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Version 2.11.0
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BuffInfo structure

Static data for one buff/debuff row (BuffTable).

public struct BuffInfo : IEquatable<BuffInfo>
parameter description
Id Buff base id (BuffTable row id).
Name Display name.
Description Tooltip description.
IconPath ZResLoader address for the buff icon (BuffTable.Icon).
Category Coarse category mapped from BuffType.
IsDebuff True when the row is a debuff (BuffType == 0).
SkillId The skill that applies this buff (BuffTable.SkillId); 0 when unknown. Used to attribute an Imagine-lockout debuff back to its source Imagine via IGameDataResonance.
Visible BuffTable.Visible: 0 = hidden internal marker (never shown in the game UI), 1/2 = shown. Consumers that mirror the game’s buff/debuff display (e.g. the meter’s party-focus debuff icons) must drop Visible == 0 rows. Defaults to 1 (visible) so callers that predate the column compile unchanged.
name description
BuffInfo(…) Static data for one buff/debuff row (BuffTable).
Category { get; set; } Coarse category mapped from BuffType.
Description { get; set; } Tooltip description.
IconPath { get; set; } ZResLoader address for the buff icon (BuffTable.Icon).
Id { get; set; } Buff base id (BuffTable row id).
IsDebuff { get; set; } True when the row is a debuff (BuffType == 0).
Name { get; set; } Display name.
SkillId { get; set; } The skill that applies this buff (BuffTable.SkillId); 0 when unknown. Used to attribute an Imagine-lockout debuff back to its source Imagine via IGameDataResonance.
Visible { get; set; } BuffTable.Visible: 0 = hidden internal marker (never shown in the game UI), 1/2 = shown. Consumers that mirror the game’s buff/debuff display (e.g. the meter’s party-focus debuff icons) must drop Visible == 0 rows. Defaults to 1 (visible) so callers that predate the column compile unchanged.