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|
function parse_action_packet(act)
-- Make a function that returns the action array with additional information
-- actor : type, name, is_npc
-- target : type, name, is_npc
if not Self then
Self = windower.ffxi.get_player()
if not Self then
return act
end
end
act.actor = player_info(act.actor_id)
act.action = get_spell(act) -- Pulls the resources line for the action
act.actor.name = act.actor and act.actor.name and string.gsub(act.actor.name,'[- ]', {['-'] = string.char(0x81,0x7C), [' '] = string.char(0x81,0x3F)}) --fix for ffxi chat splits on trusts with - and spaces
targets_condensed = false
if not act.action then
return act
end
for i,v in ipairs(act.targets) do
v.target = {}
v.target[1] = player_info(v.id)
if #v.actions > 1 then
for n,m in ipairs(v.actions) do
if res.action_messages[m.message] then m.fields = fieldsearch(res.action_messages[m.message][language]) end
if res.action_messages[m.add_effect_message] then m.add_effect_fields = fieldsearch(res.action_messages[m.add_effect_message][language]) end
if res.action_messages[m.spike_effect_message] then m.spike_effect_fields = fieldsearch(res.action_messages[m.spike_effect_message][language]) end
if res.buffs[m.param] then --and m.param ~= 0 then
m.status = res.buffs[m.param][language]
end
if res.buffs[m.add_effect_param] then -- and m.add_effect_param ~= 0 then
m.add_effect_status = res.buffs[m.add_effect_param][language]
end
if res.buffs[m.spike_effect_param] then -- and m.spike_effect_param ~= 0 then
m.spike_effect_status = res.buffs[m.spike_effect_param][language]
end
m.number = 1
if m.has_add_effect then
m.add_effect_number = 1
end
if m.has_spike_effect then
m.spike_effect_number = 1
end
if not check_filter(act.actor,v.target[1],act.category,m.message) then
m.message = 0
m.add_effect_message = 0
end
if m.spike_effect_message ~= 0 and not check_filter(v.target[1],act.actor,act.category,m.message) then
m.spike_effect_message = 0
end
if condensedamage and n > 1 then -- Damage/Action condensation within one target
for q=1,n-1 do
local r = v.actions[q]
if r.message ~= 0 and m.message ~= 0 then
if m.message == r.message or (condensecrits and S{1,67}:contains(m.message) and S{1,67}:contains(r.message)) then
if (m.effect == r.effect) or (S{1,67}:contains(m.message) and S{0,1,2,3}:contains(m.effect) and S{0,1,2,3}:contains(r.effect)) then -- combine kicks and crits
if m.reaction == r.reaction then --or (S{8,10}:contains(m.reaction) and S{8,10}:contains(r.reaction)) then -- combine hits and guards
-- windower.add_to_chat(8, 'Condensed: '..m.message..':'..r.message..' - '..m.effect..':'..r.effect..' - '..m.reaction..':'..r.reaction)
r.number = r.number + 1
if not sumdamage then
if not r.cparam then
r.cparam = r.param
if condensecrits and r.message == 67 then
r.cparam = r.cparam..'!'
end
end
r.cparam = r.cparam..', '..m.param
if condensecrits and m.message == 67 then
r.cparam = r.cparam..'!'
end
end
r.param = m.param + r.param
if condensecrits and m.message == 67 then
r.message = m.message
r.effect = m.effect
end
m.message = 0
else
-- windower.add_to_chat(8, 'Didn\'t condense: '..m.message..':'..r.message..' - '..m.effect..':'..r.effect..' - '..m.reaction..':'..r.reaction)
end
else
-- windower.add_to_chat(8, 'Didn\'t condense: '..m.message..':'..r.message..' - '..m.effect..':'..r.effect..' - '..m.reaction..':'..r.reaction)
end
else
-- windower.add_to_chat(8, 'Didn\'t condense: '..m.message..':'..r.message..' - '..m.effect..':'..r.effect..' - '..m.reaction..':'..r.reaction)
end
end
if m.has_add_effect and r.add_effect_message ~= 0 then
if m.add_effect_effect == r.add_effect_effect and m.add_effect_message == r.add_effect_message and m.add_effect_message ~= 0 then
r.add_effect_number = r.add_effect_number + 1
if not sumdamage then
r.cadd_effect_param = (r.cadd_effect_param or r.add_effect_param)..', '..m.add_effect_param
end
r.add_effect_param = m.add_effect_param + r.add_effect_param
m.add_effect_message = 0
end
end
if m.has_spike_effect and r.spike_effect_message ~= 0 then
if r.spike_effect_effect == r.spike_effect_effect and m.spike_effect_message == r.spike_effect_message and m.spike_effect_message ~= 0 then
r.spike_effect_number = r.spike_effect_number + 1
if not sumdamage then
r.cspike_effect_param = (r.cspike_effect_param or r.spike_effect_param)..', '..m.spike_effect_param
end
r.spike_effect_param = m.spike_effect_param + r.spike_effect_param
m.spike_effect_message = 0
end
end
end
end
end
else
local tempact = v.actions[1]
if res.action_messages[tempact.message] then tempact.fields = fieldsearch(res.action_messages[tempact.message][language]) end
if res.action_messages[tempact.add_effect_message] then tempact.add_effect_fields = fieldsearch(res.action_messages[tempact.add_effect_message][language]) end
if res.action_messages[tempact.spike_effect_message] then tempact.spike_effect_fields = fieldsearch(res.action_messages[tempact.spike_effect_message][language]) end
--if tempact.add_effect_fields and tempact.add_effect_fields.status then windower.add_to_chat(8,tostring(tempact.add_effect_fields.status)..' '..res.action_messages[tempact.add_effect_message][language]) end
if not check_filter(act.actor,v.target[1],act.category,tempact.message) then
