Jump to content


Photo

Infobar Broken


30 replies to this topic

#21 AnEightBitHero

AnEightBitHero

    Newbie

  • Members
  • Pip
  • 5 posts

    Posted 25 February 2015 - 07:28 PM

    scratch that... i still get the same error when targeting a mob...there's something more to it, I will have to try and delve into the init file tonight :(

     

    > infobar encountered a fatal error and must be terminated. Error: Access violation in PreRender method.

    > infobar - Plugin successfully unloaded.



    #22 Kenshi

    Kenshi

      Advanced Member

    • Members
    • PipPipPip
    • 334 posts

      Posted 25 February 2015 - 07:58 PM

      what is your init? specially on the monster lines.



      #23 Panete

      Panete

        Newbie

      • Members
      • Pip
      • 5 posts

        Posted 25 February 2015 - 08:08 PM

        It was working but now it crashes when you target some mob that gives info. Mobs that give Lv.(?) and so do not break the plugin. But mobs from campaign, for example, do.



        #24 AnEightBitHero

        AnEightBitHero

          Newbie

        • Members
        • Pip
        • 5 posts

          Posted 25 February 2015 - 08:59 PM

          sorry in advance idk how to do the spoiler tag to keep this nice and neat... but here is my infobar.init.  

          *NOTE* I put the ($self.job$) back on so it was back in its original condition -- aside from the positioning

           

          ; General settings
          ; These may only be set once per file and must be out of any section definition.
           
          ; Note: Infobar 1.00 (and later) no longer use any of the 'delay' options, autodiscover, or autoclose.
           
          ; Determine the behavior of the parser when parsing Infobar expressions 
          ; This must be six characters long.  Each character represents one thing to the parser, in the following order:
          ; Command start.  Arglist start.  Arglist separator.  Arglist end.  Command end.  Escape character.
          ; Command start can be the same as command end. All other values must be unique.
          ; Acceptable values: see text
          ; Default value: $(,)$\
          parserchars=$(,)$\
           
          ; Location of the database files
          database=database.db
          notes=notes.db
           
          ; Which profile to use for each character.  You can override this at runtime with 'ib profile <profilename>'
          ; Acceptable values: any profile name (case insensitive).  If blank, disables Infobar for that character.
          ; Default value: value of profile.default
          ; profile.Maincharacter=default
          ; profile.Uselesscraftermule=
          ; profile.Powerleveller=powerlevel
           
          ; Which profile is used for any characters not named above.  If blank, disables Infobar for any characters not above.
          profile.default=default
           
          ; The following attributes apply by default to all bars, unless specified specifically in them.
           
          ; Position.  If Infobar is in the way of the FPS counter, try x=82 and y=3
          x=16
          y=0
           
          ; Default font
          font=Arial
          size=12
          bold=0
          italic=0
           
          ; Default background color (r,g,B) and alpha (opacity) 255 = 100% solid, 0 = 100% see-thru.
          bgcolor=0,0,0
          bgalpha=255
           
          ; Default foreground color (r,g,B) and alpha (opacity) 255 = 100% solid, 0 = 100% see-thru
          color=255,255,255
          alpha=255
           
          ; You can also apply font and color styles to certain situations:
          ; notarget - (Applies when nothing is targetted)
          ; player - (Applies when a player is targetted)
          ; ally - (Allies when targetted player is a member of your party/alliance, overrides player if set)
          ; self - (Applies when you are targetted.  Overrides ally and player if set)
          ; npc - (Applies when an NPC is targetted)
          ; monster - (Applies when a monster is targetted)
          ; aggressivemonster - (Applies when the targetted monster is aggressive.  Overrides monster)
          ; dangerousmonster - (Applies when the targetted monster is aggressive TO YOU, i.e. it's maxlevel is 10 levels below you or higher.  Overrides aggressivemonster)
          ; Note aggressivemonster and dangerousmonster require accurate database information!
           
