eq2ui_mainhud_maintained.xml (Notes) Futuer Abandoned Projects?
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Hey guys, Laffs and I dinked with this yesterday for quiet a bit and I thought I would share what we found. Maybe there is someone out there that can get this to work, but it looks unlikely. I'll explain why.
The goal was to have a Maintained spell window that had a small X in the top right hand corner of the icon. Clicking that small X would cancel the maintained effect. I've included a semi-working demonstration. The mod uses the cancel_maintained command which takes a %d for the value. So here's the tricky party. Which I'm sure is no accident. The Mod works the first time IF you have spells already maintained when you log on. After some doing some testing we came up with a good guess of whats happening. The index number of the spells changes. There does not appear to be an index number set for the spells themselves, nor for the slots. So addressing slot one as cancel_maintained 0.0 only works once, if you already had a spell in that slot. Or after zoneing. Here is how it appears to be working. Quote:
The .XML I've included is set to start at 0.0 so if you have a spell in slot#1 when you log on, or after you are done with a zone, that slot has a spell with the index of 0.0 so it will work, as well as the rest of them. If you have no spells in any maintained slots when you log on. The first spell you cast will get an index of 1.0 rather than 0.0 so all of the buttons will be one index off. Now...Here's where it gets complicated. Take the above example. Quote:
So using the cancel_maintained command takes the decimal argument of the n^th spell that you have case since been logged on this session. The index is re-set to 0, on zoneing. So every maintained spell that you cast increases this index, and it's not tied to specific spell. As far as I know, with our current math functions, we could not keep track of this index in relation to specific spells. Something like 'pathfinding' could have any index in the world, and unless I knew what the index number is, there is now way i can find to cancel it, unless you right-click and do cancel. If there was a way to read the index from the spell currently in the slot, then we could get this to work, but I've not been able to figure out how to do that. |
Hm...
No Ideas ehh?
Bummer!!! |
I'd try using HoverIn events to set LocalTooltip to various properties to see if you can find one holding the index number.
Even if you do find it, I don't think you'll be able to drop it in as the argument in a slash command. We haven't found any way to concatinate strings :( |
Have you tried adding a data container to each window to soak up the index number for what spell is in that window. then having the cancel button retrieve that data to cancel the correct spell that is in that maintained slot ?
the data container should update with whater is in that slot when a new spell is casted. so the progression would go something liek this: Quote:
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That's an idea! I'll dink with this probably some more next time I get a chance. Schedule is looking pretty busy for me though.
I know the filter for these slots is set to only update visibility so maybe if i set the filters to all, I wouldn't even need the data container. I've not played with the dynamic data stuff at all yet. |
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So why doesn't this work?
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Because its not substituting /GameData.Spells.Maintained_1 with the variable value. It sees the slash command and reads the entire thing as a string without translating the variable.
Thus my comment about concatination. So far there's no way to pass both a variable and a string, 2 variables as separate entities, or 2 strings to a single property. You can make foo = "sometext". Evals as sometext You can make foo = the value of /GameData.Spells.Maintained_1. Evals as number You can't make foo = "sometext" + the value of /GameData.Spells.Maintained_1. Evals as sometext foo = "sometext/GameData.Spells.Maintained_1" evals as sometext/GameData.Spells.Maintained_1 foo = "sometext" + "smoemoretext" evals as sometext For similar reasons, its impossible to do some math to derive 2 numebrs and pass them to a size or location property as X and Y. |
Well Poop!
So the only way I could get this mod to work consistently is to be able to some how track the index number of the spells, and as far I can tell that's just about impossible, and even if it was possible it would be way too much dang work! |
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Add it to the wish list
Sometimes when you run out of options, the best plan of attack is to add your request to the wish list.
It seems like a reasonable things to want to be able to cancel a maintained spell by index. MrBobble |
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Maybe all the time spent wont be in vein afterall :nana: |
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