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EXDSchema/schemas/Action.yml
2024-11-08 15:34:48 -08:00

111 lines
3.2 KiB
YAML

name: Action
displayField: Name
fields:
- name: Name
- name: UnlockLink
type: link
targets: [ChocoboTaxiStand, CraftLeve, CustomTalk, DefaultTalk, FccShop, GCShop, GilShop, GuildleveAssignment, GuildOrderGuide, GuildOrderOfficer, Quest, SpecialShop, Story, SwitchTalk, TopicSelect, TripleTriad, Warp]
- name: Icon
type: icon
- name: VFX
type: link
targets: [ActionCastVFX]
- name: ActionTimelineHit
type: link
targets: [ActionTimeline]
- name: PrimaryCostValue
- name: SecondaryCostValue
type: link
condition:
switch: SecondaryCostType
cases:
32: [Status]
35: [Status]
46: [Status]
- name: ActionCombo
type: link
targets: [Action]
- name: Cast100ms
- name: Recast100ms
- name: StatusGainSelf
type: link
targets: [Status]
- name: Omen
type: link
targets: [Omen]
- name: OmenAlt
type: link
targets: [Omen]
- name: AnimationEnd
type: link
targets: [ActionTimeline]
- name: ActionCategory
type: link
targets: [ActionCategory]
- name: Unknown1
- name: AnimationStart
type: link
targets: [ActionCastTimeline]
- name: Unknown2
- name: BehaviourType
- name: ClassJobLevel
- name: CastType
- name: EffectRange
- name: XAxisModifier
- name: PrimaryCostType
- name: SecondaryCostType
- name: ExtraCastTime100ms
- name: CooldownGroup
- name: AdditionalCooldownGroup
- name: MaxCharges
- name: Aspect
- name: ActionProcStatus
type: link
targets: [ActionProcStatus]
- name: Unknown4
- name: ClassJobCategory
type: link
targets: [ClassJobCategory]
- name: AutoAttackBehaviour
comment: 0 = no effect on auto attacks, 1 = typical cast (unsheathe weapon, but don't touch autos), 2 = typical weaponskill (unsheathe, start autos if action target is primary target), 3 = sleep-like effect (unsheathe, stop autos), 4 = typical point-blank aoe (unsheathe, start autos if primary target is within action range), 5 = ??? (doesn't touch weapon state), 6 = typical channeled action (unsheathe, stop autos, do not auto-face target), 7 = force sheathe and stop autos, 8 = ??? (unused)
- name: EquivalenceGroup
comment: set for eg crafting actions, when different jobs have different rows, but they need to be considered interchangeable
- name: Unknown_70
- name: ClassJob
type: link
targets: [ClassJob]
- name: Range
- name: DeadTargetBehaviour
comment: 0 = can not target dead, 1 = can only target dead players (+ some other conditions), 2 = ???
- name: AttackType
type: link
targets: [AttackType]
- name: Unknown8
- name: IsRoleAction
- name: CanTargetSelf
- name: CanTargetParty
- name: CanTargetAlliance
- name: CanTargetHostile
- name: CanTargetAlly
- name: Unknown10
- name: TargetArea
- name: CanTargetOwnPet
- name: CanTargetPartyPet
- name: RequiresLineOfSight
- name: NeedToFaceTarget
- name: Unknown14
- name: PreservesCombo
- name: Unknown15
- name: AffectsPosition
- name: IsPvP
- name: Unknown16
- name: LogCastMessage
- name: Unknown18
- name: LogMissMessage
- name: LogActionMessage
- name: Unknown21
- name: Unknown22
- name: Unknown23
- name: CanUseWhileMounted
- name: Unknown25
- name: IsPlayerAction