EQ2Interface

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-   -   Autoattack timer (https://www.eq2interface.com/forums/showthread.php?t=11124)

Jida 11-24-2008 04:26 PM

I have no idea :|

nluerdarea 11-24-2008 04:32 PM

Raz maybe?

Jida 11-24-2008 04:35 PM

I assume that much, but not letting the cat out of the bag is disheartening.

reins 11-24-2008 06:03 PM

Quote:

Originally Posted by Jida (Post 77976)
I assume that much, but not letting the cat out of the bag is disheartening.

Its more fun trying to figure it out... who just wants the answer?

Without the use of combat bubbles we need something that updates everytime an autoattack is made. Brainstorm on that.

We have the chat window that gets spammed during combat.
Look into the primary, secondary and ranged inventory slots.

Anyone think of other possibilities?

speedycerv 11-24-2008 06:19 PM

Quote:

Originally Posted by Jida (Post 77956)
Attack something instead of just having ranged attack on.

That might help?

I was. useful talking only please.

Need help on how to get it show, posted screen shot. was killing training dummy.

reins 11-24-2008 09:09 PM

Ok, now this is going a bit beyond simply using the interface, but it could be accomplished as follows.

You'd need a chat window with 2 tabs, one tab that contains your outgoing damage, and one tab that is a custom channel.

In the Chat Tab you'd need a custom script that triggers when a line of text is added, the script would issue a dofilecommand command, pointing a file that is created by ACT.

In ACT you'd need to create a custom plugin that reads your combat log and outputs a word to a file if the last line read is an autoattack, or clear the file if its not. The file would be something like /1 Attack

Back in EQ2, on your tab that contains the /1 channel, you'd need to put your autoattack bar trigger script in there, to fire whenever a line is added to the window.

I'm not the best at explaining my thoughts, so I know that sounds confusing. Maybe someone else can word it better :)

dragowulf 11-24-2008 09:12 PM

Quote:

Originally Posted by reins (Post 77988)
Ok, now this is going a bit beyond simply using the interface, but it could be accomplished as follows.

You'd need a chat window with 2 tabs, one tab that contains your outgoing damage, and one tab that is a custom channel.

In the Chat Tab you'd need a custom script that triggers when a line of text is added, the script would issue a dofilecommand command, pointing a file that is created by ACT.

In ACT you'd need to create a custom plugin that reads your combat log and outputs a word to a file if the last line read is an autoattack, or clear the file if its not. The file would be something like /1 Attack

Back in EQ2, on your tab that contains the /1 channel, you'd need to put your autoattack bar trigger script in there, to fire whenever a line is added to the window.

I'm not the best at explaining my thoughts, so I know that sounds confusing. Maybe someone else can word it better :)

There's no command that I am aware of like an OnNewTextLine. It doesn't exist as far as I know. I was just looking at that.

gm9 11-25-2008 03:30 AM

Quote:

Originally Posted by dionysrothaar (Post 77965)
It resets by approximately 10% of the length. It resets correctly, when it is supposed to do so, but it has only reached a tenth of his length.

That's the combatbubble lag issue.

Quote:

Originally Posted by dionysrothaar (Post 77965)
Is came to my mind, that I also had a very similar problem with the original autoattack-calc-window, which is now part of the profitUI. It shows the value of the weapondelay always as ten times the real delay.

The ProfitUI window, i.e. the one Jida asked for one page 1 of this thread (long ago) does not even show your weapon delay but the number of CAs you can cast between auto attacks.

Quote:

Originally Posted by nluerdarea (Post 77975)
Raz maybe?

Yes, samejima is razieh if you didn't know.

Quote:

Originally Posted by reins (Post 77984)
Without the use of combat bubbles we need something that updates everytime an autoattack is made. Brainstorm on that.

And every miss. Could be anything, maybe one of the weapon or auto-attack related DynamicData elements triggers OnShow for each attack/miss or triggers an effector. Would have to be tested.

dragowulf 11-25-2008 03:55 AM

There's no autoattack related data. Only data that has to do with attack are RangedAutoAttack and AutoAttack. There might be a DynamicData that updates upon hit, but IDK. AFAIK the only things we have to work with are CombatBubbles, DynamicData, and possibly the Chat window.

