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-   -   Quick Raid Button, How should I set up the macro? (https://www.eq2interface.com/forums/showthread.php?t=8864)

ravnn 11-04-2007 04:09 PM

Thanks I will give that a try. Also i don't know a thing about XML coding unless i copy and paste. but woudln't

say Group Rezzing Parent.Target"'"s group" Tooltip="Group"/>


come out looking like Parent.target" 'S " group ?

So now it looks like this.
Code:

<Page Name="Dirge">
                <Data Name="Button1" Macro="useabilityonplayer Parent.Target &quot;Elegy at Death&apos;s Door&quot;" Tooltip="Single Rez"/>
                raidsay Rezzing Parent.target! " Tooltip="Single Rez"/>
                tell Parent.target &quot;INC REZ!&quot;" Tooltip="Single Rez"/>
                <Data Name="Button2" Macro="useabilityonplayer Parent.Target Elegy of Awakening" Tooltip="Group Rez"/>
                raidsay Rezzing Parent.target&quot;&apos;&quot;s " Tooltip="Group Rez"/>
                say Rezzing Parent.target&quot;&apos;&quot;s Group!" Tooltip="Group Rez"/>
                <Data Name="Button3" Macro="useabilityonplayer Parent.Target Oration of Sacrifice" Tooltip="Heal"/>
                tell Parent.target &quot;Have a Heal!&quot;" Tooltip="Heal"/>

Edited to reflect changes.

gm9 11-04-2007 04:18 PM

No, it will come out fine, that's why I said it's SOE's strange way of doing it. The outer &quot; serves as an indicator not to parse the &apos; within as code, but rather as text. You could also theoretically not encode the &apos; but I prefer to do it.
Another strange things is that if you put the &quot; directly after the ' then the game will add a space after the ' during runtime, which is why I put the &quot; only after the 's. Not saying it makes any sense, just coping with how it works here. :p

ravnn 11-04-2007 10:41 PM

Ok tried the quick buttons listed above on tonights raid, the buttons themselves work. But i still can't get the text to work.

gm9 11-05-2007 03:12 AM

It worked in my testing. Try to copy&paste exactly like above. I changed it back to raidsay what you originally wanted so you won't have to change anything (or keep the say for testing purposes).

ShadoFox 11-06-2007 06:48 PM

<Data Name="Button2" Macro="useabilityonplayer Parent.Target Elegy of Awakening
raidsay Group Rezzing Parent.Target&quot;&apos;s&quot; group" Tooltip="Group"/>

Didn't work HOWEVER

<Data Name="Button2" Macro="useabilityonplayer Parent.Target Elegy of Awakening
raidsay Group Rezzing Parent.Target &quot;&apos;s&quot; group" Tooltip="Group"/>

Did

Thanks for all the help

gm9 11-07-2007 03:05 AM

Ah hmm, where have I lost that space - thanks!

gh0stx 11-07-2007 03:50 PM

Level Specific skills
 
would it be possible to set these buttons up with if then variables lets say for a guardian it would be if player level = or < 70 cast interceed if player level = or < 60 cast such and such on the same button would make this a nice way of not having to do so much editing for alts :) any feed back would be appreciated

gm9 11-07-2007 05:21 PM

Yes it works
 
Good question. Was going to post this for RoK next week when everybody moves into T8 and gets shiny new spells, but I guess I can post it right now. This is also a FAQ entry, hence you get some nice coloring. :)
  1. Poor man's level detection
    The easy way of coding level dependant macro buttons is like this:

    useabilityonplayer Parent.Target SpellForLevel70
    useabilityonplayer Parent.Target SpellForLevel56
    useabilityonplayer Parent.Target SpellForLevel42
    useabilityonplayer Parent.Target SpellForLevel28
    useabilityonplayer Parent.Target SpellForLevel14
    clearallqueuedabilities
    The disadvantage is that you cannot queue those spells if you do it like that, but that's probably only a minor disadvantage.

    To edit this, you would replace the blue SpellForLevelXX with the name of the spell/ability in a line.

