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Battlemod v2
Server: Shiva
Game: FFXI
Posts: 27982
By Shiva.Spathaian 2013-06-14 18:05:47
Bahamut.Lilsanchez said: »How do you load and unload the battlemod ingame so I can see some real time changes. //load //unload isn't working for it. //lua unload
and
//lua load
[+]
Lakshmi.Byrth
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Server: Lakshmi
Game: FFXI
Posts: 6137
By Lakshmi.Byrth 2013-06-17 23:23:01
I can't replicate any of these filter problems. Can someone that's having a problem post their full filters xml please?
[+]
By Drukenstyle 2013-06-18 16:28:47
After the update today, Battlemod seems to be spamming the word " there " in console whenever a pet hits. The pet in question is FaithfulFalcorr.
Lakshmi.Byrth
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Server: Lakshmi
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By Lakshmi.Byrth 2013-06-18 17:27:57
Okay, fixed.
By Drukenstyle 2013-06-18 18:16:57
Thank you.
By chiquitito 2013-06-18 21:42:16
Does the same thing with wyvern with DRG job
Lakshmi.Byrth
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Server: Lakshmi
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Posts: 6137
By Lakshmi.Byrth 2013-06-19 13:59:11
Alright, these are the known issues/etc. with 2.17:
Quote: Additional Features:
* The "__damage" colors don't do anything, but have been left in the settings file for potential future uses.
* Somehow add a filter for monsters that you are currently fighting?
* Filter for "gains the effects of" messages
* Try and integrate SE's chat filters into this.
* Add past tense status effects to the resources somehow. - In progress
* Combine damage from attack rounds into the same line
* Consider a filter specifically for enspells/sambas. - Condense enspells into damage?
* There is no filter for when a charmed player is attacking another player?
LuaCore or Hook related problems:
* 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, but this is a problem proportional to the number of color codes used)
Battlemod problems:
* Damage to Luopans may not be filtered properly?
* Blocks elemental balance messages when you change your moghouse furniture?
* Pet filter is still imperfect and it is unclear why.
* Multi-AE condensation does not work for status effects.
* Is multi-shadow condensation working?
* Anticipated or missed WSs do not show up?
* Wild Card's effect is unclear from the generated log message.
Potentially fixed, unable to replicate, or I've forgotten what it means:
* "{{player}} falls to the ground" gets doubled up
* Dispel TP moves on others/alliance/party/self
* Seigan+3E shows "Mob anticipates attack" sometimes still?
* Condense settings don't really work when they're turned to false. (Consider reinstating the colorful setting?). - I have forgotten what this means.
If you are having an issue that is not on the list, it is not a known issue and you should tell me about it.
Asura.Emeryl
Server: Asura
Game: FFXI
Posts: 3
By Asura.Emeryl 2013-06-21 11:45:36
I'm getting this error
Lua error: C:/Program Files/Windower4//addons/libs/xml.lua:273: attempt to perform arithmetic on field 'isempy'( a nil value)
Never used Battlemod before so don't really know what i did wrong.
I didn't touch any .xml, just Checked Battlemod in Addon, and lauched the game.
Leviathan.Arcon
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Server: Leviathan
Game: FFXI
Posts: 660
By Leviathan.Arcon 2013-06-21 11:59:53
That error is ancient, I fixed it weeks ago. Try to re-download the files by restarting the launcher, if it doesn't work, use these.
Ragnarok.Zirael
Server: Ragnarok
Game: FFXI
Posts: 95
By Ragnarok.Zirael 2013-06-21 12:28:26
If you are having an issue that is not on the list, it is not a known issue and you should tell me about it. Since an image is worth a thousand words:
SMN Blood Pact misnamed:
SMN Blood Pact misnamed:
Note: I didn't go through all of SMN BPs to see which one's are borked, sorry :(
Threnody is not colored like other statuses:
Byrth, I might've asked this before (didn't get a solid NOPE yet, so I'll keep trying :P), but how hard would it be to add a new category of color for "enemy starts casting/casts Death"? Currently enemy spell casting shares same color with player casting spells, but if those were separated, one could colour enemy spellcasting ie in red and player/pet casting in friendly color.
