Originally Posted by
ndc
You need to iterate trough all the entities first.
then for each entity:
EntityBase + 0x2F48 = start of buff list
every buff is 0xC in length. No idea how many buffs/debuffs a target can have.
in order it is as following:
skill id: 2 bytes
skill value: 2bytes
skill timer: 4 bytes (float)
skill caster: 4 bytes
which comes to a grand total of 0xc (12) bytes.
after that the next buff on the list starts and you just iterate trough until skill id is zero
also entity id seems to be : EntityBase + 0x74 which is unique for every char and thus can be used to identify the buffer/caster of the skill
so the reason why your pointers went dead is because there isn't one, you need to iterate the entity list.