Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 9391ef1451 | |||
| 3b5ddbe2f9 |
+3
-3
@@ -9,9 +9,9 @@
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<PropertyGroup>
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<AssemblyName>HSUI</AssemblyName>
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<AssemblyVersion>1.0.8.3</AssemblyVersion>
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<FileVersion>1.0.8.3</FileVersion>
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<InformationalVersion>1.0.8.3</InformationalVersion>
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<AssemblyVersion>1.0.8.4</AssemblyVersion>
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<FileVersion>1.0.8.4</FileVersion>
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<InformationalVersion>1.0.8.4</InformationalVersion>
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</PropertyGroup>
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<PropertyGroup>
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@@ -2,7 +2,7 @@
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"Author": "Knack117",
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"Name": "HSUI",
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"InternalName": "HSUI",
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"AssemblyVersion": "1.0.8.3",
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"AssemblyVersion": "1.0.8.4",
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"Description": "HSUI provides a highly configurable HUD replacement for FFXIV, recreated from DelvUI using KamiToolKit, FFXIVClientStructs, and Dalamud. Features unit frames, castbars, job gauges, nameplates, party frames, status effects, enemy list, configurable hotbars with drag-and-drop, and profiles.",
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"ApplicableVersion": "any",
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"RepoUrl": "https://github.com/Knack117/HSUI",
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@@ -1194,12 +1194,34 @@ namespace HSUI.Interface.GeneralElements
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slot.SlotType == RaptureHotbarModule.HotbarSlotType.CraftAction ||
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slot.SlotType == RaptureHotbarModule.HotbarSlotType.PetAction)
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{
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var row = Plugin.DataManager.GetExcelSheet<LuminaAction>()?.GetRow(slot.ActionId);
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uint actionIdForLookup = slot.ActionId;
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LuminaAction? actionRow = null;
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var actionSheet = Plugin.DataManager.GetExcelSheet<LuminaAction>();
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var actionRowOpt = actionSheet?.GetRow(slot.ActionId);
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if (actionRowOpt.HasValue)
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{
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actionRow = actionRowOpt.Value;
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}
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else if (slot.SlotType == RaptureHotbarModule.HotbarSlotType.CraftAction)
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{
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// Crafting actions: hotbar may store CraftAction sheet row ID (1-based). Action sheet uses 100000+ range (100001 = Basic Synthesis).
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const uint CraftActionToActionOffset = 100000;
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uint mappedId = slot.ActionId + CraftActionToActionOffset;
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var mappedRow = actionSheet?.GetRow(mappedId);
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if (mappedRow.HasValue)
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{
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actionIdForLookup = mappedId;
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actionRow = mappedRow.Value;
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}
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}
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var row = actionRow;
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if (row.HasValue)
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{
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string name = row.Value.Name.ToString();
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string desc = "";
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var descRow = Plugin.DataManager.GetExcelSheet<ActionTransient>()?.GetRow(slot.ActionId);
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var descRow = Plugin.DataManager.GetExcelSheet<ActionTransient>()?.GetRow(actionIdForLookup);
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string descRaw = "";
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if (descRow.HasValue)
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{
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@@ -96,6 +96,9 @@ namespace HSUI.Interface
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if (element != null && element.GetType() == typeof(PlayerCastbarHud)) { return true; }
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if (element != null && !element.GetConfig().Enabled) { return false; }
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// Alliance frames only matter in alliance raids (duty). HideInDuty would hide them exactly when needed.
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bool isAllianceFrames = element != null && element.GetType() == typeof(AllianceFramesHud);
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bool isInIslandSanctuary = IsInIslandSanctuary();
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bool isInDuty = IsInDuty() && !isInIslandSanctuary;
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IPlayerCharacter? player = Plugin.ObjectTable.LocalPlayer;
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@@ -127,7 +130,8 @@ namespace HSUI.Interface
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if (HideOnFullHP && player != null && player.CurrentHp == player.MaxHp) { return false; }
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if (HideInDuty && isInDuty) { return false; }
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// Alliance frames only matter in alliance raids (duty). Skip HideInDuty for them.
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if (HideInDuty && isInDuty && !isAllianceFrames) { return false; }
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if (HideInIslandSanctuary && isInIslandSanctuary) { return false; }
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@@ -280,34 +280,18 @@ namespace HSUI.Interface.Party
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bool anyChanged = false;
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ref var mainGroup = ref gm->MainGroup;
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// GroupManager layout: _allianceMembers flat array (indices 0-19) has groups 0 and 1.
