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Add world id to the entity #1388
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btw this is the current world id->name mapping, I'm not sure whether we should take this mapping in C#(Plugin) or JS(Overlay). World ID->Name
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I implemented an auto-generating script to generate world id->name mapping. 989f972 |
Out of curiosity, would the new #1384 add combatant with the world name cover what you need, or do you want the id too? |
Uh, what I want is the world id&name for all the entities instead of only
when adding the combatant.
For example, we can use the target to get player’s world info even if he’s
already there.
This is the necessary data for a new cactbot module in my mind lol.
…On Tue, Apr 28, 2020 at 1:08 AM Adrienne Walker ***@***.***> wrote:
Out of curiosity, would the new #1384
<#1384> add combatant with the
world name cover what you need, or do you want the id too?
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I'm not sure what you mean by "already there"? Every combatant in range gets an add new combatant line, and the line itself does the world translation for you.
Yeah, that's why I was asking if the world id on add combatant would be sufficient. cactbot already has a lot of lookup tables for things so it's just one more thing to maintain. I was just trying to understand if there was already something existing (or shortly about to exist) that solves your use case. |
Yes, but we cannot get such world info in OnTargetChangeEvent right? So I’m thinking of an fflogs module which can get the fflogs ranking of players by targeting them (either in game or in the party list). I once thought this module can be a little offensive to some players. However, they can hide their rankings if they don’t want them to be accessed by others. This module definitely needs more considerations, and I’ll probably working on it after my final. So this is only the initial commit for necessary data. |
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Uh, what I want is the world id&name for all the entities instead of only when adding the combatant.
For example, we can use the target to get player’s world info even if he’s already there.
I'm not sure what you mean by "already there"? Every combatant in range gets an add new combatant line, and the line itself does the world translation for you.Yes, but we cannot get such world info in OnTargetChangeEvent right? So I’m thinking of an fflogs module which can get the rankings of players by targeting them (either in game or in the party list) from the fflogs API.
I mean, you technically could. You could record the ids and worlds from AddNewCombatant and match it up with the ids from OnTargetChangeEvent. You could also call OverlayPlugin's getCombatant to get the world data of everything around you.
This module definitely needs more considerations, and I’ll probably working on it after my final. So this is only the initial commit for necessary data.
That's fine. I think this is not a module that I would want in the cactbot repo, so maybe this is a good thing for a separate repository. It's more just that anything in the cactbot repo is something that I feel like I need to support, and there is already more there than I have time for.
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def world_localize(name): | ||
d = { | ||
"LaNuoXiYa": "拉诺西亚", |
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Why are these special? Where did this mapping come from?
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From the official Chinese server.
For example that you point out, LaNuoXiYa
was the name in code that FFXIV server returned, and Chinese Version Game Client would translate/convert it as 拉诺西亚
and displayed on UI in-game. So that Chinese players could use the localized name refers to different worlds (called "server" in Chinese, too 😂).
On the other hand, LaNuoXiYa
was the Pinyin of those Chinese Characters 拉诺西亚
. ( Which is La Noscea written/called in Chinese. )
I'm not playing in CN server, I just know Chinese. ^_^
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hmmm... I don't know if we need this localizing thing, but if we need this, here's Korean world list.
"krChocobo": "초코보",
"krMoogle": "모그리",
"krCarbuncle": "카벙클",
"krTonberry": "톤베리",
other world name like 'KrCaitsith' 'KrUnicorn' are back up names, which are not used in real, so there's no translation yet.
Also, there were world(called "server" in Korean) integration twice, here's machine translated table.
Some removed world names seem remained until now in the client data, but I think they won't use those world name.
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@Jaehyuk-Lee Okay I localized the world names to Korean in 18e9d96 .
Well, I don't think it's a good way to maintain a player id -> world name mapping in the memory. With many players around (during a hunt train for example), it will output a large mapping and probably cause performance issues. I'm not sure about OverlayPlugin's API, does it support some events like
Sure, I can implement and support this in another separate repository for custom modules. |
I thought about this all some more last night, and the only thing that I think what I would like to do in cactbot is:
For this pull request, I think the best plan is:
Sorry to push back so much on this, when it seems like such a small thing. I am just reluctant to add more to cactbot that needs to be supported, especially when OverlayPlugin already is duplicating a lot of it. |
@Bluefissure Yes, just as @quisquous said, you can request the OverlayPlugin's API with operation But as for me, I agree to add world id and name in the entity. I'm writing my own module too, I need this thing to find someone's lodestone in the future. |
I'll do with OverlayPlugin then :) |
So that we can:
I only tested in the Intl&CN server, could @Jaehyuk-Lee test in KO server whether the memory offsets work well?