Asura.Emeryl
Server: Asura
Game: FFXI
Posts: 3
By Asura.Emeryl 2013-06-22 05:09:25
That error is ancient, I fixed it weeks ago. Try to re-download the files by restarting the launcher, if it doesn't work, use these.
Tried both, still the same error :(
Should i reinstal windower 4 ?
Asura.Emeryl
Server: Asura
Game: FFXI
Posts: 3
By Asura.Emeryl 2013-06-22 05:17:58
Reinstalled all windower4, it's ok now ^^
Thanks
By duos 2013-06-25 08:26:56
Is there any way to filter the additional effect drain from dnc JA ?
Edit: Also spells being interrupted
Bahamut.Bojack
Server: Bahamut
Game: FFXI
Posts: 2076
By Bahamut.Bojack 2013-07-09 10:55:56
Anyone know the filter for moves that NMs do that are self-target? I can see all TP moves targeting anyone in the alliance except for certain ones, for example when a lizard does Secretion on itself or every move done by a Matamata. I guess since Mata attacks are similar to Ironclads their TP moves are bit different possibly target themselves so I don't see it. I have the <readies> filter in the 'Monster is targeting himself' section set to false.
Server: Bahamut
Game: FFXI
Posts: 264
By Bahamut.Lilsanchez 2013-07-09 11:35:21
Best and probably only way to for sure see the TP moves every time is by watching for the animations and/or if you are the current hate holder. Count seems to only begin when someone actually claims it, not just aggros. Mata is an oddball.
Lakshmi.Byrth
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Server: Lakshmi
Game: FFXI
Posts: 6137
By Lakshmi.Byrth 2013-07-09 14:48:33
Anyone know the filter for moves that NMs do that are self-target? I can see all TP moves targeting anyone in the alliance except for certain ones, for example when a lizard does Secretion on itself or every move done by a Matamata. I guess since Mata attacks are similar to Ironclads their TP moves are bit different possibly target themselves so I don't see it. I have the <readies> filter in the 'Monster is targeting himself' section set to false.
Settings for when a monster is targeting itself are inside: Code <monster>
<monster>
they're here
</monster>
</monster>
If you have a newer version of the filters xml, I've specifically made an <enemies> setting for monsters that your alliance currently has claim on. In that case it would be: Code <enemies>
<enemies>
they're here
</enemies>
</enemies>
Quetzalcoatl.Balthor
Server: Quetzalcoatl
Game: FFXI
Posts: 18
By Quetzalcoatl.Balthor 2013-08-02 18:57:42
Okay, I have a question that may have been answered in all these pages, but I am wondering if you can //bm unload, and then reload it for when I don't need the Battlemod active and when I do, or do I need to re-log to turn it on again?
There's just some times I don't need the numbers and sometimes I do. Any help appreciated. Thanks.
Cerberus.Balloon
Server: Cerberus
Game: FFXI
Posts: 423
By Cerberus.Balloon 2013-08-02 19:07:29
Quetzalcoatl.Balthor said: »Okay, I have a question that may have been answered in all these pages, but I am wondering if you can //bm unload, and then reload it for when I don't need the Battlemod active and when I do, or do I need to re-log to turn it on again?
There's just some times I don't need the numbers and sometimes I do. Any help appreciated. Thanks.
//lua u battlemod and //lua l battlemod
Quetzalcoatl.Stoutheart
Server: Quetzalcoatl
Game: FFXI
Posts: 13
By Quetzalcoatl.Stoutheart 2013-08-02 19:37:01
Quetzalcoatl.Balthor said: »Okay, I have a question that may have been answered in all these pages, but I am wondering if you can //bm unload, and then reload it for when I don't need the Battlemod active and when I do, or do I need to re-log to turn it on again?