tempact.message = 0
tempact.add_effect_message = 0
end
if tempact.spike_effect_message ~= 0 and not check_filter(v.target[1],act.actor,act.category,tempact.message) then
tempact.spike_effect_message = 0
end
tempact.number = 1
if tempact.has_add_effect and tempact.message ~= 674 then
tempact.add_effect_number = 1
end
if tempact.has_spike_effect then
tempact.spike_effect_number = 1
end
if res.buffs[tempact.param] then -- and tempact.param ~= 0 then
tempact.status = res.buffs[tempact.param][language]
end
if res.buffs[tempact.add_effect_param] then -- and tempact.add_effect_param ~= 0 then
tempact.add_effect_status = res.buffs[tempact.add_effect_param][language]
end
if res.buffs[tempact.spike_effect_param] then -- and tempact.spike_effect_param ~= 0 then
tempact.spike_effect_status = res.buffs[tempact.spike_effect_param][language]
end
end
if condensetargets and i > 1 then
for n=1,i-1 do
local m = act.targets[n]
--windower.add_to_chat(8,m.actions[1].message..' '..v.actions[1].message)
if (v.actions[1].message == m.actions[1].message and v.actions[1].param == m.actions[1].param) or
(message_map[m.actions[1].message] and message_map[m.actions[1].message]:contains(v.actions[1].message) and v.actions[1].param == m.actions[1].param) or
(message_map[m.actions[1].message] and message_map[m.actions[1].message]:contains(v.actions[1].message) and v.actions[1].param == m.actions[1].param) then
m.target[#m.target+1] = v.target[1]
v.target[1] = nil
v.actions[1].message = 0
end
end
end
end
for i,v in pairs(act.targets) do
for n,m in pairs(v.actions) do
if m.message ~= 0 and res.action_messages[m.message] ~= nil then
local col = res.action_messages[m.message].color
local targ = assemble_targets(act.actor,v.target,act.category,m.message)
local color = color_filt(col,v.target[1].id==Self.id)
if m.reaction == 11 and act.category == 1 then m.simp_name = 'parried by'
--elseif m.reaction == 12 and act.category == 1 then m.simp_name = 'blocked by'
elseif m.message == 1 and (act.category == 1 or act.category == 11) then m.simp_name = 'hit'
elseif m.message == 15 then m.simp_name = 'missed'
elseif m.message == 29 or m.message == 84 then m.simp_name = 'is paralyzed'
elseif m.message == 30 then m.simp_name = 'anticipated by'
elseif m.message == 31 then m.simp_name = 'absorbed by'
elseif m.message == 32 then m.simp_name = 'dodged by'
elseif m.message == 67 and (act.category == 1 or act.category == 11) then m.simp_name = 'critical hit'
elseif m.message == 106 then m.simp_name = 'intimidated by'
elseif m.message == 153 then m.simp_name = act.action.name..' fails'
elseif m.message == 244 then m.simp_name = 'Mug fails'
elseif m.message == 282 then m.simp_name = 'evaded by'
elseif m.message == 373 then m.simp_name = 'absorbed by'
elseif m.message == 352 then m.simp_name = 'RA'
elseif m.message == 353 then m.simp_name = 'critical RA'
elseif m.message == 354 then m.simp_name = 'missed RA'
elseif m.message == 576 then m.simp_name = 'RA hit squarely'
elseif m.message == 577 then m.simp_name = 'RA struck true'
elseif m.message == 157 then m.simp_name = 'Barrage'
elseif m.message == 76 then m.simp_name = 'No targets within range'
elseif m.message == 77 then m.simp_name = 'Sange'
elseif m.message == 360 then m.simp_name = act.action.name..' (JA reset)'
elseif m.message == 426 or m.message == 427 then m.simp_name = 'Bust! '..act.action.name
elseif m.message == 435 or m.message == 436 then m.simp_name = act.action.name..' (JAs)'
elseif m.message == 437 or m.message == 438 then m.simp_name = act.action.name..' (JAs and TP)'
elseif m.message == 439 or m.message == 440 then m.simp_name = act.action.name..' (SPs, JAs, TP, and MP)'
elseif T{252,265,268,269,271,272,274,275,379,650,747}:contains(m.message) then m.simp_name = 'Magic Burst! '..act.action.name
elseif not act.action then
m.simp_name = ''
act.action = {}
else m.simp_name = act.action.name or ''
end
-- Debuff Application Messages
if simplify and message_map[82]:contains(m.message) then
if m.status == 'Evasion Down' then
m.message = 237
end
if m.status == 'addle' then m.status = 'addled'
elseif m.status == 'bind' then m.status = 'bound'
elseif m.status == 'blindness' then m.status = 'blinded'
elseif m.status == 'Inundation' then m.status = 'inundated'
elseif m.status == 'paralysis' then m.status = 'paralyzed'
elseif m.status == 'petrification' then m.status = 'petrified'
elseif m.status == 'poison' then m.status = 'poisoned'
elseif m.status == 'silence' then m.status = 'silenced'
elseif m.status == 'sleep' then m.status = 'asleep'
elseif m.status == 'slow' then m.status = 'slowed'
elseif m.status == 'stun' then m.status = 'stunned'
elseif m.status == 'weight' then m.status = 'weighed down'
end
end
-- Some messages uses the english log version of the buff
if not simplify and log_form_messages:contains(m.message) then
m.status = res.buffs[m.param].enl
end
-- if m.message == 93 or m.message == 273 then m.status=color_it('Vanish',color_arr['statuscol']) end
-- Special Message Handling
if m.message == 93 or m.message == 273 then
m.status=color_it('Vanish',color_arr['statuscol'])
elseif m.message == 522 and simplify then
targ = targ..' ('..color_it('stunned',color_arr['statuscol'])..')'
