Nothing was altered in the xml files from pre to post patch.
Nothing was altered in the xml files from pre to post patch.
The following things will definitely be broken in Spellcast after this update (not exhaustive):
- Distance checking
- TP checking
- HP%/MP% checking
- Status checking (although status change should still register fine with autoset)
- Pet/Fellow checking
It's also possible that target checking is screwed up (as demonstrated by your issue), although I'm not sure to what extent. Personally I didn't think that spell completion would be affected, but apparently it is.
Well it works fine on my mules RDM xml, so there must be something in the xml thats affecting it. I definitely didnt alter anything since the patch, but I guess it could be something that would have worked regardless previously and now broke due to something else.
ApRadar is broken too. The Mapped Radar works, but the overlay Radar isnt. Hope a fix comes out for this soon, I cant live without Overlay!
Also, any fix for cupper yet? Or any alternatives out there?
ApRadar is open source now, so Apnea aint gon fix it
https://github.com/atom0s/Clipper/releases
Or are we still not allowed to link to that stuff?
So I dont get it. I go to fight PW with my mage mule on whm. //erase nyn winds up self targeting, //c4 nyn winds up self targeting, so I have to target the person before curing them. Annoying, but whatever.
Escape out, Nyn has bio, so I //erase nyn out of habit...except it doesnt self target and casts on nyn. Why -_-
Clipper isn't as good as cupper was, simply because with Clipper, if you auto-run on a character, eventually it will slow back down to normal speeds (which is a problem with dualboxing)
Cupper had that problem too, I just pointed to the most similar replacement. Use tako if you want something better.
any program that does this by continuously overwriting a memory block will have this problem, but it's less apparent the more frequent you write (although costlier). a perfect solution would use both memory writing and incoming packet modification for speed (replace incoming packet speed with set speed, and use memory for any speed changes like disable), but that'd have to be a plugin instead of a third party application. and dealing with memory in a plugin is too annoying for me to bother
It's pretty easy to do this on a packet level and there's not any real issue of the client resetting the speed to normal speed. The only issue is that you can't disable speed as easily without being able to set memory (requires packet injection).
This is broken in a good way. Having 2 accounts, I reactivated both for the free week. When the week expired, one of the accounts was disconnected and I had to reactivate through SE Account Management site in order to play, while the other, is still logged in. After checking the SE Accounts page for the still "free" account, all content IDs were shown as "Cancelled". After checking all my other Credit Cards and PayPal account, I found no charges under SE. So for now this account is logged in for free and we'll see how that goes.
Not sure if it was noted yet but battlemod and scoreboard aren't detecting avatar skillchains properly. They appear delayed in the chat log and scoreboard doesn't even pick up on them.
Battlemod has never worked with them, actually. I just noticed it a little while ago and made an issue for it on my tracker.
all of my mage SC's were migrated from one of the first original BLM SC's that got defaulted with it. I took all code similar to this out:
<!-- utility: if targetting a monster, but casting a spell that can not be cast on monsters, then cast on self (buffs). -->
<if SpellTargetType="MONSTER" NotValidTarget="*Enemy*" ValidTarget="*Self*">
<action type="changetarget" target="<me>" />
</if>
<if SpellTargetType="NONE" ValidTarget="*Self*">
<action type="changetarget" target="<me>" />
</if>
<if Spell="Escape|Warp|Warp II|Retrace|Teleport-*|Reraise|Tractor"> <action type="return" /> </if>
and I havent noticed any issues.
Oh, I don't have anything like that on my XMLs.
The issue I have is a bit different, and thought you had the same (minus the targeting stuff): I did Salvage yesterday with my main + mule, and on the first floor I was able to do the usual: "/ma haste elva" to haste "elvaanmoq" char from the mule, but after warping to second floor, using the same command rendered an error message, I had to use my complete name ("/ma haste elvaanmoq") and that was for any other command (erase, cure, etc.).
After warping out or just switching zones, the short name seemed to work again, until I zoned again, it got broken at random times. There seems to be something off with the name autocompletion but can't imagine what it is.
Anyway, thanks for the answer! and I hope I can figure this out.
i was having name completion issues a bit also, I couldnt replicate it though