Battlemod V2

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Battlemod v2
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 Phoenix.Shellke
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By Phoenix.Shellke 2013-04-16 14:19:44
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Phoenix.Shellke said: »
Erase only displays casting line, no landing line.

Getting this duplicate:
Namecolored out of range.
Unable to cast spell.
Name out of range.
Unable to cast spell.

Erase is displaying landing line with no effect though, didnt display gravity removal line, will check other enfeebles later.

And whoops, didnt see that out of range issue posted already.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2013-04-16 14:25:51
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chiquitito said: »
That did it :)

Thanks Byrth

/bow

Thanks for helping me figure that out! lol

I added color 37 to the blacklist. I hope it wasn't a pretty color. D:

This actually also implies that color 291 would also not work, so I'll go ahead and blacklist that one too.


Edit: Thanks for the other reports, Shellke. I think that I have them already, but I can fix them when I get home tonight.
 Bahamut.Bojack
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By Bahamut.Bojack 2013-04-16 20:31:36
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Any way to have a filter that blocks out Temp items used by people? Gets pretty spammy in VW lol.

Also just curious about blocking effects recieved? What I mean is I used to block stuff like 'player recieves the effect of haste'. It's just a lot of unneeded stuff lol. When a Cor does a Roll I don't really want to see how many people recieved the roll or how many people recieve the double up effect. Get's pretty spammy in VW when there's bards, Cors, and everybody buffing everywhere.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2013-04-16 23:13:57
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Those filters would be possible! I'll write down your suggestion, but the list is pretty long as you can see.


I just pushed a substantial update that restructures the guts of battlemod so that it makes more sense. Unfortunately, I expect this update to cause problems rather than solve them. Please let me know if you find new problems!
 Phoenix.Shellke
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By Phoenix.Shellke 2013-04-16 23:47:47
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NP Byrth, here is a couple of fresh ones:
Drains and Aspirs are showing both condensed and normal lines for 3 total.
Modus Veritas isnt showing resists, always [Shellke] Modus Veritas > Mob
 Valefor.Omnys
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By Valefor.Omnys 2013-04-16 23:50:10
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I love it, if for nothing else, it lets me know when I'm blocking (when it's many many things), but I love it for everything else.

I love that you've designed it so that ws damage is shown immediately after ws.
 Valefor.Sehachan
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By Valefor.Sehachan 2013-04-17 06:05:08
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Suddenly I'm only able to see my ws damage, went to check the filters xml but everything is set to false...help?
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 Lakshmi.Byrth
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By Lakshmi.Byrth 2013-04-17 07:38:50
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Fixed it now.

Bolded issues on this list were probably indirectly fixed as a result of last night:
Quote:
The "__damage" colors don't do anything, but have been left in the settings file for potential future uses.

Using //bm colortest and then expanding your chat log on small window size clients (640x480) can cause crashes. (Your guess is as good as mine)

Fix the pet-identification algorithm

Need to check the text color of "${target} is out of Range${lb}Unable to cast ${spell}."

Potentially add a delay.

Somehow add a filter for monsters that you are currently fighting?

Fomor TP moves are not displayed.

Dark/Light Shot do not show up with statuses (dispelled/sleep respectively).

Magic Finale and likely Dispel do not show up with the appropriate statuses.

Add a filter to change the color when debuffs wear off

Healing magic filter may not be working properly.

Mining/Harvesting may be affected in some way?

Make the condense settings actually work when they're turned to false. (Consider reinstating the colorful setting).

Fix the grammar. (Very low priority because it would be very hard to do.)

Condense "${actor} uses ${weapon_skill}.${lb}${target} receives the effects of ${status}."

Fix magic bursts

Treat Staff II may not work.

Spike/Counter/Retaliation coloring and filtering is messed up.

Need to add proper color filters for Resists, effects, etc. and match them up to the in-game settable colors.

WZ_RECOVER_ALL Limbus chests.

I need to try and integrate SE's chat filters into this.

Need to incorporate Resist vs. Normal AoE buff pools when there's a mix.

Drain Samba will occasionally show up as a normal message

Need to make -na and erase spells AoE for Yagrush users and figure out why it doesn't mention the status removed from the primary target

"wears off" messages are currently not condensed.

Battlemod currently block guildwork messages. Need to talk to Stan&Co.