There's just some times I don't need the numbers and sometimes I do. Any help appreciated. Thanks.
//lua u battlemod and //lua l battlemod
Thank you, thank you!!
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Lakshmi.Byrth
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Server: Lakshmi
Game: FFXI
Posts: 6137
By Lakshmi.Byrth 2013-09-30 12:04:06
I made a bug tracker on GitHub for my addons, so future problems with Battlemod can be reported there if you guys prefer:
https://github.com/Byrth/Lua/issues
I am currently trying to work out some persistent problems while transitioning Battlemod to v4.1. Having access to incoming packet injection/modification allows me to eliminate the messages that Battlemod handles in a much simpler way, which will remove any chance of me deleting unhandled messages.
Necro Bump Detected!
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Leviathan.Haruhigumi
Server: Leviathan
Game: FFXI
Posts: 284
By Leviathan.Haruhigumi 2013-12-24 18:33:01
1. got filter set to on screen damage only and its still showing everything in logs Damage in log is handeld only by battlemod filters, ingame filters dont matter and damage display option only affects on-screen damage.
Battlemod filters are in addon/battlemod/data/filters folder.
Oddly I get the exact same problem, damage is set to show "on screen" in my config, but immediately after installing BattleMod even with tweaking of the filters, can't get damage to show above the target. And since only BattleMod was added between then and now, I suspect it has *something* To do with BattleMod.
Leviathan.Arcon
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Server: Leviathan
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Posts: 660
By Leviathan.Arcon 2013-12-24 23:15:55
It's definitely a Battlemod issue, but one that is extremely difficult if not impossible to fix. The way the new Battlemod works is that it modifies incoming action packets so the game never sees the damage numbers, so it can't generate the chat log lines, which Battlemod already does. However, that also means that the game cannot generate the on-screen numbers anymore. I honestly don't know how to fix this short of Hooking the function that generates those numbers or creating its own text objects, both of which would be a lot of work.
Ragnarok.Martel
Server: Ragnarok
Game: FFXI
Posts: 2919
By Ragnarok.Martel 2014-01-01 07:31:27
Battlemod isn't showing shield blocks anymore. Did I change a setting I shouldn't have, or has that function been removed?
Lakshmi.Byrth
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Server: Lakshmi
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By Lakshmi.Byrth 2014-01-01 08:18:47
Nothing about Battlemod has changed in the last ~month. When was the last time it worked?
Ragnarok.Martel
Server: Ragnarok
Game: FFXI
Posts: 2919
By Ragnarok.Martel 2014-01-01 08:34:40
Hmmm. It's been quite awhile since I tried to use it for shield testing. Could well have been longer than a month.
Last time I used it, it still had arrows between attacker and receiver. Now it mostly looks like a normal chatlog.
Lakshmi.Byrth
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Server: Lakshmi
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By Lakshmi.Byrth 2014-01-01 09:47:31
Try //bm simplify
If that works, could you tell me which files/folders are in your addons/battlemod/data folder?
Ragnarok.Martel
Server: Ragnarok
Game: FFXI
Posts: 2919
By Ragnarok.Martel 2014-01-01 10:17:15
Yep, that worked. Now i get [Serac Rabbit] 7 blocked by -> Martel.
In addons\battlemod\data
filters folder
colors.xml
settings v3.xml
settings.xml
While I'm at it.... what happens if you get a blocked crit? Cause I don't think I've ever seen it say crit block or anything.
By Selindrile 2014-01-08 10:38:25
So is there no way to have battlemod filters and still have onscreen damage currently? I really miss my onscreen damage for all attacks but only showing WS/spells etc in log.
Leviathan.Arcon
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Server: Leviathan
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Posts: 660
By Leviathan.Arcon 2014-01-08 10:47:27
Currently no. Possibly at some point, but there would be a lot of work involved.