          ; For example, to bold monsters that can potentially agro you:
          ; dangerousmonster.bold=1
           
          notarget.color=255,255,255
          player.color=255,255,255
          ally.color=128,255,255
          npc.color=128,255,128
          monster.color=255,255,128
          dangerousmonster.bold=1
           
          ; If these are set, lists of elemental weaknesses and crystal drops will be colorized by element.
          elementcolor.light=255,255,255
          elementcolor.dark=96,64,128
          elementcolor.fire=255,0,0
          elementcolor.earth=255,255,0
          elementcolor.water=96,96,255
          elementcolor.wind=0,255,0
          elementcolor.ice=0,255,255
          elementcolor.lightning=255,96,255
           
          ; Bar names are in brackets.  This is the default configuration for the default bar.
          [default]
          ; You can override style preferences for an entire classification of bars by using notarget.color, npc.bold, etc.
          ; You can override style preferences for a particular bar by using notarget.0.color, etc.
           
          ; Bars for when you have no target
          notarget.0=$self.zone$  $self.name$ ($self.job$)  ($self.x(3)$, $self.y(3)$, $self.z(3)$)  $self.facing$ ($self.facing(3)$)
          notarget.1=$time.game(%W %t  %O \(%P\)  %e %T)$
          notarget.2=Airships: $if($incity(Sandoria)$,San d'Oria->Jeuno: $time.airship.sandoria.home.departs$ || )$$if($incity(Bastok)$,Bastok->Jeuno: $time.airship.bastok.home.departs$ || )$$if($incity(Windurst)$,Windurst->Jeuno: $time.airship.windurst.home.departs$ || )$$if($incity(Kazham)$,Kazham->Jeuno: $time.airship.kazham.home.departs$ || )$Jeuno->San d'Oria: $time.airship.sandoria.jeuno.departs$  Jeuno->Bastok: $time.airship.bastok.jeuno.departs$  Jeuno->Windurst: $time.airship.windurst.jeuno.departs$  Jeuno->Kazham: $time.airship.kazham.jeuno.departs$  
          notarget.3=Ferries: Mhaura<->Selbina: $time.ferry.selbina$  Mhaura<->Al Zahbi: $time.ferry.whitegate$  Al Zahbi<->Nashmau:  $time.ferry.nashmau$
          ; Bars for when a player is targetted.  If you do not specify any 'ally' bars, these also apply to allies.
          player.0=$target.name$  $target.notes$
           
          ; Bars for when an ally is targetted.  If you do not specify any 'self' bars, these also apply if you target yourself.
          ; ally.0=$target.name$  $target.notes$  HP: $target.hp$/$target.hpmax$ ($target.hppct$%)  MP: $target.mp$/$target.mpmax$ ($target.mppct$%)  TP: $target.tp$%
           
          ; Bars for when an NPC is targetted. 
          npc.0=$target.name$  Notes: $target.notes$
           
          ; Bars for when a monster is targetted.  Also applies to aggressivemonster and dangerousmonster if they are not set
          monster.0=$target.instanceinfomultiple$$target.name$($target.hp.percent$%)  $target.aggressive(AGGRESSIVE  )$$target.linking(LINKING  )$Detects: $target.detects$  $prefix(Job: ,$target.job$,  )$Weak vs: $target.weaknesses$  Lv.$target.level$ (~$target.xp.avg$xp)
          monster.1=$target.instanceinfomultiple$$target.name$($target.hp.percent$%)  Spawns: $target.spawns$ (Respawn: $target.respawn$)  Steal: $target.stolen$  Drops: $target.drops$
          monster.2=$target.instanceinfomultiple$$target.name$($target.hp.percent$%)  Notes: $target.notes$


          #25 PaganAZ

          PaganAZ

            Newbie

          • Members
          • Pip
          • 1 posts

            Posted 25 February 2015 - 09:10 PM

            Here is my INI file  I have made no changes at this point an it is not working..
             
            <code>
            ; General settings
            ; These may only be set once per file and must be out of any section definition.
             
            ; Note: Infobar 1.00 (and later) no longer use any of the 'delay' options, autodiscover, or autoclose.
             
