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Unread 06-27-2010, 09:02 AM  
Darqwood
A Griffon
 
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Quote:
Originally posted by Ebarel
thx for the reply.

so in short, i cannot say in group who i am curing?

no way to work around an only one command i can connect there i assume?

and one other little thing if i have cure check enabled it does not do the gsay or the spell, but it unfortunately still does the command. can that be switched off as well somehow?


You can only add %T to the command string, although you can do that more than once per button. This goes into the realm of being unable to maintain using the button utility so I'm not keen on supporting it, but here's how it works.

Open the group window in Notepad and scroll down to the button command in question. In your case, the command string will start out looking like this:

... Cmd="3 CurseCure Parent.Parent.T.Value" ...

Go to the end of the command, but still inside the quotes, and hit the Return key to start your second command on the next line, like this:

... Cmd="3 CurseCure Parent.Parent.T.Value
g Cursecure Parent.Parent.T.Value"
...

("g" being the shorthand for groupsay in this case.) You can stack multiple commands inside the double quotes, with or without the button target reference. The game will interpret the carriage return correctly and execute the commands as if you had typed them separately, hitting Return after each one. This makes the custom spell block more difficult to manage since you must make your changes without the utility from now on, but it should give you the result you are after.

On the cure buttons, yes the macro commands fire off without obeying Cure Check. The most precise way to handle the cure macros would be to switch Cure Check on/off automatically on a per-button basis depending on the ability of the class to cure (for the sake of Mages and Paladins), although this is pretty complex and I'm concerned about the code getting out of hand. I may need to put cure macros entirely under the Cure Check as they were originally, or put yet another checkbox on the options panel to let the user decide whether the cure button macros obey Cure Check independent of the cures themselves. One way or another, a future version will address this point.

__
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Unread 06-26-2010, 11:36 AM  
Ebarel
A Forest Scavenger

Server: Antonia Bayle
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thx for the reply.

so in short, i cannot say in group who i am curing?

no way to work around an only one command i can connect there i assume?

and one other little thing if i have cure check enabled it does not do the gsay or the spell, but it unfortunately still does the command. can that be switched off as well somehow?

Last edited by Ebarel : 06-26-2010 at 11:52 AM.
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Unread 06-26-2010, 08:46 AM  
Darqwood
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Quote:
Originally posted by Ebarel
would love some more alts too

but i have a more pressing issue.

for some strange reason the gsay on curse cure doesnt work

i have

Gsay="Cursecure Parent.Parent.T.Value" Rsay=" " BG="O" Cmd="3 CurseCure Parent.Parent.T.Value"
behind Cures1 / Cure 5 - it does write correctly Cursecure Nameoftarget in channel three - but in gsay it says CurseCure Parent.Parent.T.Value

any ideas what i am doing wrong?

Hi, Ebarel. Your group window setup is actually working correctly.

For the sake of efficiency, the gsay, rsay and tell fields are "hard-wired" as straight-up groupsay/raidsay and private tells with no additional processing. Whatever you type into those fields gets sent to the correct channel word-for-word. Raidsay is slightly more complex in that it displays the button's target, but the custom spell block doesn't control that. The target name is simply appended internally to the end of the raidsay, again hard-coded without having to "think" about it.

Live processing of the %T (aka Parent.Parent.T.Value in the XML code) takes quite a lot more work than the channel tells, and so the only place where that happens is at the end in the macro (command) field, where there's already a lot of processing going on anyway. Doing it this way makes it possible to perform all those operations (almost) instantly with a single button click. If I had the %T in all four fields, the end result would often miss and the spell buttons would be less responsive.

Otherwise, still working on the extra alts issue... stay tuned!