By Selindrile 2014-01-08 11:09:04
Thank you for the reply, unfortunate.
OH GOD! I CAN SEE FOREVER! - You need to change your filters (battlemod/data/filters/filter-<job>.xml). I have intentionally set it up so that the default filters are all-off because I figure it's worse if you miss messages that you were expecting than if you see things you weren't expecting. See the "Settings Files" part of the Readme below.
In anticipation of a lot of people having problems with this, I have made this thread to answer questions. First, here is the Readme file:
Readme said: Author: Byrth
Version: 2.0
Date: 13/4/13
Battlemod, packet version
Abbreviation: //bm
Commands:
* help - shows a menu of these commands in game
* colortest - Shows the 509 possible colors for use with the settings file
* reload - Reloads the settings file
* unload - unloads Battlemod
* condensebuffs - Condenses Area of Effect buffs, Default = True
* condensebattle - Condenses battle logs according to your settings file, Default = True
* cancelmulti - Cancles multiple consecutive identical lines, Default = True
* oxford - Toggle use of oxford comma, Default = True
* commamode - Toggle comma-only mode, Default = False
* targetnumber - Toggle target number display, Default = True
* colorful - Colors the output by alliance member, Default = True
Purpose: To allow chat log customization.
Installation Instructions (from the Windower 4 Launcher):
* 1 Start your copy of Windower 4 and select the "Addons" menu up top in the Launcher.
* 2 Click the icon next to "Battlemod"
* 3 Log in to the game!
* 4 Alter the settings as you wish. ("//bm colortest" will let you see the color options and )
* 5 If you have changed the settings, you can use "//bm reload" to load them in game.
Settings Files:
The settings files for battlemod are composed of 3 to 25 xml files (depending on how much you like unique filters). XML files can be opened with Notepad, edited, and saved. If you are going to "Save As..." an xml from Notepad, be sure to change "Text Documents (.txt)" to "All Files" file type and make sure the file ends in ".xml"
* data/settings.xml - contains basic flags that control the features of the program.
* data/colors.xml - contains all the color codes relevant to the program, which can be adjusted using colors from the colortext command.
* filters/filters.xml - contains the chat filter settings and is explained more thoroughly therein.
* filters/filters-<job>.xml - Several examples are provided, but these are specific filter files that will load for your individual jobs. You can use this to, for instance, make sure your healing jobs can always see damage taken (by unfiltering the <monsters></monsters> section or make sure your zerg jobs don't have to see the entire alliance's damage spam.
Known Issues:
* Counters, Spikes, and Retaliations are the wrong color for some reason.
* 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)
* AoE buffs only use the first message response, so if it has no effect on the user then it will appear to have no effect on everyone even if it did.
* The settings files are much larger and more complicated than v1. (Sorry, it's because there's more options)
* This plugin bypasses and renders invalid all chat filters other than its own.
Secondly, Battlemod attempts to re-create every interaction message (event_action) and other battle messages (event_action_message). I have been testing it for two weeks, but I have not done everything and (more importantly) I do not use every job. There are three major probable and unknown errors:
1) Battle text is showing up as say-color. - This means that I did not see the message while testing battlemod.
2) I'm blocking a message that should display. - This could be anything from your Time remaining in Dynamis to your Mandau's Enpoison effect.
3) I'm failing to display something properly. - If you see ${field} in your text, if something is missing, if the spacing is weird, etc.
If you find an error, please tell me:
1) What the exact text was (if possible)
2) What color it should be (Grey, Yellow, etc.) if the color was wrong
3) If there's an error in the console, the exact line number and message.
These add_to_chat colors are blocked by battlemod:
These ones are blocked:
20,21,22,23,24,25,26,28,29,31,32,33,35,36,40,41,42,43,44,50,51,52,56,57,59,60,69,64,65,67,69,81,85,90,91,100,101,102,104,105,106,110,111,112,114,122,163,164,168,171,175,177,183,185,186,191
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