    Example:
    If in one line you only get spells at levels 25, 50, and 75, you would therefore have only three useabilityonplayer lines where you add the respective spellnames at the end. Always order your abilities from the highest level ability to the lowest, in this example 75, 50, 25.

  2. Exact Level Detection
    A bit harder to code would be an exact level based algorithm, but that is possible as well like this:
    SpellForMyLevel=SpellForLevel70
    COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 70)
    SpellForMyLevel=COND ? SpellForLevel56 : SpellForMyLevel
    COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 56)
    SpellForMyLevel=COND ? SpellForLevel42 : SpellForMyLevel
    COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 42)
    SpellForMyLevel=COND ? SpellForLevel28 : SpellForMyLevel
    COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 28)
    SpellForMyLevel=COND ? SpellForLevel14 : SpellForMyLevel
    useabilityonplayer Parent.Target SpellForMyLevel
    To edit this, you would again replace the blue SpellForLevelXX with the name of the spell/ability in a line. In addition, replace the red number with the exact levels the spells/abilities in that line get updated.

    Example:
    If in one spell line you get spells at levels 25, 50, and 75, you would put the lvl75 spellname in the first line, the lvl50 spellname in the third line and the lvl25 spellname in the fifth line.

    You would then change the number in the second line to 75 and the number in the fourth line to 50.

    In this example, you would remove all lines after the fifth line since the are not needed if you only get 3 versions of the spell in the entire line.

gh0stx 11-07-2007 05:29 PM

guess i should have dug a little deeper for the info thank ya for the quick response now time to incorporate it into the quick raid :)

gh0stx 11-08-2007 04:36 PM

okay a slight twist for ya got the level dependant spell to work fine, but seems a waste to have 5 hotbars on your own name you can't use, so is it possible to do dual cond macro's for the same button to lets say cond group0.member = parent.target then possibly setup self buffs on it using again level dependant codin lol extravagant i know but still something i'd like to try :)
thanks in advance

gm9 11-08-2007 04:59 PM

At the rate you are going I'll refer you to this thread. It explains all the operators.

To get your name you can refer to Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Name.Text.

So you would add a line at the beginning

ITSME=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Name.Text== Parent.Target)

and then add a line

SpellForMyLevel=ITSME ? BuffForLevel56 : SpellForMyLevel

for each level. :)

ravnn 12-01-2007 06:56 PM

I finally got my quick raid buttons to work except for one small problem ( and it's probably something i'm doing wrong). What i'm running into is my first chat text will work but my second does not. I thought it might be the sequence so I tried putting the /tell before /raidsay, now i get the tells to work but not the other.


Quote:

<Data Name="Button1" Macro="useabilityonplayer Parent.Target &quot;Gravitas&quot;
tell Parent.Target You now have Improved Healing" Tooltip="Gravitas"/>
raidsay Improved Healing for Parent.Target" Tooltip="Gravitas"/>
<Data Name="Button2" Macro="useabilityonplayer Parent.Target &quot;Elegy at Death&apos;s Door&quot;
tell Parent.Target &quot;Inc Rez &quot;" Tooltip="Single Rez"/>
raidsay Rezzing Parent.Target" Tooltip="Single Rez"/>
<Data Name="Button3" Macro="useabilityonplayer Parent.Target Elegy of Awakening
raidsay Group Rezzing Parent.Target &quot;&apos;s&quot; group" Tooltip="Group"/>
say Group Rezzing Parent.Target &quot;&apos;s&quot; group" Tooltip="Group"/>
<Data Name="Button4" Macro="useabilityonplayer Parent.Target Speech of Sacrifice" Tooltip="Heal"/>

Burek 12-02-2007 12:26 PM

Quote:

<Data Name="Button1" Macro="useabilityonplayer Parent.Target &quot;Gravitas&quot;
tell Parent.Target You now have Improved Healing
raidsay Improved Healing for Parent.Target" Tooltip="Gravitas"/>
<Data Name="Button2" Macro="useabilityonplayer Parent.Target &quot;Elegy at Death&apos;s Door&quot;
tell Parent.Target &quot;Inc Rez &quot;
raidsay Rezzing Parent.Target" Tooltip="Single Rez"/>
<Data Name="Button3" Macro="useabilityonplayer Parent.Target Elegy of Awakening
raidsay Group Rezzing Parent.Target &quot;&apos;s&quot; group
say Group Rezzing Parent.Target &quot;&apos;s&quot; group" Tooltip="Group"/>
<Data Name="Button4" Macro="useabilityonplayer Parent.Target Speech of Sacrifice" Tooltip="Heal"/>
Reply With Quote
Try this :)

Burek 12-02-2007 05:08 PM

I'm having a bit of a different problem. Mainly, I want to keep the 1st button from fading out and have tried to alter the code without success. Help appreciated.

gm9 12-03-2007 11:29 AM

Quote:

Originally Posted by Burek (Post 67352)
I'm having a bit of a different problem. Mainly, I want to keep the 1st button from fading out and have tried to alter the code without success. Help appreciated.

I don't think I understand what you are trying to do. :confused:

ravnn 12-03-2007 11:57 AM

That fixed mine.
Thanks

ShadoFox 12-05-2007 07:30 PM

I realize you probably have a new Quick Raid buttons file in the works but...

here is what I have..

Code:

<Page Name="Dirge">
                <Data Name="Button1" Macro="useabilityonplayer Parent.Target &quot;Elegy at Death&apos;s Door&quot; 
raidsay Single Target Rezzing Parent.Target!" Tooltip="Single" />
                <Data Name="Button2" Macro="useabilityonplayer Parent.Target Elegy of Awakening
raidsay Group Rezzing Parent.Target &quot;&apos;s&quot; group!" Tooltip="Group"/>
                <Data Name="Button3" Macro="useabilityonplayer Parent.Target &quot;Oration of Sacrifice&quot;" Tooltip="Oration"/>
                <Data Name="Button4" Macro="useabilityonplayer Parent.Target Gravitas
raidsay Gravitas on Parent.Target!
tell Parent.Target You have Gravitas! Enjoy! " Tooltip="Gravitas"/>
                <Data Name="Button5" Macro="NONE" Tooltip="NO MACRO CONFIGURED"/>
        </Page>

Now... for button 4, lets say for instance... I wanted to have it send "You have Gravitas! Enjoy <3" How would I get the "<" in there I tried using symbol code like &lt; but all it did was put a space or the word "true" in it's place and then the 3... I know, I'm picky but meh I tried various ways. I miss HTML where I litterally just typed something :D

I also tried < but that did nothing

Still new to Xml -.-

Thanks

gm9 12-06-2007 03:57 AM

You must enclose it in &apos;

ShadoFox 12-06-2007 07:27 AM

Lol that's so nuts because in the line of code above is &apos; is surrounded by &quot; O.o I'll give it a try.

ShadoFox 12-14-2007 12:44 PM

Thanks man worked great

Alikat 12-17-2007 12:08 PM

I've been looking over the dirge rez macros in this thread and didn't see any that announce in a channel instead of raid chat. How would I write the macro to announce in a channel name or number and groupsay, instead of raid/tell?

gm9 12-17-2007 01:09 PM

Quote:

Originally Posted by Alikat (Post 67887)
I've been looking over the dirge rez macros in this thread and didn't see any that announce in a channel instead of raid chat. How would I write the macro to announce in a channel name or number and groupsay, instead of raid/tell?

replace raidsay by groupsay. For channels replace it by tellchannel and the channel name or just the channel number. Commands are really just like what you could put yourself in the chat box, except that you don't need the / slash.

