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-   -   Help with name of groupmember in xml (https://www.eq2interface.com/forums/showthread.php?t=8000)

Rolle 03-12-2007 07:17 AM

Help with name of groupmember in xml
 
I am trying to modify the groupwindow mod i use with clicktocure.
Basically what i want is use the new usabilityonplayer instead of usability.

So when i click the trauma debuff icon on a player in the groupwindow (actually myself in the playerwindow too) i would like to use useabilityonplayer <name> Cure xxx to avoid changing targets.

Now how do i get a name for the groupmember (or myself) to make this workable

/random_rolle

Deathbane27 03-12-2007 10:05 AM

You'll want to use Parent.Name.LocalText to get the name.

bassman 10-04-2007 01:21 PM

Wanted to know if this was possible. Been waiting to see if someone would code this and since I haven't seen it yet, was going to try and tackle it myself.

Using the dynamic data you can get the name of every group member with ease.

If you use the
/usability <abilityname>
Parent.<Buttonname>.sPlayerName = Parent.Name.LocalText

It works without having to target a group member. However, I haven't tested yet to see if while being forced taunted it still works or the command
/useabilityonplayer was truely needed.

Since I cant seem to use the code in the literal line such as
/useabilityonplayer Parent.Name.LocalText <Name of spell>

Was wondering what an alternative could be to make this line work correctly.

Othesus 10-04-2007 01:51 PM

Sorry, what are you trying to do?

bassman 10-04-2007 02:11 PM

I'll try not to clutter it with a lot of info this time. :0

During pvp, you get taunted for long periods of time and you cannot target someone in your group to heal them. I'd like to use the command /useabilityonplayer <name of group member> <name of spell>
this way i don't need to be targeting them to heal them.

When I try /useabilityonplayer Parent.Name.LocalText Greater Chloroplast

it takes it literally as the name of the person is Parent.Name.LocalText instead of the dynamic data.

If I simply use /useability Greater Chloroplast and then use
Parent.ButtonName.sPlayerName = Parent.Name.LocalText

Will this heal the person without me actually being able to target them? Or do I need the /useabilityonPlayer. If I do need the onplayer command, how do I pass it the name from the dynamic data ?

bassman 10-04-2007 02:44 PM

Think I'm going to answer my own question.

<Button Location="4,65" MaximumSize="16,16" MinimumSize="16,16" Name="M5BOne" OnPress="tell=(Parent.Member5.Name.LocalText)##(' ')##(Parent.Parent.Parent.Spells.BOne.Text) tell=(Parent.Member5.Name.LocalText)##(' ')##(Parent.Parent.Parent.Spells.BOne.Text) tell=''" OnActivate="clearallqueuedabilities=1 useabilityonplayer=(Parent.Member5.Name.LocalText)##(' ')##(Parent.Parent.Parent.Spells.BOne.SpellName) cancel_spellcast=1 clearallqueuedabilities=1" OnDeactivate="OnDeactivate='' clearallqueuedabilities=1 useabilityonplayer=(Parent.Member5.Name.LocalText)##(' ')##(Parent.Parent.Parent.Spells.BOne.SpellName) cancel_spellcast=1 clearallqueuedabilities=1" RStyleDefault="BOneStyle" ScrollExtent="16,16" Size="16,16" />


Found this example in some code.. going to try it now.

lordebon 10-04-2007 03:00 PM

I use useabilityonplayer in my click-cures just fine and it casts on the right person.

Are you including the "/" in your OnPress (or whatever) attribute?

gm9 10-04-2007 03:14 PM

I think his problem is that he is trying to modify an existing click-to-cure mod that he isn't telling us about, which is why we can't understand what he is on about.

bassman 10-04-2007 08:07 PM

Thanks for the response lordebon. Since it did work for you I kept at it and it turns out I forgot one more level of container on the variable.

Should have been 3 Parents instead of 2 before the Name.LocalText.

Appreciate the positive response which let me know I was on the right track.

Othesus 10-04-2007 11:15 PM

Quote:

Originally Posted by bassman (Post 63586)
I'll try not to clutter it with a lot of info this time. :0

During pvp, you get taunted for long periods of time and you cannot target someone in your group to heal them. I'd like to use the command /useabilityonplayer <name of group member> <name of spell>
this way i don't need to be targeting them to heal them.

I don't play PvP but taunts are supposed to lock your target for a period of time so sneaking around that mechanic sounds like an exploit to me. Refer to this thread:
http://forums.station.sony.com/eq2/p...opic_id=356626

lordebon 10-05-2007 09:40 AM

While I agree that it has potential for being an exploit, until SOE says or does otherwise I would consider it Working As Intended for PvE. Being able to work around mob's different effects in PvE is part of a successful raid.

I don't play PvP either, but I do agree that it has much more potential to be exploitative there. But again seeing as we've had the command for some time now, I would just offer up a /feedback or even a /bug and use it or not as you see fit unless/until they change it.

I just hope they don't change it for PvE, as there I don't think it's an exploit at all.

Othesus 10-05-2007 01:51 PM

Ok, if you didn't read the thread here's the quote from Rothgar:
Quote:

Rothgar wrote:

This was indeed a bug and has already been fixed. I believe it was scheduled to go out with GU34, but seeing as this is more of an exploit especially in PvP combat, I'll see about getting this hot-fixed.
Taunts lock your target in PvP; they don't in PvE.

lordebon 10-07-2007 10:24 AM

Well then if it's already fixed in PVP then there's no issue at all =)

And yes taunts don't lock your target in PvE but like I said I'm pretty sure there is a mob or two that has an ability to do it.

Zonx 10-07-2007 03:02 PM

Ehm... just to clarify, yes some mob taunts do lock your target in PvE. I believe the intent here was to prevent you from switching mobs/enemies, not to prevent you from healing/curing other "friendly" players.

Haven't tested it recently, but at one point on PvE servers these taunts would prevent you from targeting friendlies, so useabilityon was needed to heal/cure while taunted.


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