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  1. #1861
    Requiescat in pace.
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    Lakshmi

    Seems like there should be a way to have an addon available without autoloading. Rather large oversight if there's not.

  2. #1862
    BG Content
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    Lakshmi
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    I toggle them on/off and the folders download and stay updated. Then I use plugin_manager to load them based on character name.

  3. #1863
    Sea Torques
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    Sep 2012
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    Leviathan

    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.

  4. #1864
    Relic Shield
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    Shiva

    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.

  5. #1865
    BG Content
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    Lakshmi
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    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.

  6. #1866
    BG Content
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    Lakshmi
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    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
    Code:
    Augments are currently "in," but there are a lot of different augments and SE's system for
    handling them is basically hardcoded to item ID, so don't expect it to be perfect. The system
    will use the first item it finds in your inventory that matches the name/augment combination that
    you provide. If you provide an ambiguous set of conditions, the resulting equipped item will be
    ambiguous (could vary).
    
    
    In order to specify an item by augment, you must use the full name of the augment (even if the
    augment appears on your item in a contracted form) and set it up like this:
        sets.aftercast_Idle = {ring1={name="Dark Ring",augments={"Physical Damage Taken -6%"}},
            ring2={name="Dark Ring",augments={"Breath Damage Taken -6%","Physical Damage Taken -5%"}}}
    
            
    If it pleases you, you can store your augmented items in variables:
        lefty = ring1={name="Dark Ring",augments={"Physical Damage Taken -6%"}}
        righty = ring2={name="Dark Ring",augments={"Breath Damage Taken -6%","Physical Damage Taken -5%"}}
        sets.aftercast_Idle = {ring1=lefty,ring2=righty}
    
    This will save you a little work when you are dealing with using the same augmented item in multiple sets.


    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.

  7. #1867
    Relic Shield
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    Dec 2005
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    Shiva

    Quote Originally Posted by Byrthnoth View Post
    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.
    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.

  8. #1868
    BG Content
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    Lakshmi
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    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).

  9. #1869
    Melee Summoner
    Join Date
    Jan 2010
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    1

    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.

  10. #1870
    Yoshi P
    Join Date
    Jul 2004
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    5,348
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    8
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    Bahamut

    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?

  11. #1871
    Campaign
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    Jul 2007
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    8

    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?

  12. #1872
    Custom Title
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    Diabolos

    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'.

  13. #1873
    Campaign
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    Quote Originally Posted by Raelia View Post
    The Moogle d'Etat addon's final fight is in the castle. Not surprised.
    Yeah but I don't think it has anything to do with that.
    From the few seconds I saw it, it seemed more like one of those things you could see on test server or with ASE loaded up.

  14. #1874
    Melee Summoner
    Join Date
    Jan 2010
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    35
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    1

    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.

  15. #1875
    BG Content
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    Lakshmi
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    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:
    Code:
    send_command('@wait 1;lua i gearswap midact')
    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.

    Also, I fixed the interruption thing, I think.

  16. #1876
    Custom Title
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    Diabolos

    Quote Originally Posted by Raelia View Post
    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'.
    Worked it out. Best to just put whatever in the windower folder, then it can just be called just by name. I think I just wasn't doing the -dir flag right for an external folder.

  17. #1877
    Relic Shield
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    Oct 2006
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    Odin

    Quote Originally Posted by Raelia View Post
    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'.
    it should just be

    run "C:\Program Files (x86)\Notepad++\notepad++.exe"

    I just tried this and it worked for me.

  18. #1878
    Melee Summoner
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    Jan 2010
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    1

    Quote Originally Posted by Byrthnoth View Post
    lua i gearswap midact
    That binded to something, coupled with stun etc check, should suffice for the time being. GearSwap reloads can be quite scary in a rush.

    Have a good time Byrth!

  19. #1879
    Melee Summoner
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    Jan 2010
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    35
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    1

    Quote Originally Posted by Byrthnoth View Post
    Also, I fixed the interruption thing, I think.
    GS started to spam 'lua:337: bad argument #1 to 'get_mob_by_index' (number expected, got nil)' whenever something happens around while you dont have a pet.

    Also, Battlemod gives a 'lua:197: table index is nil' error whenever Battuta spikes on RUN proc.

  20. #1880
    BG Content
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    Lakshmi
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    Fixed the line 337 thing, I suspect.

    Battlemod's line is due to a new message, probably. I'll have to add it whenever >:/

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