elseif m.message == 416 and simplify then
targ = targ..' ('..color_it('Magic Attack Boost and Magic Defense Boost',color_arr['statuscol'])..')'
elseif m.message == 1023 and simplify then
targ = targ..' ('..color_it('attacks and defenses enhanced',color_arr['statuscol'])..')'
elseif m.message == 762 and simplify then
targ = targ..' ('..color_it('all status parameters boosted',color_arr['statuscol'])..')'
elseif m.message == 779 and simplify then
targ = 'A barrier pulsates around '..targ
elseif m.message == 780 and simplify then
targ = 'Takes aim on '..targ
elseif T{158,188,245,324,592,658}:contains(m.message) and simplify then
-- When you miss a WS or JA. Relevant for condensed battle.
m.status = 'Miss' --- This probably doesn't work due to the if a==nil statement below.
elseif m.message == 653 or m.message == 654 then
m.status = color_it('Immunobreak',color_arr['statuscol'])
elseif m.message == 655 or m.message == 656 then
m.status = color_it('Completely Resists',color_arr['statuscol'])
elseif m.message == 85 or m.message == 284 then
if m.unknown == 2 then
m.status = color_it('Resists!',color_arr['statuscol'])
else
m.status = color_it('Resists',color_arr['statuscol'])
end
elseif m.message == 351 then
m.status = color_it('status ailments',color_arr['statuscol'])
m.simp_name = color_it('remedy',color_arr['itemcol'])
elseif T{75,114,156,189,248,283,312,323,336,355,408,422,423,425,659}:contains(m.message) then
m.status = color_it('No effect',color_arr['statuscol']) -- The status code for "No Effect" is 255, so it might actually work without this line
end
if m.message == 188 then
m.simp_name = m.simp_name..' (Miss)'
-- elseif m.message == 189 then
-- m.simp_name = m.simp_name..' (No Effect)'
elseif T{78,198,328}:contains(m.message) then
m.simp_name = '(Too Far)'
end
local msg,numb = simplify_message(m.message)
if not color_arr[act.actor.owner or act.actor.type] then windower.add_to_chat(123,'Battlemod error, missing filter:'..tostring(act.actor.owner)..' '..tostring(act.actor.type)) end
if m.fields.status then numb = m.status else numb = pref_suf((m.message == 674 and m.add_effect_param or m.cparam or m.param),m.message,act.actor.damage,col) end
if msg and m.message == 70 and not simplify then -- fix pronoun on parry
if v.target[1].race == 0 then
msg = msg:gsub(' his ',' its ')
elseif female_races:contains(v.target[1].race) then
msg = msg:gsub(' his ',' her ')
end
end
local count = ''
if m.message == 377 and act.actor_id == Self.id then
parse_quantity = true
item_quantity.id = act.action.item2_id
count = '${count}'
end
if not simplify then
if col == 'D' or grammar_numb_msg:contains(m.message) then
msg = grammatical_number_fix(msg, (m.cparam or m.param), m.message)
end
if act.action.item_id or act.action.item2_id then
msg = item_article_fix(act.action.item_id,act.action.item2_id,msg)
end
if common_nouns:contains(act.actor.id) then
msg = actor_noun(msg)
end
if plural_entities:contains(act.actor.id) then
msg = plural_actor(msg, m.message)
end
if targets_condensed or plural_entities:contains(v.target[1].id) then
msg = plural_target(msg, m.message)
end
end
local roll = showrollinfo and act.category == 6 and corsair_rolls[act.param] and corsair_rolls[act.param][m.param] or ''
local reaction_lookup = reaction_offsets[act.category] and (m.reaction - reaction_offsets[act.category]) or 0
local has_line_break = string.find(res.action_messages[m.message].en, '${lb}') and true or false
local prefix = (not has_line_break or simplify) and get_prefix(act.category, m.effect, m.message, m.unknown, reaction_lookup) or ''
local prefix2 = has_line_break and get_prefix(act.category, m.effect, m.message, m.unknown, reaction_lookup) or ''
local message = prefix..make_condensedamage_number(m.number)..( clean_msg((msg or tostring(m.message))
:gsub('${spell}',color_it(act.action.spell or 'ERROR 111',color_arr.spellcol))
:gsub('${ability}',color_it(act.action.ability or 'ERROR 112',color_arr.abilcol))
:gsub('${item}',color_it(act.action.item or 'ERROR 113',color_arr.itemcol))
:gsub('${item2}',count..color_it(act.action.item2 or 'ERROR 121',color_arr.itemcol))
:gsub('${weapon_skill}',color_it(act.action.weapon_skill or 'ERROR 114',color_arr.wscol))
:gsub('${abil}',m.simp_name or 'ERROR 115')
:gsub('${numb}',numb..roll or 'ERROR 116')
:gsub('${actor}\'s',color_it(act.actor.name or 'ERROR 117',color_arr[act.actor.owner or act.actor.type])..'\'s'..act.actor.owner_name)
