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-   -   Dumping Recipe & Examine info to chat (https://www.eq2interface.com/forums/showthread.php?t=6571)

lordebon 08-05-2006 07:57 AM

Dumping Recipe & Examine info to chat
 
Is there a way to dump the information in a recipe window, and the examine window of an item directly to the chat logs?

What I'm talking about, is when you examine a recipe (or an item) it pretty much shows all its stats... is there a way to dump all that text to the chatbar or to the logs?

gm9 08-05-2006 10:51 AM

Sure, and you're lucky, each data type is available as a different text field. Just grab the LocalText data from the examine window that you are interested in and post it to chat (make sure you have logging turned on). If you put an identifier for each data type and the item type first, you can then easily parse it from the log.

lordebon 08-05-2006 09:22 PM

Swweeeet!

I'll have to dig around in UIBuilder and try to mod those windows to include some kind of method to do that. Have any suggestions? I'm thinking of some kind of button... but I haven't worked with buttons and grabbing / manipulating text yet.

Edit: Hmm perhaps some use of the concat function ( ## ) would be useful? Does that work with regular strings AND dynamic data localtext?

gm9 08-06-2006 03:32 AM

Yes, you'd basically do something like this (below is how it would look in the XML):

Code:

OnPress="say "Modifiers: " ## Parent.Modifiers.LocalText"

lordebon 08-06-2006 06:58 AM

Excellent! Instead of "Say" can I use any valid chat command, such as a chat channel?

Example:
Code:

OnPress="ooc "Modifiers: " ## Parent.Modifiers.LocalText"
or even, if "abcdefg" was a valid chat channel that I was in
Code:

OnPress="abcdefg "Modifiers: " ## Parent.Modifiers.LocalText"
Or, is there a different syntax for calling chat channels in that way?

Also... can OnPress have more than one line / say more than one line?

gm9 08-06-2006 07:48 AM

The commands are like in game, so your custom channel would take a number instead of the name (beware of the channel renumbering bug, hehe).

You can put several commands, yes. Separating them by a space is enough, they are processed right to left. You can also separate by a linebreak by editing the XML manually, processing is top to bottom then.

lordebon 08-06-2006 08:10 AM

One last thing...

Is there a way to send a bogus command that won't return an error, but will still go fully to the logs?

For example... /datadump Description: Peanut Butter Jelly Time

lordebon 08-06-2006 09:07 AM

OK...

I have the button properly dumping just the recipe level to say at the moment, but its repeating the level...

My button code
Code:

<Button LocalText="Dump" LocalTooltip="Dump Data" Location="238,64" Name="DumpButton" OnPress="say &quot;Recipe Level: &quot; ## Parent.FixedPage.LevelValue.LocalText" PackLocation="right,top" PackLocationProp="-035/0001,0064/0001" ScrollExtent="35,20" Size="35,20" Style="/Fetish.ButtonStyles.text_button" Tooltip="Dump Data" UserMovable="true"></Button>
When examinging a level 40 recipe, I get this:

You say, "Recipe Level: 40 40"

gm9 08-06-2006 10:07 AM

Dummy commands won't be logged.

And with respect to the code double numbers you can usually work around like this:

OnPress="say=(&quot;Modifiers: &quot; ## Parent.Modifiers.LocalText) say=(&quot;Modifiers: &quot; ## Parent.Modifiers.LocalText)"

lordebon 08-06-2006 11:04 AM

That workaround didn't work at all for me...

In fact, when I put that in the game wouldn't even load past "Entering world as {charName}"


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