ISXEQ2 -- EverQuest 2 Extension

A general discussion for EverQuest2.

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Amadeus
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ISXEQ2 -- EverQuest 2 Extension

Post by Amadeus » Sun May 08, 2005 5:22 pm

http://www.isxgames.com/forums/forumdisplay.php?f=1


THIS thread is *very* old. Please visit the forums above for up-to-date information. ISXEQ2 is fully featured and is always available.
Last edited by Amadeus on Fri Mar 17, 2006 3:41 pm, edited 2 times in total.

Lax
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Post by Lax » Mon May 09, 2005 7:34 pm

Amadeus is keeping this ISXEQ2 closed source, so helping him internally is irrelevant and shouldnt be part of the equation (even though you couldnt even if it was open, from your own statements).

I do suggest waiting a little while longer if you want to jump on board for macroing -- it does need to be developed a bit before you'll be able to do everything you want.
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A_Druid_00
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Post by A_Druid_00 » Tue May 10, 2005 10:01 am

Thank god. I'll be happy to give you guys my money once all the basic TLOs are mapped out and documented. I look forward to making the EQ2 version of RD!
[quote]<DigitalMocking> man, A_Druid_00 really does love those long ass if statements
<dont_know_at_all> i don't use his macro because i'm frightened of it[/quote]
[quote][12:45] <dont_know_at_all> never use a macro when you can really fuck up things with a plugin[/quote]

Amadeus
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Post by Amadeus » Thu May 12, 2005 1:12 am

By the way, lots of cool features coming soon! I got bogged down searching for some of the more hard-to-find data shit; however, I have the code almost ready for stuff like /target, /cast, etc...

Should be fun! :)

Code: Select all

9 May 2005 -- By Amadeus
* Removed the commands EQ2MouseTo and EQ2GetMousePos (I thought that there was a problem with the EQ2 coordinate system, but it turns out I was wrong and that the built in Innerspace command "mouseto" and ${Mouse.X}, ${Mouse.Y} work fine)

* Renamed ${Me.Avoidance} to ${Me.OverallAvoidance}   The reasoning for this will become clear once you see all the new members added to the Me datatype.   (OverallAvoidance% is a combination of Avoidance, Parry, Deflection, and Block.  I have no idea why SOE couldn't think of another word to use for their 'overall' avoidance figure.)
  
* Added the following (see ISXEQ2Readme.txt for more details):
    - ${Target.Health}  (0-100%)
    - ${Target.Power)   (0-100%)
    - ${Target.Level}  
    - ${Target.ID}
  
* Added the following (see ISXEQ2Readme.txt for more details):   
    - ${Me.CombatExpEnabled}
    - ${Me.Exp}
    - ${Me.ExpDebt}
    - ${Me.TSExp}
    - ${Me.TSExpDebt}  
    - ${Me.Vitality}
    - ${Me.TSVitality}
    - ${Me.MentoringXPAdj}
    - ${Me.BaseOverallAvoidance}   [see changes above for OverallAvoidance explanation]
    - ${Me.Avoidance}
    - ${Me.BaseAvoidance}
    - ${Me.Parry}
    - ${Me.BaseParry}
    - ${Me.Deflection}
    - ${Me.BaseDeflection}
    - ${Me.Block}
    - ${Me.BaseBlock}
    - ${Me.Breath}  
   (Note:  Remember, if you want to send any text to the EQ2 'real' chat box, simply use the 'eq2echo' command.) 
   
*  Fixed "Y" and "Z" values to be correct.  (In EQ2, /loc returns X,Y,Z)

Amadeus
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Post by Amadeus » Thu May 12, 2005 4:22 am


Amadeus
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Post by Amadeus » Thu May 12, 2005 7:46 pm

12 May 2005 -- By Amadeus
* The ISXEQ2 Documentation is now on a Wiki! You can find
it at http://www.ismods.com/wiki/index.php/ISXEQ2
* Added the following:
- ${Me.LifetimeGuildStatus}
- ${Me.PetHealth}
- ${Me.PetPower}
* (Note: The PetHealth and PetPower data members still need testing as I do not have a pet class character available at the present time.)
Patch Notes (ie, Change Log File) can be found at: http://www.ismods.com/wiki/index.php/ISXEQ2_Patch_Notes

Users are encouraged to 'watch' this page for update information.

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Post by Amadeus » Fri May 13, 2005 4:38 pm

13 May 2005 -- By Amadeus
* Added 'doability' command (works for spells and abilities)

- (Syntax and usage information at
http://www.ismods.com/wiki/index.php/IS ... command%29 )


* Added 'activate' command (works for equipped items)

- (Syntax and usage information at
http://www.ismods.com/wiki/index.php/IS ... command%29 )

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Post by Amadeus » Thu May 19, 2005 5:38 am

This is being released VERY early in the morning on 5-19. So, if there is a big patch later this morning, it may be broken until I get a chance to update offsets ....enjoy the new /where command and spawn datatypes!

