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Locales with a comma as decimal place don't work - ie 20,00 instead of 20.00 #15
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What job are you on when that is the case? What's your character's name? (Is there non-ascii characters?) You can scramble the name or something if you're worried about anonymity, just wondering how to reproduce it. |
in all jobs, life/tp/mana bars work well and only icon not work |
Hm, probably not a name problem then. Is there anything interesting in the OverlayPlugin tab's log? |
When I get home, I'll take screenshots of my config, etc ... |
I had a thought. Cactbot uses the network log triggers for everything from the FFXIV plugin - since they are more reliable and quicker, with more info. That means if you have network parsing disabled that things like the potions and such will break. The HP/mana bars come memory directly so they don't depend on that. Make sure in the FFXIV plugin settings that "Disable Parsing from Network Data" is not checked. |
me ffxiv settings https://gyazo.com/585609d44c0fdaf914503f1c9f18b1fa FFxiv not found in automitic for me, i need swich me process, disable all addons exceppt ffxiv and put on all addons, al all work except buffs |
https://gyazo.com/886de2ab9c5636b28d28a9e93b3a0b82 probably not automatic process is the problem |
https://gyazo.com/095b45c0b317b2e8770eb72fcbf776e4 the rpoblem i think |
Hm, ok let me try to translate those. If that error is that it can't find FFXIV_ACT_Plugin.dll, then https://github.com/quisquous/cactbot#potential-errors-and-workarounds has a suggestion. |
Oh, I think it's this one: If you get an overlay plugin error similar to Error: (overlay): Exception in SendFastRateEvents: Could not load file or assembly 'FFXIV_ACT_Plugin, Version=(version), Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified. then you likely need to unblock the ffxiv plugin. See the instructions above for unblocking DLLs. |
i make a new full install, and the same problem. now act dont have any problem. |
I'm not sure what you mean there, the problem went away so it's all good? Or it changed? Did you unblock the FFXIV_ACT_Plugin.dll? |
it still does not show the icons, but now I have unlocked all the files, and the ffxiv and overplugin do not give any faults |
Can you:
|
[04:00:48.110] 15:1072E940:Darth Beiber:1D64:Jolt II:40000EF3:Striking Dummy:750203:197A:3033A:8000BA:10:800557:1C:801D64:0:0:0:0:0:0:0:0:159353:165452:0:0:1000:1000:-834,4091:-607,7821:13,5907:30848:30848:14400:14400:1000:1000:-827,2372:-598,3194:11,6: |
Ooh I see! It says "20,00 Seconds" instead of "20.00 Seconds" like it would for me. Thanks! We'll have to go through and make sure all the checks we do for numbers support both formats. |
and any solution for fast fix? |
If you go through jobs.js and change things that look something like [0-9.]+ to be [0-9.,]+ then I expect it to work for that module. Would have to do the same with all the triggers for the raidboss module to work, though. |
However that will not be perfect. According to https://stackoverflow.com/questions/7571553/javascript-parse-float-is-ignoring-the-decimals-after-my-comma the commas will not parse correctly, so we'll have to convert them to periods before doing parseFloat(). That will be harder for you to do one-off, but most things are actually whole numbers so you probably won't notice it for now. If things feel off by a second, then that is why. |
I have modified the jobs.js file with the changes you have posted, now the procs of the jobs are working, but the buffos are still not working. |
in what directory should the buff icons be? |
The icon images are in ui/jobs/jobs-icons.js, they are saved as js strings. Do the boxes appear but the icons are not there, or nothing appears at all, or something else? |
And did you get the lines like this?
That's the one for Embolden for example. |
5269d55 should fix this more robustly for the next release. |
yeahhhhhhhhhhhhhhhh finally work https://gyazo.com/394961bb880f3af4f07a3cf8893b438f ty dude. I remplace all [0-9.]+ for [0-9.,]+ and all work . if anyone have the same problem y can upload me jobs.js ty for all, <3 |
bbut now, i know your code and probably make a good ui for ninja |
Awesome! Thanks for helping me fix it. Will be cool to see a Ninja UI! If event.detail.jobDetail is missing anything you can take a look at the event.detail.debugJob which has all the bytes for job info in raw format. If you figure out what bytes are set to to describe what job states, then we can change the FFXIVMemory.cs to pull that data out into jobDetail to give it to the JavaScript nicely. I don't have a 70 nin so couldn't do this myself yet. The ui/test/cactbot_test.html ui shows this debugJob string too so you can observe it and record what it does. |
…s#15) (sorry for the git bork/closed PR - one more time...) This PR should address the encounter sync drift referenced in quisquous#5635 and quisquous#6048, as well as the missing zone-seal sync referenced in quisquous#5716. There were a couple of separate but related issues that I found: 1. `encounter_tools` had not (yet) been updated to use `InCombat` lines to start encounters, even though `make_timeline` is inserting an `InCombat` sync at the start of a new timeline. 2. For fights that do not have zone seals, `encounter_tools` would fall back on using `playerAttackingMob` or `mobAttackingPlayer` regex. While this mostly still worked (with minor drift issues), it was also counting faerie healing actions as the start of the fight. I confirmed this was the case with the log in issue 6048. I don't have logs for the original report from issue 5635, but I suspect a similar cause there, as I was unable to repro in e6n when on non-pet classes. 3. I think there was a minor logic bug in `encounter_tools` re: pushing the fight-starting log line into `logLines`. When encountering certain log lines that should trigger a new fight encounter, `onStartFight()` would reinitialize `this.currentFight` and set `.startTime`; but when `storeStartLine()` was subsequently called, it would not push the starting log line into `.logLines` because the fight already had a start time set. This was causing make/test_timeline to sometimes not have access to (and not be able to sync on) the log line that started the encounter. I'm wary about unintentional breakage, given the various different events that should (or should not) start a timeline. cc: @xiashtra and @JLGarber, would appreciate an extra set of eyes.
…s#15) (sorry for the git bork/closed PR - one more time...) This PR should address the encounter sync drift referenced in quisquous#5635 and quisquous#6048, as well as the missing zone-seal sync referenced in quisquous#5716. There were a couple of separate but related issues that I found: 1. `encounter_tools` had not (yet) been updated to use `InCombat` lines to start encounters, even though `make_timeline` is inserting an `InCombat` sync at the start of a new timeline. 2. For fights that do not have zone seals, `encounter_tools` would fall back on using `playerAttackingMob` or `mobAttackingPlayer` regex. While this mostly still worked (with minor drift issues), it was also counting faerie healing actions as the start of the fight. I confirmed this was the case with the log in issue 6048. I don't have logs for the original report from issue 5635, but I suspect a similar cause there, as I was unable to repro in e6n when on non-pet classes. 3. I think there was a minor logic bug in `encounter_tools` re: pushing the fight-starting log line into `logLines`. When encountering certain log lines that should trigger a new fight encounter, `onStartFight()` would reinitialize `this.currentFight` and set `.startTime`; but when `storeStartLine()` was subsequently called, it would not push the starting log line into `.logLines` because the fight already had a start time set. This was causing make/test_timeline to sometimes not have access to (and not be able to sync on) the log line that started the encounter. I'm wary about unintentional breakage, given the various different events that should (or should not) start a timeline. cc: @xiashtra and @JLGarber, would appreciate an extra set of eyes.
HI idk why icons, cds, pots etc are not displayed ...
everything else works well, life bar, special rdm bar,
ty and great job.
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