F) _ExtraData.player.base_chr = data:unpack('H',0x21) _ExtraData.player.add_str = data:unpack('h',0x23) _ExtraData.player.add_dex = data:unpack('h',0x25) _ExtraData.player.add_vit = data:unpack('h',0x27) _ExtraData.player.add_agi = data:unpack('h',0x29) _ExtraData.player.add_int = data:unpack('h',0x2B) _ExtraData.player.add_mnd = data:unpack('h',0x2D) _ExtraData.player.add_chr = data:unpack('h',0x2F) _ExtraData.player.attack = data:unpack('H',0x31) _ExtraData.player.defense = data:unpack('H',0x33) _ExtraData.player.fire_resistance = data:unpack('h',0x35) _ExtraData.player.wind_resistance = data:unpack('h',0x37) _ExtraData.player.lightning_resistance = data:unpack('h',0x39) _ExtraData.player.light_resistance = data:unpack('h',0x3B) _ExtraData.player.ice_resistance = data:unpack('h',0x3D) _ExtraData.player.earth_resistance = data:unpack('h',0x3F) _ExtraData.player.water_resistance = data:unpack('h',0x41) _ExtraData.player.dark_resistance = data:unpack('h',0x43) _ExtraData.player.str = _ExtraData.player.base_str + _ExtraData.player.add_str _ExtraData.player.dex = _ExtraData.player.base_dex + _ExtraData.player.add_dex _ExtraData.player.vit = _ExtraData.player.base_vit + _ExtraData.player.add_vit _ExtraData.player.agi = _ExtraData.player.base_agi + _ExtraData.player.add_agi _ExtraData.player.int = _ExtraData.player.base_int + _ExtraData.player.add_int _ExtraData.player.mnd = _ExtraData.player.base_mnd + _ExtraData.player.add_mnd _ExtraData.player.chr = _ExtraData.player.base_chr + _ExtraData.player.add_chr if player.sub_job_id ~= data:byte(15) then -- Subjob change event local temp_sub = player.sub_job player.sub_job_id = data:byte(15) player.sub_job_level = data:byte(16) update_job_names() if not gearswap_disabled then refresh_globals() equip_sets('sub_job_change',nil,player.sub_job,temp_sub) end end update_job_names() end parse.i[0x062] = function (data) for i = 1,0x71,2 do local skill = data:unpack('H',i + 0x82)%32768 local current_skill = res.skills[math.floor(i/2)+1] if current_skill then player.skills[to_windower_api(current_skill.english)] = skill end end end parse.i[0x063] = function (data) if data:byte(0x05) == 0x09 and blank_0x063_v9_inc then -- After zoning, players receive a blank 0x063 v9 packet -- (because their buff line is temporarily empty) -- So this flag is set in 0x00A blank_0x063_v9_inc = false -- However, players can also reload gearswap and fail to get a 0x063 v9 packet from -- windower.packets.last_incoming, which leaves them without buff information but with a -- informative 0x063 v9 packet coming next. So this step checks confirms the packet is -- empty before returning if data:sub(0x49,0xC8) == string.char(0):rep(128) then return end end if data:byte(0x05) == 0x09 then local newbuffs = {} for i=1,32 do local buff_id = data:unpack('H',i*2+7) if buff_id ~= 255 and buff_id ~= 0 then -- 255 is used for "no buff" local t = data:unpack('I',i*4+0x45)/60+572662306+1009810800 newbuffs[i] = setmetatable({ name=res.buffs[buff_id].name, buff=copy_entry(res.buffs[buff_id]), id = buff_id, time=t, date=os.date('*t',t), }, {__index=function(t,k) if k and k=='duration' then return rawget(t,'time')-os.time() else return rawget(t,k) end end}) end end if seen_0x063_type9 then -- Look for exact matches for n,new in pairs(newbuffs) do newbuffs[n].matched_exactly = nil for i,old in pairs(_ExtraData.player.buff_details) do -- Find unchanged buffs if old.id == new.id and math.abs(old.time-new.time) < 1 and not old.matched_exactly then newbuffs[n].matched_exactly = true _ExtraData.player.buff_details[i].matched_exactly = true break end end end -- Look for time-independent matches, which are assumedly a spell overwriting itself for n,new in pairs(newbuffs) do newbuffs[n].matched_imprecisely = nil if not new.matched_exactly then for i,old in pairs(_ExtraData.player.buff_details) do -- Buffs can be overwritten if old.id == new.id and not (old.matched_exactly or old.matched_imprecisely) then newbuffs[n].matched_imprecisely = true _ExtraData.player.buff_details[i].matched_imprecisely = true break end end end end for n,new in pairs(newbuffs) do if new.matched_exactly then newbuffs[n].matched_exactly = nil elseif new.matched_imprecisely then newbuffs[n].matched_imprecisely = nil -- Matched a previous buff, but the time didn't jive so it's assumed -- that it was overwritten with the same status effect if not res.buffs[new.id] then error('GearSwap: No known status for buff id #'..tostring(new.id)) end local buff_name = res.buffs[new.id][language] windower.debug('refresh buff '..buff_name..' ('..tostring(new.id)..')') if not gearswap_disabled then refresh_globals() equip_sets('buff_refresh',nil,buff_name,new) end else -- Not matched, so it's assumed the buff is new if not res.buffs[new.id] then error('GearSwap: No known status for buff id #'..tostring(new.id)) end local buff_name = res.buffs[new.id][language] windower.debug('gain buff '..buff_name..' ('..tostring(new.id)..')') -- Need to figure out what I'm going to do with this: if T{'terror','sleep','stun','petrification','charm','weakness'}:contains(buff_name:lower()) then