Alikat 12-17-2007 01:27 PM

Ok,

I just took the dirge macro from the first page and edited it to what sounds like would be correct:

<Page Name="Dirge">
<Data Name="Button1" Macro="useabilityonplayer Parent.Target Elegy at Death&apos;s Door
ponder Parent.Target
groupsay REZZING Parent.Target
tell channel.2 REZZING Parent.Target" Tooltip="Single Rez"/>
<Data Name="Button2" Macro="useabilityonplayer Parent.Target &quot;Elegy of Awakening&quot;
ponder Parent.Target
groupsay GROUP REZZ INC ON Parent.Target
tell channel.2 GROUP REZ INC ON Parent.target" Tooltip="Group Rez"/>
<Data Name="Button3" Macro="useabilityonplayer Parent.Target Oration of Sacrifice" Tooltip="Heal"/>

Did I do the channel thing right or is it tell 2, tellchannel 2, tellchannel2, tellchannel.2, etc?

gm9 12-17-2007 02:48 PM

Sorry, I mistyped channel number instead of name above. The correct syntax is

tellchannel <channelname> <message>

Very handy for any kind of macro since channel numbers may be different between alts. I'm using it all the time.

Milaevo 12-26-2007 12:18 PM

I have read thru this forums and actually got a lot of my questions regarding putting in raidsay to my dirge rezzes and such, though one thing I could not figure out was how to make it say

Player says the raid party "<Rezzing Dead_player>"

The only issue I'm having is getting the < > in those locations.
Because if I put anything before the word REZZING in the code it messes up.

I have tried a multiple of things but to no success.

Any help will be appreciated.

Thank you.

Milaevo 12-26-2007 01:58 PM

Also started setting up my spells for my dad's fury and all the buttons work except #2, which I do not see why.

Code:

</Page>
        <Page Name="Fury">
                <Data Name="Button1" Macro="SpellForMyLevel='Dire Bloodflow'
COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 78)
SpellForMyLevel=COND ? 'Greater Bloodflow' : SpellForMyLevel
COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 68)
SpellForMyLevel=COND ? 'Untamed Bloodflow' : SpellForMyLevel
useabilityonplayer Parent.Target SpellForMyLevel" Tooltip="Dire Bloodflow (Greater Bloodflow)"/>
                <Data Name="Button2"  Macro="SpellForMyLevel='Grand Elixir'
COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 73)
SpellForMyLevel=COND ? 'Nature&apos;s Elixir' : SpellForMyLevel
COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 60)
SpellForMyLevel=COND ? 'Ferine Elixir' : SpellForMyLevel
useabilityonplayer Parent.Target SpellForMyLevel" Tooltip="Large Heal"/>
                <Data Name="Button3" Macro="SpellForMyLevel='Dire Salve'
COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 71)
SpellForMyLevel=COND ? 'Wild Salve' : SpellForMyLevel
COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 57)
SpellForMyLevel=COND ? 'Feral Salve' : SpellForMyLevel
useabilityonplayer Parent.Target SpellForMyLevel" Tooltip="Small Heal"/>
                <Data Name="Button4" Macro="SpellForMyLevel='Return to the Pack'
COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 72)
SpellForMyLevel=COND ? 'Back into the Fray' : SpellForMyLevel
useabilityonplayer Parent.Target SpellForMyLevel" Tooltip="Return to the Pack (Back into the Fray)"/>
                <Data Name="Button5" Macro="useabilityonplayer Parent.Target Sylvan Touch" Tooltip="Sylvan Touch"/>
        </Page>


tknarr 01-06-2008 02:27 PM

Mentored level oddness
 
I set up _ProfitUI_QuickRaidButtons.txt using gm9's code for level detection, so I could have two characters of the same class but different levels and not have to constantly swap out different versions of the file. I'm testing level against:

Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text

The problem is that, when I'm mentored, this seems to show the level I'm mentoring to, not my actual level, so the buttons wind up firing off my obsolete abilities, not my current ones (eg. a 39 warden mentored to 14 has Bloom go off instead of Nature's Caress). I know in the dynamic data there's Level vs. EffectiveLevel. Is there a way to test for true (unmentored) level?

gm9 01-14-2008 05:44 AM

Good point tknarr, I never though about that. I guess I'll have to add the EffectiveLevel dynamic data somewhere and use that instead. It's not currently used anywhere so you can't currently address it via the buttons.

tknarr 01-14-2008 10:23 AM

Quote:

Originally Posted by gm9 (Post 68528)
Good point tknarr, I never though about that. I guess I'll have to add the EffectiveLevel dynamic data somewhere and use that instead. It's not currently used anywhere so you can't currently address it via the buttons.

