Client.Game namespace contains core gameplay systems that handle character actions, inventory management, status effects, and world state.
Key Classes
ActionManager
Manages action execution, cooldowns, casting, and queuing. Struct Layout:UseAction(ActionType, uint, ulong, uint, UseActionMode, uint, bool*)- Execute an actionGetActionStatus(ActionType, uint, ulong, bool, bool, uint*)- Check if action can be usedGetRecastTime(ActionType, uint)- Get cooldown remainingIsActionOffCooldown(ActionType, uint)- Check if action is availableGetRecastGroupDetail(int)- Get cooldown details for a recast group
InventoryManager
Manages all player inventory, equipment, and currency. Struct Layout:GetInventoryContainer(InventoryType)- Get a specific inventory containerGetInventorySlot(InventoryType, int)- Get item in a slotGetInventoryItemCount(uint, bool, bool, bool, short)- Count items by IDMoveItemSlot(InventoryType, ushort, InventoryType, ushort, bool)- Move itemsGetGil()- Get current gil amountGetEmptySlotsInBag()- Get free inventory space
StatusManager
Tracks buffs and debuffs on a character. Struct Layout:HasStatus(uint, uint)- Check if status is activeGetStatusIndex(uint, uint)- Get index of statusGetRemainingTime(int)- Get time remaining on statusExecuteStatusOff(uint, uint)- Remove a buff (static)
Character
Represents a character in the world (player, NPC, enemy). Struct Layout:GetTargetId()- Get hard target (handles LocalPlayer)GetSoftTargetId()- Get soft targetHasStatus(uint)- Check for status effectIsMounted()- Check if on mountIsJumping()- Check if jumping/falling
Other Important Classes
GameMain
Central game state singleton.GameObject
Base class for all world objects. Access via ObjectTable:Common Patterns
Checking Action Availability
Iterating Inventory
See Also
- Client.UI Namespace - UI and addons
- Client.System Namespace - Core framework
- Client.Graphics Namespace - Rendering