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Category: OtherAnthology
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Name: Anthology
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Date: 01-07-2018 12:35 PM
Size: 15.92 MB
Version: 0.5
Rate File: 5 out of 5 with 4 votes  
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Description
This is a Beta of the Anthology plugin. Anthology lets players author interactive stories and then share them for others to read.

Beta .5 adds a new content type, "Movie". "Movies" are actually just a series of .jpg files that are displayed in a viewer with a fixed framerate to simulate a move. Still, they can add significantly to an author's ability to illustrate a story. Due to a number of constraints, especially bloating of the download files, I highly recommend limiting the size, quantity and quality of the .jpg files. This can be achieved a number of ways, first by converting any movies to smaller resolutions before exporting to a jpg series. Second by limiting the FPS to 30 or less. Lastly, depending on what utility you use (there are several available) set the .jpg quality lower. Controlling these factors will allow you to include a 40 second video in about 10-11 Meg of a zip file. So, including one or two short videos in a story line can be feasible. If you want better resolution or quality you will have to further limit duration - it's a balancing act but acceptable results can generally be achieved. I will post in the comments below the software and exact steps I used to create the sample video from an existing .mpg file (as noted, there are a lot of video editors out there, these just happen to be the tools I had handy for a quick and dirty sample).

In Beta .4, the tutorial fully supports the FR and DE clients. Additionally, support for language specific images was added as well as a number of bug fixes. This will likely be the last Beta release and should be considered a fully functional plugin. The actual release will likely only incorporate bug fixes for any issues discovered with this release.

Beta .3 adds multi-language support for FR and DE clients as well as additional objective types. Currently, other than some clean-up, translations and additional testing, Anthology should be fully functional. The Tutorial is only translated for the sample chapter (you can run it in any client and it will work since the sample chapter is the only one with language specific objectives) - I will be translating the FR version prior to release and will take a stab at a DE translation as well. My German is VERY poor, i.e. Google level at best so if anyone wants to volunteer a DE translation of string.lua and the tutorial text, that would be great.

VERSION HISTORY:
Ver 0.5
Fixed bug in author, current client language was always checked in supported language when loading existing stories whether it was actually supported or not.
Fixed load error reported by Interitus.
Fixed load error in Reader caused when the Author window is used to delete a story currently being read and then the Reader window is loaded.
Fixed bug in Image Maintenance window size. This may reset the image maintenance size for users the first time it runs but should work correctly thereafter.
Fixed bug that failed to swap FR & DE content settings when moving a content block up or down
Added Movie type content - instead of still images, authors can now include movies (ok, very simplistic, compact movies, but given the restrictions on LotRO Lua, still neater than still images).
Fixed bug that was preventing the Setting DataVersion from being saved.
Implemented DataVersion for stories. Each story file will be tagged with the version of the data in it so that future updates can automatically process older formatted stories.
If an older version of Anthology tries to open a newer version story you will get an error message telling you to update Anthology.
Implemented automatic data version detection and migration for Anthology settings and existing stories.
The migrate feature automatically creates a backup of story files before updating them so if anything goes awry, let me know, your story should not be lost
Fixed bug that could cause Anthology to fail to load if a story had a nil name or description for the current client language
Implemented Copy EN/FR/DE options for the Content pop-up menu. Authors can now copy settings from just one content block of a different language version of the story (instead of the global copy that would overwrite ALL of the existing content for all chapters) - this helps a lot when updating an existing story with a new content block, particularly the new Movie type where the settings are typically identical.
Fixed import bug that didn't correctly identify duplicate stories as copies in FR and DE names.
Fixed bug that prevented sizing Author window along most of vertical sides.