We might be overlooking something simple.

dionysrothaar 11-25-2008 01:02 PM

Quote:

Originally Posted by gm9 (Post 78004)
The ProfitUI window, i.e. the one Jida asked for one page 1 of this thread (long ago) does not even show your weapon delay but the number of CAs you can cast between auto attacks.

Yes, You are right, my fault. I meant the number of CAs, used the wrong word (english is obviously not my native language). So the number is 40, when it should be only 4, or 35 when it should be 3,5 and so on. Every time off by 10 times the real value.

Regards, Dionys

Drumstix42 11-25-2008 03:13 PM

Quote:

Originally Posted by dragowulf (Post 78007)
There's no autoattack related data. Only data that has to do with attack are RangedAutoAttack and AutoAttack. There might be a DynamicData that updates upon hit, but IDK. AFAIK the only things we have to work with are CombatBubbles, DynamicData, and possibly the Chat window.

We might be overlooking something simple.

I think it's all good effort, but I don't think using these tools yields a solid enough turn out. I'm fairly certain there's nothing you can currently do from the text that appears in the chat window.

reins 11-25-2008 03:37 PM

What about the OnShowEffector event of the chat_textbox style? If you can't manipulate the actual chat page, can you manipulate the style of the text showing?

ananigma 11-25-2008 03:37 PM

Quote:

Originally Posted by reins (Post 77984)
Its more fun trying to figure it out... who just wants the answer?

Without the use of combat bubbles we need something that updates everytime an autoattack is made. Brainstorm on that.

Anyone think of other possibilities?

What about DynamicDataFilters for Primary_Weapon DD's. Maybe "0x1000" which is an event trigger. If not that, then maybe there is another one that can be used to trigger when an autoattack is landed with a primary, secondary, or ranged attack.

Another thought is to read the chat window somehow. Then trigger once a certain text "autoattack swing" is shown. If your able to read CombatBubbles, then there might be a way to do the same with the Chat Window. This is a very viable option although it may seem impossible since you can't directly accomplish this. There could be a way around it.

That is my 2 cents anyway.:)

reins 11-25-2008 04:08 PM

Quote:

Originally Posted by ananigma (Post 78040)
What about DynamicDataFilters for Primary_Weapon DD's. Maybe "0x1000" which is an event trigger. If not that, then maybe there is another one that can be used to trigger when an autoattack is landed with a primary, secondary, or ranged attack.

Another thought is to read the chat window somehow. Then trigger once a certain text "autoattack swing" is shown. If your able to read CombatBubbles, then there might be a way to do the same with the Chat Window. This is a very viable option although it may seem impossible since you can't directly accomplish this. There could be a way around it.

That is my 2 cents anyway.:)

Where are you getting the 0x1000 from? Is there a document on dynamic data that I haven't read? :)

reins 11-25-2008 04:18 PM

NM I found it in the official documentation lol

EQAditu 11-25-2008 04:28 PM

As far as I know, the default filter is 0xFFFF which enables all available data. If you wanted nothing but the event, I suppose 0x1000 works okay, but I don't even know what an event would be in this context. I cannot think of anything that uses it. Usually we hook onto events like OnShow which is triggered by visibility (0x0001?).

nluerdarea 11-25-2008 05:28 PM

OK, What?!?! Did this turn from XML to C++? I am so seriously lost (my newbness is showing isn't it?)

EQAditu 11-25-2008 05:45 PM

It's nothing really that complicated. When you attach DynamicData to something, it will try to change that element dynamically. But say you wanted the DynamicData to only change something's Color and Text, but not it's visibility or anything else... you'd need to use a DynamicDataFilter.

The filter is a bitfield converted to a four character hex string.
0x0000 being 0000000000000000
0xFFFF being 1111111111111111

Essentially it's the same as having sixteen booleans.

Color is 0x0400 being 0000010000000000
Text is 0x0002 being 0000000000000010
Combined is 0x0402 being 0000010000000010

The thing is, 0x1000 is not required to handle an OnShow event from an element, so I have no idea what an "Event Trigger" is in context of DynamicData.

dragowulf 11-25-2008 05:52 PM

Quote:

The filters are bitflags indicating the types of updates desired. By default, accept all.

