[Module] Crafting Tool v2.1.1 + FIX 2 <18/11/2013> - Printable Version +- MMOMinion (https://www.mmominion.com) +-- Forum: FFXIVMinion (https://www.mmominion.com/forumdisplay.php?fid=87) +--- Forum: [DOWNLOADS] Addons, Lua Modules, Navigation Meshes.. (https://www.mmominion.com/forumdisplay.php?fid=90) +---- Forum: Outdated (https://www.mmominion.com/forumdisplay.php?fid=110) +---- Thread: [Module] Crafting Tool v2.1.1 + FIX 2 <18/11/2013> (/showthread.php?tid=4380) |
RE: [Module] Crafting Tool v2.0.2 <05/11/2013> - Koopla - 11-07-2013 I tried to convert my generic 40 durability profile from 1 job to another (I changed CT_Prof=Goldsmith to CT_Prof=Carpenter) but when I select the profile in SkillManager it is empty and the Console is saying "failed with [string "D:location...\/Craftin.."]:412 :attempt to call method 'AddCondition' (a nil value). ----------- I have noticed that some skills have different IDs (the generic skills that all classes have like Steady Hands, Inner Quiet, Basic Touch etc.). So you need to change them to every according class you are on. Maybe you could set many IDs to a single skills with a comma? Like this: CT_ID=252,253,.. etc. RE: [Module] Crafting Tool v2.0.1 <05/11/2013> - ymko - 11-07-2013 (11-07-2013, 05:45 AM)Kaeyt Sith Wrote:What does the console say?(11-05-2013, 09:10 PM)ymko Wrote:(11-05-2013, 08:52 PM)gawc Wrote:That's pretty strange.(11-05-2013, 07:33 PM)Kaeyt Sith Wrote: Any chance of it coming with some basic presets for the various classes? I cant get it to work at all with my goldsmith :/ Have you configured the skills or just added? (11-07-2013, 09:33 AM)Koopla Wrote: I tried to convert my generic 40 durability profile from 1 job to another (I changed CT_Prof=Goldsmith to CT_Prof=Carpenter) but when I select the profile in SkillManager it is empty and the Console is saying "failed with [string "D:location...\/Craftin.."]:412 :attempt to call method 'AddCondition' (a nil value).It doesn't convert that way. Don't do it, in fact, try not to touch the profile.lua files using a text editor :) You need more to convert it. Skill ID's are different for every profession. There is a reason it has your profession stored at the top because it reads from different inbuilt skill lists, and compares the skills you have to those lists + leech all the info that is needed but not in the profile. Taking it off by 1 letter say carpenter instead of Carpenter, will also not allow you to read the list. (11-07-2013, 02:46 AM)Hairyogre Wrote: I may have found a bug in the IQ Stacks logic. Rumination doesn't seem to fire if I set IQ Stacks >= 1 or higher. If I set it to 0 it always fires (as you would expect), however it hangs on attempting Rumination with 0 stacks if the conditions cause such an attempt to occur. This often happens after consuming the IQ stacks in the step(s) prior to Rumination coming up again. I also notice that your IQ stacks counter doesn't reset to 0 on firing Rumination. I don't know if that's related or if the stacks counter is just tracking successful touches.Yah that's a bug in fact, needs fixing, i'll try to update that for 2.0.3 :) Thanks for reminding me. To make IQ fire on the first step just: step <= 1 :) (11-07-2013, 02:28 AM)dannuic Wrote:I need to make Quality a % I guess :P(11-07-2013, 12:38 AM)Koopla Wrote: If I remember correctly, this wasn't a problem in 1.5.4 but not 100% sure. Also I'm not sure the issue with 10 durability being lost to nothing is fixable at the moment at least I can't find a set of conditions? :) Did you find a workaround? RE: [Module] Crafting Tool v2.0.2 <05/11/2013> - Koopla - 11-07-2013 Well ok, so you are saying I need to create separate profiles for every class separately? I can't have generic profiles that suit all crafters? (for example, a 40/40 2synth preset that works on many classes <-- there's no