for ts,v in pairs(command_registry) do if v.midaction then command_registry:delete_entry(ts) end end end if not gearswap_disabled then refresh_globals() equip_sets('buff_change',nil,buff_name,true,new) end end end for i,old in pairs(_ExtraData.player.buff_details) do if not (old.matched_exactly or old.matched_imprecisely) then -- Old status was not matched to any new status, so it's assumed it was lost if not res.buffs[old.id] then error('GearSwap: No known status for buff id #'..tostring(old.id)) end local buff_name = res.buffs[old.id][language] windower.debug('lose buff '..buff_name..' ('..tostring(old.id)..')') if not gearswap_disabled then refresh_globals() equip_sets('buff_change',nil,buff_name,false,old) end end end end table.reassign(_ExtraData.player.buff_details,newbuffs) for i=1,32 do player.buffs[i] = (newbuffs[i] and newbuffs[i].id) or nil end -- Cannot reliably recall this packet using last_incoming on load because there -- are 9 version of it and you only get the last one. Hence, this flag: seen_0x063_type9 = true end end parse.i[0x067] = function (data) if player.index == data:unpack('H',0x0D) then -- You are the owner _ExtraData.pet.tp = data:unpack('H',0x11) end end parse.i[0x068] = function (data) if player.index == data:unpack('H',0x07) then -- You are the owner _ExtraData.pet.tp = data:unpack('H',0x11) end end parse.i[0x076] = function (data) partybuffs = {} for i = 0,4 do if data:unpack('I',i*48+5) == 0 then break else local index = data:unpack('H',i*48+5+4) partybuffs[index] = { id = data:unpack('I',i*48+5+0), index = data:unpack('H',i*48+5+4), buffs = {} } for n=1,32 do partybuffs[index].buffs[n] = data:byte(i*48+5+16+n-1) + 256*( math.floor( data:byte(i*48+5+8+ math.floor((n-1)/4)) / 4^((n-1)%4) )%4) end if alliance[1] then local cur_player for n,m in pairs(alliance[1]) do if type(m) == 'table' and m.mob and m.mob.index == index then cur_player = m break end end local new_buffs = convert_buff_list(partybuffs[index].buffs) if cur_player and cur_player.buffactive and not gearswap_disabled then local old_buffs = cur_player.buffactive -- Make sure the character existed before (with a buffactive list) - Avoids zoning. for n,m in pairs(new_buffs) do if type(n) == 'number' and m ~= old_buffs[n] then if not old_buffs[n] or m > old_buffs[n] then -- gaining buff equip_sets('party_buff_change',nil,cur_player,res.buffs[n][language],true,copy_entry(res.buffs[n])) old_buffs[n] = nil else -- losing buff equip_sets('party_buff_change',nil,cur_player,res.buffs[n][language],false,copy_entry(res.buffs[n])) old_buffs[n] = nil end elseif type(n) ~= 'number' then -- Clear out the string entries so we don't have to iterate over them in the second loop old_buffs[n] = nil end end for n,m in pairs(old_buffs) do if type(n) == 'number' and m ~= new_buffs[n] then-- losing buff equip_sets('party_buff_change',nil,cur_player,res.buffs[n][language],false,copy_entry(res.buffs[n])) end end end if cur_player then cur_player.buffactive = new_buffs end end end end end parse.i[0x0DF] = function (data) if data:unpack('I',5) == player.id then player.vitals.hp = data:unpack('I',9) player.vitals.mp = data:unpack('I',13) player.vitals.tp = data:unpack('I',0x11) player.vitals.hpp = data:byte(0x17) player.vitals.mpp = data:byte(0x18) player.hp = data:unpack('I',9) player.mp = data:unpack('I',13) player.tp = data:unpack('I',0x11) player.hpp = data:byte(0x17) player.mpp = data:byte(0x18) end end parse.i[0x0E2] = function (data) if data:unpack('I',5)==player.id then player.vitals.hp = data:unpack('I',9) player.vitals.mp = data:unpack('I',0xB) player.vitals.tp = data:unpack('I',0x11) player.vitals.hpp = data:byte(0x1E) player.vitals.mpp = data:byte(0x1F) player.hp = data:unpack('I',9) player.mp = data:unpack('I',0xB) player.tp = data:unpack('I',0x11) player.hpp = data:byte(0x1E) player.mpp = data:byte(0x1F) end end parse.o[0x100] = function(data) -- Scrub the equipment array if a valid outgoing job change packet is sent. local newmain = data:byte(5) if res.jobs[newmain] and newmain ~= 0 and newmain ~= player.main_job_id then windower.debug('job change') command_registry = Command_Registry.new() table.clear(not_sent_out_equip) table.clear(equip_list_history) table.clear(equip_list) player.main_job_id = newmain update_job_names() for i=0,15 do injected_equipment_registry[i]:clear() items.equipment[default_slot_map[i]] = {bag_id=0,slot=empty} end windower.send_command('lua i '.._addon.name..' load_user_files '..newmain) end if gearswap_disabled then return end local newmain = data:byte(5) if res.jobs[newmain] and newmain ~= player.main_job_id then command_enable('main','sub','range','ammo','head','neck','lear','rear','body','hands','lring','rring','back','waist','legs','feet') -- enable all slots end end function initialize_packet_parsing() for i,v in pairs(parse.i) do if i ~= 0x028 then local lastpacket = windower.packets.last_incoming(i) if lastpacket then v(lastpacket) end if i == 0x63 and lastpacket and lastpacket:byte(5) ~= 9 then -- Not receiving an accurate buff line on load because the wrong 0x063 packet was sent last end end end end