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Unread 06-25-2010, 04:32 PM  
Ebarel
A Forest Scavenger

Server: Antonia Bayle
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would love some more alts too

but i have a more pressing issue.

for some strange reason the gsay on curse cure doesnt work

i have

Gsay="Cursecure Parent.Parent.T.Value" Rsay=" " BG="O" Cmd="3 CurseCure Parent.Parent.T.Value"
behind Cures1 / Cure 5 - it does write correctly Cursecure Nameoftarget in channel three - but in gsay it says CurseCure Parent.Parent.T.Value

any ideas what i am doing wrong?
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Unread 06-22-2010, 12:09 PM  
Darqwood
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Post Re: Very nice UI

Quote:
Originally posted by silverheals
Got everything up and running. Tried just about all the interfaces - this is the only one that does it all so well. Thanks
I have 7 toons - any chance I could easily add 2 more?

Silverheals, thank you for your comments and I'm glad you're enjoying the mods. Adding more alts is something that unfortunately has to be hand-written into the code. You can't just add more spell blocks. Although more alts would be possible, the setup utility would get even crazier with 7 alts since I still don't have any way for you to save and retrieve your settings. Once I have a way for you to retain spell lists/configuration between utility sessions, there is a lot of functionality I can add to all three of the mods which includes extra alts for the group and raid windows.

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Unread 06-20-2010, 05:52 PM  
silverheals
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Very nice UI

Got everything up and running. Tried just about all the interfaces - this is the only one that does it all so well. Thanks
I have 7 toons - any chance I could easily add 2 more?
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Unread 06-12-2010, 09:32 AM  
Ebarel
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works great, thx
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Unread 06-03-2010, 12:21 PM  
Darqwood
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Quote:
Originally posted by Ebarel
hi,
working great so far!

is there any way that i use the messages / say commands into specific channels? like with channelnumber or channelname? that would solve my last problem i think

Ebarel, yes you can send channel-specific announcements automatically, although the raidsay, groupsay and tell fields are "hard-wired" for those channels so they won't work for that. The Command String field is the place for a custom channel announcement. For example, have the correct raid members /join mychannel, then in the Command String field on the button utility type

tellchannel mychannel Resurrecting %T

or use the channel number shorthand:

7 Resurrecting %T

either of which will give you the desired result. I prefer the first option since I'm always adding and deleting channels which changes their number.

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Unread 05-31-2010, 12:01 PM  
Ebarel
A Forest Scavenger

Server: Antonia Bayle
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hi,
working great so far!

is there any way that i use the messages / say commands into specific channels? like with channelnumber or channelname? that would solve my last problem i think
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Unread 05-25-2010, 01:48 PM  
Darqwood
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Post Re: Lower Level Toons

Quote:
Originally posted by mschmeder
Thanks so much for all your help in making this personalized for me and the Hubby! I have another question for you.

How can I edit the file to use on a new toon so that it starts at lvl 1 spell and uses the appropriate spell as the toon levels up levels?

If this is possible I don't mind doing the work just can't seem to figure it out. I listed all the spells and put ; between and no such luck.

Thanks in advance for your help!

Kairha

Kairha, there is no spell level auto-detect in the DarqUI group window. When I originally designed the mod I made the decision to let the user do a bit of the back-end setup instead of automating everything, in exchange for substantially streamlined UI files and a more reliable, serviceable interface. I haven't leveled up an alt in a long time, but I know players can level up amazingly fast these days. I can imagine going through several spell levels over the course of a weekend.

For me, the easy way to handle this without even logging out of the game would be to open up the group window in Notepad, change the spell level Roman numeral by hand and save the file. Then in-game type:

/loadui darqui (or whatever your UI folder is called)

then do a

/load_uisettings

and pick your character to set the window locations again. I like your idea of pre-setting several spell levels on the same line in anticipation of moving to the next level. I'll play around and see if I can get it to work like that. It would be a good compromise between how the DarqUI window works and fully automating all possible spell levels.