way to convert it to work for another class so I have to create these from scratch for every class separately?) RE: [Module] Crafting Tool v2.0.2 <05/11/2013> - ymko - 11-07-2013 (11-07-2013, 01:12 PM)Koopla Wrote: Well ok, so you are saying I need to create separate profiles for every class separately? I can't have generic profiles that suit all crafters? (for example, a 40/40 2synth preset that works on many classes <-- there's no way to convert it to work for another class so I have to create these from scratch for every class separately?)You could in theory, if you only use cross-class skills... Otherwise a profile for every profession. RE: [Module] Crafting Tool v2.0.2 <05/11/2013> - Koopla - 11-07-2013 After checking all the IDs for a couple of classes I noticed that cross-class skills share same IDs throughout. So my plan is when I need to convert a good profile to another class is to just change CT_Prof= and then change only the IDs of skills accordingly that are not cross-class. It's a bit of work but worth it, if I make profiles for all the classes it would be a pain to make a change in my profile (will need to update every one of the profiles instead of just the one I'm using). RE: [Module] Crafting Tool v2.0.2 <05/11/2013> - ymko - 11-07-2013 (11-07-2013, 01:55 PM)Koopla Wrote: After checking all the IDs for a couple of classes I noticed that cross-class skills share same IDs throughout. So my plan is when I need to convert a good profile to another class is to just change CT_Prof= and then change only the IDs of skills accordingly that are not cross-class. It's a bit of work but worth it, if I make profiles for all the classes it would be a pain to make a change in my profile (will need to update every one of the profiles instead of just the one I'm using).You could do that :) RE: [Module] Crafting Tool v2.0.1 <05/11/2013> - dannuic - 11-07-2013 (11-07-2013, 11:18 AM)ymko Wrote:(11-07-2013, 05:45 AM)Kaeyt Sith Wrote:What does the console say?(11-05-2013, 09:10 PM)ymko Wrote:(11-05-2013, 08:52 PM)gawc Wrote:That's pretty strange.(11-05-2013, 07:33 PM)Kaeyt Sith Wrote: Any chance of it coming with some basic presets for the various classes? I cant get it to work at all with my goldsmith :/ I guess I don't understand. How is 10 dura being lost to nothing? RE: [Module] Crafting Tool v2.0.2 <05/11/2013> - Hairyogre - 11-07-2013 Koopla's posts got me thinking: Could you expose a Max Durability condition? The approach to a 40 durability is different from a 70. I don't mind a separate profile for every craft, but if I'd like to avoid more than one (40s, 70s, two-star, etc) and a max durability condition would let me stack skills differently for at least those two very common synth types. RE: [Module] Crafting Tool v2.0.2 <05/11/2013> - ymko - 11-07-2013 (11-07-2013, 02:58 PM)Hairyogre Wrote: Koopla's posts got me thinking: Could you expose a Max Durability condition? The approach to a 40 durability is different from a 70. I don't mind a separate profile for every craft, but if I'd like to avoid more than one (40s, 70s, two-star, etc) and a max durability condition would let me stack skills differently for at least those two very common synth types.Do you mean an option with: max durability <= max durability >= ? (11-07-2013, 02:57 PM)dannuic Wrote: I guess I don't understand. How is 10 dura being lost to nothing?Well he posted a case somewhere at the top :P (11-06-2013, 11:50 PM)Koopla Wrote: 20/40 durability, 77cp left RE: [Module] Crafting Tool v2.0.2 <05/11/2013> - Hairyogre - 11-07-2013 (11-07-2013, 03:36 PM)ymko Wrote: Do you mean an option with:That would do it =). AFAIK, the game only has very set levels of max durability, ie 40, 70, etc. So unless you want to future-proof the mod or use <= / >= for consistency, just a "max durability =" condition should do the trick. |