Ciuine
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Сообщения, опубликованные Ciuine
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Thanks again Carnifex.
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Thanks Duvodas, the self mechanics are just there because the game doesn't pass params.recipient when you send messages to yourself.
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I need simple translations this time around. For my new, new, new.. add-on. WhisperWindow
Basically generates three separated text windows for whisper/zone/party, and with that I need translated...
Code:ToFrom
Self
Whisper
Zone
Party
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This is a typo in my coding, I set reversed the if HD/HR then, elseif HR/HD then statements, just change the letter.
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By the way, I should mention that "predefined colors" as it were, are actually predefined -styles-. It's just tip has no other information than color. I've been experimenting with a number of these string defined variables.
Color only: (a number of these call on similar colors)
LogColorMagenta
LogColorYellow
LogColorViolet
LogColorLightRed
LogColorRed
LogColorBlue
LogColorCian
LogColorGreen
LogColorLightGreen
LogColorWhite
LogColorBrown
LogColorDarkWhite
LogColorGold
LogColorBlack
LogColorDarkGreen
Junk (dark white)
Goods (white)
Common (green)
Uncommon (blue)
Rare (purple)
Epic (orange)
Legendary (mint)
Relic (lemon)
Friendly (green)
Aggressive (red)
Neutral
Dead
DamageVisHpGain
DamageVisHpDrain
DamageVisMpGain
DamageVisMpDrain
DamageVisEnergyGain
DamageVisEnergyDrain
DamageVisDodge
DamageVisBlock
DamageVisMiss
DamageVisParry
DamageVisResist
DamageVisAbsorb
DamageVisExpGain
DamageVisReputationGain
DamageVisReputationDrain
DamageVisHonorGain
DamageVisHonorDrain
Possibly color only:
StatDebuffed
StatBuffed
StatNormal
Predefined Size/Color/Positioning:
log_red
log_orange
log_yellow
log_magenta
log_white
log_dark_white
log_blue
log_green
log_brown
log_light_yellow
log_violet
log_dark_green (might be deprecated)
(Buttons Only)
button_red
I'd assume there's a variant of button color for all the log colors.
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Seems like it, but my game client still recognizes it as a valid slash command. Even if it doesn't do anything.
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I'm going to assume that it's a shorter version of the /emote call. Like /w is short for /whisper and the like.
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I believe the error here might be that /em is a functional slash command in the NA version of Allods, and as such the event "EVENT_UNKNOWN_SLASH_COMMAND" is not processed when it is used.
Edit: This is correct, upon changing "/em on" to "/emlm on" the field was turned on and 133742 was printed to the mods.txt.
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The code ran, /morse worked, sent the four messages with the emoteIDs I mentioned; all our IDs are over 8500 (starting with dance at 8564). No info in mods.txt.
I meant mathematically how does it work? How do 8500+x4 and 76 eventually equal 133742?
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I'm confused by how this works, the emotes it called on for /morse were 8622, 8575, 8587, and 8564. Tongue, flirt, sit, dance.
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This seems like ten billion times more complicated than just typing the itemId in a message.
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No, I have not tested that. But I'll try it out tonight if I can.
Ran some tests, EVENT_LOOT_TO_DISTRIBUTE is only passed to the looter.
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Some sort of displayed itemId which the MasterLooter can then type into party/raid chat which the add-on then asks on EVENT_CHAT_MESSAGE if the message came from the name of the master looter, gets integer from string, checks to make sure its not a commonly used integer like 0-100 or something, then gets and writes the sent itemId into the tooltip.id.
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Ah, I was just playing around about the blue item. We were two-manning an instance, that should have been a hint. We had full intentions on just confirming my additions worked. Oh noes, blue items go bye-bye.
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I just said I finished coding the tooltip function...
I know the events to use, it works fine on gray/white items, I'm looking for an actual green or blue drop to complete my testing though.
Edit: Sent you the tooltip version Carnifex. A little buggy here and there, couldn't get any proper testing done because it requires a group and I don't play AO. Oh, I just realized how to fix one of the bugs! Change all the ItemTTText[whatever] to ItemTTText[sizevalue]. Bam, fully functional.
