punishxiv / splatoon Goto Github PK
View Code? Open in Web Editor NEWRedefining FFXIV navigation with unlimited, precise waymarks.
Home Page: https://puni.sh/plugin/Splatoon
License: GNU Affero General Public License v3.0
Redefining FFXIV navigation with unlimited, precise waymarks.
Home Page: https://puni.sh/plugin/Splatoon
License: GNU Affero General Public License v3.0
Hi Limiana
I made a preset to share.
Commet Rain Show 2nd AOE:
Display the second AOE first.
~Lv2~{"Name":"Commet Rain Show 2nd AOE","Group":"The Voidcast Dias","ZoneLockH":[1141],"DCond":5,"ElementsL":[{"Name":"","type":1,"offY":8.0,"radius":6.0,"color":3369402112,"overlayBGColor":4278190080,"overlayTextColor":3369402112,"overlayFScale":1.58,"thicc":17.2,"overlayText":"<< 2 >>","refActorNPCNameID":12365,"refActorRequireCast":true,"refActorCastId":[33958],"refActorComparisonType":6,"includeRotation":true}],"UseTriggers":true,"Triggers":[{"Type":2,"Duration":30.0,"Match":"(12365>33956)"}]}
Furthermore it gives these error please see down below:
13:59:45.820 | ERR | Exception during raise of "Void <InvokeSafely>b__0()"
SharpDX.CompilationException: unknown:28:61: E5013: Invalid semantic 'SV_InstanceID'.
at SharpDX.D3DCompiler.ShaderBytecode.Compile(IntPtr textSource, Int32 textSize, String entryPoint, String profile, ShaderFlags shaderFlags, EffectFlags effectFlags, ShaderMacro[] defines, Include include, String sourceFileName, SecondaryDataFlags secondaryDataFlags, DataStream secondaryData)
at SharpDX.D3DCompiler.ShaderBytecode.Compile(String shaderSource, String entryPoint, String profile, ShaderFlags shaderFlags, EffectFlags effectFlags, String sourceFileName, SecondaryDataFlags secondaryDataFlags, DataStream secondaryData)
at Splatoon.Render.FanFill..ctor(RenderContext ctx) in \NightmareXIV\Render\FanFill.cs:line 90
at Splatoon.Render.Renderer..ctor() in \NightmareXIV\Render\Renderer.cs:line 53
at Splatoon.Gui.OverlayGui..ctor(Splatoon p) in \NightmareXIV\Gui\OverlayGui.cs:line 23
at Splatoon.Splatoon.Load(IDalamudPluginInterface pluginInterface) in \NightmareXIV\Splatoon.cs:line 133
at Splatoon.Modules.Loader.Load(IFramework fr) in \NightmareXIV\Modules\Loader.cs:line 128
at Dalamud.Game.FrameworkPluginScoped.OnUpdateForward(IFramework framework) in C:\goatsoft\companysecrets\dalamud\Game\Framework.cs:line 623
at Dalamud.Utility.EventHandlerExtensions.<>c__DisplayClass4_1.<InvokeSafely>b__0() in C:\goatsoft\companysecrets\dalamud\Utility\EventHandlerExtensions.cs:line 99
at Dalamud.Utility.EventHandlerExtensions.HandleInvoke(Action act) in C:\goatsoft\companysecrets\dalamud\Utility\EventHandlerExtensions.cs:line 124
13:59:48.563 | ERR | Exception during raise of "Void <Initialize>b__0()"
System.NullReferenceException: Object reference not set to an instance of an object.
at Splatoon.Configuration.<>c__DisplayClass40_0.<Initialize>b__0() in \NightmareXIV\Serializables\Configuration.cs:line 77
at Dalamud.Utility.EventHandlerExtensions.HandleInvoke(Action act) in C:\goatsoft\companysecrets\dalamud\Utility\EventHandlerExtensions.cs:line 124
14:04:30.844 | ERR | Exception during raise of "Void <Initialize>b__0()"
System.NullReferenceException: Object reference not set to an instance of an object.
at Splatoon.Configuration.<>c__DisplayClass40_0.<Initialize>b__0() in \NightmareXIV\Serializables\Configuration.cs:line 77
at Dalamud.Utility.EventHandlerExtensions.HandleInvoke(Action act) in C:\goatsoft\companysecrets\dalamud\Utility\EventHandlerExtensions.cs:line 124
14:06:05.124 | ERR | [Command] Command /loadsplatoon not found.
