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Unread 03-14-2009, 04:00 PM  
EQAditu
A Griffon
 
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Server: Permafrost
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Quote:
Originally posted by FouLou
hum, it is able to recast any of my canceled buff yeah, but just one :/

i really don't understand because, i don't think it's an encoding problem, i tried every buff by checking only 1 buff at once and clik toogle buffing and it cast it, but if i check 2 buff it only cast the 1st checked and stop.
gm9 is always complaining about how UI scripting cannot deal with extended characters no matter what, so I wouldn't be surprised if that's an issue.

When you say it stops casting, does the Toggle Buffing button turn from red to white, or does it remain red and just seem to stall?

This is starting to remind me of a problem someone on a German server was having. The spell name in the casting bar did not match the spell name in the maintained window, so the script thought the player cast something else on purpose and turned itself off.

You can turn this off by the following:
On line 1219(v1.3) you'll see: CANCEL=CONTINUE ? false : true
Change it to: CANCEL=COMPLETE ? false : true
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Unread 03-15-2009, 09:27 AM  
FouLou
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Server: Storms
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Quote:
Originally posted by EQAditu
gm9 is always complaining about how UI scripting cannot deal with extended characters no matter what, so I wouldn't be surprised if that's an issue.


Ok, it's an encoding problem i'm mostly sure, when i use the Set Buffs i've some square instead of '
and all of my buff without square cast one after another.

Quote:
Originally posted by EQAditu
When you say it stops casting, does the Toggle Buffing button turn from red to white, or does it remain red and just seem to stall?
If i don't use the set buff and use it like it is it's now casting 2 spell then uncast the second one Oo lol. And the toogle button stay red yeah.

Quote:
Originally posted by EQAditu
You can turn this off by the following:
On line 1219(v1.3) you'll see: CANCEL=CONTINUE ? false : true
Change it to: CANCEL=COMPLETE ? false : true
I don't have seen a real difference.

------------------

So it would just be an encoding problem, i don't know where you can say in your xml file to use this or this encoding character when using the set buff button.
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Unread 03-15-2009, 10:34 AM  
Hiastia
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Server: Kithicor
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Where's the start button?

I have the spells set up, I have the targets set. I don't have a start button and can't figure out how to make it actually start the buffs.

What am I missing?
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Unread 03-15-2009, 10:45 AM  
FouLou
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Re: Where's the start button?

Quote:
Originally posted by Hiastia
I have the spells set up, I have the targets set. I don't have a start button and can't figure out how to make it actually start the buffs.

What am I missing?
/show_window Custom.ClickBuff.ToggleAuto

or clik on the toggle buff in the window
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Unread 03-15-2009, 04:22 PM  
EQAditu
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Quote:
Originally posted by FouLou
Ok, it's an encoding problem i'm mostly sure, when i use the Set Buffs i've some square instead of '
and all of my buff without square cast one after another.



If i don't use the set buff and use it like it is it's now casting 2 spell then uncast the second one Oo lol. And the toogle button stay red yeah.



I don't have seen a real difference.

------------------

So it would just be an encoding problem, i don't know where you can say in your xml file to use this or this encoding character when using the set buff button.
In the first line of the XML file you can set the expected file encoding, which should match the encoding your file editor is using. But gm9 didn't think it was as easy as that, or he would have tried it.

Uncasting a buff means that it doesn't see the buff as being cast, so it is trying again. Some buffs toggle off if you try to recast them, so I think that is what is happening here.

No matter the localization, the script has to be set to cast the spell exactly as it appears in the maintained buffs window. I understand localized clients can cast buffs by name in either language, but the script will get confused if it does not see the same spell name in the maintained buff window.

So please make sure that the name in the tool tip of the cast buff is the same that the script is given to cast. That's where the "CANCEL=COMPLETE ? false : true" thing comes in as well... if the casting bar has a different name.
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Unread 03-25-2009, 04:25 AM  
Taxor
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Server: Antonia Bayle
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I'm playing on a german language Server and cannot get the script running correctly. If I hover the mouse over the casted buffs, it shows "Selbst" instead of "Self", "Gruppe" instead of "Group" and "Helfer" instead of "Pet", but the german translation (Selbst, Gruppe, Helfer) is not useable in a /useabilityonplayer-macro. Only the english objects are working in such a macro, even on a german server. So if I use the script with german targettitles I get an error message (no player with name "Gruppe" in your group or raid) and when I use the english targettitles it casts the buff, checks the buffstarget and cancel the buff.

Is there a way to switch off these target-checking? A script, doing a complete buffing after each wipe without intelligent checking is much more better than doing it after every wipe per hand.
I already changed to CANCEL = COMPLETE..., but nothing better.

Sorry for my bad english...
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Unread 03-25-2009, 03:56 PM  
EQAditu
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Quote:
Originally posted by Taxor
I'm playing on a german language Server and cannot get the script running correctly. If I hover the mouse over the casted buffs, it shows "Selbst" instead of "Self", "Gruppe" instead of "Group" and "Helfer" instead of "Pet", but the german translation (Selbst, Gruppe, Helfer) is not useable in a /useabilityonplayer-macro. Only the english objects are working in such a macro, even on a german server. So if I use the script with german targettitles I get an error message (no player with name "Gruppe" in your group or raid) and when I use the english targettitles it casts the buff, checks the buffstarget and cancel the buff.