:gsub('${actor}',color_it(act.actor.name or 'ERROR 117',color_arr[act.actor.owner or act.actor.type])..act.actor.owner_name)
:gsub('${target}\'s',targ)
:gsub('${target}',targ)
:gsub('${lb}','\7'..prefix2)
:gsub('${number}',(act.action.number or m.param)..roll)
:gsub('${status}',m.status or 'ERROR 120')
:gsub('${gil}',m.param..' gil'), m.message))
if m.message == 377 and act.actor_id == Self.id then
send_delayed_message:schedule(0.5,color,message)
else
windower.add_to_chat(color,message)
end
if not non_block_messages:contains(m.message) then
m.message = 0
end
end
if m.has_add_effect and m.add_effect_message ~= 0 and add_effect_valid[act.category] then
local targ = assemble_targets(act.actor,v.target,act.category,m.add_effect_message)
local col = res.action_messages[m.add_effect_message].color
local color = color_filt(col,v.target[1].id==Self.id)
if m.add_effect_message > 287 and m.add_effect_message < 303 then m.simp_add_name = skillchain_arr[m.add_effect_message-287]
elseif m.add_effect_message > 384 and m.add_effect_message < 399 then m.simp_add_name = skillchain_arr[m.add_effect_message-384]
elseif m.add_effect_message > 766 and m.add_effect_message < 769 then m.simp_add_name = skillchain_arr[m.add_effect_message-752]
elseif m.add_effect_message > 768 and m.add_effect_message < 771 then m.simp_add_name = skillchain_arr[m.add_effect_message-754]
elseif m.add_effect_message == 603 then m.simp_add_name = 'AE: TH'
elseif m.add_effect_message == 605 then m.simp_add_name = 'AE: Death'
elseif m.add_effect_message == 776 then m.simp_add_name = 'AE: Chainbound'
else m.simp_add_name = 'AE'
end
local msg,numb = simplify_message(m.add_effect_message)
if not simplify then
if col == 'D' or grammar_numb_msg:contains(m.add_effect_message) then
msg = grammatical_number_fix(msg, (m.cparam or m.param), m.add_effect_message)
end
if common_nouns:contains(act.actor.id) then
msg = actor_noun(msg)
end
if plural_entities:contains(act.actor.id) then
msg = plural_actor(msg, m.add_effect_message)
end
if targets_condensed or plural_entities:contains(v.target[1].id) then
msg = plural_target(msg, m.add_effect_message)
end
end
if m.add_effect_fields.status then numb = m.add_effect_status else numb = pref_suf((m.cadd_effect_param or m.add_effect_param),m.add_effect_message,act.actor.damage,col) end
if not act.action then
-- windower.add_to_chat(color, 'act.action==nil : '..m.message..' - '..m.add_effect_message..' - '..msg)
else
windower.add_to_chat(color,make_condensedamage_number(m.add_effect_number)..(clean_msg(msg
:gsub('${spell}',act.action.spell or 'ERROR 127')
:gsub('${ability}',act.action.ability or 'ERROR 128')
:gsub('${item}',act.action.item or 'ERROR 129')
:gsub('${weapon_skill}',act.action.weapon_skill or 'ERROR 130')
:gsub('${abil}',m.simp_add_name or act.action.name or 'ERROR 131')
:gsub('${numb}',numb or 'ERROR 132')
:gsub('${actor}\'s',color_it(act.actor.name,color_arr[act.actor.owner or act.actor.type])..'\'s'..act.actor.owner_name)
:gsub('${actor}',color_it(act.actor.name,color_arr[act.actor.owner or act.actor.type])..act.actor.owner_name)
:gsub('${target}\'s',targ)
:gsub('${target}',targ)
:gsub('${lb}','\7')
:gsub('${number}',m.add_effect_param)
:gsub('${status}',m.add_effect_status or 'ERROR 178'), m.add_effect_message)))
if not non_block_messages:contains(m.add_effect_message) then
m.add_effect_message = 0
end
end
end
if m.has_spike_effect and m.spike_effect_message ~= 0 and spike_effect_valid[act.category] then
local targ = assemble_targets(act.actor,v.target,act.category,m.spike_effect_message)
local col = res.action_messages[m.spike_effect_message].color
local color = color_filt(col,act.actor.id==Self.id)
local actor = act.actor
if m.spike_effect_message == 14 then
m.simp_spike_name = 'from counter'
elseif T{33,606}:contains(m.spike_effect_message) then
m.simp_spike_name = 'counter'
actor = v.target[1] --Counter dmg is done by the target, fix for coloring the dmg
elseif m.spike_effect_message == 592 then
m.simp_spike_name = 'missed counter'
elseif m.spike_effect_message == 536 then
m.simp_spike_name = 'retaliation'
actor = v.target[1] --Retaliation dmg is done by the target, fix for coloring the dmg
elseif m.spike_effect_message == 535 then
m.simp_spike_name = 'from retaliation'
else
m.simp_spike_name = 'spikes'
actor = v.target[1] --Spikes dmg is done by the target, fix for coloring the dmg
