Originally Posted by
Motenten
From my poking around, yeah, there's a huge interface layer that's missing that luacast would need before it's even remotely usable.
For example, max HP would (currently) be:
AshitaCore:GetDataModule():GetPlayer().Player.HPMa x
But current HP and HPP would be:
AshitaCore:GetDataModule():GetParty().Member[1].CurrentHP
AshitaCore:GetDataModule():GetParty().Member[1].CurrentHPP
So, different data from different source structures, and a long complicated format that's not practical for general use at all. Need to set up a simplified wrapper to allow access to all the relevant/important bits.
Various bits of information need bitmasking. For example, a current combat skill would be:
AshitaCore:GetDataModule():GetPlayer().Player.Comb atSkills.Parrying & 0x7fff
Main job would be:
AshitaCore:GetDataModule():GetPlayer().Player.Main Job
but it returns a numeric value, and you'd compare it with an enum value (eg: 20 == JOBTYPE.JOB_SCH).
Buffs are an array of IDs:
AshitaCore:GetDataModule():GetPlayer().Player.Buff s (array of 32 values)
which are completely undefined, as far as I can tell, so that would need to be set up.
Likewise, I can't find any references to current world state (day, time, moon phase, weather, area, etc) at all (although there are event handlers for zoning in and out, and thus zone IDs). And that's all before you even get to the point of equipping gear, or timing precast and midcast stuff, etc, or, at the front end, parsing the incoming command (including handling aliases or shortened player names).
So yeah, lots of work needed.