LoTRO Lua noob's wish list
I may be missing things but have searched:
|
Quote:
- i dont think turbine would ever open the draw functions of the engine or dx draw to script . - events serve as intended from what i have seen. morale changed as you used for an example, is useful to you as a programmer to not have to write a check on morale value every half a sec etc. thats why its there. just store values in a class , global var etc then do your functions from there. extra info would always be nice but isnt needed. - you can get info and party list as of roi, there is a thread here showing how to use this new api function. - send packet just wont ever happen it opens up to many exploit possibilities,but sending a single whisper to a player to share locations would be nice ( kindof like wow has) - player location would be nice for the local player , but opening the door to let plugins to get location in game x,y of mobs and other players would open the door to a much easier way of botting which no mmo wants to do. ---------------------- with that said, the main thing i think most lua ui programmers would like access to is the target info. one thing i would agree on that i would like to see is local player location and quest list, even if its a general list we could grab and parse info ourselves. same with craft recipes that the player has. so my list as far as what i would like to see added would be, target info ability to send a whisper / message to a player on your friends list to share addon info player loc |
Quote:
For instance, want to set a background color, and blendmode easily? create a function that takes an object, a blend mode and a color (if you really want to get fancy, make it take a hex string) - and have it apply that blend mode/color to it. Want a special event that returns more information? Use a "middle-man" function that bridges the gap between the basic event handler, and what you want it to do. Remember, there's nothing magic about event handler's - they're just ordinary functions that get called by the class when something happens. Finally, #5 is so easy to pull off, using your own function with the Lua API that there's no reason to add it to the API in the first place. If you want a list of all the players in your fellowship, make your own function that calls GetName() on each of the fellowship members, and adds it to a table. Don't get me wrong, the majority of your list is stuff that I'd not only like to see, but also stuff that requires Turbine to provide API support for. However, it's important to recognize the difference, and not just wait around for a "magic" function in the API to handle something that's more than possible already. Although updates to the API have been slow and inconsistent, I do have to give Turbine credit for delivering the API out of the gate with a strong foundation. Quote:
Quote:
The trouble with allowing direct chat access to plugins (i.e. sending whispers/chat) is that it would open the door for plenty of abuse. While they certainly could put limitations on it - remember that they attempted to do the same thing with saving/loading PluginData - which is easily exploitable with the pluginManager class. While it would be nice to send macro commands, I'd draw the line at actually sending chat. Quote:
Beyond that, finding the target wouldn't even be the most complicated part of making a bot for this game. Since it uses DirectInput instead of more traditional control methods, DirectX communicates directly with the Mouse/Keyboard driver - summarily ignoring any attempts to send keycodes to it - whether it be from a custom made application, or something like AutoHotKey. In other words, in order for such a bot to even work, someone would have to create a custom keyboard driver that would allow keycodes to be passed to it, as opposed to getting them from an actual physical keyboard. Such information would be necessary to display fellowship/player/tracked targets on the mini-map, which would be an acceptable limitation on such a function. |
Thanks and more desires
Thank you everyone for replying. I have my morale watcher with varying alpha working fine now and showing deepening and enlarging alarms when death approaches :-)
Now I want to pop up a pot, jewel, or skill to mitigate the morale drop. To do so, I need not just the class of the item, but also its effects (+n dimension1) and current cooldown state. As far as I can tell, the system requires me to hardcode the name of each possibly useful item and seeing if the user has it rather than scanning the user's items and picking the one that gives max morale or in-combat morale generation. I also don't see anyway to find out whether the item's currently in cooldown. Did I miss something? Also, how do I scan the user's clothing & skills programmatically? I don't see an analog to GetBackpack() |
Quote:
You can access the equipped items through localPlayer:GetEquipment(). Unfortunately, we are limited as to what we can do with equipped items, for instance you can't programmatically equip an item (although you can programmatically un-equip an item, see the Unequipper plugin). |
GetEquipment
Is this new? I can't find it in any of the documentation (e.g., http://www.lotrointerface.com/wiki/LocalPlayer)
|
Quote:
There are also a few useful but undocumented methods that are covered in my thread on the Turbine forums: http://forums.lotro.com/showthread.p...gins-for-Noobs |
Right now, I'd be happy if everything worked the way it should.
|
Quote:
|
All times are GMT -5. The time now is 02:05 AM. |
vBulletin® - Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
© MMOUI