            ; Determine the behavior of the parser when parsing Infobar expressions 
            ; This must be six characters long.  Each character represents one thing to the parser, in the following order:
            ; Command start.  Arglist start.  Arglist separator.  Arglist end.  Command end.  Escape character.
            ; Command start can be the same as command end. All other values must be unique.
            ; Acceptable values: see text
            ; Default value: $(,)$\
            parserchars=$(,)$\
             
            ; Location of the database files
            database=database.db
            notes=notes.db
             
            ; Which profile to use for each character.  You can override this at runtime with 'ib profile <profilename>'
            ; Acceptable values: any profile name (case insensitive).  If blank, disables Infobar for that character.
            ; Default value: value of profile.default
            ; profile.Maincharacter=default
            ; profile.Uselesscraftermule=
            ; profile.Powerleveller=powerlevel
             
            ; Which profile is used for any characters not named above.  If blank, disables Infobar for any characters not above.
            profile.default=default
             
            ; The following attributes apply by default to all bars, unless specified specifically in them.
             
            ; Position.  If Infobar is in the way of the FPS counter, try x=82 and y=3
            x=0
            y=0
             
            ; Default font
            font=Arial
            size=12
            bold=0
            italic=0
             
            ; Default background color (r,g,B) and alpha (opacity) 255 = 100% solid, 0 = 100% see-thru.
            bgcolor=0,0,0
            bgalpha=127
             
            ; Default foreground color (r,g,B) and alpha (opacity) 255 = 100% solid, 0 = 100% see-thru
            color=255,255,255
            alpha=255
             
            ; You can also apply font and color styles to certain situations:
            ; notarget - (Applies when nothing is targetted)
            ; player - (Applies when a player is targetted)
            ; ally - (Allies when targetted player is a member of your party/alliance, overrides player if set)
            ; self - (Applies when you are targetted.  Overrides ally and player if set)
            ; npc - (Applies when an NPC is targetted)
            ; monster - (Applies when a monster is targetted)
            ; aggressivemonster - (Applies when the targetted monster is aggressive.  Overrides monster)
            ; dangerousmonster - (Applies when the targetted monster is aggressive TO YOU, i.e. it's maxlevel is 10 levels below you or higher.  Overrides aggressivemonster)
            ; Note aggressivemonster and dangerousmonster require accurate database information!
             
            ; For example, to bold monsters that can potentially agro you:
            ; dangerousmonster.bold=1
             
            notarget.color=255,255,255
            player.color=255,255,255
            ally.color=128,255,255
            npc.color=128,255,128
            monster.color=255,255,128
            dangerousmonster.bold=1
             
            ; If these are set, lists of elemental weaknesses and crystal drops will be colorized by element.
            elementcolor.light=255,255,255
            elementcolor.dark=96,64,128
            elementcolor.fire=255,0,0
            elementcolor.earth=255,255,0
            elementcolor.water=96,96,255
            elementcolor.wind=0,255,0
            elementcolor.ice=0,255,255
            elementcolor.lightning=255,96,255
             
            ; Bar names are in brackets.  This is the default configuration for the default bar.
            [default]
            ; You can override style preferences for an entire classification of bars by using notarget.color, npc.bold, etc.
            ; You can override style preferences for a particular bar by using notarget.0.color, etc.
             
            ; Bars for when you have no target
            notarget.0=$self.zone$  $self.name$ ($self.job$)  ($self.x(3)$, $self.y(3)$, $self.z(3)$)  $self.facing$ ($self.facing(3)$)
            notarget.1=$time.game(%W %t  %O \(%P\)  %e %T)$
            notarget.2=Airships: $if($incity(Sandoria)$,San d'Oria->Jeuno: $time.airship.sandoria.home.departs$ || )$$if($incity(Bastok)$,Bastok->Jeuno: $time.airship.bastok.home.departs$ || )$$if($incity(Windurst)$,Windurst->Jeuno: $time.airship.windurst.home.departs$ || )$$if($incity(Kazham)$,Kazham->Jeuno: $time.airship.kazham.home.departs$ || )$Jeuno->San d'Oria: $time.airship.sandoria.jeuno.departs$  Jeuno->Bastok: $time.airship.bastok.jeuno.departs$  Jeuno->Windurst: $time.airship.windurst.jeuno.departs$  Jeuno->Kazham: $time.airship.kazham.jeuno.departs$  
            notarget.3=Ferries: Mhaura<->Selbina: $time.ferry.selbina$  Mhaura<->Al Zahbi: $time.ferry.whitegate$  Al Zahbi<->Nashmau:  $time.ferry.nashmau$
            ; Bars for when a player is targetted.  If you do not specify any 'ally' bars, these also apply to allies.
            player.0=$target.name$  $target.notes$
             