end
local msg = simplify_message(m.spike_effect_message)
if not simplify then
if col == 'D' or grammar_numb_msg:contains(m.spike_effect_message) then
msg = grammatical_number_fix(msg, (m.cparam or m.param), m.spike_effect_message)
end
if common_nouns:contains(act.actor.id) then
msg = actor_noun(msg)
end
if plural_entities:contains(act.actor.id) then
msg = plural_actor(msg, m.spike_effect_message)
end
if targets_condensed or plural_entities:contains(v.target[1].id) then
msg = plural_target(msg, m.spike_effect_message)
end
end
if m.spike_effect_fields.status then numb = m.spike_effect_status else numb = pref_suf((m.cspike_effect_param or m.spike_effect_param),m.spike_effect_message,actor.damage,col) end
windower.add_to_chat(color,make_condensedamage_number(m.spike_effect_number)..(clean_msg(msg
:gsub('${spell}',act.action.spell or 'ERROR 142')
:gsub('${ability}',act.action.ability or 'ERROR 143')
:gsub('${item}',act.action.item or 'ERROR 144')
:gsub('${weapon_skill}',act.action.weapon_skill or 'ERROR 145')
:gsub('${abil}',m.simp_spike_name or act.action.name or 'ERROR 146')
:gsub('${numb}',numb or 'ERROR 147')
:gsub('${actor}\'s',color_it(act.actor.name,color_arr[act.actor.owner or act.actor.type])..'\'s'..act.actor.owner_name)
:gsub((simplify and '${target}' or '${actor}'),color_it(act.actor.name,color_arr[act.actor.owner or act.actor.type])..act.actor.owner_name)
:gsub('${target}\'s',targ)
:gsub((simplify and '${actor}' or '${target}'),targ)
:gsub('${lb}','\7')
:gsub('${number}',m.spike_effect_param)
:gsub('${status}',m.spike_effect_status or 'ERROR 150'), m.spike_effect_message)))
if not non_block_messages:contains(m.spike_effect_message) then
m.spike_effect_message = 0
end
end
end
end
return act
end
function pref_suf(param,msg_ID,actor_dmg,col)
local outstr = (col == 'D' or dmg_drain_msg:contains(msg_ID)) and color_it(tostring(param),color_arr[actor_dmg]) or tostring(param)
local msg = res.action_messages[msg_ID] or nil
if msg then
if msg.prefix then
outstr = msg.prefix..' '..outstr
end
if msg.suffix then
if msg.suffix == 'shadow' and param ~= 1 then
outstr = outstr..' shadows'
elseif msg.suffix == 'Petra' and param ~= 1 then
outstr = outstr..' Petras'
elseif msg.suffix == 'effects disappears' and param ~= 1 then
outstr = outstr..' effects disappear'
elseif msg_ID == 641 then
outstr = outstr..' 1 attribute drained'
elseif msg.suffix == 'attributes drained' and param == 1 then
outstr = outstr..' attribute drained'
elseif msg.suffix == 'status effect drained' and param ~= 1 then
outstr = outstr..' status effects drained'
elseif msg.suffix == 'status ailments disappears' and param ~= 1 then
outstr = outstr..' status ailments disappear'
elseif msg.suffix == 'status ailments absorbed' and param == 1 then
outstr = outstr..' status ailment absorbed'
elseif msg.suffix == 'status ailments healed' and param == 1 then
outstr = outstr..' status ailment healed'
elseif msg.suffix == 'status benefits absorbed' and param == 1 then
outstr = outstr..' status benefit absorbed'
elseif msg.suffix == 'status effects removed' and param == 1 then
outstr = outstr..' status effect removed'
elseif msg.suffix == 'magic effects drained' and param == 1 then
outstr = outstr..' magic effect drained'
elseif msg.suffix == 'magical effects received' and param == 1 then
outstr = outstr..' magical effect received'
elseif msg.suffix == 'magical effects copied' and param == 1 then
outstr = outstr..' magical effect copied'
else
outstr = outstr..' '..msg.suffix
end
end
end
return outstr
end
function simplify_message(msg_ID)
local msg = res.action_messages[msg_ID][language]
local fields = fieldsearch(msg)
if simplify and not T{23,64,133,204,210,211,212,213,214,350,442,516,531,557,565,582}:contains(msg_ID) then
if T{93,273,522,653,654,655,656,85,284,75,114,156,189,248,283,312,323,336,351,355,408,422,423,425,453,659,158,245,324,658}:contains(msg_ID) then
fields.status = true
end
if msg_ID == 31 or msg_ID == 798 or msg_ID == 799 then
fields.actor = true
end
if (msg_ID > 287 and msg_ID < 303) or (msg_ID > 384 and msg_ID < 399) or (msg_ID > 766 and msg_ID < 771) or
T{129,152,161,162,163,165,229,384,453,603,652,798}:contains(msg_ID) then
fields.ability = true
end
if T{125,593,594,595,596,597,598,599}:contains(msg_ID) then
fields.ability = true
fields.item = true
end