Beta ver 0.4
This update is mostly bug fixes and an update to the tutorial for DE and FR support.
Fixed bug in DropDownList that set hidden list entryies to visible when changing font
Fixed bug in Author that displayed incorrect language options when no default story was loaded in FR and DE clients
Fixed bug in ReceivedChat objective event handlers for messages without linefeeds reported by Interitus
Fixed typo causing Received Chat bug reported by Interitus
Fixed Storyboard bug that showed chapter names in english when working in FR and DE
Fixed a bug in Chapter Maintenance that incorrectly sized text blocks when first loading a chapter in FR or DE
Initial French UI translation. Some terms may need tweaking.
Initial German UI translation. Will probably need a LOT of work since I have a severly limited knowlege of German.
Changed Image paths and filenames to be language specific.
Fixed bug in reader that displayed "Start" objective in client language instead of reader selected language.

Beta ver 0.3
GENERAL
This update focused mainly on implementing language support and additional objective types
Fixed bug in DropDownList HideEntry() and ShowEntry() that always showed the list when fonts were > 18 px high, (a sleeper bug from change to variable fonts).
Removed Trajan Pro 25 from FontSelect - if Turbine/SSG hasn't fixed it yet, they probably never will.
Finally changed Vindar patch to incorporate euroNormalize (numbers no longer need to be normalized manually after being loaded)
Fixed bug in SettingSaver that saved euro numbers without decimals (commas aren't allowed in command strings)
StorySelection window now has language columns for the supported language(s) of the stories
StorySelection Stories that do not support the current client language are highlighted in red since game related objectives can not advance (readers can still load them but may not be able to complete objectives)
StorySelection Story desctiptions are no longer in the selection list, they are shown by right clicking an entry (they took up too much space in the list and didn't show enough to be useful)
Added language and language filters to StorySelection
AUTHOR:
Implemented EN/DE/FR support for text/objective fields - you can now create language specific versions of stories. Select the language(s) you wish to support.
You can only edit one language at a time. Select the language you are editing, all other dialogs will now edit the language specific fields for that language.
The language specific fields are:
Story Name
Story Description
Chapter Names
Chapter Content text
Objective Text
Objective Strings - specifically Button Name, Target Name, Location, Item Name, etc. - anything that is a string stored in the custom type fields.
Added ability to copy all language specific fields from a specified language to the current language - they won't translate but do act as placeholders until you can translate them
Note, if you don't copy an existing language your chapter names will default to Chapter 1, Chapter 2, etc. (or Chapitre 1, Chapitre 2, etc. in french) numbered by display order - this behaviour is subject to change
Reordered objective detail fields in Chapter Maintenance window to make room for drop down lists for ObjectiveRecordCount.
ObjectiveRecordCount is used to hold the region number when the Type is "Location" and the channel number when the type is "ReceiveChat" or "SendChat".
ObjectiveString is used for the Button Name for type "Button", Target Name for type "Target", Item Name for types "AcquireX" and "Equip" and "Pattern" for types "ReceiveChat" and "SendChat" (not all types are implemented in Reader yet)
Added ChannelName table to strings.lua for translating the chat channel names for the Channel list. FR and DE names are not populated yet so it still defaults to EN names.
Implemented Target capture for current target in Chapter Maintenance, Objective tab.
Implemented Location capture for current location in Chapter Maintenance, Objective tab.
Implemented drop down lists for Channel selection and Region selection in Chapter Maintenance, Objective tab.
Implemented DragDrop for Items in Chapter Maintenance, Objective tab. drop an inventory item over the field when type is AcquireX or Equip and the field will populate with the item name.
Fixed bug in updateObjectiveName that prevented objective name changes from updating Objectives (2) list on the Transitions tab of the Chapter Maintenance window.
Fixed bug with the Chapter Maintenance window not saving size and location.
Added Font selection to lower right corner.
Added simple story validation when saving (blank name, description, missing objective/transitions).
Fixed missing "Story Saved" message after successfully saving a story.
Fixed erroneously hardcoded resource path in PopUpDialog.lua
READER:
Implemented AcquireX objectives.
Implemented DefeatX objectives.
Implemented RecieveChat objectives.
Implemented Location objectives.
Implemented Equip objectives.
Implemented Effect objectives.
Removed Emote objective type from list - for now this can be handled using the ReceiveChat type with Emote Text channel (some emotes also show in Unfiltered but not all, especially with text added)
Removed SendChat objective type from list - for now this can be handled using the ReceiveChat type (the message shows as "[to channel] whatever you said")
Implemented EN/DE/FR support. There are a couple very important notes.
The interface still displays in the game client language (the language used by the LotRO client, selected in the game launcher) but for each story you can choose any of the languages that the author indicated as supported for Text fields.
The game client language MUST be supported for objectives that require matching client generated strings such as AcquireX and DefeatX or they will not advance.
So, if you want to read a story that only supports the FR language, you MUST run the FR client.
If you want to read a story that supports both EN and FR languages, you can run either the EN or FR client and choose to read the text in the language you prefer, EN or FR.
Anthology will warn you if you try to load a story that does not support the current game client language (a future release will add a language column and filtering for the StorySelect dialog).
Added Font selection to lower right corner.
Fixed bug with panel Split not retaining position when reader reloaded.
Implemented Objective Tracker - when the reader is minimized, the objective panel will show seperately.
The Objective Tracker opacity can be set in Settings.
The Objective Tracker can be enabled/disabled in Settings.
If you temporarily close the Objective Tracker (if it is in the way for any reason), just restore the reader from the icon and minimize the reader again.

