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-   -   Floaty Tradeskill Numbers... (https://www.eq2interface.com/forums/showthread.php?t=3019)

Seggo 05-20-2005 12:47 PM

Floaty Tradeskill Numbers...
 
Hi all,

Firstly thanks to Laffs for continuing with Perdition's great UI. I love it! I am currently using it with CaffineBoy's (Thanks to you too) Tradeskill window and I was wondering if it is possible to have the floaty numbers that appear above the tradeskill workstations actually come up in the tradeskilling window?

As an incetive to all, here is a banana :nana:

Magus 05-20-2005 09:40 PM

Probably not, since it isn't in a window at all.

Laffs 05-20-2005 09:47 PM

Thanks...

But sorry it not possible as that is data sent down from the server ie SoE...

Deathbane27 05-21-2005 01:56 AM

Um, you're both wrong. Proxyactor isn't a exactly a "window" but we can stick OnEvent scripts on its objects just fine.

Laffs 05-21-2005 07:30 AM

Ah.. so thats what proxyactor does..

Have to take a look at it then... Can you sense loads of questions Inc DB :D

*EDIT*
Had a look interesting stuff I forgot that was there lol..

The only page that I can see that would possibly send out the floaty numbers thing is "CombatBubble" but text like Dodge etc dont float up the screen (far as I remember)...

Am I on the right page do you know DB ?

Thanks :)

Seggo 05-21-2005 09:44 AM

Thanks for looking all.

Now if I can only convince SOE to put a banker in each tradeskill instance I'll be sorted...

Deathbane27 05-21-2005 04:20 PM

Quote:

Originally Posted by Laffs
The only page that I can see that would possibly send out the floaty numbers thing is "CombatBubble" but text like Dodge etc dont float up the screen (far as I remember)...

Am I on the right page do you know DB ?

That's the one. Proxyactor.CombatBubble.UpperText and Proxyactor.CombatBubble.LowerText are the floating numbers for combat and tradeskills. I don't recall which is used for what, though.

Seggo 05-23-2005 05:03 PM

Does anyone know if this will be workable? I have had a quick look using the UIbuilder but have no clue what I am doing. Made me appreciate you guys even more :D

Off topic a bit but is there a UIbuilder for Dummies book that anyone has come up with yet?

Thanks,

Seggo

Laffs 05-23-2005 05:44 PM

There is a guide of the basics on this site, also there is a file in with the UI builder zip .. but thats realy just there to confuse matters even more at first (and somtimes still) hehe

Well to be honest I had a look and a bit ponder at this...
And I doubt that the floaty numbers would work anywhere outside of the proxy actor page...
But like DB say's we can use OnEvents so I guess thing to do is set some onevent in there and pass the info onto a text page in the TS window...
So I had a look and guess what NO dynamic data tag.... Hmmm ... so maybe it would have to be OnActivate to use in there to pass info on....
But how the hell do you do that when it seems hardcoded :confused: ..........

And that is about the point I stopped pondering over it.....

Any ideas DB please ? :)

Deathbane27 05-23-2005 10:12 PM

*sigh*

OnShow="Parent.Parent.Tradeskills.SomeTextObject.LocalText=(LocalText)"

Or something like that. Might need to add IsModule="true" to the Proxyactor and Tradeskills sections.

Laffs 05-24-2005 06:55 AM

Quote:

*sigh*
Lol :p

Yups that looks promising, Will give it a try when I finish work.... Ty just couldnt get my head around how to start this off, looking at things from a too complicated view point as usual and missing what's right in front.

;)

Laffs 05-24-2005 12:45 PM

Hmm... tried quite a few variations of this .. using ismodule=true on the combatbubble page on the text page and also in the tradeskills page and the text there in different combinations

In combatbubble, UpperText and LowerText I been trying,

Parent.Parent.TradeSkills.TradeSkills.UpperTxt.LocalText=(LocalText)

Parent.Parent.Parent.TradeSkills.TradeSkills.UpperTxt.LocalText=(LocalText)

Parent.Parent.Parent.TradeSkills.TradeSkills.LowerTxt.LocalText=Parent.Parent.Pr oxyActor.CombatBubble.LowerText.LocalText)==(LocalText)

Also placed the text files straight onto the Tradeskills page with the result of them not showing at all.....

All good fun, starting to run outta stuff to make to keep trying to get this working lol

PigLickJF 05-24-2005 01:47 PM

Hey, this is somewhat related it seems, is there a way to turn off those floaty combat numbers/messages?

Ideally, it would be nice to be able to choose which messages get displayed and which don't a la the chat options (ie my melee, others melee, my spells, others spells, etc), but I'd be happy to just get rid of all or some of them. As an enchanter, I really don't care how much damage I or anyone else is doing, but it's critical to notice resist messages, which at times easily get lost in all that floating spam.

Anyway, if anyone's figured out a way to do this, or would like to look into it, it would be very much appreciated.

