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Unread 12-29-2004, 04:35 PM
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Default Slash commands with OnPress, etc

ATTENTION!
IMPORTANT UPDATE!


OnHide="show_window=(MainHud.stat01) show_window=(MainHud.stat01)"

I stuck this in the Clock window and got Ellyana's stat box to show up ON LOAD! Yay!

(UPDATE NOTE: At the moment it only works in the MainHUD root page on /loadui, not when the game loads. Sorry!)

The key is that show_window works as a game setting as well as a slash command, so = works. But you also have to have it execute TWICE because the first time it just gives the Clock window a property called show_window instead of changing the game setting.

Just thought everyone would like to know. We can now show ANY custom window without the need for the user to create a /show_window macro.



UPDATE!
March 02, 2005

Getting commands like /say and /gsay to work:

OnPress="say='This is a test.' say='This is a test.'"

The two executes much match exactly, and you must do each execute twice.
So, for example, if you wanted to make a button on the player window that casted a ward and announced it (out of macro slots? ), you would do something like this:

OnPress="gsay='Warding %t!' gsay='Warding %t!'
useability='Demonstration of Faith' useability='Demonstration of Faith'"



Bug to be aware of.

If you do a script with Anything=Somethingelse, and "Somethingelse" is a command, then you may have problems. Examples:

OnPress="mood='happy' mood='happy'"

OnPress="somevalue=(Some math thing that results in the number 2)"

The first will execute /happy instead of /mood happy because /happy is a command. This can NOW be worked around!

OnPress="'mood happy=' '"




If you are in two or more chat channels, then the second script may give the message Usage: /tellchannel <channelname> <message> because it thinks you're trying to talk in the second chat channel (/2 Hello!). I'm not certain how to work around it or why it started showing up with math calculations a patch or two ago.








*Discussion below*

This should have been painfully obvious, I guess...

The script functions OnHoverIn, OnPress, OnHide, etc., take regular old slash commands.
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Last edited by Deathbane27 : 04-06-2005 at 11:18 PM.
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Unread 12-29-2004, 05:37 PM
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Default whats the point?

i'll try playing with it some, but can onpress do something besides / commands? I mean, if you want /show_window keys make a hotbutton..
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Unread 12-29-2004, 05:38 PM
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I've been trying various characters and escape sequences to get it to recognize a space, but no luck so far. Only thing new so far is

"emote1=emote2"

makes it ignore emote1 and skip to emote2

Gotta head to work now, if anyone wants to take a crack at this we'd all really appreciate it.
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Unread 12-29-2004, 05:43 PM
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Haven't found anything it can do besides /commands. The idea was that, for example, Ellyana could add a button to show her stat strip on the EQII button window, instead of attaching it or making the end-user make a macro.

Or I could make a pet window with a REAL /pet attack button instead of the click-through button over the icon.

You could also do OnShow on the Player window to make the Clock window load when you log in, too. :P
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Unread 12-29-2004, 05:53 PM
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ooooo onshow would be cool =)
my semi non interesting find.. you dont need the /

i've tryed - . _ nothing works
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Unread 12-30-2004, 01:27 AM
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Does anyone know if there's a \ escape character for a space? \n for newline, \t for tab, \r for carriage return, etc. I tried &#32; and &#160; but those didn't work either.
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Unread 12-30-2004, 02:12 AM
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Got further than I did.. I never did figure out if slash commands worked because I was trying the useful ones.. Silly me..
Putting them in a CDATA section doesn't work either...
IE.. OnPress= "<![CDATA[/sigh]]>"
does nothing

as for escape chars how about \0 (zero) for a null character?


edit: fixed the \

Last edited by Talyns : 12-30-2004 at 02:18 AM.
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Unread 12-30-2004, 09:35 PM
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Quote:
Originally Posted by Deathbane27
Haven't found anything it can do besides /commands. The idea was that, for example, Ellyana could add a button to show her stat strip on the EQII button window, instead of attaching it or making the end-user make a macro.

Or I could make a pet window with a REAL /pet attack button instead of the click-through button over the icon.

You could also do OnShow on the Player window to make the Clock window load when you log in, too. :P

OK I've seen the graphics for the supposed ingame clock if there is a way to get it to display can you tell me?
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Unread 12-30-2004, 09:36 PM
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/show_window MainHUD.Clock

(case-sensitive)
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Unread 12-30-2004, 09:38 PM
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Quote:
Originally Posted by Deathbane27
/show_window MainHUD.Clock

(case-sensitive)

Sweet! Thankyou very much!

Why did they not document that or something lol?
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