![]() |
I've been looking over the dirge rez macros in this thread and didn't see any that announce in a channel instead of raid chat. How would I write the macro to announce in a channel name or number and groupsay, instead of raid/tell?
|
Quote:
|
Ok,
I just took the dirge macro from the first page and edited it to what sounds like would be correct: <Page Name="Dirge"> <Data Name="Button1" Macro="useabilityonplayer Parent.Target Elegy at Death's Door ponder Parent.Target groupsay REZZING Parent.Target tell channel.2 REZZING Parent.Target" Tooltip="Single Rez"/> <Data Name="Button2" Macro="useabilityonplayer Parent.Target "Elegy of Awakening" ponder Parent.Target groupsay GROUP REZZ INC ON Parent.Target tell channel.2 GROUP REZ INC ON Parent.target" Tooltip="Group Rez"/> <Data Name="Button3" Macro="useabilityonplayer Parent.Target Oration of Sacrifice" Tooltip="Heal"/> Did I do the channel thing right or is it tell 2, tellchannel 2, tellchannel2, tellchannel.2, etc? |
Sorry, I mistyped channel number instead of name above. The correct syntax is
tellchannel <channelname> <message> Very handy for any kind of macro since channel numbers may be different between alts. I'm using it all the time. |
I have read thru this forums and actually got a lot of my questions regarding putting in raidsay to my dirge rezzes and such, though one thing I could not figure out was how to make it say
Player says the raid party "<Rezzing Dead_player>" The only issue I'm having is getting the < > in those locations. Because if I put anything before the word REZZING in the code it messes up. I have tried a multiple of things but to no success. Any help will be appreciated. Thank you. |
Also started setting up my spells for my dad's fury and all the buttons work except #2, which I do not see why.
Code:
</Page> |
Mentored level oddness
I set up _ProfitUI_QuickRaidButtons.txt using gm9's code for level detection, so I could have two characters of the same class but different levels and not have to constantly swap out different versions of the file. I'm testing level against:
Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text The problem is that, when I'm mentored, this seems to show the level I'm mentoring to, not my actual level, so the buttons wind up firing off my obsolete abilities, not my current ones (eg. a 39 warden mentored to 14 has Bloom go off instead of Nature's Caress). I know in the dynamic data there's Level vs. EffectiveLevel. Is there a way to test for true (unmentored) level? |
Good point tknarr, I never though about that. I guess I'll have to add the EffectiveLevel dynamic data somewhere and use that instead. It's not currently used anywhere so you can't currently address it via the buttons.
|
Quote:
What's interesting is that the Level dynamic data doesn't appear to be a number. When you're mentored it looks like the text is something like 15(39), not just a number, where the first number is your current level and the number in parentheses is your true level. |
So the data works like this?
Self.Level = 15(39) If there is no other dynamic data that works correctly I'll just have to work around that and store your unmentored level upon login and check it periodically. If the dynamic data is higher than the stored value update the stored value, otherwise leave it be. Easy enough. PS: You can check dynamic data values with the /dynamicdata command, no need to dump it to chat channels. |
Quote:
|
Quote:
I'll double check your data and then I'll just ask Rothgar about it. As you may have seen he has been very helpful end of last year and this one looks easy enough to fix unless it is intentional, which I doubt. |
Quote:
|
Rothgar is trying to squeeze Self.ActualLevel still into the GU42. Cheers Rothgar! :nana:
|
Quote:
|
I have tried to add my own macros for my Dirge and last night I finally got to test it out. Unfortunately it didn't work. Nothing was announced in /r or /g and I can't figure out why. I also need to be able to make the name of the person and their group (for rezzes especially) stand out. This is what I have:
<Page Name="Dirge"> <Data Name="Button1" Macro="useabilityonplayer Parent.Target "Elegy at Death's Door"" Tooltip="Elegy at Death's Door"/> raidsay REZZING ! Parent.Target ! " Tooltip="Single Rez"/> groupsay REZZING ! Parent.Target ! " Tooltip="Single Rez"/> <Data Name="Button2" Macro="useabilityonplayer Parent.Target Elegy of Awakening" Tooltip="Elegy of Awakening"/> raidsay GROUP REZ on !! Parent.target !! " Tooltip="Group Rez"/> groupsay GROUP REZ on !! Parent.target !! " Tooltip="Group Rez"/> <Data Name="Button3" Macro="SpellForMyLevel='Speech of Sacrifice' COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 78) SpellForMyLevel=COND ? 'Oration of Sacrifice' : SpellForMyLevel useabilityonplayer Parent.Target SpellForMyLevel" Tooltip="Speech of Sacrifice (Oration of Sacrifice)"/> raidsay Quick HEAL on Parent.Target ! Losing health for a short time. " Tooltip="Heal"/> groupsay Quick HEAL on Parent.Target ! Losing health for a short time. " Tooltip="Heal"/> <Data Name="Button4" Macro="useabilityonplayer Parent.Target Gravitas" Tooltip="Gravitas"/> tell Parent.Target Gravitas is on you. My song empowers you with Improved Healing for a short time. raidsay Improved Healing for Parent.Target" Tooltip="Gravitas"/> Also, Would it mess up the coding/text if I used a symbol or two from word around what I say? That way I can make it stand out better than caps. The only thing I can think of that is messing up the macros is th '!' before Parent.Target. Help? |
The clue that i have to use Notepad++ solved all my probs. Many thanks for that. was getting insane already ;)
|
Quote:
Here is the fixed Version: Code:
<Page Name="Dirge"> |
Any ideas on getting special characters like ♫ or ♪ working with the xml?
For example: <Data Name="Button4" Macro="SpellForMyLevel='Gravitas' useabilityonplayer Parent.Target SpellForMyLevel tell Parent.Target ♫♪ GRAVITAS! ♪♫" Tooltip="(80) Gravitas"/> EDIT: Right now that code works but will /tell <username> jk Gravitas kj |
No chance, the eq2 ui scripting engine does not support non-US-ASCII characters. Please /feedback for a change often...
|
Will do, thanks for the quick reply!
|
I spent like the past hour tryna work this out looking at all the solutions here and well..
Code:
<Page Name="Troubador">Any help? :D |
try to
raidsay " <your text here> " |
Thanks for the reply mate, I see you always reply and thats cool.
Code:
<Page Name="Troubador">What am I doing wrong :( |
My fault, should have told you to do it like this:
raidsay oOO Parent.Target OOo you have a new cap, "isn't it pretty."Or just remove the ' from isn't, that's what's causing the problems. You can also do it using my automatic configurator (requires MS Excel), that one will always strip the ' though (was easier to program like that, lol). |
| All times are GMT -5. The time now is 03:46 PM. |
vBulletin® - Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
© MMOUI