Also, I update the wiki EVERY time before I patch, so the documentation there should be pretty well up-to-date all the time.
19 May 2005 -- By Amadeus
* Added the command '/where'. It's ISXEQ2's version of a 'superwho'
command. Let me know if you have any suggestions or comments on this.
- See http://www.ismods.com/wiki/index.php/IS ... command%29
for syntax and oodles of good information on this.

* Added the following to the 'character' datatype
- CountMaintained (ex: ${Me.CountMaintained})
- CountEffects
- Heading

* Removed the 'target' datatype and renamed it the 'spawn' datatype.
(The 'target' TLO now uses the 'spawn' datatype)

* Added the following to the 'spawn' datatype
- Name (ex: ${Target.Name})
- EffectiveLevel
- X
- Y
- Z
- Heading
- HeadingTo
- Race
- Class
- Gender

* Removed the command 'doability'. It seems that there is a much
easier way of doing this (ie: EQ2Execute /useability "Dark Distortion")
So, just use the in-game /useability command instead.

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Post by Amadeus » Thu May 19, 2005 10:09 pm

19 May 2005 -- By Amadeus (version B)
* Fixed the target TLO so that it won't crash you if you try
using it without a target selected.

* Fixed the spawn datatype, 'HeadingTo'

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Post by Amadeus » Tue May 24, 2005 11:06 am

24 May 2005 -- By Amadeus
* Fixed Me.PetPower and Me.PetHealth. Those should have
been returning float values instead of integer values.
* Fixed Me.Exp and other Exp related datatypes that were
returning 1/10th of their proper value.
* Fixed ISXEQ2 to work with the 5/24 version of EQ2

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Post by Amadeus » Thu May 26, 2005 3:29 pm

26 May 2005 -- By Amadeus
* Updated to work with the 5/26 version of EQ2

Amadeus
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Post by Amadeus » Fri May 27, 2005 11:59 am

Code: Select all

27 May 2005 -- By Amadeus
* Added command:  target <type>
                  target <ID#>
                  target <name>

- Examples: /target resource
            /target lightbringer
            
- See Also: 
    http://www.ismods.com/wiki/index.php/ISXEQ2:target_%28command%29
--------------------------------                       
* Added command:  face 
                  face <Name>
                  face <Heading>
- Note:  Using /face alone faces your current target.
- Note:  This command currently only works in 1st person view.
- Note:  This command currently only works in the X and Z planes.
         (ie, you won't face up or down)
- Examples: /face ore
            /face 180
            				              
- See Also: 
    http://www.ismods.com/wiki/index.php/ISXEQ2:face_%28command%29

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Post by Amadeus » Fri May 27, 2005 10:45 pm

Code: Select all

27 May 2005 -- By Amadeus (version b)
* Added: ${Me.maintained[#].<buff datatype member>}
* Added: ${Me.maintained[name].<buff datatype member>}
* Added: ${Me.effect[#].<buff datatype member>}
* Added: ${Me.effect[name].<buff datatype member>}
* Added a new datatype:  buff -- which include:
  - ID (maintained spells only)
  - Name (maintained spells only)
  - Index (maintained spells only)
  - ConcentrationCost (maintained spells only)
  - Beneficial (maintained spells only)
  - Cancellable (effects only)
  - Level (both effects and maintained spells)
* Fixed "/target <name>" and "/face <name>" so that they
  match the closest entity by distance.
* Fixed "/where" so that corpses won't crash it :)
* Changed "/face <name>" so that you will not face corpses.
  You can still face a corpse by targetting it first.
* Added functionality to face command:  "/face <X> <Z>"

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Post by Amadeus » Fri Jun 03, 2005 12:50 pm

Code: Select all

3 June 2005 -- By Amadeus
* New Command: Announce <Text> [options]
- This command allows you to send those cool 'on screen' announcements
  to your client (including different colored text).
- For a detailed explanation and syntax, go to:
  http://www.ismods.com/wiki/index.php/ISXEQ2:announce_%28command%29


1 June 2005 -- By Amadeus
* InnerSpace triggers are in (events).  It should catch anything
  that comes across the screen including on-screen 'announcements'
  as well as all incoming 'chat'.  You can see an example of how this
  works at:
  http://www.lavishsoft.com/wiki/index.php/LavishScript:Designing_Scripts#Event_Processing

* Removed the Me.Effect[name] -- it wasn't supposed to be in there
  in the first place.

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Post by Amadeus » Sat Jun 04, 2005 4:48 pm

Code: Select all

4 June 2005 -- By Amadeus
* Fixed ISXEQ2 to work with the June 4 edition of EQ2
* Added ${Me.Zoning}  -- return TRUE if zoning, FALSE otherwise
* Added ${Me.InGameWorld} -- return TRUE if actually in the game world
* Added ${Me.AtCharSelect} -- returns TRUE if you're at the char select
* Added a 'Zone' Datatype and TLO
  - ${Zone.Name}
  - ${Zone.ShortName}
  - ${Zone.ID}   (Need testing on this, not 100% sure it's correct)
* Added an 'EQ2' Datatype and TLO
  - ${EQ2.ServerName}   (currently only works while in the game proper)
* Slight tweak to the face command that should make it more efficient.
  Let me know if there are any problems with it.