Heya, just wondering how I would go about getting the hex code for a skill on your hotbar. I currently only have the hex of heavy shot for brd but id like to get one on another job, I want to do some testing. Thanks :)
I was thinking about using the id and do that, but wouldnt it turn up like 1 million hits and be a pain in the ass to find? I just didnt try because I thought it would be near impossible with so many addresses, I know the basics of using CE to do this kind of stuff :cQuote:
Whatever you are thinking it works, gonna give you a hint on how you can find the id , reverse engineer it from the array of bytes you got for heavy shot , search in 4 byte for the skill id for heavy shot which can be found in xivdb and from there try to get the array of byte for heavy shot that you leeched from. If you manage to figure out how to do it, now just apply it to other skills by searching for it in 4 bytes
I'm gonna try doing that, didnt think about that at all. Thanks for the tip :3Quote:
The hotbar skill array also has handy flags for each skill. For example, Cast will have a 0 in the ready flag when you can't use it, and a 1 when you can. This is a particularly handy array to use. When I update Uminchu, I search for and put Cast/Bait (IDs 289/288) alternating in the first hotbar slot, then narrow down the remaining 8 or so results with the one that has the ready flag by walking to a fishing node and then rotating. You can then import the next 4x10x12 bytes to get all of the class specific hotbars and related info. Global hotbars and crosshotbars are in different memory.
As an example, here's the current 32bit version's class-specific hotbar start pointer.
PointSkillList := 0x1084248 + FFxiv.BaseAddress
OffsSkillList := [0x1C,0xC,0x18,0x1C,0x48]
I want to learn this, but I guess I'm missing something about how everything is positioned. I can get the location, but I can't find a flag that ties directly to it - best i can do is get 6 flags all around the same area that seem to be tied to it. I'm still poking around, but I'm hoping I can learn a thing or two.Quote:
The hotbar skill array also has handy flags for each skill. For example, Cast will have a 0 in the ready flag when you can't use it, and a 1 when you can. This is a particularly handy array to use. When I update Uminchu, I search for and put Cast/Bait (IDs 289/288) alternating in the first hotbar slot, then narrow down the remaining 8 or so results with the one that has the ready flag by walking to a fishing node and then rotating. You can then import the next 4x10x12 bytes to get all of the class specific hotbars and related info. Global hotbars and crosshotbars are in different memory.
As an example, here's the current 32bit version's class-specific hotbar start pointer.
PointSkillList := 0x1084248 + FFxiv.BaseAddress
OffsSkillList := [0x1C,0xC,0x18,0x1C,0x48]