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.
and
//lua load
Battlemod V2 |
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Battlemod v2
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. and //lua load I can't replicate any of these filter problems. Can someone that's having a problem post their full filters xml please?
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After the update today, Battlemod seems to be spamming the word " there " in console whenever a pet hits. The pet in question is FaithfulFalcorr.
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Thank you.
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Does the same thing with wyvern with DRG job
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. 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. 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.
Lakshmi.Byrth said: » 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. 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. Reinstalled all windower4, it's ok now ^^
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Is there any way to filter the additional effect drain from dnc JA ?
Edit: Also spells being interrupted 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.
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.
Bahamut.Bojack said: » 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
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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
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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
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Cerberus.Balloon said: » 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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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.
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Leviathan.Haruhigumi
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Phoenix.Shellke said: » Asura.Izilder said: » 1. got filter set to on screen damage only and its still showing everything in logs 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. 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
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Battlemod isn't showing shield blocks anymore. Did I change a setting I shouldn't have, or has that function been removed?
Nothing about Battlemod has changed in the last ~month. When was the last time it worked?
Ragnarok.Martel
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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. Try //bm simplify
If that works, could you tell me which files/folders are in your addons/battlemod/data folder? Ragnarok.Martel
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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. 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.
Currently no. Possibly at some point, but there would be a lot of work involved.
Thank you for the reply, unfortunate.
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