Automatic Oseem Augments

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2010-06-21
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Automatic Oseem Augments
 Lakshmi.Buukki
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サーバ: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2017-02-27 08:43:22  
Finally got this thing to work over the weekend.

Kind of ashamed to admit this, but you have to type /load oseem before the plugin will work. I was so unfamiliar with ashita that it took me a good bit of time to figure this out @_@. Noob mistake

That aside, this thing works great...almost too good. Burns through stones in a heartbeat, but its fine because I don't buy them and would rather spend 5min looking for augments than 25. It took me a while to realize that I could essentially just create one entire xml with all of my augments broken down, and let the program have several options to choose from rather than just one augment set. The delay option is cool if you would rather look at your augments before the app moves to the next cycle. Has to be set pretty high to react, though.

Thanks.
 Ragnarok.Primex
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サーバ: Ragnarok
Game: FFXI
Posts: 229
By Ragnarok.Primex 2017-02-27 09:46:50  
do want
 Odin.Warusha
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サーバ: Odin
Game: FFXI
user: Serithus
Posts: 118
By Odin.Warusha 2017-02-28 01:10:24  
Augment ID 11 appears to be MP, but the value seems to be off. Not sure if I did something wrong or not.

Edit: Augment ID 10 is also MP I guess. Augment ID 10, Quantity 5 gave me 37 MP. Augment ID 10, Quantity 9 gave me 41 MP.
 Leviathan.Comeatmebro
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サーバ: Leviathan
Game: FFXI
user: Rairin
Posts: 6052
By Leviathan.Comeatmebro 2017-02-28 07:15:26  
9 is MP
10+32 is MP
11+64 is MP
12+96 is MP

due to the way augments are stored, they can only hold a range of 32 values, so 1-32 MP uses ID 9, 33-64 MP uses ID 10, 65-96 MP uses ID 11, and more than 96 MP uses ID 12. (Despite accuracy/attack/variations using higher values, they are stored internally as multiple 1-32 ranges, or as an accuracy augment, an attack augment, and an accuracy+attack augment that the game condenses)

I could hardcode it to recognize all MP as 9, since I believe that's the only augment of this nature that oseem can provide, but for now you'd want to set your profile loosely with that in mind(or just make 4 profiles if you have a MP requirement.. I don't think you can hit augment 12 on non-dark matter but maybe?)
 Leviathan.Comeatmebro
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サーバ: Leviathan
Game: FFXI
user: Rairin
Posts: 6052
By Leviathan.Comeatmebro 2017-02-28 07:24:29  
1.04
-All MP augments are listed as augment ID 9 with their actual quantity now.
-All HP augments are listed as augment ID 5 with their actual quantity now.

This is to simplify the internal method the game uses, explained in my prior post.

DLL only: https://www.dropbox.com/s/c8qv6cn0b68vmou/Oseem.dll?dl=0
Full zip: https://www.dropbox.com/s/sd9hr4hbaippg81/Oseem.zip?dl=0
 Asura.Toralin
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サーバ: Asura
Game: FFXI
user: toralin
Posts: 1365
By Asura.Toralin 2017-02-28 08:03:06  
Griovolr can go over 100mp with regular stones
 Fenrir.Kaldaek
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サーバ: Fenrir
Game: FFXI
Posts: 1012
By Fenrir.Kaldaek 2017-02-28 08:09:54  
Didn't he say over 96MP uses ID 12?

due to the way augments are stored, they can only hold a range of 32 values, so 1-32 MP uses ID 9, 33-64 MP uses ID 10, 65-96 MP uses ID 11, and more than 96 MP uses ID 12.
 Asura.Toralin
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サーバ: Asura
Game: FFXI
user: toralin
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By Asura.Toralin 2017-02-28 11:38:45  
Fenrir.Kaldaek said: »
Didn't he say over 96MP uses ID 12?

due to the way augments are stored, they can only hold a range of 32 values, so 1-32 MP uses ID 9, 33-64 MP uses ID 10, 65-96 MP uses ID 11, and more than 96 MP uses ID 12.
I guess I should of quoted

"I don't think you can hit augment 12 on non-dark matter but maybe?)"
 Leviathan.Comeatmebro
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サーバ: Leviathan
Game: FFXI
user: Rairin
Posts: 6052
By Leviathan.Comeatmebro 2017-03-05 16:59:27  
This is now available through the ashita launcher and will automatically update when ashita is launched. As such, the dropbox links have been removed and this thread can be closed. Any issues should be reported through an ashita forum.
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