            ; Bars for when an ally is targetted.  If you do not specify any 'self' bars, these also apply if you target yourself.
            ; ally.0=$target.name$  $target.notes$  HP: $target.hp$/$target.hpmax$ ($target.hppct$%)  MP: $target.mp$/$target.mpmax$ ($target.mppct$%)  TP: $target.tp$%
             
            ; Bars for when an NPC is targetted. 
            npc.0=$target.name$  Notes: $target.notes$
             
            ; Bars for when a monster is targetted.  Also applies to aggressivemonster and dangerousmonster if they are not set
            monster.0=$target.instanceinfomultiple$$target.name$($target.hp.percent$%)  $target.aggressive(AGGRESSIVE  )$$target.linking(LINKING  )$Detects: $target.detects$  $prefix(Job: ,$target.job$,  )$Weak vs: $target.weaknesses$  Lv.$target.level$ (~$target.xp.avg$xp)
            monster.1=$target.instanceinfomultiple$$target.name$($target.hp.percent$%)  Spawns: $target.spawns$ (Respawn: $target.respawn$)  Steal: $target.stolen$  Drops: $target.drops$
            monster.2=$target.instanceinfomultiple$$target.name$($target.hp.percent$%)  Notes: $target.notes$
            </code>

            Attached Files



            #26 Panete

            Panete

              Newbie

            • Members
            • Pip
            • 5 posts

              Posted 25 February 2015 - 09:12 PM

              sorry in advance idk how to do the spoiler tag to keep this nice and neat... but here is my infobar.init.  

              *NOTE* I put the ($self.job$) back on so it was back in its original condition -- aside from the positioning

               

              Spoiler

               

              Even if you delete the job method it'll crash when you target an enemy with info. Those without info on the database don't make the plugin crash.



              #27 Kenshi

              Kenshi

                Advanced Member

              • Members
              • PipPipPip
              • 334 posts

                Posted 25 February 2015 - 09:13 PM

                $prefix(Job: ,$target.job$,  ) this might be the problem but I need to test



                #28 Arcon

                Arcon

                  Advanced Member

                • Windower Staff
                • 1189 posts
                • LocationMunich, Germany

                Posted 25 February 2015 - 09:27 PM

                Can you try updating and see if this fixes it?



                #29 AnEightBitHero

                AnEightBitHero

                  Newbie

                • Members
                • Pip
                • 5 posts

                  Posted 25 February 2015 - 09:35 PM

                  probably a really stupid question...but how do i update the single plug in? -- sorry just came back this month to FFXI and windower since almost pre-abyssea

                   

                  forget my stupid post... i had to back out of the game completely and open it back up.  I usually leave the game running at the character select screen while AFK, so I assumed there was a manual way to update the plugin.  Back up and running thank you all ^_^



                  #30 Kenshi

                  Kenshi

                    Advanced Member

                  • Members
                  • PipPipPip
                  • 334 posts

                    Posted 25 February 2015 - 10:04 PM

                    new version of plugin is working



                    #31 Arcon

                    Arcon

                      Advanced Member

                    • Windower Staff
                    • 1189 posts
                    • LocationMunich, Germany

                    Posted 26 February 2015 - 06:30 AM

                    probably a really stupid question...but how do i update the single plug in? -- sorry just came back this month to FFXI and windower since almost pre-abyssea

                     

                    forget my stupid post... i had to back out of the game completely and open it back up.  I usually leave the game running at the character select screen while AFK, so I assumed there was a manual way to update the plugin.  Back up and running thank you all ^_^

                     

                    To update just run Windower.exe. You can still be logged in while you do that, it'll update the plugin on all your running instances. You can also download the update addon, then you can just type //update in-game, and it will update everything but the Hook on all your running instances. Hook updates are the only ones for which you need to restart the game, but those are rare.






                    1 user(s) are reading this topic

                    0 members, 1 guests, 0 anonymous users