Beta ver 0.2
Added SettingsQueueCommand to significantly improve reset times
Project renamed to "Anthology"
Fixed bug in common file DropDownList.lua that erroneously set control height when using large fonts leading to the drop down list being cropped.
Fixed bug in common file DropDownList.lua that erroneously prevented existing individual rows in the list from properly resizing when setting font.
Added SettingsQueueCallback to common file Settings.lua to allow queueing a command without any load/save. This allows synchronizing a command for after all currently queued operations complete which is particularly necessar when loading a setting containing an unknown number of keys.
Updated the constructor in common file PopUpDialog.lua to include an optional parameter for Callback. This allows a function to be called by the popup after the user makes a choice, passing the enumerated value of the choice to the callback function. Previously, the calling routine would have to poll the status of the popup which was extremely inefficient.
Implemented MouseMask in all main windows to simulate modal dialogs.
Implemented RefreshLayout in all windows to allow dynamically reflowing the windows to account for font size. Note, there are some restrictions, such as skinnable buttons (Turbine.UI.Lotro.Button) have a maximum width of 256 pixels and a fixed height of 20 pixels.

Beta ver 0.1
blech. yep, BLECH. :P

Known issues:
Other than the portions that are not yet implemented, there has been one unresolved issue with the Storyboard and Chapter Maintenance windows getting out of synch with objective names. The issue only arose once and I still have not had time to replicate it (closing and reopening the windows reset the problem).

Please use at your own risk as this is a Beta

The first time you run it, Anthology will offer to import and run the Tutorial story. I highly recommend that you do (not only because I spent lots of time on the blasted thing, but it does actually cover most of the important aspects). If you opt not to import the Tutorial automatically, you can either import it manually through the Import/Export window under the Import as a Plugin section. Note, if you haven't actually created any stories (or if you delete them all) Anthology will still offer to import and run the Tutorial on the next startup.

I am still targeting an initial release date in time for XMas (barring any horrific bugs cropping up in this Beta).

