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Category: Macro / ScriptingClick Buff Macro Scripting (Queued Buffing)
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Name: Click Buff Macro Scripting (Queued Buffing)   Popular!
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Date: 09-25-2009 01:21 PM
Size: 43.25 Kb
Version: 1.4
Rate Addon: 5 out of 5 with 9 votes  
Patch & Add-on List
File Name
Version
Size
Author
Date
Type
1.3.1
1.55 Kb
06-16-2009 12:51 PM
Addon
1.0
1.39 Kb
03-23-2009 08:04 PM
Addon
1.3
1.46 Kb
03-12-2009 03:53 PM
Addon
1.0
4.78 Kb
01-28-2009 07:25 AM
Addon
1.0
4.74 Kb
01-28-2009 07:17 AM
Addon
1.0
4.75 Kb
01-28-2009 07:10 AM
Addon
1.0
4.78 Kb
01-28-2009 07:02 AM
Addon
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v1.3 Mod Interface
 
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Description
As a note, version 1.0 of slippery's addons are incompatible with this mod. The v1.0 ones made by garth were made for v1.2 of this mod and are compatible with this version as well(v1.3).

Click Buff Macro Scripting v1.4 by Aditu of Permafrost (ACT Author) [email protected]
Changes: When the mod is unable to cast a buff due to a pop-up error message or a hidden chat message, it will display an alert with the error along with the spell and target attempted. The alert will disappear with time or if the mouse moves to it. The custom target box should try to grab input slightly less than before.

Click Buff Macro Scripting v1.3 by Aditu of Permafrost (ACT Author) [email protected]
Changes: The Custom Target textbox will no longer automatically update to your target while the mouse is inside of the mod's window. This is so the DynamicData would not randomly overwrite your custom entry while you were still typing. Two buttons were added: Set Buffs and Reset Buffs. The first button will replace the buff list with your current maintained buffs and the second button will reload the spell set for your current class if available.

Click Buff Macro Scripting v1.2 by Aditu of Permafrost (ACT Author) [email protected]
Changes:
The number of buffs that can be checked was changed from 20 to 30. The default spell list remains in the main file, however external class files may be added and used depending on your detected character class. A basic Templar profile has been included to show the template. To create another profile from the template, simply rename the file to the lowercase version of your class name, rename the main page name from "Templar" to your class and edit the spell definitions as normal. If you do not have a subclass file for your class, the default spell list will be used.


Click Buff Macro Scripting v1.11 by Aditu of Permafrost (ACT Author) [email protected]
Changes:
Worked around a bug where a dynamic data filter would not be applied before it tried to hide the target textbox. IE, if you camped to a new character, the game would hide the textbox even though it was told not to touch visibility.


Click Buff Macro Scripting v1.1 by Aditu of Permafrost (ACT Author) [email protected]
Changes:
The 'T' button next to each target entry no longer enters your current target's name, but enters what is displayed in the Custom Target textbox. The textbox while editable will also fill itself in when you change targets.
Less scripting actions are performed when you cast a spell with the buffing toggle disabled. If casting spells with this mod installed caused noticeable CPU spikes, hopefully this will alleviate it.


Click Buff Macro Scripting v1.0 by Aditu of Permafrost (ACT Author) [email protected]

Synopsis:
Essentially the purpose of this mod was to reduce the tedium of the most annoying part of my personal gameplay. Which was buffing my group after every death. Maybe 90% of my gameplay is raiding content so death is a rather common part of my playing experience.

The windows is a listing of buff names and targets that are preconfigured in the XML file. Each buff will be marked red or green depending on if the script thinks it has already been cast. Clicking the script toggle button will make the script attempt to cast the red-marked buffs in order until it: runs out of red buffs; is stopped early within a cast; a spell other than the one it attempted is cast; you enter combat or a spell failure message appears(such as target out of range). If all buffs are able to cast successfully, the script should be able to queue the entire list of buffs. The script does not simply cast a static order of buffs but casts buffs that are missing in the maintained effects window. If nothing is missing, it will cast nothing.

