Not ignoring your reports, Elpy, and some of them are fixed in my copy but I made some other changes and it's not ready to go live yet.
Here's where I am:
- The Pianissimo issues with Shortcuts have been fixed. - Pushed live, didn't bother to increment the shortcuts version number because it's a pretty minor change.
- Midcast/Aftercast for pets is back in. - Mistake on my part when trying to minimize memory requirements, not live yet.
- register_event is functional for users, but I need register_event to return an index and an unregister_event(id) function so that I can destroy the events when you change gearswap files. - Not live yet, needs a function to be added to LuaCore.
On the horizon:
- <st*> adjustments are going to be a pain in the ass, as I basically have to run precast twice (once sandboxed from both the main environment and the user environment on <st*> and then once again for real if they decide to go through with it). I have left these for tomorrow morning. We believe that SE essentially hacked all subtargeting into the game late in the development cycle, which is why it's so damned wonky, but it really is a pain to deal with. There is no pleasant way to deal with this, because target is undefined when using the initial <st*> command so doing switches based on non-raw targets will be meaningless. I need to remember to ask someone to look at Spellcast's source and figure out what its logic is at the moment.
- I've started working on adding the ability to specify gear based on augments, but I still can't decide quite how they should be defined. Like, right now we basically have:
Code:
equipment_table = {head="whatever", neck="whatever", ...}.
If I add augments, I either have to switch to either using tables for each item or having a separate augment table contained within the equipment table:
Code:
equipment_table = {head={name="whatever", augment_1="Magic Damage Taken", value_1="-5%", ...}, neck={name="whatever", augment_1="Refresh", value_1="1", ...}, ...}
Code:
equipment_table = {head="whatever", neck="whatever", ..., augment={head={augment_1="Magic Damage Taken", value_1="-5%", ...}, neck={augment_1="Refresh", value_1="1", ...}, ...} }
Anyway, both ways look crappy. A third option is to have GearSwap check to see whether any given value is a table or string and handle it differently based on that. So if it's a string, interpret it as I presently do. If it's a table, interpret it like example 1. That's the option that I favor, but it leads to an inconsistent syntax. The second option above wouldn't break anyone's current gearswaps, but it seems stupid to separate the name and augment values when they're both being used to specify the same piece of equipment.
- I have sort of a ghetto hack in right now to stop people from crashing on Reraise, but I need to think of some way to fix it in a more permanent way.