Seems like there should be a way to have an addon available without autoloading. Rather large oversight if there's not.
Seems like there should be a way to have an addon available without autoloading. Rather large oversight if there's not.
I toggle them on/off and the folders download and stay updated. Then I use plugin_manager to load them based on character name.
They should definitely not get deleted when you turn them off. If that happens, file it as a bug report. I have all addons and plugins downloaded, but only the regulars turned on. I can //load or //lua load all of them at any point in the game.
Regarding battlemod: How is it determining the levels of enemies with /check? Is this info stored client side?
Either way, it's a pretty useful tool.
One thing though. Is the TW/EEP/EP... etc check message pulled straight from the client, or from battlemod's own calculations? I was in Sea Grotto the other day, and a crab checked something like "Level 64, TW" ... but it still aggroed and gave XP.
Hmm... probably depends how many days ago it was. For a while Battlemod was showing "Extremely Easy Prey" monsters as "TW." Neither value is calculated by Battlemod or stored client side. They're just information that SE passes the client when you use /check.
I just pushed Gearswap 0.700. In it:
1) Fixed a precast issue that was basically causing every command to send immediately.
2) Added the first stab at support for Augmented Gear:
Spoiler: show
3) Finished converting everything to the new 4.1 API.
I have not tackled the <st*> problems yet. <,< Perhaps I will get to it tonight. If not tonight, it will probably not get done in the next two weeks.
Interesting that they'd send the actual enemy level when using /check without displaying it. Do they by any chance send evasion and defense as well, or is "high/low evasion/defense" calculated server side and the values not passed to the client?
Basically, I'm wondering if it'd eventually be possible to display a projected hit rate when using check.
Additionally, does SE pass the level of NMs over to the client as well? Some "NMs" have otherwise indeterminate levels (Abyssea, Voidwatch, Delve/Reive enemies). Some of them are in the spreadsheet however, although I'm not sure how the level was determined.
SE does not send NM levels, and the high/low evasion check is coded in the message itself so there's no further information available. I assume that SE was initially going to display the level of the monster with a difficulty rating and the high/low evasion notice, but decided at the lost moment to not show level and never removed it from the packets.
The other similar example that I've found is Gauge, which is sent a number that's proportional to the difference in CHR between you and the monster (and probably the resulting Charm land rate).
Shortcuts default target for enhancing magic and -na's seems to be <me> instead of <t> again. Cures default to <t> fine.
Edit: works fine on party members, but not on outside randoms.
I am still crashing between character swaps. Unload, turned off, w/e all plug-ins and add-ons and I still crash. What is going on?
Very OT but I don't know where else to ask and it's not worth making a new thread.
The other day I was doing the Rank 6 fight in Throne Room with Drawdistance set to 10 and during a cutscene showing the tower where the Throne Room door is, I noticed a "room" suspended in air, on the left of the tower, very high above.
This "room" was full of moogles. Couldn't see much else because the cut-scene was over soon after.
I wonder if anybody ever talked or discussed about that? Maybe someone in the past, back in the days of hard pos-hacking, ever went there to mess up with it? What is it all about? Why did developers need to put a moogle room there of all places?
The Moogle d'Etat addon's final fight is in the castle. Not surprised.
Whats the real syntax for the Run plugin, or where does it look for executables? I've tried no path filename, path and filename, path and filename in quotes, path after -dir... nothing but 'File not found'.
Is there any drawback to not having GearSwap block all actions until you receive a "finished" packet other than the possibility of equipping wrong gear if you mash macro?
Only asking because i find myself doing //lua r gearswap very often due to constant lockdowns from casting on a mob that dies or getting slept/stunned etc midcast, or even while using jump, should someone finish the mob with WS before it goes off.
If theres more to it than just macro mashing gear protection, maybe having a timeout for actions block is an option?
Edit: hardly a problem, but aftercast is triggered by any "casting is interrupted" packet, not just your own.
Well, initially that was how it worked. It had a 1 second time-out following sending each action (because all actions I know of have a forced 1 second delay after them anyway), and then it would reset. The problem was that this generated a lot of spam through the console and it was crashing me. There have been quite a few changes to 4.1 since then, and perhaps it wouldn't crash anymore, but I'm leaving on vacation for 9 days and don't want to push anything that's going to result in instability.
I pushed an update just now that will check for when you gain 'terror', 'sleep', 'stun', 'petrification', 'charm', or 'weakness' statuses and will reset the input block. Checking if your target dies while casting is a little bit more complicated (because I have to store the target information, which I currently do not do).
If that is not enough, you can comment in line 264 of gearswap.lua:
and that will restore the 1 second time-out. If you want an alternative to reloading gearswap, you can (at least temporarily) use the '/console lua i gearswap midact' command in a macro.Code:send_command('@wait 1;lua i gearswap midact')
Also, I fixed the interruption thing, I think.
Fixed the line 337 thing, I suspect.
Battlemod's line is due to a new message, probably. I'll have to add it whenever >:/