Installation:
This is a "Custom" UI mod in which it does not replace any other UI piece. It is standalone in which it is not dependent on having any other UI piece installed already.

That said, you *are* required to be using a non-default UI in order to view this UI piece. If you are using Default as your current UI, you will need to create a new UI folder for this mod as you cannot simply copy it into the Default folder and have it function. If you fall into this category, please follow this guide to set up a non-Default UI folder. http://www.eq2interface.com/forums/f...q_new_faq_item

As this is a "Custom" namespace UI mod, you will either need to have a "eq2ui_custom.xml" file to add this file's reference to, or use a new one. If you do not already have this file, one is included in the download archive. If you do already have it, do not overwrite it, open it in a text editor and within the "Custom" page element add the following:
Code:
<Include>eq2ui_custom_clickbuff.xml</Include>
Before using this mod you must edit the XML file for your class(IE eq2ui_custom_clickbuff_templar.xml); to enter the buff names and initial targets. Near the top of the files there will be thirty lines labeled Spell00 to Spell29. There will be properties named Checked, Value and Target. Checked is true or false and determine if the entry is checked in the window initially. Unchecked entries are ignored by the script. For Value, enter the name of the buff to cast exactly as it would appear in your maintained effects window. For Target, enter the target's name as it would appear in the maintained effects window. This may be a player name or it may be something like Group, Self, Pet etc.

Usage:
To view the new UI window, you can type or make a hotkey with the following command: (CAPITALIZATION MATTERS)
/show_window Custom.ClickBuff
You can also make a hotkey that will click the start button without having the window open:
/show_window Custom.ClickBuff.ToggleAuto

The spell names are statically defined in the XML file, however you may change the spell targets while playing. To change a spell target, target the player you wish to switch to and press the 'T' button next to the entry you wish to change. The script will take the name of the Custom Target textbox. The Custom Target textbox will only update with your current target if the mouse is not inside of the mod window.

You can use the Set Buffs button to replace the defined buffs with the ones currently in your maintained buffs window. This can be useful if you change groups and need to completely revise your buff strategy. This will also pick up buffs cast by items which the script has no ability to cast, so you must uncheck those detected entries. Additionally it will also pick up debuffs on mobs which the script also has no ability to cast.

You can use the Reset Buffs button to force reselection of external class definitions. If you use the Set Buffs feature and want to go back to your original class definitions, you may use this. This will not reset the buffs back to the internal defaults however, it will only work if you use external class definition files.
Archive List (Old Versions)
File Name
Version
Size
Author
Date
1.3
11.89 Kb
EQAditu
03-12-2009 03:35 PM
1.2
11.13 Kb
EQAditu
02-09-2009 03:26 PM
1.11
13.72 Kb
EQAditu
01-22-2009 06:47 PM
1.1
13.59 Kb
EQAditu
01-22-2009 02:40 PM
1.0
13.09 Kb
EQAditu
01-19-2009 03:40 PM
File Statistics
User Rating:
5 out of 5 with 9 votes
Downloads: 15279
Views: 86237
Favorites: 24
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Last Modified: N/A

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Unread 11-01-2014, 02:03 PM  
gamerred
A Coastal Crab

Server: Antonia Bayle
Forum posts: 0
File comments: 1
Uploads: 0
nice buff but plz think about adding a in-game buff editor that auto changes them in the xml file too
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Unread 06-05-2013, 08:05 PM  
EQAditu
A Griffon
 
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Interface Author - Click to view interfaces

Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
Re: Does this still work?

Quote:
Originally posted by Orpheus666
Noticed the age of the mod and after all the changes does it still work?
I use it every day. It works fine as long as you can install Custom UI mods properly. Some non-default UIs make it harder than others.

It requires some Maintained Window DynamicData... but stuff is usually added to that window, not removed.
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Unread 06-05-2013, 04:18 PM  
Orpheus666
A Young Mystail Rat
 
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Server: Kithicor
Forum posts: 5
File comments: 10
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Does this still work?