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The mechanics for your MasterLoot add-on work, I just used them while testing the tooltip concept. Pretty neat-sauces.
EDIT: Dangerous, dangerous error passes if a party member is offline. Basically breaks the add-on and loot is lost. My tester just ditched me because we were two-manning an instance and he didn't get the pretty blue because he logged his alt off, who was also in the party.
Oh, and I think my Tooltip function is done, I just need a green drop test.
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That'd probably be super annoying having to write out the entire textview for each modification. The <rs></rs><rs></rs> deal should work fine.
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Your previous code worked fine with the removal of the extra </tip_golden>.
Example of functional code:
Code:<header alignx="center" fontsize="14" outline="1"><rs class="class"><r name="value"/></rs><rs class="class1">Blah</rs></header> -
By changing the SendEvent used in user addons from common. to userMods., they basically cut our ability to call the Popup add-on in charge of tooltips. That's the reason I rewrote half the popup add-on for my PLATES add-on.
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Oh no, I meant <p color="0xFFFFFFFF">. And why do you still have that extra /tip_golden?
What is your ultimate goal with this text view? A single line variabled multi-color text view where the text can have multiple different colors called on by the LUA?
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Create another?
If it is just one color not found in the tips, use <p color=...></p>.
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Yep, it is possible.
Code:<header alignx="center" fontsize="15" outline="1"><rs class="class"><p fontsize="17"><r name="name"/></p><br />
<tip_golden><r name="RN"/>: <r name="rank"/><br /></tip_golden>
<tip_white><r name="LN"/>: <r name="level"/><br />
<r name="EN"/>: <r name="Exp"/>/<r name="LExp"/><br /></tip_white>
<tip_green><r name="DHN"/>: <r name="Bonus"/>x<br />
<r name="SN"/>: <r name="Stat"/><br /></tip_green>
<tip_blue><r name="TN"/> <r name="Time"/><br /></tip_blue>
</rs></header>
That's the Text for my PatronTT. Mine is called on with <multiline>true</multiline>.
You have too many /tip_goldens.
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Are you talking from a RU client stand point?
I did numerous tests (group/raid) in the NA client and every time it just deleted the loot and destroyed the bag. The AddRight thing is unnecessary because the mechanics exist in the standard raid panels to add a Master Looter.
The point of Master Looter is that whole raid rolls become extinct, allowing only the classes or people deserving of the loot to roll/want for an item. So on top of that roll mechanics would have to be added.
I'll run some tests on if it passes itemIds before deleting and if I can reward the item to myself or others. Basically would have to create an add-on that does this.
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PLATES
Просмотреть файл
RU:
Заменяет стандартные панели с портретами и здоровьем/маной, для игрока, его группы, выбранной цели, питомца, и цель цели. Панели крупнее стандартных, поэтому, полоски здоровья/маны здесь гораздо разборчивее. Кроме того, все панели можно перетаскивать мышкой.
EN:
PLATES replaces the standard Plates add-on. Which displays player/target/targetoftarget/playerpet/party information starting in the top left of the screen.
Последняя проверенная версия работы аддона: 2.0.07.08
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Автор
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Добавлен07.12.2018
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Категория
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Интерфейсные аддоны (Инструкция)
в Вопросы и ответы
Опубликовано
I have to agree with Duvodas on this. Where would this lie under the ToS? Because I just ran this code as a test...
local children = wtMainForm:GetNamedChildren()
for i = 0, GetTableSize( children ) - 1 do
local wtChild = children
local name = wtChild:GetName()
LogInfo(name )
end
children = wtMainForm:GetChildChecked("WatermarkRight", false )
children:Show(false)
And it turned off something I'm pretty sure they don't want you to turn off.
Edit: By the way the list in the NA version is not as pretty as just saying "LagMeter"... 90% of our MainForm's are named.. MainForm.
Easier code:
for i = 0, GetTableSize( children ) - 1 do
local wtChild = children
local name = wtChild:GetName()
local children2 = wtChild:GetNamedChildren()
for j = 0, GetTableSize( children2 ) - 1 do
local wtChild = children2 [j]
local name2 = wtChild:GetName()
LogInfo(i.." " .. name, " "..j..": " .. name2)
end
end