Junior Spellweaver
- Joined
- Sep 16, 2017
- Messages
- 156
- Reaction score
- 36
// Priest Dispel SkillID Lv. RepeatPos Bitmap tDelay Count MobID1 MobID2 tDelay
// [3C 59 56 06] [59 43 23 00] [14] [D8 04 96 00] [30] [58 02] [02] [4C 75 00 00] [56 75 00 00] [58 02]
Ohh, so the player position is to compare subsequent activations, and it looks like I finally understand what those two bytes before isMoveAffecting are about.
And yep, my bad, I confused myself about the delay, there's not even such a thing as a loop of party members in the packet.
Thank you guys so much c: