Lua Addon Ideas |
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Lua Addon Ideas
Any chance for an addon that shows party frames a lil nicer?
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Posts: 32
I would like something like an on screen widescan. If there is already an addon that does that then I apologize for not being aware of it.
steelernation said: » I would like something like an on screen widescan. If there is already an addon that does that then I apologize for not being aware of it. look for mappy. its not an addon, its a 3rd party app, but it has all the functionality of tracking mobs on a onscreen map. https://github.com/z16/mappy Odin.Ewellina said: » steelernation said: » I would like something like an on screen widescan. If there is already an addon that does that then I apologize for not being aware of it. look for mappy. its not an addon, its a 3rd party app, but it has all the functionality of tracking mobs on a onscreen map. https://github.com/z16/mappy You can also use the 'FFXIDB' plugin, available from the windower plugin list. It gives you a minimap that shows red dots on it for mobs, green dots for npcs etc. FFXIDB has doesnt do anything that widescan does though. no mob tracking by name / id or anything.
Is there an addon or addon that sorts the invertory with a // command?
Is there an addon to store / retrieve AF from porter before I finish writing this?
Anyone know what values for Umbra/Radiance would be, I see this in the lua
Code skillchains = T{[288]="Light",[289]="Darkness",[290]="Gravitation",[291]="Fragmentation",[292]="Distortion",[293]="Fusion",[294]="Compression",[295]="Liquefaction",[296]="Induration",[297]="Reverberation",[298]="Transfixion",[299]="Scission",[300]="Detonation",[301]="Impaction",[302]="Cosmic Elucidation"} Asura.Toralin said: » Anyone know what values for Umbra/Radiance would be, I see this in the lua Code skillchains = T{[288]="Light",[289]="Darkness",[290]="Gravitation",[291]="Fragmentation",[292]="Distortion",[293]="Fusion",[294]="Compression",[295]="Liquefaction",[296]="Induration",[297]="Reverberation",[298]="Transfixion",[299]="Scission",[300]="Detonation",[301]="Impaction",[302]="Cosmic Elucidation"} 767,768 Lakshmi.Elidyr said: » Asura.Toralin said: » Anyone know what values for Umbra/Radiance would be, I see this in the lua Code skillchains = T{[288]="Light",[289]="Darkness",[290]="Gravitation",[291]="Fragmentation",[292]="Distortion",[293]="Fusion",[294]="Compression",[295]="Liquefaction",[296]="Induration",[297]="Reverberation",[298]="Transfixion",[299]="Scission",[300]="Detonation",[301]="Impaction",[302]="Cosmic Elucidation"} 767,768 I think a useful addon for pet jobs would be an indicator of what status effects are present on the pet.
both buffs and debuffs. the same icons for players, maybe displayed with pet name, or in a box somewhere on screen. for example: did doom really land on my pet or not? which buffs have been absorbed by my puppetmaster? seeing which debuffs are there helps determine if I want to use roborant for reward or pet food similarly maintenance or repair on automaton. or on bst or smn if I missed a pet buff ready move or bloodpact ward expire or not. Quetzalcoatl.Xilkk said: » I think a useful addon for pet jobs would be an indicator of what status effects are present on the pet. both buffs and debuffs. the same icons for players, maybe displayed with pet name, or in a box somewhere on screen. for example: did doom really land on my pet or not? which buffs have been absorbed by my puppetmaster? seeing which debuffs are there helps determine if I want to use roborant for reward or pet food similarly maintenance or repair on automaton. or on bst or smn if I missed a pet buff ready move or bloodpact ward expire or not. i think the reality is, there is no buff table for your pet, therefor you would have to manually track everything that happens to your pet. This means documenting every monster attack / spell in the game that can debuff your pet (not all attacks / spells are as strait forward as x casts dia on y). As wonderful as it would be, as far as I'm aware there isn't a packet with this data either. I think this would be incredibly difficult and very inaccurate. edit: but i could be wrong too. An addon that takes a single command and uses whatever -na spell is required on the target - saving a ***load of macro space.
e.g. It checks target and sees they have paralyze, so it uses paralyna, etc. Offline
Posts: 703
So.. A couple lsmates and I are working on making an addon which simplifies/unifies BLM nukes to single commands.
The basics: 1) Set element mode by direct command or cycling thru elements. 2) Addon command like.. "//nuke3" casts a T3 nuke of the current element. Will also have aoe versions like "//nukega2" which does the same for aoe nukes. The other guys working on this are professional programmers, but aren't too familiar with the LUA language, so we have that much running, but we've run into a snag. We'd like to include the functionality from a GS include that I made which handles spell degradation, (bumps your cast down a tier if the one you call for is on cooldown or you don't have enough MP to cast it,) but none of us are familiar enough w/ the language to easily convert GS code > addon code. Are there any good resources/documentation on how to do so? How much of GS syntax is tied directly to GS and is going to be difficult to replicate as a stand-alone addon? I know that we could just include the include file with instructions on how to use it, but this has become a learning experience for us and want to know how to do what we want to do. ^^ Nyarlko said: » So.. A couple lsmates and I are working on making an addon which simplifies/unifies BLM nukes to single commands. The basics: 1) Set element mode by direct command or cycling thru elements. 2) Addon command like.. "//nuke3" casts a T3 nuke of the current element. Will also have aoe versions like "//nukega2" which does the same for aoe nukes. The other guys working on this are professional programmers, but aren't too familiar with the LUA language, so we have that much running, but we've run into a snag. We'd like to include the functionality from a GS include that I made which handles spell degradation, (bumps your cast down a tier if the one you call for is on cooldown or you don't have enough MP to cast it,) but none of us are familiar enough w/ the language to easily convert GS code > addon code. Are there any good resources/documentation on how to do so? How much of GS syntax is tied directly to GS and is going to be difficult to replicate as a stand-alone addon? I know that we could just include the include file with instructions on how to use it, but this has become a learning experience for us and want to know how to do what we want to do. ^^ At the very least, you should be able to get the cooldown of spells via packets. Although I'd hope to get access to it via other means provided by Windower. I would keep it separate from GS. It's pretty simple. I'm not at home right now, but hit me up if you want the code. Nyarlko said: » So.. A couple lsmates and I are working on making an addon which simplifies/unifies BLM nukes to single commands. The basics: 1) Set element mode by direct command or cycling thru elements. 2) Addon command like.. "//nuke3" casts a T3 nuke of the current element. Will also have aoe versions like "//nukega2" which does the same for aoe nukes. The other guys working on this are professional programmers, but aren't too familiar with the LUA language, so we have that much running, but we've run into a snag. We'd like to include the functionality from a GS include that I made which handles spell degradation, (bumps your cast down a tier if the one you call for is on cooldown or you don't have enough MP to cast it,) but none of us are familiar enough w/ the language to easily convert GS code > addon code. Are there any good resources/documentation on how to do so? How much of GS syntax is tied directly to GS and is going to be difficult to replicate as a stand-alone addon? I know that we could just include the include file with instructions on how to use it, but this has become a learning experience for us and want to know how to do what we want to do. ^^ ------------------------------------------------------------------------------------------------------------------- -- Utility functions for changing spells and target types in an automatic manner. ------------------------------------------------------------------------------------------------------------------- local waltz_tp_cost = {['Curing Waltz'] = 200, ['Curing Waltz II'] = 350, ['Curing Waltz III'] = 500, ['Curing Waltz IV'] = 650, ['Curing Waltz V'] = 800} -- Utility function for automatically adjusting the waltz spell being used to match HP needs and TP limits. -- Handle spell changes before attempting any precast stuff. function refine_waltz(spell, action, spellMap, eventArgs) if spell.type ~= 'Waltz' then return end -- Don't modify anything for Healing Waltz or Divine Waltzes if spell.english == "Healing Waltz" or spell.english == "Divine Waltz" or spell.english == "Divine Waltz II" then return end local newWaltz = spell.english local waltzID local missingHP -- If curing ourself, get our exact missing HP if spell.target.type == "SELF" then missingHP = player.max_hp - player.hp -- If curing someone in our alliance, we can estimate their missing HP elseif spell.target.isallymember then local target = find_player_in_alliance(spell.target.name) local est_max_hp = target.hp / (target.hpp/100) missingHP = math.floor(est_max_hp - target.hp) end -- If we have an estimated missing HP value, we can adjust the preferred tier used. if missingHP ~= nil then if player.main_job == 'DNC' then if missingHP < 40 and spell.target.name == player.name then -- Not worth curing yourself for so little. -- Don't block when curing others to allow for waking them up. add_to_chat(122,'Full HP!') eventArgs.cancel = true return elseif missingHP < 200 then newWaltz = 'Curing Waltz' waltzID = 190 elseif missingHP < 600 then newWaltz = 'Curing Waltz II' waltzID = 191 elseif missingHP < 1100 then newWaltz = 'Curing Waltz III' waltzID = 192 elseif missingHP < 1500 then newWaltz = 'Curing Waltz IV' waltzID = 193 else newWaltz = 'Curing Waltz V' waltzID = 311 end elseif player.sub_job == 'DNC' then if missingHP < 40 and spell.target.name == player.name then -- Not worth curing yourself for so little. -- Don't block when curing others to allow for waking them up. add_to_chat(122,'Full HP!') eventArgs.cancel = true return elseif missingHP < 150 then newWaltz = 'Curing Waltz' waltzID = 190 elseif missingHP < 300 then newWaltz = 'Curing Waltz II' waltzID = 191 else newWaltz = 'Curing Waltz III' waltzID = 192 end else -- Not dnc main or sub; bail out return end end local tpCost = waltz_tp_cost[newWaltz] local downgrade -- Downgrade the spell to what we can afford if player.tp < tpCost and not buffactive.trance then --[[ Costs: Curing Waltz: 200 TP Curing Waltz II: 350 TP Curing Waltz III: 500 TP Curing Waltz IV: 650 TP Curing Waltz V: 800 TP Divine Waltz: 400 TP Divine Waltz II: 800 TP --]] if player.tp < 200 then add_to_chat(122, 'Insufficient TP ['..tostring(player.tp)..']. Cancelling.') eventArgs.cancel = true return elseif player.tp < 350 then newWaltz = 'Curing Waltz' elseif player.tp < 500 then newWaltz = 'Curing Waltz II' elseif player.tp < 650 then newWaltz = 'Curing Waltz III' elseif player.tp < 800 then newWaltz = 'Curing Waltz IV' end downgrade = 'Insufficient TP ['..tostring(player.tp)..']. Downgrading to '..newWaltz..'.' end if newWaltz ~= spell.english then send_command('@input /ja "'..newWaltz..'" '..tostring(spell.target.raw)) if downgrade then add_to_chat(122, downgrade) end eventArgs.cancel = true return end if missingHP and missingHP > 0 then add_to_chat(122,'Trying to cure '..tostring(missingHP)..' HP using '..newWaltz..'.') end end Offline
Posts: 703
To clarify, I have the spell degrade function for GS working as an include file. I am hoping to untie it from GS, and integrate it into a stand-alone addon. So, anything that is purely GS related isn't going to help much. >_<
Cerberus.Shadowmeld
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Nyarlko said: » So.. A couple lsmates and I are working on making an addon which simplifies/unifies BLM nukes to single commands. The basics: 1) Set element mode by direct command or cycling thru elements. 2) Addon command like.. "//nuke3" casts a T3 nuke of the current element. Will also have aoe versions like "//nukega2" which does the same for aoe nukes. The other guys working on this are professional programmers, but aren't too familiar with the LUA language, so we have that much running, but we've run into a snag. We'd like to include the functionality from a GS include that I made which handles spell degradation, (bumps your cast down a tier if the one you call for is on cooldown or you don't have enough MP to cast it,) but none of us are familiar enough w/ the language to easily convert GS code > addon code. Are there any good resources/documentation on how to do so? How much of GS syntax is tied directly to GS and is going to be difficult to replicate as a stand-alone addon? I know that we could just include the include file with instructions on how to use it, but this has become a learning experience for us and want to know how to do what we want to do. ^^ I have code for that in my lua sidecars for my mage jobs. It be default nukes according to day, but there’s a forceelement var that will override. Hit me up if you’d like to see it Would like to see some of the existing addons fixed.
Such as the Treasure Box addon that currently glitches and incorrectly guessing combinations every time. Pointwatch also glitches and reports incorrect limit points and merit points. When opening the menu to view limit and merits, Pointwatch will update and display the correct totals, until you gain more and then it's wrong again. Asura.Kazaki said: » An addon that takes a single command and uses whatever -na spell is required on the target - saving a ***load of macro space. e.g. It checks target and sees they have paralyze, so it uses paralyna, etc. 1. Silena 2. Stona 3. Paralyna 4. ...etc And it would be different from other jobs. I'm gonna look and see if the debuff list of your target is easily available. Bismarck.Xurion said: » Asura.Kazaki said: » An addon that takes a single command and uses whatever -na spell is required on the target - saving a ***load of macro space. e.g. It checks target and sees they have paralyze, so it uses paralyna, etc. 1. Silena 2. Stona 3. Paralyna 4. ...etc And it would be different from other jobs. I'm gonna look and see if the debuff list of your target is easily available. Afaik you can only directly access main party members via incoming 0x076 packets, which is sent every time buffs change for any member. If you multi-box it shouldn't be difficult to write something to track between boxes even if those characters aren't in the same party. Furthering that, you could exchange buff tables between them if you park each of your characters in separate parties, giving more alliance coverage (so if your WHM mule is in party 1 and you're playing WAR in party 2, WHM could still have full knowledge of both party 1 and party 2) Bismarck.Dunigs said: » Bismarck.Xurion said: » Asura.Kazaki said: » An addon that takes a single command and uses whatever -na spell is required on the target - saving a ***load of macro space. e.g. It checks target and sees they have paralyze, so it uses paralyna, etc. 1. Silena 2. Stona 3. Paralyna 4. ...etc And it would be different from other jobs. I'm gonna look and see if the debuff list of your target is easily available. Afaik you can only directly access main party members via incoming 0x076 packets, which is sent every time buffs change for any member. If you multi-box it shouldn't be difficult to write something to track between boxes even if those characters aren't in the same party. Furthering that, you could exchange buff tables between them if you park each of your characters in separate parties, giving more alliance coverage (so if your WHM mule is in party 1 and you're playing WAR in party 2, WHM could still have full knowledge of both party 1 and party 2) the addon STNA already does it between multi-boxes, but I was hoping for something for just the single character player Nyarlko said: » So.. A couple lsmates and I are working on making an addon which simplifies/unifies BLM nukes to single commands. The basics: 1) Set element mode by direct command or cycling thru elements. 2) Addon command like.. "//nuke3" casts a T3 nuke of the current element. Will also have aoe versions like "//nukega2" which does the same for aoe nukes. The other guys working on this are professional programmers, but aren't too familiar with the LUA language, so we have that much running, but we've run into a snag. We'd like to include the functionality from a GS include that I made which handles spell degradation, (bumps your cast down a tier if the one you call for is on cooldown or you don't have enough MP to cast it,) but none of us are familiar enough w/ the language to easily convert GS code > addon code. Are there any good resources/documentation on how to do so? How much of GS syntax is tied directly to GS and is going to be difficult to replicate as a stand-alone addon? I know that we could just include the include file with instructions on how to use it, but this has become a learning experience for us and want to know how to do what we want to do. ^^ I believe this already exists as a BLM lua... I used to have it before I last stopped playing, so I don't know who made it now, but it's out there somewhere! Quote: the addon STNA already does it between multi-boxes, but I was hoping for something for just the single character player It would still be fine for single character, just pretty sure you're limited to only the 5 members in your party - no one in other alliance parties, no random passerby. Could be wrong though, I'm not subbed so can't double check, but I'm pretty sure the packet only sends information about your main party. The multi-box comment was addressing this issue in that if you controlled a character in each party it would be possible for a single character to have full knowledge of an entire alliance. Bismarck.Dunigs said: » I'm pretty sure the packet only sends information about your main party. That makes a lot of sense. So making an addon that it just works on your party is possible? even that would be useful
I'm messing with it now. Also interestingly, 0x076 packets contain debuffs. It's the UI that filters them out.
Maybe this is already an addon somewhere or maybe it's impossible... I was thinking that the menus are really short compared to the resolutions that some players now play at. E.g. the homepoint menu only shows 3 home points at once, and there's so much space on the screen that it could show more. All menus are really short.
Would it be possible for an addon to lengthen these menus to a customisable length? |
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