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/notify

Posted: Sun Mar 21, 2004 9:25 pm
by draco
I did RTFM.

/notify window control|0 notification [data]
/notify is used to interact with UI windows directly instead of using the mouse. /notify cannot be used to interact with objects.
Currently notification can be: leftmouse, leftmouseup, leftmousehold, rightmouse, enter, close, newvalue, mouseover,
or history. The use of data will usually not be necessary unless you are notifying a slider control.
Entering "0" for control would send the message to the window itself (used for "close" at least, possibly others). See /windows.


/notify hotbuttonwnd HB_Button1 leftmouse Activates the first hotkey
/notify somewindow SomeSlider newvalue 100 Moves the referenced slider in the window to 100
/notify trackingwnd 0 close Closes the tracking window
I tried to replace

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/click left corpse @LootSlot
with

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/notify lootwnd LW_LootSlot@LootSlot leftmouseup
In a loot loop where @LootSlot goes from 0 to 9, as the loot slots are labelled in the EQUI_lootWnd.xml file.

I also tried to replace

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/click left destroy
With

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/notify Inventory IW_Destroy leftmouseup
and

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 /notify Inventory IW_Destroy leftmouse
none of which worked can anyone give me a clue?

Posted: Sun Mar 21, 2004 10:37 pm
by FreQuency
I think /notify is currently broken was running in to some problems earlier give it time it may be fixed soon

Posted: Sun Mar 21, 2004 11:16 pm
by Lax
No, /notify works perfectly fine. However, you're trying to use it on inventory slots. Inventory slots require you use /itemnotify. /itemnotify is currently "broken" for some (works fine for me and those I compile for, no modifications from CVS and compiling in VS.NET 2002), but should be fixed when I finish some updates

Posted: Mon Mar 22, 2004 2:05 am
by draco
OK, waiting patiently

Posted: Tue Apr 20, 2004 4:06 am
by draco
Ok, Trying to close the Loot Window.

Tried...

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/notify LootWnd 0 close
and

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/notify LootWnd DoneButton leftmouseup
and

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/notify LootWnd LW_DoneButton leftmouseup

Neither would close it.

What am I missing? I assumed the control parameter used ScreenId as listed in the UI file, but tried the item label. Since in the exapmles I have seen the Item label and the ScreenId where the same but in LootWnd they are different.

Also, even though in the EQUI_LootWnd.xml file there is a LootInvWnd as a child that contains the slots. It doesn't state in the manual that /itemnotify supports those slots or is going to in the future.

Posted: Tue Apr 20, 2004 10:47 am
by Lax
Who says the manual is right?

/itemnotify loot1 leftmouseup
/itemnotify loot2 leftmouseup
/itemnotify loot3 leftmouseup
/itemnotify loot31 leftmouseup

/notify LootWnd DoneButton leftmouseup

You need to use the ScreenID, because that's the part that doesnt change between any UI. You're using the "button item" name instead:

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<Button item="LW_DoneButton">
  <ScreenID>DoneButton</ScreenID>
...
<Pieces>LW_DoneButton</Pieces>  
enjoy.

Posted: Tue Apr 20, 2004 8:22 pm
by LordGiddion
Hey Lax,
I've checked the manual on the site and in the readme.html that's packed in the zip. In all the places where the manual lists /itemnotify there is no mention of Loot slots.

Posted: Tue Apr 20, 2004 9:12 pm
by Lax
I know, I've talked to wassup about /notify and /itemnotify and some other stuff and the manual will get updated.

Posted: Wed Apr 21, 2004 8:08 am
by Catt
Might replace

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/click left destroy 
with

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/destroy