I'd found the EffectiveLevel data, but it's the opposite of what I'm looking for. It shows my mentored level, what I'm looking for is my true level regardless of what level I'm mentored down to. What I'm seeing happen with the auto-level-detection code you posted for the QRBs is that, if I'm a level 65 warden mentored down to level 20, the buttons wind up casting my low-level spells instead of the highest-level ones I have. I'm going to experiment tonight with dumping some info out in a chat channel to see exactly what the variables are.

What's interesting is that the Level dynamic data doesn't appear to be a number. When you're mentored it looks like the text is something like 15(39), not just a number, where the first number is your current level and the number in parentheses is your true level.

gm9 01-14-2008 10:29 AM

So the data works like this?

Self.Level = 15(39)
Self.EffectiveLevel = 15
Group.Group_0.Level = 15 (this is what is currently used, so the behaviour of the buttons is expected)

If there is no other dynamic data that works correctly I'll just have to work around that and store your unmentored level upon login and check it periodically. If the dynamic data is higher than the stored value update the stored value, otherwise leave it be. Easy enough.

PS: You can check dynamic data values with the /dynamicdata command, no need to dump it to chat channels.

tknarr 01-14-2008 10:50 AM

Quote:

Originally Posted by gm9 (Post 68542)
Self.Level = 15(39)
Self.EffectiveLevel = 15
Group.Group_0.Level = 15 (this is what is currently used, so the behaviour of the buttons is expected)

I think that's it. But that makes me wonder, since it means there's no difference between Self.Level and Self.EffectiveLevel and that doesn't make any sense. I'm also going to post a query over in the SOE Look and Feel and Tech Support forums.

gm9 01-14-2008 11:26 AM

Quote:

Originally Posted by tknarr (Post 68543)
I'm also going to post a query over in the SOE Look and Feel and Tech Support forums.

I wouldn't bother, this is nothing for Tech Support and I have yet to see a dev post in Look and Feel... (not that I would be looking at it either)

I'll double check your data and then I'll just ask Rothgar about it. As you may have seen he has been very helpful end of last year and this one looks easy enough to fix unless it is intentional, which I doubt.

tknarr 01-16-2008 02:03 AM

Quote:

Originally Posted by gm9 (Post 68544)
I'll double check your data and then I'll just ask Rothgar about it. As you may have seen he has been very helpful end of last year and this one looks easy enough to fix unless it is intentional, which I doubt.

When I checked while mentored (39 mentored down to 14), the Self.Level dynamic data shows up as "14 (39)". I'm thinking it's going to require a new bit of dynamic data, to avoid breaking things that depend on Self.Level showing both mentored and true level for humans to read. Ah well. Thanks for the level-detecting template code, it works quite nicely when not mentored.

gm9 01-16-2008 04:50 AM

Rothgar is trying to squeeze Self.ActualLevel still into the GU42. Cheers Rothgar! :nana:

tknarr 01-16-2008 10:17 AM

Quote:

Originally Posted by gm9 (Post 68619)
Rothgar is trying to squeeze Self.ActualLevel still into the GU42. Cheers Rothgar! :nana:

Nice. Thanks, Rothgar.

Squeezy 01-22-2008 03:55 PM

I have tried to add my own macros for my Dirge and last night I finally got to test it out. Unfortunately it didn't work. Nothing was announced in /r or /g and I can't figure out why. I also need to be able to make the name of the person and their group (for rezzes especially) stand out. This is what I have:


<Page Name="Dirge">
<Data Name="Button1" Macro="useabilityonplayer Parent.Target &quot;Elegy at Death&apos;s Door&quot;" Tooltip="Elegy at Death&apos;s Door"/>
raidsay REZZING ! Parent.Target ! " Tooltip="Single Rez"/>
groupsay REZZING ! Parent.Target ! " Tooltip="Single Rez"/>
<Data Name="Button2" Macro="useabilityonplayer Parent.Target Elegy of Awakening" Tooltip="Elegy of Awakening"/>
raidsay GROUP REZ on !! Parent.target !! " Tooltip="Group Rez"/>
groupsay GROUP REZ on !! Parent.target !! " Tooltip="Group Rez"/>
<Data Name="Button3" Macro="SpellForMyLevel='Speech of Sacrifice'
COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 78)
SpellForMyLevel=COND ? 'Oration of Sacrifice' : SpellForMyLevel
useabilityonplayer Parent.Target SpellForMyLevel" Tooltip="Speech of Sacrifice (Oration of Sacrifice)"/>
raidsay Quick HEAL on Parent.Target ! Losing health for a short time. " Tooltip="Heal"/>
groupsay Quick HEAL on Parent.Target ! Losing health for a short time. " Tooltip="Heal"/>
<Data Name="Button4" Macro="useabilityonplayer Parent.Target Gravitas" Tooltip="Gravitas"/>
tell Parent.Target Gravitas is on you. My song empowers you with Improved Healing for a short time.
raidsay Improved Healing for Parent.Target" Tooltip="Gravitas"/>

Also, Would it mess up the coding/text if I used a symbol or two from word around what I say? That way I can make it stand out better than caps. The only thing I can think of that is messing up the macros is th '!' before Parent.Target.

Help?

Controller 01-31-2008 11:34 PM

The clue that i have to use Notepad++ solved all my probs. Many thanks for that. was getting insane already ;)

Calain80 02-01-2008 03:05 AM

Quote:

Originally Posted by Squeezy (Post 68827)
Also, Would it mess up the coding/text if I used a symbol or two from word around what I say? That way I can make it stand out better than caps. The only thing I can think of that is messing up the macros is th '!' before Parent.Target.

The greatest error is, that you ended the normal node and just added additional incomplete lines. All the actions you want to be taken must stand in one string inside the Macro parameter. Each command must be written at the very beginning of a new line.

Here is the fixed Version:

Code:

<Page Name="Dirge">
<Data Name="Button1" Macro="useabilityonplayer Parent.Target &quot;Elegy at Death&apos;s Door&quot;
raidsay REZZING ! Parent.Target !
groupsay REZZING ! Parent.Target ! " Tooltip="Single Rez"/>
<Data Name="Button2" Macro="useabilityonplayer Parent.Target Elegy of Awakening
raidsay GROUP REZ on !! Parent.target !!
groupsay GROUP REZ on !! Parent.target !! " Tooltip="Group Rez"/>
<Data Name="Button3" Macro="SpellForMyLevel='Speech of Sacrifice'
COND=(Parent.Parent.Parent.GroupMembers.GroupMember0.MemberInfoPage.Level.Text < 78)
SpellForMyLevel=COND ? 'Oration of Sacrifice' : SpellForMyLevel
useabilityonplayer Parent.Target SpellForMyLevel
raidsay Quick HEAL on Parent.Target ! Losing health for a short time.
groupsay Quick HEAL on Parent.Target ! Losing health for a short time. " Tooltip="Heal"/>
<Data Name="Button4" Macro="useabilityonplayer Parent.Target Gravitas
tell Parent.Target Gravitas is on you. My song empowers you with Improved Healing for a short time.
raidsay Improved Healing for Parent.Target" Tooltip="Gravitas"/>

I don't know if ! will work, but I think it should.

Shyntlara00 03-05-2008 05:00 PM

Any ideas on getting special characters like ♫ or ♪ working with the xml?

For example:

<Data Name="Button4" Macro="SpellForMyLevel='Gravitas'
useabilityonplayer Parent.Target SpellForMyLevel
tell Parent.Target ♫♪ GRAVITAS! ♪♫" Tooltip="(80) Gravitas"/>

EDIT:

Right now that code works but will /tell <username> jk Gravitas kj

gm9 03-05-2008 05:01 PM

No chance, the eq2 ui scripting engine does not support non-US-ASCII characters. Please /feedback for a change often...


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