PigLick

Laffs 05-25-2005 11:42 AM

Omg I got this working! (well within the UI builder anyways)

As to what happens in game, Me going to find out now :)


:mad:

Oh well It dont work in game... (what a surprise lol)

Heres what I started with

In Tradeskills.Tradeskills made page called float and placed 2 text objects Upper and Lower

In ProxyActor.CombatBubble.UpperText placed OnShow=Parent.Parent.Parent.TradeSkills.TradeSkills.float.Upper.Text=('LocalText ') Parent.Parent.Parent.TradeSkills.TradeSkills.float.Upper.LocalText=('LocalText')

And Ditto for the LowerText OnShow
Placed the Text to = LocalText also (to make sure)

Works in UI Builder when you toggle the visability....But not in game
SO
I added ismodule=true to CombatBubble Page and also to the float page in Tradeskills

Dont work either in game (still works in the Builder)

Next..

Set the OnShow on the CombatBubble page to

OnShow=Parent.Parent.TradeSkills.TradeSkills.float.Upper.LocalText=('UpperText.L ocalText') Parent.Parent.TradeSkills.TradeSkills.float.Lower.LocalText=('LowerText.LocalTex t')

With all of the above in there this still works in the Builder...

The text in the float page text objects dont even change once in game... I would expect it to at least display the first set of floaty numbers to appear...

So now I am stuck!!, If this is surposed to work off LocalText or Text even why dont it?

The paths are right, The syntax must be right as I wouldnt get a result in the Builder even..

Is it because there is nothing to "refresh" the 2 text objects?
Maybe the local text is changing with them just its not updateing on screen?

Any ideas?
:confused:

EDIT.. As a note putting it in OnActivate dont do nothing in game either

Seggo 05-25-2005 02:19 PM

Laffs,

Thanks for sticking at it, you really are a glutton for punishment :)

Is there no refresh/repaint method you can call from the proxyactor?

Parent.Parent.Parent.TradeSkills.TradeSkills.float.Upper.Refresh

Not sure if methods even exist but want to look like I'm helping :rolleyes:

Deathbane27 05-25-2005 02:48 PM

Take one of the Parent levels out of the scripts. It won't work in UI Builder, but it should work in-game. Pretend all of the contents of HUD, MainHUD, ProxyActor, Tradeskills, Inventory, etc. are all copied into one module named _HUD. Which, as Zonx discovered, they actually are. So hopefully it will work.

Laffs 05-25-2005 04:03 PM

Seggo... :p


Oks I took one parent lvl out of all the scripts and still nothing... :(
I understand the reasoning behind that idea..

Somthing I did wonder about was where does it tell the upper and lower to float up the window / page like that?
Increase the CombatBubble page size and I guess they will be on display longer,

So thinking along those lines I made sure that the float page I made was same size as the CombatBubble page just in case it needed some room so to speak.. a long shot .... and yes it did miss the target as well..

Laffs 05-27-2005 04:39 PM

Still cant get this to work :( .... Would be nice if it would likes... Only thing I can think of is making the page they "float" on a bit taller thus making them visible for longer? that should work at least you would have a better chance to see what they say... Aside from that I just dont know what to try next

Seggo 10-12-2006 05:14 PM

Hiya all,

Just looking through my old subscribed threads and was wondering if anything had changed over the last year that would now make this possible? Would still love to see me TS numbers without my halfling having to stare at the ceiling all the time!

Thanks again all and especially to Laffs as I cannot play EQ2 without his mods :)

Regards,

Seggo

lordebon 10-12-2006 11:38 PM

Nope, nothing changed, its still impossible =(

gm9 10-13-2006 01:43 AM

Nice idea with the numbers Seggo. I just spent a minute to test this during combat and you can easily grab the text with an OnShow event on the CombatBubble. Will have to check whether there are problem when tradeskilling, otherwise I might implement this.

lordebon 10-13-2006 03:10 PM

Quote:

Originally Posted by gm9
Nice idea with the numbers Seggo. I just spent a minute to test this during combat and you can easily grab the text with an OnShow event on the CombatBubble. Will have to check whether there are problem when tradeskilling, otherwise I might implement this.

Ahh I didn't know you could grab the text from that particular bubble.

It might be possible then, but I'm wondering how to chose which numbers to grab (I'm thinking perhaps have it use the target, since you have to have the TS thing targeted to craft).

gm9 10-13-2006 03:33 PM

Not sure what you mean. Have you looked at the window? There is no targeting done. The server pushes the floating numbers to the client which uses the proxyactor window to display them regardless of your target. Just assuming that you will not fight while TS'ing you can just display them all.

The only problem I saw is while the client displays e.g. -50, 50 those are actually two different windows. So you can grab two consecutive numbers "-50" and "50" and have to pay attention to format them correctly yourself. At least for combat. Still haven't checked tradeskill yet.

lordebon 10-14-2006 12:01 AM

Sorry hehe, I should have been a bit more clear. I was speaking less to the TS bit than in a general sense: I meant a way to tell which target the numbers were coming from (IE, MOB A instead of MOB B).

gm9 10-14-2006 02:01 AM

Ah ok, not sure if that is possible at all.


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