Note, once ver 1.0 (the official release) is published I will open uploads for addons so you can publish your stories as addons here or publish them separately.
Archive List (Old Versions)
File Name
Version
Size
Author
Date
0.4
5.12 MB
Garan
12-23-2017 11:15 PM
0.3
1.98 MB
Garan
12-09-2017 01:26 PM
0.2
1.96 MB
Garan
11-22-2017 04:57 PM
File Statistics
User Rating:
5 out of 5 with 4 votes
Downloads: 798
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Unread 01-18-2018, 04:44 PM  
Garan
The Undying
 
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Quote:
Originally Posted by Rhongar
2. When using the 'receive effect' objective the selected effect does not seem to save in chapter maintenance. I tried out the cooked food in the tutorial and that worked fine, but when I select the 'You are quite merry' effect you get from drinking beer, the quest does not update when I get it. I tried it with a couple other effects but all with the same result. Maybe I'm just doing something wrong here yet again. (Edit, I found that it only doesn't work if you select the effect from the list, if you type it out it does in fact work)
I was able to replicate this behavior (it was indeed a bug) and it will be fixed in the next release. Thanks for reporting this.
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Unread 01-17-2018, 01:03 PM  
Rhongar
The Wary

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Quote:
The quest advancing prematurely sounds like you accidentally set the "Next Chapter" setting on the Objectives tab for the effect objective to a chapter instead of "Use Transition". The premature advancement is exactly what happens when a multi-part transition is defined on the Transition tab but one or more objectives also have a Next Chapter defined on the Objectives tab. If not, then I can give you an email address to send the story definition to so that I can replicate the situation and determine the root cause.
Ah yeah that was exactly what happened. All working now, much obliged! Still learning haha.
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Unread 01-17-2018, 11:12 AM  
Garan
The Undying
 
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Quote:
Originally Posted by Rhongar
I am using the English client. I am also using a custom UI skin so maybe that could have something to do with it?

I ran into another issue today btw. Alongside the objective to get the 'you are quite merry' effect I had an objective to use /sing. Now in another quest the quest only advanced when both objectives were completed, as it should. But somehow I can't get it to work the same this time. The quest already advances when I just have the effect on me and doesn't wait for a /sing. If I use /sing first though it will wait for the effect.
I made sure I set up the transitions exactly the same as with the working quest (only changing chapters ofc). The working quest featured a 'location' and 'receive chat' objective.
The custom UI skin won't impact Anthology. I haven't had a chance to look into the issue but it is almost certainly a bug in the Effect List code - I was just wondering if it was specific to the FR or DE language specific strings (but since you use EN I have to dig deeper).

The quest advancing prematurely sounds like you accidentally set the "Next Chapter" setting on the Objectives tab for the effect objective to a chapter instead of "Use Transition". The premature advancement is exactly what happens when a multi-part transition is defined on the Transition tab but one or more objectives also have a Next Chapter defined on the Objectives tab. If not, then I can give you an email address to send the story definition to so that I can replicate the situation and determine the root cause.

Last edited by Garan : 01-17-2018 at 11:21 AM.
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Unread 01-17-2018, 09:14 AM  
Rhongar
The Wary

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Quote:
The second issue sounds like a bug in the Effect List and will require some testing. Out of curiosity, which client are you using? EN, FR or DE?
I am using the English client. I am also using a custom UI skin so maybe that could have something to do with it?

I ran into another issue today btw. Alongside the objective to get the 'you are quite merry' effect I had an objective to use /sing. Now in another quest the quest only advanced when both objectives were completed, as it should. But somehow I can't get it to work the same this time. The quest already advances when I just have the effect on me and doesn't wait for a /sing. If I use /sing first though it will wait for the effect.
I made sure I set up the transitions exactly the same as with the working quest (only changing chapters ofc). The working quest featured a 'location' and 'receive chat' objective.
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Unread 01-16-2018, 02:59 PM  
Garan
The Undying
 
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Quote:
Originally Posted by Rhongar
Hey there,

I've been testing the plugin a little bit and first of all I must say what an amazing job have you done so far! Once you realize what you're doing it's quite easy in use and what you can do with it is incredible.

However I did run into two small issues. You may already be aware of these but I wanted to let you know just in case.

1. When using the 'receive chat' objective through the emote channel, my 'quest' would not update when I was targeting an npc (tried it on Lobelia Sackvile-Baggins). As requirement I entered 'You wave to Lobelia Sackville-Baggins.'. But when I targeted her and did /wave nothing happened. I also tried 'Rhongar waves to...' and '@PlayerName waves to...' but neither worked.
I then changed the requirement to 'You wave to everyone.' and that worked perfectly when I did /wave without targeting anyone. Not sure if this is a bug with emoting npc's or if I'm doing something wrong.

