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1.2.0.7+ #113
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1.2.0.7+ #113
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Generate a debug trigger from several given loglines and set delays based on the timestamp. The trigger would simulate the loglines when fired.
also fixed some typo and removed unused text
· Showing the "Startup" title correctly · Add the tooltip to the corresponding labels
${if: condition ? trueString : falseString}
https://discord.com/channels/374517624228544512/599935468578144276/1273483876676669523
· When no window name is specified, treat it as an attempt to match all windows. · Correctly accept combination keys, such as `Ctrl + A`. · Extract the logic related to `procid` to avoid repeated window searches during iteration.
· move some codes from ProxyPlugin to BridgeFFXIV · fix the plugin type "FFXIV_ACT_Plugin.FFXIV_ACT_Plugin" · change the PluginWrapper to a general class for all plugins, and move the version verification into BridgeFFXIV · other small changes
The structure is nearly unchanged (partial class)
· Empty condition groups in triggers/actions · SoundRouting and TTSRouting
(missed one file previously)
Getting combatant data from overlay plugin which includes more entities and more properties.
fix: Add Missing Repository Update Timeout
Fix: Compatible with progress bar
…cters added in 7.1
e.g. ${func:towhitechar:123}
The previous function was renamed to `toblackchar`
e.g. ${_waymark[A].active} ${_waymark[One].x} ${_waymark[6].xyz}
e.g. ${_waymark[A].active} ${_waymark[One].x} ${_waymark[6].xyz}
Supplement to previous commit
· Entity-related expression and actions can now get more entities and more properties from OverlayPlugin
· Property names are now case-insensitive
· Entity filter could be provided as a numeric expression:
`${_ffxiventity[IsT && HasStatus(0x32) && Distance < 5].ID}`
· Multiple properties could be queried at the same time:
·${_me.X, Y, Z, Heading}·
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2025.1. A brief introduction of entity-related functions after allowing Triggernometry to get data from OverlayPlugin: EntityRetrieving via Text ExpressionsTriggernometry now provides text expressions for retrieving specific entities:
Notes:
Tip A property expression includes not only "properties" in a programming sense (e.g., When writing triggers, you don’t need to distinguish between them; in this document, both are referred to as "properties". This clarification is provided to avoid confusion among readers with programming knowledge. Filter ExpressionsEntity filter expressions are used to filter entities from the entire list based on certain conditions. They come in several forms:
Warning Names vary across different language settings and may conflict between players and NPCs, or even be modified by certain plugins. This can lead to inconsistencies in trigger behavior across different clients or runs. It is strongly recommended to use IDs or BNpcIDs for queries and conditions, while names should only be used in outputs (e.g., TTS / text command notifications).
Property ExpressionsProperty expressions specify which attributes of the retrieved entity should be returned. Property expressions are case-insensitive. All available property expressions are listed below:
Notes:
Retrieving via ActionsIf entity properties need to be queried frequently at a specific time point, they can be stored in variables as snapshots. Advantages:
Actions:
Retrieving via C# ScriptsThe Various Properties: Omitted, see code for details. public static IEnumerable<Entity> GetEntities()Automatically retrieves all entities using either the FFXIV parsing plugin or the Overlay plugin, depending on the client's plugin status. public static IEnumerable<Entity> GetEntities(bool useOverlay)Specifies whether to use the FFXIV parsing plugin or the Overlay plugin to retrieve all entities. This can be combined with LINQ expressions for flexible entity filtering. The following methods also exist in both versions, as noted above, and their differences will not be repeated. public static Entity GetEntityByID(uint id)
public static Entity GetEntityByID(string hexID)
public static Entity GetEntityByID(uint id, bool useOverlay)
public static Entity GetEntityByID(string hexID, bool useOverlay)Retrieves an entity by ID, using either decimal or hexadecimal format. If no matching entity is found, returns public static Entity GetMyself()
public static Entity GetMyself(bool useOverlay)Retrieves the player's own entity. public static Entity MySnapshot
public static uint MyID
public static string MyHexID
public static IntPtr MyAddress
public static string MyNameA snapshot of the player's entity is generated each time the area changes, allowing for quick queries of attributes that do not change over time. public Entity Snapshot()Creates a snapshot, effectively performing a deep copy. When retrieving entities via the FFXIV parsing plugin, their attributes may change dynamically. If needed, this method generates a fixed-attribute snapshot. The following methods are internally used for entity queries but can also be utilized in custom C# code: public bool TryQueryProperty(string propName, IEnumerable<string> args, out string result)
public string QueryProperty(string propName, IEnumerable<string> args)Attempts to retrieve a specific "property" or "method" of the entity. This is equivalent to manually splitting a property expression and querying a single attribute. public string QueryProperty(string rawExpression)Retrieves a specific "property" or "method". Unlike the previous method, this allows direct input of expressions like public string QueryProperties(string rawExpression)Retrieves all properties or methods of the entity. |
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2025.1 Other updates Read Waymark Coordinates
Bug fixes / Small adjustments
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Ternary expression for strings
Shortcut:
Ctrl+Shift+IDebug Trigger Generator
Generates a debug trigger by the given log lines.
Accessing OverlayPlugin Entity Data
Currently only available by scripts:
example:
Other small adjustments