14:06:05.245 | ERR | [LOCALPLUGIN] Could not unload "Splatoon", error in plugin dispose
System.ArgumentException: Delegate to an instance method cannot have null 'this'.
at System.MulticastDelegate.ThrowNullThisInDelegateToInstance()
at Splatoon.Splatoon.Dispose() in \NightmareXIV\Splatoon.cs:line 219
at Dalamud.Plugin.Internal.Types.LocalPlugin.<UnloadAsync>b__70_0() in C:\goatsoft\companysecrets\dalamud\Plugin\Internal\Types\LocalPlugin.cs:line 515
at Dalamud.Game.Framework.<>c__DisplayClass67_0.<RunOnTick>b__0(Task[] _) in C:\goatsoft\companysecrets\dalamud\Game\Framework.cs:line 260
at System.Threading.Tasks.TaskFactory`1.<>c.<ContinueWhenAllImpl>b__57_1(Task`1 completedTasks, Object state)
at System.Threading.Tasks.ContinuationResultTaskFromResultTask`2.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__281_0(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
--- End of stack trace from previous location ---
at Dalamud.Plugin.Internal.Types.LocalPlugin.UnloadAsync(Boolean reloading, Boolean waitBeforeLoaderDispose) in C:\goatsoft\companysecrets\dalamud\Plugin\Internal\Types\LocalPlugin.cs:line 515
I'm trying to make a conal display for Oschon's mechanic where he summons an avatar telegraphs a cone attack facing a corner, but that avatar goes through a 225 degree rotation and lands on one of the adjacent edges of the room before firing it. This requires a 225 degree cone rotation, which is fine, already supported. However, it also requires a 10x15 offset for the cone to originate from the adjacent wall. This works fine for one, but the same offset applied to an avatar that spawns in a different corner results in the incorrect offset, because the offset is relative to the absolute grid, rather than the facing of the target the cone is relative to. As an example, if a target is facing north, and you set the cone offset to be y=-10, it'll spawn 10y in front of that target. If the target turns around and casts the same cone, the same -10 offset will cause it to be behind the target, because the y axis is the absolute axis for the instance, not the target. If the target faced east, the same offset would cause it to be to their left. The cone itself will still rotation, but the origin point of the cone won't rotate with the target.
Images to clarify:
Clone is in north-west corner, rotating to the right, so offset used is x=10.0, y=-15.0:
Clone in the north-east corner this time. The same offset causes the cone to originate from off the field, rather than in the proper place:
Obviously, with a target-relative offset, the offset values I'm using will need to change (napkin trig says it should be ~ x=17.68, y=-3.54), but it should mean the same offset can be used for all 4 corners, since it'll be offset relative to the facing of the avatar, rather than the absolute grid in the instance.
Greetings. I have noticed that after the FFXIV hotfix today (May 12 2024), waymarks that normally appear on DSR, didnt show up. Before the hotfix everything was fine. These are the markers affected that I noticed:
I dont know if this is actually because of the hotfix or if its something on my end. But i have changed nothing on my PC before and after the hotfix, so I thought Id put it here. I have tried to restart my PC as well.
And I can't change the setting either so it whitelists the duty.
The Presets for the boss "Lala" which are working in the normal mode of Aloalo island arent showing in savage for me.
Hello. Ive tried to import the new 10s script (Tether cones.) but when i copy the link and import it, the plugin says "Downloading script from trusted URL" but when i go to the "Scripts" tab, it doesnt show anything. ive tried it with other scripts as well and it does the same thing. Ive imported few scripts before and it always worked, untill today (after the FFXIVQuickLauncher update). Wonder if there is some way to fix it.
I have the Puni.sh Repository added but Splatoon doesn't show at all, it keeps showing the old outdated one (other Puni.sh plugins do show)
I have run the script for Panagenesis and noticed it likes to point the line to stand inside the first tower when you have a 1, instead of no debuff like it's supposed to be. It also will tell you to stand outside the first tower when you have no debuff. It seems to be fine for 2's however.
[Script] P2 Transition script just not working for me
while check the Enable unconditional element preview, only TEA_P2_Transition_Bait_PosotoonFlare_m
Show up.
No error log, game just exits to desktop upon clicking import.
Never had this issue before
multiple layouts not working as of this update, can confirm still working on 3.4.0.9 the list of the ones we've experienced so far are listed below.
mf clone attacks, optical unit finder, arm turning bait spots, Omega cleave left and right, delta final spots
$DISTANCE is referenced at...
Line 1083 in 3ae5f73
...but is not displayed in the GUI as an available option in the code block at...
PR incoming after this.
Both circles there are supposed to be centered on an entity, and were prior to DT. The purple one near the bottom and the bright purple cross at its center should be centered on my character. The red, yellow, and teal circles near to the top left should be centered on the right of the two mobs. The indicators also have very odd vertical behavior. The ones on my character, for example, are vertically set several feet above my character's head, moving as I move up or down the slope. However, if I zoom the camera in, the markers move downwards and towards my character, almost reaching the proper position when the camera is at minimum distance to my character (without entering first person):
I'm not sure if it's related, but my Dalamud scaling is set at 117%, my UI settings in the game are at 150%, with a base resolution of 4k (Borderless Windowed). All of these markers were working as expected prior to DT and the latest release of this mod. Mod config attached. Lemme know if there's anything else you need.
I'll submit a PR momentarily.
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