2. When using the 'receive effect' objective the selected effect does not seem to save in chapter maintenance. I tried out the cooked food in the tutorial and that worked fine, but when I select the 'You are quite merry' effect you get from drinking beer, the quest does not update when I get it. I tried it with a couple other effects but all with the same result. Maybe I'm just doing something wrong here yet again. (Edit, I found that it only doesn't work if you select the effect from the list, if you type it out it does in fact work)

I'll let you know if I find other issues. Keep up the good work!
Thanks for reporting these. I'm glad you are enjoying it - I look forward to seeing what gets created with it - the next update may be the first non-beta release (unless any really, really ugly bugs manifest between now and then) and should be out in a week or two.

The first issue sounds like a game client discrepancy - either a non-printing character in the message or possibly a different channel used when targeting a character/object (there are multiple emote channels and I don't recall off the top of my head how they differ - I thought it had to do with whether there was player text in the emote command but it's been a while since I played with emotes). Either way, the next update will include a Chat Log which will display both the raw text received as well as the channel and should help eliminate any confusion (except the occasional white space character masquerading as a normal space which can be a royal pain to figure out).

The second issue sounds like a bug in the Effect List and will require some testing. Out of curiosity, which client are you using? EN, FR or DE?

Last edited by Garan : 01-16-2018 at 03:04 PM.
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Unread 01-16-2018, 01:13 PM  
Rhongar
The Wary

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Hey there,

I've been testing the plugin a little bit and first of all I must say what an amazing job have you done so far! Once you realize what you're doing it's quite easy in use and what you can do with it is incredible.

However I did run into two small issues. You may already be aware of these but I wanted to let you know just in case.

1. When using the 'receive chat' objective through the emote channel, my 'quest' would not update when I was targeting an npc (tried it on Lobelia Sackvile-Baggins). As requirement I entered 'You wave to Lobelia Sackville-Baggins.'. But when I targeted her and did /wave nothing happened. I also tried 'Rhongar waves to...' and '@PlayerName waves to...' but neither worked.
I then changed the requirement to 'You wave to everyone.' and that worked perfectly when I did /wave without targeting anyone. Not sure if this is a bug with emoting npc's or if I'm doing something wrong.

2. When using the 'receive effect' objective the selected effect does not seem to save in chapter maintenance. I tried out the cooked food in the tutorial and that worked fine, but when I select the 'You are quite merry' effect you get from drinking beer, the quest does not update when I get it. I tried it with a couple other effects but all with the same result. Maybe I'm just doing something wrong here yet again. (Edit, I found that it only doesn't work if you select the effect from the list, if you type it out it does in fact work)

I'll let you know if I find other issues. Keep up the good work!

Last edited by Rhongar : 01-16-2018 at 01:21 PM.
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Unread 01-07-2018, 12:54 PM  
Garan
The Undying
 
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Beta 0.5 is now available.

This version now includes the ability to display a series of .jpg files as a "Movie". As noted in the plugin description above, the feature is limited due to the size of a .jpg series compared to a .mpg file. To limit the size of the .jpg series, I recommend starting with the shortest duration possible to illustrate the point of the chapter it is used in. Additionally, decreasing the resolution of the .mpg will also significantly reduce the size of the resulting .jpg files.

To create the sample included in the tutorial I hijacked the intro to one of my daughters' YouTube videos, "CatQuest". The intro was about 40 seconds in duration but was recorded in significantly better resolution and quality. Just for giggles, I exported the file as a .jpg series and it played really nicely in the Anthology player - except the zipped version of the files would have been over 100 Meg. So, I started experimenting with shrinking that to a more palatable size. The first thing I did was use an application called "Handbrake" to convert the video to a much smaller resolution, 640x360, and set a lower frame rate, in this case 25 FPS. I then opened the resulting .mpg in QuickTime Pro 7 for Windows and exported it as a .jpg series, setting the quality to Medium. The resulting .jpg series was still a little larger than I wanted, about 16 Meg so I re-exported the series at a lower quality and brought it down to about 10.5 Meg - any lower and the video got really ugly.