Having an issue with battlemod, giving an error while fighting Urd , every time the NM uses the DNC 1hr I get an error code: addons\battlemod\event_action.lua:97 attempt to indez field '?' (a nil value )

Filter for item usage

Filter for "gains the effects of" messages
 Bahamut.Bojack
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By Bahamut.Bojack 2013-04-17 10:53:09
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When a status is removed I'm getting:

WHM Name paralyna -> Bojack ( )

Random parenthesis at the end.
 Lakshmi.Prinnysmash
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By Lakshmi.Prinnysmash 2013-04-17 11:51:00
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So it's cool that you added the EP, DC, EM, etc. except it doesn't seem to know what level I am.
Lv16 mobs checking as DC when I'm on a Lv12 job.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2013-04-17 14:03:36
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I think I'm going to have to change that or figure out what it actually means. I thought I had it figured out, but it doesn't seem to work all the time.
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By chiquitito 2013-04-17 16:44:01
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When I'm checking the mobs it brings up an error now

battlemod.lua:497: attempt to concatenate field '?' (a nil value)

:(
 Lakshmi.Byrth
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By Lakshmi.Byrth 2013-04-17 17:12:53
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Okay, I pushed an update that will just disable ratings again until I figure out what the heck param_2 actually means in that packet.
 Fenrir.Sylow
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By Fenrir.Sylow 2013-04-17 17:14:18
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I love battlemod but I was getting all sorts of wild and crazy errors in Beseiged - I believe they were related to the NPCs talking smack (but so much happens in beseiged it could have been anything - the error was similar to the Urd Trance problem)
 Quetzalcoatl.Stik
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By Quetzalcoatl.Stik 2013-04-17 17:14:32
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Why Am I Not Seeing Actual Dmg Numbers All I See Is Hit Crit to Mobs Anyone Please Assist.
 Asura.Lokimaru
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By Asura.Lokimaru 2013-04-17 17:17:45
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I liked v1 better, lots of wonky stuff going on for v2 apparently <_<

If I can ask, what was the change between the two?
 Shiva.Paulu
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By Shiva.Paulu 2013-04-17 17:38:27
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To my knowledge the main difference is Byrth is reading the packet data instead of just filtering the chat log. This bypasses some of the lagtimes when information shows up in log. Things like your skillchain damage will show in your log instantly the moment you initiate your weaponskill, even if you gearswap. I could of most likely got the finer points wrong but basicly it's an attempt at a faster battlechat display.
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 Lakshmi.Byrth
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By Lakshmi.Byrth 2013-04-17 20:05:43
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Yeah, faster and more comprehensive. The downside is that I am interpreting all the packets myself instead of letting the game do it. This means there is a much greater potential for error.

When you use battlemod, the add-on writes every battle message you see. Any time there is a colored name (and sometimes when there is not) the addon made that message. It is certainly a fight to make everything display properly, but once it is done, I think it will be really useful.

Sorry, phone. Going home at last!


Edit: Stik, you need to log out and back in. You have a version of Battlemod from late last night.
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 Bahamut.Bojack
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By Bahamut.Bojack 2013-04-17 20:20:31
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Asura.Lokimaru said: »
I liked v1 better, lots of wonky stuff going on for v2 apparently <_<

If I can ask, what was the change between the two?

I liked v1 better as well, but only because v2 is still incomplete and becuase with v1 it still used the in game filters and now I can't seem to filter out stuff that I used to filter out lol. I'm sure when v2 is done I will like it better. Not complaining though, I really do appreciate the work Byrth has put into it so far and hope he continues to improve it ^^.
 Asura.Lokimaru
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By Asura.Lokimaru 2013-04-17 21:32:10
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Thanks for the explanation. :3

I'm still using v2 anyway because of how nicely it condenses the messages.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2013-04-17 23:13:53
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Pushed out some fixes tonight.

"Readies" messages for NPC weaponskills used by humanoid types that can also be used by player types (a mouthful!) are currently not displaying, but it should fix Sylow's problem.

I also re-enabled the /check con message with just a shift of 1, as suggested to me by (orac?) on FFOchat today. I think in the past I worked out some reason why this wouldn't work, but maybe I'm wrong!

I think status effect removal should work now.


Tomorrow I'm going to figure out why coloring and filtering don't work right for additional effect and spike/counter/retaliation messages.
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 Fenrir.Sylow
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By Fenrir.Sylow 2013-04-17 23:19:43
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Oh! When hit by a mob using blood weapon it says "Add Effect 2" instead of the HP drain message

It's something you might never notice though because everyone knows Blood Weapon has a hidden effect of flooring accuracy
 Lakshmi.Byrth
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By Lakshmi.Byrth 2013-04-18 13:52:52
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Bolded issues on this list are probably fixed, but haven't been tested:
Quote:
The "__damage" colors don't do anything, but have been left in the settings file for potential future uses.

