The documentation on yush is pretty confusing, the helpme file is saved as .md and I've done as per the instructions to no avail.
It appears that skill is now an ID in the resources and I didn't catch it. This definitely explains the strange error I was getting with battlemod. It must have been occurring when I skilled up.
I've adjusted GearSwap and pushed it. Unfortunately, switching to using the resources means that everything that used to be "ElementalSkill" will now be "Elemental Skill", so direct string comparisons won't work. On the upside, moving to rely on the resources instead of some spellcast-inspired bastardization means that Gearswap will be able to support multiple languages some day. It also appears that Arcon added skill types to weaponskills (Combo = Hand-to-hand, Fast Blade = Sword, etc.) Re-run the launcher and you should download skills.lua and the updated GearSwap file. This probably explains most of the errors so far, although Motenten will have to update his files to accommodate this change before they actually start working again.
As far as Yush, I don't know how it works. I had to read the documentation to even find out what it did.
Edit: I messed up my first push. Fixed it now.
Originally Posted by Sechs
Not quite. In the above case, I'd use [if spell.action_type == 'Magic' then] to cover all cases; I haven't had any cases where I needed to use :endswith for filtering. Also, :endswith isn't one of my functions, it's one of the string library functions, so anyone could use it in any circumstances.Originally Posted by Byrthnoth
Just as a note, there are two branches on my Github account: master and dev. The default version is master. I only merged the dev changes I've been making into master a few minutes ago, and just pushed to Github, so if you downloaded the master files you'll be getting the files intended for the live Windower branch from before today's merge.Originally Posted by Fival
Try downloading again, since the dev changes are now on the master branch.
Fun. I'll start working on that.Originally Posted by Byrthnoth
Update: My lua files should be fixed to account for this change, now, and fully updated to the master branch on github.
If you use Gearswap for GearCollector via //gs export inventory xml
You'll have to change the earrings and ring to what SC can understand I assume. It no longer says <item> it says the piece of gears name.
Oh awesome, it was just something I noticed but never tried it.
I'm getting constant battlemod runtime errors. I wasn't getting them until the update today. Is the a problem on my end? If so, how do I fix it?
Thanks.
Did you rerun the launcher recently? If so, what are the runtime errors?
I just relaunched it before posting. I get runtime errors on every action. There are a bunch of different ones:
Lua error (runtime) - .... battlemod.lua:490: attempt to index field 'jobs' (a nil value)
Lua error (runtime) - .... parse_action_packet.lua:510: attempt to index field 'monster_abilities' (a nil value)
Those are just a couple of them.
rolltracker is erroring out if anyone else other than you rolls in alliance
lua:160: attempt to concatenate field '?' (a nil value)
Byrthnoth did you guys happen to update moogle slip 11 to have all the armors it can store in the libraries? for a long while now it doesn't have things like Chocobo Suits and such. This always threw me off when i would do a //findall or //porter check to make sure i had everything i wanted from a login. Not a big or important deal but just curious. If not is there a place i can report it to be fixed at somepoint?
Yeah, it should be fixed Trumpy.
Ok Thank you byrthnoth!!
AutoJoin kinda cheats now and will always join, even when in a conversation or dead.
As an aside, the functionality has been in and working for some time, but we only now managed to properly include two extra DLLs for it in the Launcher, so downloading got a bit easier. The recent Launcher change is what made this possible and Iryoku finally managed to split the files up correctly.
.md is the common format for markdown files, so they can be viewed prettier in a proper markdown viewer, such as here.
Yush is pretty new (obviously), and I haven't tested it outside of my personal use-cases yet, so there might be some issues with it. Can you show me the file you made that isn't working (and tell me how you named it and where you put it)?
I doubt it was fixed, but only because we (or least I) wasn't aware it was an issue. Unless we get reports of it, chances are we won't fix it. To report that, use the same link as for all our issues:
https://github.com/Windower/Issues/issues
Edit:
Apparently it was fixed, so disregard that.
Yea i reported it a few times in this very thread lol. It does appear to be fixed YAY!
Yush: i was wantin to try this out so i just took ur example given and replaced the Utsusemi with cure and the next one with Haste, just to see how it sposed to work. am i sposed to be seein something visible on screen, its kind of confusing but it seem like u would hit alt+3 to get the magic thing up then control+2 to cast the first spell in your example? those keys are still tryin to use my real macros even if i go to completely blank set. Maybe i just didnt copy ur example right into a file in the data folder is there anyway u can have the addon include an example, like how gear swap or battle mod does?
Reporting in this thread is a crapshoot, if Byrth or me see it it will be fixed (possibly, unless we forget). If I read it and don't immediately fix it, I've already forgotten about it. The only way to make sure we pay attention is to report it on the issue tracker.
Yush currently has no graphical interface, so you won't see anything (although I plan to add that shortly). However, the key presses should not be reaching the game in that case, so if your macros still change that's a bug and I'll try to fix it (if I don't forget... again, issue tracker is recommended).
I'm having issues in understanding what Yush does.
It's a program that uses custom lua files where you can create a list of special "alias" and associate an in-game command or an addon command or whatever command-line you want to certain key-presses, and judging from the layout used in Arcon's example, this overrides the in-game macro system, so that if you press CTRL+0 and it has an associated command in the Yush lua file, that will get executed instead of the ctrl+0 normal macro?
And the pros of such an addon are that you can manage everything in an easy-to edit, out-of-game file, and some claimed "additional speed". Uh... has speed ever been an issue if you use a gamepad?
Can Yush work in combination with Iryoku's keybinder to bind these commands to special keyboards' Gkeys?