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Unread 08-10-2009, 06:01 PM  
scottden2000
A Grove Wisp

Forum posts: 25
File comments: 9
Uploads: 0
Somehow i got an older version of the main clickbuff file...

I know i downloaded the newest version and I thought i had replaced it properly... guess not..

Everything working fine as documented and I now have text on my buttons too....

Thanks for all your patience and help
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Unread 08-12-2009, 06:18 PM  
Minenau
A Young Mystail Rat

Server: Antonia Bayle
Forum posts: 6
File comments: 1
Uploads: 0
Question

AWESOME MOD!!!

Last edited by Minenau : 08-12-2009 at 09:43 PM.
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Unread 09-24-2009, 07:43 PM  
Kattmando
A Young Mystail Rat

Server: Antonia Bayle
Forum posts: 6
File comments: 10
Uploads: 0
Excellent Mod, I've been using this for a few months now, easy to configure for multiple toons.
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Unread 06-01-2010, 02:33 PM  
noellem
A Young Mystail Rat

Server: Kithicor
Forum posts: 6
File comments: 5
Uploads: 0
Combat rebuffing issue

While in combat, it appears that you can only rebuff the first person in the script then stops. You have to run the script (click the macro) for each buff to rebuff your list while in combat. If out of combat, its one click and rebuff all. Thoughts on workarounds/fixes?

In addition (and additional work), would be nice to have an optional custom /t /g /r for each buff type.

Otherwise two thumbs up!
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Unread 06-01-2010, 04:26 PM  
EQAditu
A Griffon
 
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Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
Re: Combat rebuffing issue

Quote:
Originally posted by noellem
While in combat, it appears that you can only rebuff the first person in the script then stops. You have to run the script (click the macro) for each buff to rebuff your list while in combat. If out of combat, its one click and rebuff all. Thoughts on workarounds/fixes?

In addition (and additional work), would be nice to have an optional custom /t /g /r for each buff type.

Otherwise two thumbs up!
The combat part was actually intentional. I briefly mention that in the description. This was done to make the script more SoE EULA friendly -- primarily they frown upon automation during gameplay aspects. Combat and tradeskilling in particular. As a side reason, getting locked into casting during combat is somewhat risky.

If you really must have this disabled, delete line 1238 which contains the following:
CANCEL=CANCEL || Parent.Vars.CombatIcon.Visible

As for sending chat per buff cast, I suppose I could get it to.
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Unread 06-02-2010, 12:58 PM  
noellem
A Young Mystail Rat

Server: Kithicor
Forum posts: 6
File comments: 5
Uploads: 0
Re: Re: Combat rebuffing issue

Okay, since I have exposed guildmates to this script, they have a few asks for future versions if you decide to keep modifying this. It seems to be quite useful and robust, and generally admired. I have collected feature requests from my peers and consolidated them into a list.

Requests for changes:
-If one of the spells times out (due to being out of range /out of zone), the script stops and does not advance to the next potential buff. Nice to have it “warn and skip” the out of range buff and automatically advance to the next buff.
-Tie in-game commands, e.g. tell, group, raid, pet attack, etc.

Nice to have additions:
-Profiles. Have a profile for raid, a profile for groups, a profile for harvesting, some way to customize for the task at hand.
-“Hide” buffs, but run them (maybe this goes under profiles?). Run self buffs like illusions for glide with a mount, or underwater breathing. Help minimize the UI clutter.
-Equip and use items, and unequip for the buff. Fishbone earring, earring of the solstice, LON illusions, etc.
-Allow the script to use miscellaneous items such as potions, temp adornments.
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Unread 07-07-2010, 06:17 AM  
StarManWild
A Young Mystail Rat

Server: The Bazaar
Forum posts: 2
File comments: 9
Uploads: 0
When in a battleground it wont use the players name's, in the buff window it is Server.Name so when it tries to check for the buff it can't find it right. Any chance of a fix for this? I tried putting in an added set just for battlegrounds were it would look for the Server.Name but no luck.
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Unread 07-08-2010, 02:57 PM  
chriswebstar
A Griffawn

Server: Runnyeye
Forum posts: 74
File comments: 12
Uploads: 0
It might just be my crappy Lag-server, but after each spell cast the game freezes for a second or two. This makes the mod not realize the spell has been cast, so it will retry the cast, sometimes toggling spells back off, and then causing a timeout error because it's on recast.