Code:

Value        Description         
0x0000        None         
0x0001        Visible/Not visible         
0x0002        Text         
0x0004        Tooltip         
0x0008        Boolean value         
0x0010        Floating point value         
0x0020        Long value         
0x0040        Progress percent         
0x0080        Icon         
0x0100        Command         
0x0200        Enabled/Disabled         
0x0400        Color         
0x0800        Opacity         
0x1000        Event Trigger         
0xFFFF        All


This is taken from the official documentation. What is boolean value, long value, and floating point value?

Any thoughts on what our next step could be and how we could use this to our advantage?????? Event trigger doesn't do anything besides change values, right? And there's not an OnEventTriggered property.

Landiin 11-25-2008 07:02 PM

I've always assumed that the event trigger filter if applied would filter out any events the DD may have. So if you applied EFFF none of the the events would be fired.

All other are kind of self explanatory.

dragowulf 11-25-2008 10:08 PM

Anyone think this will be of use?

Code:

/toggleautoattack - turns melee attack on or off
/togglerangedattack - turns ranged attack on or off
/autoattack 0 - stops all autoattack
/autoattack 1 - force melee autoattack
/autoattack 2 - force ranged autoattack


EQAditu 11-25-2008 10:43 PM

Quote:

Originally Posted by Landiin (Post 78056)
I've always assumed that the event trigger filter if applied would filter out any events the DD may have. So if you applied EFFF none of the the events would be fired.

All other are kind of self explanatory.

I already said that you only need a 0x0001 filter in order for OnShow events to work. So what exactly are you trying to say? What events are explicitly raised by the DynamicData? I can't think of any.

Jida 11-26-2008 12:37 AM

Quote:

Originally Posted by dragowulf (Post 78060)
Anyone think this will be of use?

Code:

/toggleautoattack - turns melee attack on or off
/togglerangedattack - turns ranged attack on or off
/autoattack 0 - stops all autoattack
/autoattack 1 - force melee autoattack
/autoattack 2 - force ranged autoattack


I don't think so.

dragowulf 11-26-2008 01:38 AM

I'm all out of ideas TBH. Guess razieh is too l33t for us.

gm9 11-26-2008 02:50 AM

You can't work with chat window text.

Same as aditu I have no clue why we are talking about dynamic data filters now (we want more dynamic data, not less :p).

If razieh is not just counting down the delay and is not using combat bubbles as a trigger, there must be another trigger. It must be either dynamic data or an UI element. I can't think of any UI element that changes when you auto attack but someone that is actually playing this game might know more about that. Otherwise that leaves dynamic data. Just put a couple of event scripts on every DD in the persona window (using some regex search&replace that's quickly done) and see what happens. ;)

gm9 11-26-2008 04:04 AM

Quote:

Originally Posted by dionysrothaar (Post 77965)
Is came to my mind, that I also had a very similar problem with the original autoattack-calc-window, which is now part of the profitUI. It shows the value of the weapondelay always as ten times the real delay. So I see a 40, there I should see a 4. This is true for meele and ranged delay.
I'm a complete noob in terms of coding and UI-modding, so the only explanation to me could be, that I'm playing with the german version/client of EQ2.

Confirmed, the German server uses a comma instead of a point as a decimal separator, but scripts do not recognize the comma as such. I'll update the ProfitUI window to deal with that. You'll have to take it into account for the timer window here as well though.

dragowulf 11-26-2008 04:10 AM

Quote:

Originally Posted by gm9 (Post 78072)
You can't work with chat window text.

Same as aditu I have no clue why we are talking about dynamic data filters now (we want more dynamic data, not less :p).

If razieh is not just counting down the delay and is not using combat bubbles as a trigger, there must be another trigger. It must be either dynamic data or an UI element. I can't think of any UI element that changes when you auto attack but someone that is actually playing this game might know more about that. Otherwise that leaves dynamic data. Just put a couple of event scripts on every DD in the persona window (using some regex search&replace that's quickly done) and see what happens. ;)

Doing it right now

dragowulf 11-26-2008 04:21 AM

None of the stats change property values on OnActivate, OnDeactivate, OnDisable, OnEffectFinished, OnEnable, OnHide, OnShow, and OnTextTagSelected for gm9's ProfitUI persona window.

