A forum for the general posts relating to MacroQuest. *DEPRECATED: This forum is no longer in public use, but remains here for your reading pleasure. Enjoy
Moderator: MacroQuest Developers
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Plazmic
- The One

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- Joined: Fri Jun 14, 2002 12:31 am
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by Plazmic » Tue Sep 03, 2002 4:37 pm
Just want to post my random thoughts for MQ from today/lastnight...
These are kind of a "to do" list... ideas on implementation of requests... pseudo-code thoughts...
Code: Select all
Fix l# handling in /next
Add $spell(xxx,<id|mana|cast|recover|recast|range>)
Find if spell is being refreshed.
Add !~ (does not contain)
Reading/writing files:
MacroQuest.ini
FileAccess=none|read|readwrite
/fopen f# <mq|macros|logs|eq> <filename> <read|write|append>
/fclose f#
/fread f#
/fwrite f# <text>
Last read/write can be accessed by $f#
All will set $getlasterror to ERROR_NOACCESS if denied.
Extending MQ:
Macroquest.ini:
[DLLs]
Name=something.dll
LoadLibrary on it
Get address of “MQ_AddHandler_Command”
Get address of “MQ_AddHandler_Variable”
PADDHANDLER_COMMAND MQ_AddHandler_Command(HMODULE hMQ, LPVOID *Offsets):
typedef struct _ADDHANDLER_ COMMAND {
struct _ADDHANDLER_ COMMAND *pNext;
CHAR szCmd[MAX_STRING];
fEQCommand *fHandler; // Void fHandler(PSPAWNINFO, PCHAR);
} ADDHANDLER_COMMAND, *PADDHANDLER_ COMMAND;
Extend InsertCommands() to use PADDHANDLER_ COMMAND
New format for our commands:
typedef struct _MQCMDS {
struct _MQCMDS *pNext;
CHAR *Command;
fEQCommand *EQFunction;
fEQCommand *MQFunction;
} MQCMDS, *PMQCMDS;
PADDHANDLER_VARIABLE MQ_AddHandler_Variable(HMODULE hMQ, LPVOID *Offsets):
Typedef PCHAR *_VARIABLEFUNC(PCHAR);
typedef struct _ADDHANDLER_VARIABLE {
struct _ADDHANDLER_VARIABLE *pNext;
CHAR szVar[MAX_STRING];
_VARIABLEFUNC *fHandler;
} ADDHANDLER_VARIABLE, *PADDHANDLER_VARIABLE;
Rewrite ParseMacroParameters() to use PADDHANDLER_VARIABLE
#define OFFSET_CHARINFO 0;
#define OFFSET_SPAWNLIST 1;
#define OFFSET_COMMANDLIST 2;
#define COUNT_OFFSETS 3;
LPVOID _OFFSETS[] = {
(LPVOID)EQADDR_CHARINFO,
(LPVOID)EQADDR_SPAWNLIST,
(LPVOID)EQADDR_COMMANDLIST,
0
};
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L124RD
- Site Admin

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by L124RD » Tue Sep 03, 2002 8:51 pm
Salutations,
um... great? stacking is in there... right?
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Imperfect
- Macro Author

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by Imperfect » Tue Sep 03, 2002 10:02 pm
Its on his plate trust me

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Amadeus
- The Maestro

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by Amadeus » Tue Sep 03, 2002 10:48 pm
I hate to whine...but I really, really, really, really, really, really want MacroQuest to work with the new UI
Pretty Please....with sugar on top.... :)
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L124RD
- Site Admin

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by L124RD » Tue Sep 03, 2002 10:55 pm
Salutations,
bribe me and i'll learn how to do the advanced type of c++ he's doing and i'll do it... in the mean time i have a pretty little dice program...
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Imperfect
- Macro Author

- Posts: 319
- Joined: Fri Jun 14, 2002 1:52 am
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by Imperfect » Tue Sep 03, 2002 11:19 pm
Actually there is not that many C++ functions. NewUI is tough because it does several things differently so it requires quite a bit of disassembly...
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Amadeus
- The Maestro

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by Amadeus » Wed Sep 04, 2002 2:31 am
Do we think it's going to be possible? (The new UI, that is)
...I mean, my interpretation of the UI's was that whenever they feel comfortable with the new UI as far as bugs go (and you know VI's tolerance of bugs), the old UI is outta here...
I just think that the future of being able to even use the old UI is limited.
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elkcit
- a lesser mummy

- Posts: 34
- Joined: Sat Aug 31, 2002 3:20 pm
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by elkcit » Wed Sep 04, 2002 3:07 pm
actually the newUI isn't so hard to deal with logically... at least as far as where screen elements are
since location info for every element is defined by a combination of the XML file and the UI_char_server.ini file info in order to know where something is, you need only parse those files after startup based upon the char name and what skin that char is using.
not sure how the display is different otherwise from the old full screen mode...
just my 2 coppers (been working on newUI tradeskill script under xylobot and just figured out how to locate things, thought it might help to offer the insight)
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rizwank
- Huggle Police

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by rizwank » Wed Sep 04, 2002 4:17 pm
xylo rocks.
I like MQ much better but Xylo offers a lot of abilities i didnt see before MQ, and Xylo is cross-game ..
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Imperfect
- Macro Author

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by Imperfect » Wed Sep 04, 2002 5:50 pm
Lol! MQ was developed partially because Xylobot was so limited...
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elkcit
- a lesser mummy

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- Joined: Sat Aug 31, 2002 3:20 pm
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by elkcit » Wed Sep 04, 2002 6:51 pm
i use same name to post on xylo boards.
done a few scripts
tried MQ out over weekend, like it a lot... especially for tradeskills... still gonna try to finish my xylobot trade script but MQ is sooo much better for that lol... just kinda bummed that everyone keeps saying it doesn't work for the new ui.... thats why i offered the comments above
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Imperfect
- Macro Author

- Posts: 319
- Joined: Fri Jun 14, 2002 1:52 am
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by Imperfect » Wed Sep 04, 2002 7:48 pm
And your comments are valid. MQ is tougher because it is more tightly intergrated with the client