Wonder if there would be a way to have the mod "wait" a little longer.
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Unread 07-08-2010, 03:40 PM  
EQAditu
A Griffon
 
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Interface Author - Click to view interfaces

Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
I imagine the freezing would have to do with the script checking all of the buffs against its list. I can get it to sort of freeze if I click the toggle very quickly when it has nothing to cast. I've never heard of it causing a problem like that however.

If the server is indeed very lagged, it may take additional time for the server to tell the client that a certain buff was added to your maintained window. In this case, the script may be trying to go on to the next cast too early. But it wouldn't have anything to do with the freezing.

You can adjust the amount it waits after the cast completes by changing something on line 1246.
Quote:
SCRIPTCAST=Location==1,0
Changing the "1" on this line will change how long it waits in multiples of 200ms. So "2,0" would be 400ms, "3,0" would be 600ms. This must remain an integer.

When I first made the mod, it did not wait at all(0ms) and occasionally would run into this problem.
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Unread 07-08-2010, 09:42 PM  
chriswebstar
A Griffawn

Server: Runnyeye
Forum posts: 74
File comments: 12
Uploads: 0
Quote:
You can adjust the amount it waits after the cast completes by changing something in line 1246. Changing the "1" on this line will change how long it waits in multiples of 200ms.
I would have never expected such a quick and concise reply. This mod is godsent, and you're a genius!
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Unread 07-09-2010, 01:09 PM  
EQAditu
A Griffon
 
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Interface Author - Click to view interfaces

Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
Quote:
Originally posted by StarManWild
When in a battleground it wont use the players name's, in the buff window it is Server.Name so when it tries to check for the buff it can't find it right. Any chance of a fix for this? I tried putting in an added set just for battlegrounds were it would look for the Server.Name but no luck.
I cannot really think of what might prevent this from working for sure. I don't do PvP of any sort, so I don't really have a method of seeing what's wrong exactly.

Could you give me some examples of what shows up as names in the maintained window and if you can use "/useabilityonplayer Server.Name Spell Name V" to cast a buff or not. My raid window can supposedly cast spells on players using the Server.Character notation. At least they have not told me it could not after I fixed it for BGs. Though SoE may have also modified some of the data to revert a name to the shorter notation.
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Unread 07-10-2010, 02:55 AM  
StarManWild
A Young Mystail Rat

Server: The Bazaar
Forum posts: 2
File comments: 9
Uploads: 0
When trying to cast my target buffs it is just casting the first one over and over again. I have it set to cast on "Player Name" and it will cast on the player said like it would on a normal server. But the check part of it is looking for just the "Player Name" not the "Server.Player Name"

I think that is the only problem as when it check's the buff window it does not see the "Server.Player Name" as the right player it was needing to buff, and then keep's casting the buff on that player and rechecking for it.

I have tried to have it cast on "Server.Player Name" and when that happens it tells me player could not be found and does not cast any of the target buffs, and then time's out.
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Unread 07-10-2010, 11:05 AM  
chriswebstar
A Griffawn

Server: Runnyeye
Forum posts: 74
File comments: 12
Uploads: 0
/useabilityonplayer Server.Name works fine. I use these in macros, set via /alias. My raid window also uses this, and it works fine.
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Unread 07-13-2010, 03:42 PM  
Controller
A Sea Turtle

Server: Antonia Bayle
Forum posts: 31
File comments: 39
Uploads: 0
Hello EQAditu,
first of all, i really like your ui piece. But i have a strange problem with it, not sure if it is a big thing or not. the window is working as intended. BUT I have a problem with the class file. Im playing on a german server and an illusionist is called Thaumaturgist, it seems that your ui piece doesn't like the word. Taxor tested the files with his necromancer and defiler, no problem. But as said before, it doesnt like the word Thaumaturgist. the main file is already edited, working for Nekromancer (necro) and Schänder (defiler). i dont know why there is a prob with the illusionist. Do you have anny suggestions ? I'd really appreciate it.

Last edited by Controller : 07-13-2010 at 03:45 PM.
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Unread 07-13-2010, 04:40 PM  
EQAditu
A Griffon
 
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Interface Author - Click to view interfaces

Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
It's possible that the translated class name has a space after it or something. Translation teams make that sort of mistake all the time in the logging format. Try turning on logging, typing: /dynamicdata Self.SubClass and see in the log file if you can move the cursor past the last letter as if a space was there. Or if not, just try copying the text from there... there might be something else oddly hidden.
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