So that leaves those dynamic data out. Now I'm beginning to doubt that raz actually made one without a third party exe.

gm9 11-26-2008 04:35 AM

Well there's more dynamic data than just the stats (I assume you already tested Self.AutoAttack), and some may only fire OnShow if you set Visible=false before. Endless possibilities. :p

PS: OnTextTagSelected - nice, never knew that existed. What does that do?

dragowulf 11-26-2008 04:40 AM

Whenever you select a text. It's like a highlight I guess, or how you select a "cell"

Auto attack screws up because it fires twice or something goes on with it. I set the OnShow for it to Press the location effector and it ends with a 6025 error after the second "toggle" of the auto attack

the auto attack DD is still the most logical, but I always get that error and I never found a way around it.

gm9 11-26-2008 04:45 AM

You can filter the second event via a conditional, but the question is whether it fires again when you swing again, otherwise it's useless anyway.

dragowulf 11-26-2008 04:45 AM

I doubt it. How would I do that?

dragowulf 11-26-2008 04:54 AM

After thinking about it, it makes no sense that raz did not use combat bubbles, because when he enabled auto attack initially it fired when he got in range. And at first the first combat bubbles did not show. So how did he get it to fire ONLY when he was in range and not when just the auto attack was on. It was dead perfect.

Man I'm so confused
?:(?

nluerdarea 11-26-2008 05:25 AM

To everyone contributing to this interface mod:

Thus far, the improvements made upon the original idea of this mod are phenomenal. Up until this brainstorming thread, this was thought impossible. There are other unexplored territories in the interface and we are beginning to touch on them. Everyone has some great ideas and is contributing nicely.

Dragowulf:

You have done an excellent job thus far on this mod and from the looks of it, you aren't giving up. Keep it up and I know with everyone's help, you can perfect this mod.

Unfortunately, this threads conversation has far surpassed my ability to comprehend what you guys are even talking about, but I'll continue to throw in ideas if they arise.

gm9 11-26-2008 05:46 AM

drago, I actually went and rewatched the video again, this time in slow motion. For the most time the ranged bar starts before the bubble shows up (the last attack is frame synchronous to the bubble though). On the other hand around 0:37 the melee bar is completely out of sync with both the animation and the combat bubble. So he must be updating via either dynamic data or an outside application. Since I don't think the animation would be out of sync with dynamic data (because if I understand Rothgar correctly the server triggers the auto-attack, not the client, so the dynamic data would always be in sync) he's probably using a log parser.

Drumstix42 11-26-2008 05:51 AM

What video? Saw the user name mentioned a few times, didn't see anything about him/her. Did I miss something?

gm9 11-26-2008 05:55 AM

Quote:

Originally Posted by dragowulf (Post 78083)
I doubt it. How would I do that?

By setting a variable the second time and only starting the effector if the variable is not set. But actually if it does consistently fire twice you don't even need that, you could do this little trick:
<Page DynamicData="..." Name="TriggerPage" OnShow="TriggerButton.OnPress=&quot;OnPress='' Parent.Trigger.Press=true&quot; TriggerButton.Press=true">
<Button Name="TriggerButton" OnPress="">
<Button Name="Trigger" OnPress="
... code to start timer">
</Page>

gm9 11-26-2008 05:56 AM

Quote:

Originally Posted by Drumstix42 (Post 78090)
What video? Saw the user name mentioned a few times, didn't see anything about him/her. Did I miss something?

http://www.wegame.com/watch/eq2_UI/

nluerdarea 11-26-2008 05:59 AM

Quote:

Originally Posted by gm9 (Post 78088)
drago, I actually went and rewatched the video again, this time in slow motion. For the most time the ranged bar starts before the bubble shows up (the last attack is frame synchronous to the bubble though). On the other hand around 0:37 the melee bar is completely out of sync with both the animation and the combat bubble. So he must be updating via either dynamic data or an outside application. Since I don't think the animation would be out of sync with dynamic data (because if I understand Rothgar correctly the server triggers the auto-attack, not the client, so the dynamic data would always be in sync) he's probably using a log parser.

Could it be some sort of a plugin for ACT that would display a window over eq2 (assuming eq2 was in window mode)?

gm9 11-26-2008 06:03 AM

Quote:

Originally Posted by nluerdarea (Post 78093)
Could it be some sort of a plugin for ACT that would display a window over eq2 (assuming eq2 was in window mode)?

possible, or write to an ingame macro that gets executed again and again.

But we know from Aditu that you can't differentiate primary and secondary weapons from the logs so unless razieh taps into the datastream from the server I'm still leaning towards the assumption that he uses dynamic data.


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