Unfortunately, Quicktime Pro 7 for Windows is no longer available - I don't know if the Mac version has the "export as .jpg series" feature but I suspect it does. There are a number of other video processing applications that claim to support this feature, just use Google to search for saving an .mpg as a series of .jpg files.

The only complicated part of the Anthology Movie Maintenance window is the File Pattern. I needed to make the Movie definition as simple as possible so authors have to save their series of .jpg files with names that have a numeric value that increments from 1 to the number of files. The File Pattern simply defines how the numeric portion is defined in the file names. The sample used 1015 files named from CatQuest0001.jpg to CatQuest1015.jpg. Since QuickTime put in the leading zeros in the numeric portion of the file name I used the File Pattern, "CatQuest%04d.jpg" which specifies files with the prefix "CatQuest" followed by a number left padded with zeros up to four place and a suffix of ".jpg". Had the file names not had zeros padding the number such as "CatQuest1.jpg" then the File Pattern would have simply been CatQuest%d.jpg.

Last edited by Garan : 01-07-2018 at 03:02 PM.
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Unread 01-05-2018, 06:06 PM  
Garan
The Undying
 
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Quote:
Originally Posted by Interitus
Yeah, otherwise I would have never figured out what was going on there. Thanks.
Version 0.5 should be out this weekend. While it doesn't include the chat log, it does have a fun new feature...
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Unread 01-05-2018, 12:18 PM  
Interitus
The Indomitable

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Quote:
Thanks for reporting this. I suspect this was due to using the Select Story window in Reader to delete the story you last edited in Author. A similar bug occurs if you use Author to delete the story you were currently reading in Reader and then reload Reader. Both bugs are now fixed (both modules verify that the prior loaded story actually still exists before trying to load it) and will be in the next release.
That must be it. I think I viewed an old version of a story before deleting it to verify that I was deleting the right one, and didn't realize it was still in the reader.

Quote:
I believe I mentioned earlier that you can use the chat log feature from LotRO Alerts to see the raw characters that are in a message
Yeah, otherwise I would have never figured out what was going on there. Thanks.
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Unread 12-26-2017, 09:54 PM  
Garan
The Undying
 
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Quote:
Originally Posted by Interitus
I got this error today.

...Rings Online\Plugins\GaranStuff\Anthology\Author.lua:194 8: attempt to index field '?' (a nil value)

I deselected "Auto Load Last Story", then opened the author section again and opened the story again by using "Edit Existing" and now everything appears to be fine. Even when I turned "Auto Load Last Story" on again.
Thanks for reporting this. I suspect this was due to using the Select Story window in Reader to delete the story you last edited in Author. A similar bug occurs if you use Author to delete the story you were currently reading in Reader and then reload Reader. Both bugs are now fixed (both modules verify that the prior loaded story actually still exists before trying to load it) and will be in the next release.
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Unread 12-26-2017, 09:00 AM  
Garan
The Undying
 
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Quote:
Originally Posted by Interitus
You were right about the parenthesis and dash. I substituted in %(, %), and %-, and they all work. I can't find anything else to work for the character after "Completed:" though. I tried \f, \n, and \r, so I'm not sure what's going on there.

I also found there's an issue with the word "benefit". It requires tags around it. Such as:
applied a <rgb=#FFFF00>benefit</rgb> with

Thanks, and hope you had a merry Christmas.
Anything displayed with color (different from the user defined color for the channel it is in) or any of the links that you can hover over will indeed have hidden markup language tags surrounding them. I believe I mentioned earlier that you can use the chat log feature from LotRO Alerts to see the raw characters that are in a message and that I intend to add a similar feature to Anthology to make detecting message oddities easier.