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// Group 2 (our party) is stored in _partyMembers. GetAllianceMemberByGroupAndIndex(0/1, slot)
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// returns empty in-instance for some game versions; use GetAllianceMemberByIndex with flat
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// indices: group 0 = indices 0-7, group 1 = indices 8-15.
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for (int allianceIdx = 0; allianceIdx < 3; allianceIdx++)
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{
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int count = 0;
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var list = new List<IPartyFramesMember>();
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for (int slot = 0; slot < 8; slot++)
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{
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var pm = mainGroup.GetAllianceMemberByGroupAndIndex(allianceIdx, slot);
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if (pm == null || pm->EntityId == 0) continue;
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var pfMember = new PartyFramesMember(
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pm->EntityId,
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count,
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count,
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EnmityLevel.Last,
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PartyMemberStatus.None,
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ReadyCheckStatus.None,
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false,
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false
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);
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pfMember.Update(EnmityLevel.Last, PartyMemberStatus.None, ReadyCheckStatus.None, false, pm->ClassJob);
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list.Add(pfMember);
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count++;
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}
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// GroupManager stores our party in _partyMembers, not GetAllianceMemberByGroupAndIndex.
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// When group 2 is empty, it's our alliance—populate from GetPartyMemberByIndex.
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if (count == 0 && allianceIdx == 2)
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if (allianceIdx == 2)
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{
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// Our party: _partyMembers via GetPartyMemberByIndex
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for (int slot = 0; slot < 8; slot++)
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{
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var pm = mainGroup.GetPartyMemberByIndex(slot);
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@@ -327,6 +311,29 @@ namespace HSUI.Interface.Party
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count++;
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}
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}
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else
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{
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// Other alliances: _allianceMembers flat indices. Group 0 = 0-7, group 1 = 8-15.
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int baseIdx = allianceIdx * 8;
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for (int slot = 0; slot < 8; slot++)
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{
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var pm = mainGroup.GetAllianceMemberByIndex(baseIdx + slot);
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if (pm == null || pm->EntityId == 0) continue;
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var pfMember = new PartyFramesMember(
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pm->EntityId,
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count,
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count,
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EnmityLevel.Last,
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PartyMemberStatus.None,
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ReadyCheckStatus.None,
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false,
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false
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);
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pfMember.Update(EnmityLevel.Last, PartyMemberStatus.None, ReadyCheckStatus.None, false, pm->ClassJob);
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list.Add(pfMember);
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count++;
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}
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}
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if (count != _lastMemberCounts[allianceIdx])
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{
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@@ -340,9 +347,11 @@ namespace HSUI.Interface.Party
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int ourIdx = 0;
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for (int slot = 0; slot < 8 && ourIdx < _allianceMembers[allianceIdx].Count; slot++)
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{
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PartyMember* pm = allianceIdx == 2
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? mainGroup.GetPartyMemberByIndex(slot)
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: mainGroup.GetAllianceMemberByGroupAndIndex(allianceIdx, slot);
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PartyMember* pm;
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if (allianceIdx == 2)
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pm = mainGroup.GetPartyMemberByIndex(slot);
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else
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pm = mainGroup.GetAllianceMemberByIndex(allianceIdx * 8 + slot);
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if (pm == null || pm->EntityId == 0) continue;
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if (_allianceMembers[allianceIdx][ourIdx] is PartyFramesMember pfMember)
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pfMember.Update(EnmityLevel.Last, PartyMemberStatus.None, ReadyCheckStatus.None, false, pm->ClassJob);
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@@ -1,3 +1,8 @@
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# 1.0.8.4
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- **Alliance Frames**: Fixed frames 1 and 2 not showing in alliance raids — populate other alliances via flat GetAllianceMemberByIndex (indices 0–7, 8–15) instead of GetAllianceMemberByGroupAndIndex which returns empty in-instance.
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- **Alliance Frames**: Visibility "Hide in duty" no longer hides alliance frames (they are only relevant in duty).
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- **Hotbars**: Crafting job action tooltips now display — fallback Action sheet lookup when hotbar stores CraftAction row ID.
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# 1.0.8.3
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- **Fix**: Left-click no longer sometimes stays broken after disabling HSUI. WndProc is restored at the very start of plugin teardown so the game window gets normal input back even if disposal fails later.
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