if T{129,152,153,160,161,162,163,164,165,166,167,168,229,244,652}:contains(msg_ID) then
fields.actor = true
fields.target = true
end
if msg_ID == 139 then
fields.number = true
end
local Despoil_msg = {[593] = 'Attack Down', [594] = 'Defense Down', [595] = 'Magic Atk. Down', [596] = 'Magic Def. Down', [597] = 'Evasion Down', [598] = 'Accuracy Down', [599] = 'Slow',}
if line_full and fields.number and fields.target and fields.actor then
msg = line_full
elseif line_aoebuff and fields.status and fields.target then --and fields.actor then -- and (fields.spell or fields.ability or fields.item or fields.weapon_skill) then
msg = line_aoebuff
elseif line_item and fields.item2 then
if fields.number then
msg = line_itemnum
else
msg = line_item
end
elseif line_steal and fields.item and fields.ability then
if T{593,594,595,596,597,598,599}:contains(msg_ID) then
msg = line_steal..''..string.char(0x07)..'AE: '..color_it(Despoil_msg[msg_ID],color_arr['statuscol'])
else
msg = line_steal
end
elseif line_nonumber and not fields.number then
msg = line_nonumber
elseif line_aoe and T{264}:contains(msg_ID) then
msg = line_aoe
elseif line_noactor and not fields.actor and (fields.spell or fields.ability or fields.item or fields.weapon_skill) then
msg = line_noactor
elseif line_noability and not fields.actor then
msg = line_noability
elseif line_notarget and fields.actor and fields.number then
if msg_ID == 798 then --Maneuver message
msg = line_notarget..'%'
elseif msg_ID == 799 then --Maneuver message with overload
msg = line_notarget..'% (${actor} overloaded)'
else
msg = line_notarget
end
end
end
return msg
end
function assemble_targets(actor,targs,category,msg)
local targets = {}
local samename = {}
local total = 0
for i,v in pairs(targs) do
-- Done in two loops so that the ands and commas don't get out of place.
-- This loop filters out unwanted targets.
if check_filter(actor,v,category,msg) or check_filter(v,actor,category,msg) then
if samename[v.name] and condensetargetname then
samename[v.name] = samename[v.name] + 1
else
targets[#targets+1] = v
samename[v.name] = 1
end
total = total + 1
end
end
local out_str
if targetnumber and total > 1 then
out_str = '{'..total..'}: '
else
out_str = ''
end
for i,v in pairs(targets) do
local name = string.gsub(v.name,' ', string.char(0x81,0x3F)) --fix for ffxi chat splits on space
local article = common_nouns:contains(v.id) and (not simplify or msg == 206) and 'The ' or ''
local numb = condensetargetname and samename[v.name] > 1 and ' {'..samename[v.name]..'}' or ''
if i == 1 then
name = color_it(name,color_arr[v.owner or v.type])..v.owner_name
if samename[v.name] > 1 then
targets_condensed = true
else
if (not simplify or msg == 206) and #targets == 1 and string.find(res.action_messages[msg][language], '${target}\'s') then
name = color_it(name,color_arr[v.owner or v.type])..(plural_entities:contains(v.id) and '\'' or '\'s')..v.owner_name
end
targets_condensed = false
end
out_str = out_str..article..name..numb
else
targets_condensed = true
name = color_it(name,color_arr[v.owner or v.type])..v.owner_name
out_str = conjunctions(out_str,article..name..numb,#targets,i)
end
end
out_str = string.gsub(out_str,'-', string.char(0x81,0x7C)) --fix for ffxi chat splits on trusts with -
return out_str
end
function make_condensedamage_number(number)
if swingnumber and condensedamage and 1 < number then
return '['..number..'] '
else
return ''
end
end
function player_info(id)
local player_table = windower.ffxi.get_mob_by_id(id)
local typ,dmg,owner,filt,owner_name
if player_table == nil then
return {name=nil,id=nil,is_npc=nil,type='debug',owner=nil, owner_name=nil,race=nil}
end
for i,v in pairs(windower.ffxi.get_party()) do
if type(v) == 'table' and v.mob and v.mob.id == player_table.id then
typ = i
if i == 'p0' then
filt = 'me'
dmg = 'mydmg'
elseif i:sub(1,1) == 'p' then
filt = 'party'
dmg = 'partydmg'
else
filt = 'alliance'
dmg = 'allydmg'
end
end
end
if not filt then
if player_table.is_npc then
if player_table.index>1791 or player_table.charmed then
typ = 'other_pets'
filt = 'other_pets'
owner = 'other'
dmg = 'otherdmg'
for i,v in pairs(windower.ffxi.get_party()) do
if type(v) == 'table' and v.mob and v.mob.pet_index and v.mob.pet_index == player_table.index then
if i == 'p0' then
typ = 'my_pet'
filt = 'my_pet'
dmg = 'mydmg'
end
owner = i
owner_name = showownernames and ' ('..color_it(v.mob.name, color_arr[owner or typ])..')'