Last edited by Garan : 12-26-2017 at 09:03 AM.
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Unread 12-26-2017, 03:39 AM  
Interitus
The Indomitable

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Quote:
Generally, you want to be as specific with patterns as possible to avoid false matches. Wildcards are generally best reserved for portions of a string that are either subject to change or unknown ahead of time. To that end, the percent character, %, is often used to escape any known special characters in patterns (the '-', '(' and ')' all have special purposes in Lua patterns). While you could specify \n for the line feed, one space character is not likely to cause a false positive so the generic 'space' pattern can be used there. So, a precise pattern would be:
Completed:\nWolf%-slayer %(Advanced%)
or for a close approximation:
Completed:%sWolf%-slayer %(Advanced%)
In the case of something as non-critical as a story for Anthology pretty much any pattern that matches is good enough since any false matches won't break anything critical (a story will just advance prematurely). But it's still good to know how to make a more precise pattern for those cases where distinctions matter.
You were right about the parenthesis and dash. I substituted in %(, %), and %-, and they all work. I can't find anything else to work for the character after "Completed:" though. I tried \f, \n, and \r, so I'm not sure what's going on there.

I also found there's an issue with the word "benefit". It requires tags around it. Such as:
applied a <rgb=#FFFF00>benefit</rgb> with

Thanks, and hope you had a merry Christmas.
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Unread 12-25-2017, 03:58 AM  
Interitus
The Indomitable

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I got this error today.

...Rings Online\Plugins\GaranStuff\Anthology\Author.lua:194 8: attempt to index field '?' (a nil value)

I deselected "Auto Load Last Story", then opened the author section again and opened the story again by using "Edit Existing" and now everything appears to be fine. Even when I turned "Auto Load Last Story" on again.
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Unread 12-25-2017, 02:40 AM  
Garan
The Undying
 
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Quote:
Originally Posted by Interitus
2) Dashes have to be replaced with %p
3) Parenthesis have to be replaced with %p
Generally, you want to be as specific with patterns as possible to avoid false matches. Wildcards are generally best reserved for portions of a string that are either subject to change or unknown ahead of time. To that end, the percent character, %, is often used to escape any known special characters in patterns (the '-', '(' and ')' all have special purposes in Lua patterns). While you could specify \n for the line feed, one space character is not likely to cause a false positive so the generic 'space' pattern can be used there. So, a precise pattern would be:
Completed:\nWolf%-slayer %(Advanced%)
or for a close approximation:
Completed:%sWolf%-slayer %(Advanced%)
In the case of something as non-critical as a story for Anthology pretty much any pattern that matches is good enough since any false matches won't break anything critical (a story will just advance prematurely). But it's still good to know how to make a more precise pattern for those cases where distinctions matter.

An example of when you might want to use a wild card would be an objective that simply requires the user to defeat any opponent. Since we don't care about the exact opponent, we would substitute '.*' for the portion of the pattern that matches the opponent. Punctuation wildcards like %p are a little harder to justify, but I'm sure there is some example out there where we wouldn't know the specific punctuation in use but would still want to match the message.

Glad to see you are still experimenting. I hope you continue to enjoy Anthology and I look forward to seeing what you come up with for stories.

Last edited by Garan : 12-25-2017 at 02:50 AM.
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Unread 12-24-2017, 11:15 PM  
Interitus
The Indomitable

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So far these are the things I've picked up on regarding receive chat.
1) There's a space character (%s) after "Completed:"
2) Dashes have to be replaced with %p
3) Parenthesis have to be replaced with %p

For example for this in quest chat:
Completed:
Wolf-slayer (Advanced)

A messages that would work could be any of the following:
Completed:%sWolf%pslayer %pAdvanced%p
Completed:.Wolf.slayer .Advanced.
Completed:.*Wolf.*slayer.*Advanced.*
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