Using //bm colortest and then expanding your chat log on small window size clients (640x480) can cause crashes. (Your guess is as good as mine)

Fix the pet-identification algorithm

Re-generating the settings files may not be working?

Need to check the text color of "${target} is out of Range${lb}Unable to cast ${spell}."

Potentially add a delay.

Somehow add a filter for monsters that you are currently fighting?

Fomor TP move ready messages are not displayed.

Add a filter to change the color when debuffs vs. buffs wear off

Healing magic filter may not be working properly.

Mining/Harvesting may be affected in some way?

Make the condense settings actually work when they're turned to false. (Consider reinstating the colorful setting).

Fix the grammar. (Very low priority because it would be very hard to do.)

Spike/Counter/Retaliation coloring and filtering is messed up.

I need to try and integrate SE's chat filters into this.

Need to incorporate Resist vs. Normal AoE buff pools when there's a mix.

Drain Samba will occasionally show up as a normal message

"wears off" messages are currently not condensed.

Filter for item usage

Filter for "gains the effects of" messages

Blood Weapon gives Add. Effect: 2 instead of the right message.

Additional Effect and spike colors sometimes show up in the wrong color and are filtered incorrectly (might be on this list twice)

Tonight I am going to try to address the last issue (spikes and additional effects showing up wrong) because it seems like the most annoying and the easiest to fix/test. I will likely push out a "delay" mode for this today while doing other things for Ophannus, though I can't promise it will perfectly match up to the game.

Edit: After thinking about it some more, adding a delay would really increase the load of battlemod on people's computers and also would be quite annoying. The only way to get a timed delay in LuaCore at the moment is to send a command to Windower. I'd have to send a command back to battlemod through windower with a wait command in order to add_to_chat the message at the right time. I'd be doing this for every single message received. It just seems annoying.
 Fenrir.Quedari
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By Fenrir.Quedari 2013-04-18 21:17:47
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battlemod\event_action.lua:84: attempt to index field '?' (a nil value)
When I used rounsey wand (lulz).
 Fenrir.Camaroz
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By Fenrir.Camaroz 2013-04-18 23:04:52
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This last update may have given me this error "invalid number of method arguments expected 2 got 3" if this isnt the right spot for it can move or w/e.
 Lakshmi.Byrth
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By Lakshmi.Byrth 2013-04-18 23:20:51
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Yeah, it seems to occur every time an enemy casts enhancing magic on itself, but it doesn't come with any kind of line notification and doesn't seem to affect anything. I'm going to go to bed and think about this for tomorrow.
 Phoenix.Gaiarorshack
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By Phoenix.Gaiarorshack 2013-04-18 23:29:34
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just skimmed throught this so sorry im im tottaly off

but would it be possible to extend tihs pklugin so it split the chatlog into two one side beeing battle/cs text like usual and the right side beeing /say /tell /linkshell /shout /yell?
 Asura.Lokimaru
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By Asura.Lokimaru 2013-04-19 00:36:43
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Phoenix.Gaiarorshack said: »
just skimmed throught this so sorry im im tottaly off

but would it be possible to extend tihs pklugin so it split the chatlog into two one side beeing battle/cs text like usual and the right side beeing /say /tell /linkshell /shout /yell?
That seems more like a UI change.
 Bismarck.Helel
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By Bismarck.Helel 2013-04-19 02:07:41
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Just posting to let you know that fomor tp moves are still not displayed.

I had an interesting idea for ranged attacks. I was wondering if it would be possible to display remaining ammunition after a ranged attack. That would be a cool feature if possible. Might screw with throwing (ranged weapons) though.
 Bahamut.Bojack
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By Bahamut.Bojack 2013-04-19 03:12:52
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Bismarck.Helel said: »
Just posting to let you know that fomor tp moves are still not displayed.

I had an interesting idea for ranged attacks. I was wondering if it would be possible to display remaining ammunition after a ranged attack. That would be a cool feature if possible. Might screw with throwing (ranged weapons) though.

Sounds like a pretty cool Idea. Seems possible though. I mean, if you have a throwing weapon you can't have ammo equipped so I'm guessing after the ranged attack completes it would perform a check in the ammo slot to see if there is ammo equipped and report back the remaining ammo. If there's no ammo equipped it just wouldn't report anything. Might turn out to be better as it's own separate addon though, I have no idea.
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