Final Fantasy Evolution: FFEvo Portal

Jump to content

GetAbilityID broken?

User is offline  
redmage 
- 08-24-10 01:14 - 2 comments

hi,

I'm doing something like this (starting by 1, do not want to list 2Hour abylity):

// removed some not important code
for (byte i = 1; i < 33; i++) 
{ 
        ab = Program.fface.Timer.GetAbilityID(i); 
        lstAbilities.Items.Add(ab.ToString()); 
}


I'm using fface.dll 4.1.0.5, FFACETools-Source and checked the id/index with the current resources.xml from windower.net, as blm80/whm40 it show me:
39
Afflatus Misery
Afflatus Solace
Divine Seal
Elemental Seal


My FFXI-Abilities are:
Manafont
Divine Seal
Elemental Seal
Mana Wall


Is the function GetAbilityID broken or i'm doing something wrong?
Read 55 times - last comment by redmage     

GetNextLine Problem

User is offline  
NxNSlite 
- 08-20-10 17:07 - 0 comments

OK Ive made 2 Program one in vb.net and one in C#
VB.net Use manual Import from FFACE.DLL from a modificated FF3 import.
C# use FFACETools to get the FFACE.FFACETools.Chat.GetNextLine

On both program im having a weird ISSUE. First I though it was a problem with my Import on the VB.net program
but since the same problem also happen with FFACETools im really starting to dought it...
After X time. Generaly less then 30 MIN. GetNextLine return something like 30 lines 1 shot and keep doing this untill
I close the program.

The application is for Abyssea to count the crystall (I know Parser do it but I wanted it live and on screen)
Is it a problem with the app I made on both language, A problem with the function or a FFACE problem.
Ive tryed 5 diferent way to get the info from FFtools and FFACE but Im always getting the same result.

Here is the source of the 2 programs.
Ps. I don't wana know that my threding suck :D Why am I getting this Error From GetNextLine()
Ps2. Sound like reflex also have exacly the same problem and im using another way to get the info.

C# version
VB.net version

thanks alot for the help on the debug
Nexon Slite
Read 58 times - make a comment     

Detecting Terrain Collisions

User is offline  
PuppetMaster 
- 08-15-10 22:01 - 8 comments

I have a decent monster targeting and engaging system set up now in Gambits, consisting of two parts.

Step 1: The one you're probably more familiar with, the Targetting system in it. Character turns slowly cycling through everything around them until they find mob by name.

Step 2 works very well, however there is a slight issue with it. The program makes the character /follow the mob until you close in within a set range that the player enters, this works perfectly as well.

However I run into a snag when the player targets a monster that has an object between them and it, like a tree, rock, outcrop, wall, or bush. The character /follows said monster and ends up running right into the wall.

I need to figure out a way to detect if the player has collided with something, which I think I know how. The much more complicated part is devising a way to have the character "untangle" themself from it and resume /following their target.

I don't expect this to do crazy stuff like completely go around a long wall or something, but anything simple like a small tree or rock that all it takes is a quick edge to the left or right would work great.

So far I'm thinking of this:

Detect collision, if true, then lock on to the monster and stop following. Hold down left and try edging that way for 3 seconds, then resume following while at the same time toggling a boolean or something.

Next time collision is detected, the character will go right instead of left and toggle the boolean again, using said boolean as a reference as to which direction to go.

Its kind of finicky at this moment, so I was wondering if anyone knows of a more effective method?
Read 151 times - last comment by Myrmidon     

Converting FFACETools Enum into AutoCompleteForm

User is offline  
PuppetMaster 
- 07-29-10 23:52 - 4 comments

Ok so I'm trying to create some autocomplete forms for Gambits, otherwise if someone types in the name of a spell they want to cast but its typod, the program crashes. Using auto fill I cna semi prevent this.

Awesome howto on using Autocomplete in VB here: http://msdn.microsof...etecustomsource

Now, first I started with a quick test to learn it using this code:

Dim Enfeeblesource As New AutoCompleteStringCollection()

Enfeeblesource.AddRange(New String() { _
        "Amnesia", _
        "Aspir_Daze", _
        "Attack_Down", _
        "Bane", _
        "Bind", _
        "Bio", _
        "Blindness", _
        "Burn", _
        "Bust", _
        "Charm1", _
        "Charm2", _
        "Choke", _
        "Chr_Down", _
        "Curse", _
        "Defense_Down", _
        "Dex_Down", _
        "Dia", _
        "Disease", _
        "Doom", _
        "Drain_Daze", _
        "Evasion_Down", _
        "Flash", _
        "Flood", _
        "Frost", _
        "Gradual_Petrification", _
        "Haste_Daze", _
        "Helix", _
        "Int_Down", _
        "KO", _
        "Lullaby", _
        "Magic_Acc_Down", _
        "Magic_Atk_Down", _
        "Magic_Evasion_Down", _
        "Max_HP_Down", _
        "Max_MP_Down", _
        "Mnd_Down", _
        "Mute", _
        "Paralysis", _
        "Petrification", _
        "Plague", _
        "Poison", _
        "Rasp", _
        "Shock", _
        "Silence", _
        "Sleep", _
        "Sleep2", _
        "Slow", _
        "Str_Down", _
        "Stun", _
        "Terror", _
        "Vit_Down", _
        "Weakness", _
        "Weight" _
                                })

With Argument1_txt
            .AutoCompleteCustomSource = AbilitySource
            .AutoCompleteMode = AutoCompleteMode.SuggestAppend
            .AutoCompleteSource = AutoCompleteSource.CustomSource
End With



It works perfectly, exactly as I wanted. Awesome. So then I decide to do it for real and try and directly convert all the names of the Stat effect enum into strings and stick em in my custom source.

I created 3 different sources, job abilities, spells, and effects so far, though it'll be very easy to do more of them should I need.

Here's the code I'm using for the EffectSource.


 Dim tempstring As String
        For effectsteps As Short = 0 To 1500
            If [Enum].IsDefined(GetType(FFACETools.StatusEffect), effectsteps) Then
                tempstring = [Enum].GetName(GetType(FFACETools.StatusEffect), effectsteps)
                EffectSource.Add(tempstring)
            End If
        Next


Then I do the same as the previous step and set it as the source for the box. I don't get any syntax errors, however when I run it and click in the text box and start typing, the program crashes and fails all over the place.

what am I doing wrong? D:
Read 115 times - last comment by Minako     

Gambits Light, and New Gambits Pro 1.5, Now with More Gambits than you can Gambit a Gambit at!

User is offline  
PuppetMaster 
- 07-29-10 03:20 - 67 comments

File Name: Gambits Light, and New Gambits Pro 1.5, Now with More Gambits than you can Gambit a Gambit at!
File Submitter: PuppetMaster
File Submitted: 28 Jul 2010
File Updated: 20 Aug 2010
File Category: FFACE Programs
FFACE version: 3.4

Gambits Light:

Huge, massive thanks to NxNSlite and H1ppo for all their awesome help, I couldn't have done it without you. Or at least it would've taken me months instead of a couple days XP

Spoiler


Gambits Pro:

Spoiler



Gambits Prime:

Spoiler



Once again, if you have any requests of targets/triggers/stuff to add to Gambits, feel free to ask so I may make the program better. This is my baby and I wanna make it the best possible to meet all your needs!

Click here to download this file
Read 1294 times - last comment by PuppetMaster     

Online Users

0 members, 2 visitors and 0 anonymous users

Google


Latest Discussions


Top Downloads


Latest Files