Is there a way to switch off these target-checking? A script, doing a complete buffing after each wipe without intelligent checking is much more better than doing it after every wipe per hand.
I already changed to CANCEL = COMPLETE..., but nothing better.

Sorry for my bad english...
Casting a spell on "Self" won't even work on English servers. In this case the script looks for those tags and casts the spell on the character's name.

To get the tag detection working for German you'll have to go to line 1228(v1.3) where it shows: RaidStr="Raid" GroupStr="Group" SelfStr="Self" PetStr="Pet"; and change the quoted tags to your German strings.
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Unread 03-27-2009, 05:13 AM  
Taxor
A Young Mystail Rat

Server: Antonia Bayle
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it works, thank you very much.

Another Question, can I use placeholders like * or ? within buffnames? German buffnames often have special charakters like ä, ü, ö or ß so at the moment buffs with these are not useable or stop the script.

Last edited by Taxor : 03-27-2009 at 06:18 AM.
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Unread 03-27-2009, 08:48 AM  
EQAditu
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Server: Permafrost
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Quote:
Originally posted by Taxor
it works, thank you very much.

Another Question, can I use placeholders like * or ? within buffnames? German buffnames often have special charakters like ä, ü, ö or ß so at the moment buffs with these are not useable or stop the script.
gm9 claims that UI scripting is completely unable deal with extended characters in scripts. UI scripting also does not have any wildcard or string search capability.
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Unread 04-22-2009, 01:58 PM  
Thundolfe
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Server: Antonia Bayle
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Nevermind, user error. Great job on this, love your mods.

Last edited by Thundolfe : 04-22-2009 at 02:20 PM.
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Unread 04-22-2009, 05:07 PM  
Thundolfe
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Server: Antonia Bayle
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Okay scratch that too. The 'Reset Buffs' button has me confused - I can't seem to get it working on my wife's Warden. I created an eq2ui_custom_clickbuff_warden.xml file using the 1.3 dirge file as a template, put it in her UI diectory, but after definining a set of temp buffs using 'Set Buffs', clicking 'Reset Buffs' does nt restore the original list - it just leaves the list as is. Am I misunderstanding its functionality?
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Unread 04-22-2009, 05:16 PM  
EQAditu
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Quote:
Originally posted by Thundolfe
Okay scratch that too. The 'Reset Buffs' button has me confused - I can't seem to get it working on my wife's Warden. I created an eq2ui_custom_clickbuff_warden.xml file using the 1.3 dirge file as a template, put it in her UI diectory, but after definining a set of temp buffs using 'Set Buffs', clicking 'Reset Buffs' does nt restore the original list - it just leaves the list as is. Am I misunderstanding its functionality?
Hmm, it sounds like you understand it correctly. If the first loading of the spell set from the external file worked correctly, then the reset button should have done the same.
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Unread 04-22-2009, 05:31 PM  
Thundolfe
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Server: Antonia Bayle
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Quote:
Originally posted by EQAditu
Hmm, it sounds like you understand it correctly. If the first loading of the spell set from the external file worked correctly, then the reset button should have done the same.
Maybe I am not setting it up correctly. Sorry if I am sounding like a dumbass here. I set 16 warden spells up in the original eq2ui_custom_clickbuff.xml file, then did the same 16 in my eq2ui_custom_clickbuff_warden.xml file. Is this not how I should do it? Do I need to leave the original file blank in the spells area and point it to the Warden file in some way?

edit: tried using an unmodified base file with no luck. For whatever reason it just does not want to read the class file. I tried deleting all but the warden file in the [include] section of the base .xml but that didn't work either. My wife adores this mod but logging out to reset everything is a pain so I hope to get this working

Last edited by Thundolfe : 04-22-2009 at 05:59 PM.
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Unread 04-23-2009, 04:03 PM  
EQAditu
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How it should work and how it works for me is that it will start off with the spell list detailed in the custom_clickbuff file. It then loads all of the includes listed in that file such as custom_clickbuff_templar... if EQ2 cannot find any or all of them, it doesn't really care.

The main file then tries to do class detection and then tries to call a script from the included file that matches the class. If that class file doesn't exist, the script merely doesn't run to replace the spell list. So if the detected class file exists, it replaces the main file's list... otherwise the main file's list stays the same.

This is also why the reset button only works when you use a class file. The reset button redoes class detection to replace the main file list(again). If there's no 2nd list, the 1st list stays the same.

For your problem, I would try to verify some things about your external file(keep the main file as downloaded). Make sure that the file name uses the same capitalization as the include line uses(all lowercase). Make sure that the Page name of the external class file is changed from "Dirge"(or whatever) to "Warden". If neither of those help, try modifying the Templar template file in my main download instead... not that I see anything wrong with the Dirge one you mentioned.
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Unread 04-23-2009, 05:15 PM  
Thundolfe
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Server: Antonia Bayle
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Just so I'm clear here, and again, sorry, is there anywhere in the original file that I need specify the name of my external file, other than the already written [include] section?
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