break
elseif type(v) == 'table' and v.mob and v.mob.fellow_index and v.mob.fellow_index == player_table.index then
if i == 'p0' then
typ = 'my_fellow'
filt = 'my_fellow'
dmg = 'mydmg'
end
owner = i
owner_name = showownernames and ' ('..color_it(v.mob.name, color_arr[owner or typ])..')'
break
end
end
else
typ = 'mob'
filt = 'monsters'
dmg = 'mobdmg'
if filter.enemies then
for i,v in pairs(Self.buffs) do
if domain_buffs:contains(v) then
-- If you are in Domain Invasion, or a Reive, or various other places
-- then all monsters should be considered enemies.
filt = 'enemies'
break
end
end
if filt ~= 'enemies' then
for i,v in pairs(windower.ffxi.get_party()) do
if type(v) == 'table' and nf(v.mob,'id') == player_table.claim_id then
filt = 'enemies'
break
end
end
end
end
end
else
typ = 'other'
filt = 'others'
dmg = 'otherdmg'
end
end
if not typ then typ = 'debug' end
return {name=player_table.monstrosity_name or player_table.name,id=id,is_npc = player_table.is_npc,type=typ,damage=dmg,filter=filt,owner=(owner or nil), owner_name=(owner_name or ''),race = player_table.race}
end
function get_spell(act)
local spell, abil_ID, effect_val = {}
local msg_ID = act.targets[1].actions[1].message
if T{7,8,9}:contains(act['category']) then
abil_ID = act.targets[1].actions[1].param
elseif T{3,4,5,6,11,13,14,15}:contains(act.category) then
abil_ID = act.param
effect_val = act.targets[1].actions[1].param
end
if act.category == 1 then
spell.english = 'hit'
spell.german = spell.english
spell.japanese = spell.english
spell.french = spell.english
elseif act.category == 2 and act.category == 12 then
if msg_ID == 77 then
spell = res.job_abilities[171] -- Sange
if spell then
spell.name = color_it(spell[language],color_arr.abilcol)
end
elseif msg_ID == 157 then
spell = res.job_abilities[60] -- Barrage
if spell then
spell.name = color_it(spell[language],color_arr.abilcol)
end
else
spell.english = 'Ranged Attack'
spell.german = spell.english
spell.japanese = spell.english
spell.french = spell.english
end
else
if not res.action_messages[msg_ID] then
if T{4,8}:contains(act['category']) then
spell = res.spells[abil_ID]
elseif T{6,14,15}:contains(act['category']) or T{7,13}:contains(act['category']) and false then
spell = res.job_abilities[abil_ID] -- May have to correct for charmed pets some day, but I'm not sure there are any monsters with TP moves that give no message.
elseif T{3,7,11}:contains(act['category']) then
if abil_ID < 256 then
spell = res.weapon_skills[abil_ID] -- May have to correct for charmed pets some day, but I'm not sure there are any monsters with TP moves that give no message.