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Unread 05-25-2010, 01:39 PM  
Darqwood
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Quote:
Originally posted by Burdy
Hi, thanks for the answer.
If I turned off the cure check as you said it would certainly work.
Is it not possible to have this functionality with cure check on? So that the command I added to the curse cure is only executed, if the cure curse would be cast?
And that if I hit one cure field (and I'm a priest) all cure fields will be checked for a detrimental effect and if one has one, Cure is cast. Or is this not possible with the used mechanic or would be too complicated to achieve?
It would be a nice feature, but the window allready works great without it.


Burdy, I understand what you're looking for, although this would be very complex to code alongside the way the cures currently function. There was a time when the extra macro would indeed be ignored if the detrimental wasn't up, but this was annoying for the non-priest folks who use the cure buttons for other commands. It may be possible to put in a switch to decide whether or not to execute the extra macro without regard to the status of detrimentals. I've been experimenting with a new spell overlay that floats over the cure buttons that could possibly be set up to handle the cures this way, although that's a bit in the future. Only so much time in the day

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Unread 05-19-2010, 08:49 PM  
mschmeder
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Lower Level Toons

Thanks so much for all your help in making this personalized for me and the Hubby! I have another question for you.

How can I edit the file to use on a new toon so that it starts at lvl 1 spell and uses the appropriate spell as the toon levels up levels?

If this is possible I don't mind doing the work just can't seem to figure it out. I listed all the spells and put ; between and no such luck.

Thanks in advance for your help!

Kairha
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Unread 05-19-2010, 06:46 AM  
Burdy
A Young Mystail Rat

Server: Antonia Bayle
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Quote:
Originally posted by Darqwood
Turning off the Cure Check feature would be the simplest way to accomplish #3, but if you don't want to do that then #2 can be used to make #3 work like you want. Put

useabilityonplayer %T Cure

into the Command field for each of the four non-curse detrimentals, and you can hit any of them to fire off a cure even if it's not the correct detrimental. If the target is not currently impaired you'll still get a cure since the window doesn't have any way to make the other three detrimentals obey the cure check.

__
Hi, thanks for the answer.
If I turned off the cure check as you said it would certainly work.
Is it not possible to have this functionality with cure check on? So that the command I added to the curse cure is only executed, if the cure curse would be cast?
And that if I hit one cure field (and I'm a priest) all cure fields will be checked for a detrimental effect and if one has one, Cure is cast. Or is this not possible with the used mechanic or would be too complicated to achieve?
It would be a nice feature, but the window allready works great without it.
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Unread 05-16-2010, 11:58 PM  
mschmeder
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Re: Re: Re: Re: Vertical

Quote:
Originally posted by Darqwood
Kairha, thanks for your comments, and I'm glad you're enjoying the mod. If your husband uses a different computer from you, setting mode 2 as default is a simple matter. In Notepad, search for "DefaultLayout" and replace the 5 with a 2:

<Data Name="DefaultLayout" Value="2" />

If he uses the same computer as you, he will still have to click the choice each time he logs in. Separate default layouts for different characters are not available now, but will very likely be a feature in a future version.

__
Sweet that is easy to change!

Thanks again!
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Unread 05-16-2010, 04:48 PM  
Darqwood
A Griffon
 
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Forum posts: 850
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Post Re: Re: Re: Vertical

Quote:
Originally posted by mschmeder
I have the new version of the default to mode 5 and mine is working perfect.

The Hubby has the 1.42 version and I am trying to get it so that Mode 2 is default for him. ( OMG he has to click to change it so lazy!) I will gladly go in and edit my self with a little assistance as what I need to change.

Thanks a lot this UI is great and I know a huge project!

Kairha
Kairha, thanks for your comments, and I'm glad you're enjoying the mod. If your husband uses a different computer from you, setting mode 2 as default is a simple matter. In Notepad, search for "DefaultLayout" and replace the 5 with a 2:

<Data Name="DefaultLayout" Value="2" />

If he uses the same computer as you, he will still have to click the choice each time he logs in. Separate default layouts for different characters are not available now, but will very likely be a feature in a future version.

__

Last edited by Darqwood : 05-16-2010 at 04:49 PM.
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