Noticed the age of the mod and after all the changes does it still work?
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Unread 07-22-2010, 10:27 AM  
Controller
A Sea Turtle

Server: Antonia Bayle
Forum posts: 31
File comments: 39
Uploads: 0
Thanks for replying.
line 1265 looks like this:

RaidStr="Raid" GroupStr="Gruppe" SelfStr="Selbst" PetStr="Helfer"

I have no problem to cast on raid, group or myslef with these changes. Just my pet is causing problems.
Anyway, its not a big thing for chanters cause we usually dont buff our pets.

As long as your ui piece still works when lu57 comes out, im fine

Last edited by Controller : 07-22-2010 at 03:40 PM.
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Unread 07-20-2010, 07:38 PM  
EQAditu
A Griffon
 
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Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
Quote:
Originally posted by Controller
{...}
+ there is a problem with casting spells on my pet. pet is called "Helfer" for me and my pet has my name. somehow the mod doesnt want to cast spells on my Helfer (pet). Already edited the mainfile from pet to Helfer. Maybe im able to fix this on my own, in case not, it wont be a big thing.
The question is, what did you edit?

On line 1265 there are some variables that look like:
Code:
RaidStr="Raid" GroupStr="Group" SelfStr="Self" PetStr="Pet"
These are the English strings that are used as targets in the maintained window. If there is a different term in German used for "Pet" in the maintained window, put that as PetStr. Same for raid/group/self buffs. If it encounters any of those things as the intended target, it instead casts the spell with you as the target -- as you'll always be a valid spell target.

Regardless of using spell IDs to cast, the script won't know what spell the spell ID is. So it will never know it is buffed unless the spell ID appears in the maintained window, which it does not. I would have to redesign the script to look for one thing but cast another.
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Unread 07-18-2010, 03:24 PM  
Controller
A Sea Turtle

Server: Antonia Bayle
Forum posts: 31
File comments: 39
Uploads: 0
Anyway, thats the most useful ui piece ever.
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Unread 07-14-2010, 05:39 PM  
Controller
A Sea Turtle

Server: Antonia Bayle
Forum posts: 31
File comments: 39
Uploads: 0
Yea it works. cool thing. I have another question for you, not sure if you can help me but i decided to give it a try. you said it isnt possible to add spells with ä / ö / ü in its name. but instead of adding the name of the spell i wrote the Spell IDs in the file and it really worked. There is just 1 problem with it. The mod wants to cast the spell even if it is already up. do you have any idea how to fix this ? If it was possible to solve this, all the the guys on foreign servers would benefit of it.

Umm, do you know how to add illusion spells to the mod ? like "Illusion:Burynai" seems to be a problem because of the :
But thats not an important thing. would prefer a solution for the ä/ö/ü prob

+ there is a problem with casting spells on my pet. pet is called "Helfer" for me and my pet has my name. somehow the mod doesnt want to cast spells on my Helfer (pet). Already edited the mainfile from pet to Helfer. Maybe im able to fix this on my own, in case not, it wont be a big thing.
Besides that your mod works fine, and i really love it.
Thanks so far!

Last edited by Controller : 07-14-2010 at 06:52 PM.
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Unread 07-14-2010, 02:36 AM  
Taxor
A Young Mystail Rat

Server: Antonia Bayle
Forum posts: 4
File comments: 8
Uploads: 0
Your idea was very good. In german client, there really is an additional space behind Thaumaturgist. I checked it out with my lvl9 illu.

Quote:
Originally posted by EQAditu
It's possible that the translated class name has a space after it or something. Translation teams make that sort of mistake all the time in the logging format. Try turning on logging, typing: /dynamicdata Self.SubClass and see in the log file if you can move the cursor past the last letter as if a space was there. Or if not, just try copying the text from there... there might be something else oddly hidden.
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Unread 07-13-2010, 04:40 PM  
EQAditu
A Griffon
 
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Interface Author - Click to view interfaces

Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
It's possible that the translated class name has a space after it or something. Translation teams make that sort of mistake all the time in the logging format. Try turning on logging, typing: /dynamicdata Self.SubClass and see in the log file if you can move the cursor past the last letter as if a space was there. Or if not, just try copying the text from there... there might be something else oddly hidden.
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Unread 07-13-2010, 03:42 PM  
Controller
A Sea Turtle

Server: Antonia Bayle
Forum posts: 31
File comments: 39
Uploads: 0
Hello EQAditu,
first of all, i really like your ui piece. But i have a strange problem with it, not sure if it is a big thing or not. the window is working as intended. BUT I have a problem with the class file. Im playing on a german server and an illusionist is called Thaumaturgist, it seems that your ui piece doesn't like the word. Taxor tested the files with his necromancer and defiler, no problem. But as said before, it doesnt like the word Thaumaturgist. the main file is already edited, working for Nekromancer (necro) and Schänder (defiler). i dont know why there is a prob with the illusionist. Do you have anny suggestions ? I'd really appreciate it.

Last edited by Controller : 07-13-2010 at 03:45 PM.
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Unread 07-10-2010, 11:05 AM  
chriswebstar
A Griffawn

Server: Runnyeye
Forum posts: 74
File comments: 12
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/useabilityonplayer Server.Name works fine. I use these in macros, set via /alias. My raid window also uses this, and it works fine.
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Unread 07-10-2010, 02:55 AM  
StarManWild
A Young Mystail Rat

Server: The Bazaar
Forum posts: 2
File comments: 9
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When trying to cast my target buffs it is just casting the first one over and over again. I have it set to cast on "Player Name" and it will cast on the player said like it would on a normal server. But the check part of it is looking for just the "Player Name" not the "Server.Player Name"

I think that is the only problem as when it check's the buff window it does not see the "Server.Player Name" as the right player it was needing to buff, and then keep's casting the buff on that player and rechecking for it.

I have tried to have it cast on "Server.Player Name" and when that happens it tells me player could not be found and does not cast any of the target buffs, and then time's out.
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Unread 07-09-2010, 01:09 PM  
EQAditu
A Griffon
 
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Interface Author - Click to view interfaces

Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
Quote:
Originally posted by StarManWild
When in a battleground it wont use the players name's, in the buff window it is Server.Name so when it tries to check for the buff it can't find it right. Any chance of a fix for this? I tried putting in an added set just for battlegrounds were it would look for the Server.Name but no luck.
I cannot really think of what might prevent this from working for sure. I don't do PvP of any sort, so I don't really have a method of seeing what's wrong exactly.

Could you give me some examples of what shows up as names in the maintained window and if you can use "/useabilityonplayer Server.Name Spell Name V" to cast a buff or not. My raid window can supposedly cast spells on players using the Server.Character notation. At least they have not told me it could not after I fixed it for BGs. Though SoE may have also modified some of the data to revert a name to the shorter notation.
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Unread 07-08-2010, 09:42 PM  
chriswebstar
A Griffawn

Server: Runnyeye
Forum posts: 74
File comments: 12
Uploads: 0
Quote:
You can adjust the amount it waits after the cast completes by changing something in line 1246. Changing the "1" on this line will change how long it waits in multiples of 200ms.
I would have never expected such a quick and concise reply. This mod is godsent, and you're a genius!
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Unread 07-08-2010, 03:40 PM  
EQAditu
A Griffon
 
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Interface Author - Click to view interfaces

Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
I imagine the freezing would have to do with the script checking all of the buffs against its list. I can get it to sort of freeze if I click the toggle very quickly when it has nothing to cast. I've never heard of it causing a problem like that however.

If the server is indeed very lagged, it may take additional time for the server to tell the client that a certain buff was added to your maintained window. In this case, the script may be trying to go on to the next cast too early. But it wouldn't have anything to do with the freezing.

You can adjust the amount it waits after the cast completes by changing something on line 1246.
Quote:
SCRIPTCAST=Location==1,0
Changing the "1" on this line will change how long it waits in multiples of 200ms. So "2,0" would be 400ms, "3,0" would be 600ms. This must remain an integer.

When I first made the mod, it did not wait at all(0ms) and occasionally would run into this problem.
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