multi-0s? You mean the blank lines? That's not directly a bug within Timers but within the Hook, or so I said?
Haven't had that bug in quite some time btw. To think I used to have it constantly... was so annoying.
multi-0s? You mean the blank lines? That's not directly a bug within Timers but within the Hook, or so I said?
Haven't had that bug in quite some time btw. To think I used to have it constantly... was so annoying.
I dunno what blank line is cause i havent ever had a blank line, but i have seen the timer double for the last second on occasion.
I havent ever gotten the steal despoil timer to pop up with a jig (the other day I might have gotten it but i wasnt really payin attention to it) but last night i had it happen to me. not a real big deal tho, im used to it from when i would steal on thf and get the second timer for soem reason
I noticed last night that attempting to use party or alliance commands on someone that is 50'+ does not work with Shortcuts. If you are having trouble with your pcmd command defaulting to /pcmd add <t> then unload shortcuts. I am trying to figure out a fix.
I have two question about StatusTimer and PUPs.
1) How did you set it up to show the correct duration of each maneuver?
2) I noticed that if I use different maneuvers ST considers them with different timers, but if I use the same maneuver again and again, the newer one just inherits the timer of the first one. Is there no way to make so maneuvers always have an independent timer?
1) As far as I know, they've been like this (that is, counting up only, like any status it doesn't know) since at least W4, probably before. I don't find that problematic, though, I just refresh them at the 1 minute mark.
2) It's been like this since I first leveled PUP, it probably has to do with the maneuvers of the same element sharing the same ID, so the're basically indistinguishable.
Oh yeah, would you guys find it useful if Battlemod made a log message for maneuvers?
Yeah but this way either you let them expire or it's absolutely useless to track them with StatusTimer, might as well put them in the filter and avoid using StatusTimer for them.
It's useful if I have a way to tell when the first maneuver is about to expire so I can refresh it.
@Byrth
What kind of specific message? An example?
Sechs uses Wind Maneuver.
Okay, it is in and probably works. If there are too many complaints then I will take it back out.
Oh I misunderstood your previous question lol!
Yeah that would be fantastic![]()
Question involving Timers: How do you remove the Delve timer?
There's a blacklist mode and you can blacklist certain timers, but I don't think there's much documentation on how it works?
Sadly putting the "Custom timers max limit" to "0" doesn't work, it still gets displayed.
Forgot to say it after I asked about it last week.
Maybe I should ask Plasmon's author to put a setting into Plasmon's XML to deactivate it.
Ah so appearently he already added a way to deactivate it internally some time ago. Good to know ^^
Fixed an infinite loop bug in Shortcuts this morning. Also fixed that weird thing it was doing with fishing.
For Battlemod, I spent the night trying to play with filters and get something unexpected, but they appear to be working as intended. I added a second set of filters for monsters that your alliance has claimed, named 'enemies' in the filter xml. If you duplicate the monster settings and name them enemies, it should work. Keep in mind that the monster has to be red when the action is taken to be an enemy, so pulling with Fire V would be an action on a monster, while casting Sleep immediately after that would be an action on an enemy.
Crazy bug for me on Battlemod, doing various battle related stuff is spamming "there" in the console 20+ times, over and over..
Sorry, it's fixed now. I was testing the new filter options and forgot to remove a write statement.