else
spell = res.monster_abilities[abil_ID]
end
elseif T{5,9}:contains(act['category']) then
spell = res.items[abil_ID]
else
spell = {none=tostring(msg_ID)} -- Debugging
end
return spell
end
local fields = fieldsearch(res.action_messages[msg_ID][language])
if fields.spell then
spell = res.spells[abil_ID]
if spell then
spell.name = color_it(spell[language],color_arr.spellcol)
spell.spell = color_it(spell[language],color_arr.spellcol)
end
elseif fields.ability then
spell = res.job_abilities[abil_ID]
if spell then
spell.name = color_it(spell[language],color_arr.abilcol)
spell.ability = color_it(spell[language],color_arr.abilcol)
if msg_ID == 139 then
spell.number = 'Nothing'
end
end
elseif fields.weapon_skill then
if abil_ID > 256 then -- WZ_RECOVER_ALL is used by chests in Limbus
spell = res.monster_abilities[abil_ID]
if not spell then
spell = {english= 'Special Attack'}
end
elseif abil_ID <= 256 then
spell = res.weapon_skills[abil_ID]
end
if spell then
spell.name = color_it(spell[language],color_arr.wscol)
spell.weapon_skill = color_it(spell[language],color_arr.wscol)
end
elseif msg_ID == 303 then
spell = res.job_abilities[74] -- Divine Seal
if spell then
spell.name = color_it(spell[language],color_arr.abilcol)
spell.ability = color_it(spell[language],color_arr.abilcol)
end
elseif msg_ID == 304 then
spell = res.job_abilities[75] -- 'Elemental Seal'
if spell then
spell.name = color_it(spell[language],color_arr.abilcol)
spell.ability = color_it(spell[language],color_arr.abilcol)
end
elseif msg_ID == 305 then
spell = res.job_abilities[76] -- 'Trick Attack'
if spell then
spell.name = color_it(spell[language],color_arr.abilcol)
spell.ability = color_it(spell[language],color_arr.abilcol)
end
elseif msg_ID == 311 or msg_ID == 312 then
spell = res.job_abilities[79] -- 'Cover'
if spell then
spell.name = color_it(spell[language],color_arr.abilcol)
spell.ability = color_it(spell[language],color_arr.abilcol)
end
elseif msg_ID == 240 or msg_ID == 241 then
spell = res.job_abilities[43] -- 'Hide'
if spell then
spell.name = color_it(spell[language],color_arr.abilcol)
spell.ability = color_it(spell[language],color_arr.abilcol)
end
end
if fields.item then
if T{125,593,594,595,596,597,598,599}:contains(msg_ID) then
local item_article = not simplify and add_item_article(effect_val) or ''
spell.item = color_it(item_article..res.items[effect_val]['english_log'], color_arr.itemcol)
spell.item_id = res.items[effect_val].id
else
spell = res.items[abil_ID]
local item_article = not simplify and add_item_article(spell.id) or ''
if spell then
spell.name = color_it(item_article..spell['english_log'],color_arr.itemcol)
spell.item = color_it(item_article..spell['english_log'],color_arr.itemcol)
spell.item_id = abil_ID
end
end
end
if fields.item2 then
local item_article = not simplify and add_item_article(effect_val) or ''
local tempspell = (msg_ID == 377 or msg_ID == 674) and res.items_grammar[effect_val] and res.items_grammar[effect_val].plural or item_article..res.items[effect_val].english_log
spell.item2 = color_it(tempspell,color_arr.itemcol)
spell.item2_id = effect_val
if fields.number then
spell.number = act.targets[1].actions[1].add_effect_param
end
end
end
if spell and not spell.name then spell.name = spell[language] end
return spell
end
function color_filt(col,is_me)
--Used to convert situational colors from the resources into real colors
--Depends on whether or not the target is you, the same as using in-game colors
-- Returns a color code for windower.add_to_chat()
-- Does not currently support a Debuff/Buff distinction
if col == 'D' then -- Damage
if is_me then
return 28
else
return 20
end
elseif col == 'M' then -- Misses
if is_me then
return 29
else
return 21
end
elseif col == 'H' then -- Healing
if is_me then
return 30
else
return 22
end
elseif col == 'B' then -- Beneficial effects
if is_me then
return 56
else
return 60
end
elseif col == 'DB' then -- Detrimental effects (I don't know how I'd split these)
if is_me then
return 57
else
return 61
end
elseif col == 'R' then -- Resists
if is_me then
return 59
else
return 63
end
else
return col
end
end
function get_prefix(category, effect, message, unknown, reaction_lookup)
local prefix = S{1,3,4,6,11,13,14,15}:contains(category) and (bit.band(unknown,1)==1 and 'Cover! ' or '')
..(bit.band(unknown,4)==4 and 'Magic Burst! ' or '') --Used on Swipe/Lunge MB
..(bit.band(unknown,8)==8 and 'Immunobreak! ' or '') --Unused? Displayed directly on message
..(showcritws and bit.band(effect,2)==2 and S{1,3,11}:contains(category) and message~=67 and 'Critical Hit! ' or '') --Unused? Crits have their own message
..(showblocks and reaction_lookup == 4 and 'Blocked! ' or '')
..(showguards and reaction_lookup == 2 and 'Guarded! ' or '')
..(reaction_lookup == 3 and S{3,4,6,11,13,14,15}:contains(category) and 'Parried! ' or '') --Unused? They are send the same as missed
return prefix
end
function condense_actions(action_array)
for i,v in pairs(action_array) do
local comb_table = {}
for n,m in pairs(v) do
if comb_table[m.primary.name] then
if m.secondary.name == 'number' then
comb_table[m.primary.name].secondary.name = tostring(tonumber(comb_table[m.primary.name].secondary.name)+tonumber(m.secondary.name))
end
comb_table[m.primary.name].count = comb_table[m.primary.name].count + 1
else
comb_table[m.primary.name] = m
comb_table[m.primary.name].count = 1
end
m = nil -- Could cause next() error
end
for n,m in pairs(comb_table) do
v[#v+1] = m
end
end
return action_array
end
function condense_targets(action_array)
local comb_table = {}
for i,v in pairs(action_array) do
local was_created = false
for n,m in pairs(comb_table) do
if table.equal(v,m,3) then -- Compares 3 levels deep
n[#n+1] = i[1]
was_created = true
end
end
if not was_created then
comb_table[{i[1]}] = v
end
end
return comb_table
end
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