Addon: Weapon Quickswap

Black Templars
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  • Qualität des Beitrags: 0 Sterne
  • Beteiligte Poster: Anonymous
  • Forum: Black Templars
  • aus dem Unterforum: Der Krieger
  • Antworten: 1
  • Forum gestartet am: Samstag 13.05.2006
  • Sprache: deutsch
  • Link zum Originaltopic: Addon: Weapon Quickswap
  • Letzte Antwort: vor 17 Jahren, 10 Monaten, 22 Tagen, 17 Stunden, 50 Minuten
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    Re: Addon: Weapon Quickswap

    Anonymous - 04.06.2006, 12:39

    Addon: Weapon Quickswap
    --------------------------------------------------------------------------------

    http://www.curse-gaming.com/mod.php?addid=110

    Description :
    ===========
    Description
    ===========
    This Add-on adds two functions to the scripting namespace called:
    WeaponSwap(...);
    MageWeaponSwap(...);

    The arguments are pairs of weapons to be held in the main hand and off hand respectively. For example, if you want to put a "Sword of the Black Knight" in your main, and a "Johnsonville Brat" in the off-hand, that is:
    /script WeaponSwap("Sword of the Black Knight",
    "Johnsonville Brat");

    But you're thinking. "Bry, I could already do that pretty easily." The fun is that you can specify a second set of equipment to be swapped in if the first is already in place. This macro would switch between just holding a "Sharpened Letter Opener" in the main hand (nothing off-hand) and two "Mace of Ultimate Whompitude" in each hand.
    /script WeaponSwap("Sharpened Letter Opener", "",
    "Mace of Ultimate Whompitude", "Mace of Ultimate Whompitude");

    If you do not wish to change whatever is in that a slot, a wildcard character "*" can be used.
    /script WeaponSwap("Sword", "Dagger1", "Dagger2", "*");
    Leaves Dagger1 in offhand when switching to set 2. Note that you can get yourself in trouble if you use too many wildcards:
    /script WeaponSwap("*", "Dagger1", "Sword", "*");
    That probsbly won't do anything once the Sword is in the main and the dagger is in the offhand. Think your wildcard usage through.

    Note: As as design decision, the names are CASE SENSITIVE.
    "Misspelled Swoard" and "misspelled swoard" are not the same. Type it exactly as it appears in your inventory. I did it this way to avoid lowercasing a bunch of immutable strings every time you want to switch.

    Interesting facts about this script:
    -- Slot lock events are used to detect when it is safe to move a weapon. Prevents hang ups found in other scripts and Add-ons.
    -- Uses LinkText to detect item names rather that creating a GameToolTip descendant. More efficient? Hells yeah.

    More examples
    ---- --------
    Just a 2h:
    /script WeaponSwap("2h");

    2h to 1h/shield:
    /script WeaponSwap("2h", "", "1h", "shield");

    To swap dual wield hands:
    /script WeaponSwap("Hammer", "Dagger", "Dagger", "Hammer");

    2h to DW:
    /script WeaponSwap("2h", "", "Weap1", "Weap2");

    DW to Backstab/Ambush
    /script WeaponSwap("Weap1", "Weap2", "Dagger", "fish");

    Switch between 3 sets of weapons (ss/dw/2h):
    /script WeaponSwap("shortsword", "shield", "shortsword", "knife", "2h Hammer");

    Staff and Wand to Staff and another Wand:
    /script MageWeaponSwap("Smackem Staff", "Wand of the Fleeting",
    "Smackem Staff", "Tinkerbell's Fairy Wand");

    Drunk to Billigerent:
    /script WeaponSwap("Tankard of Ale", "Tankard of Ale",
    "Mace of Antioch", "Sword of Barroom Brawl");

    ===
    FAQ
    ===
    Q1. How do I make a macro to switch to a dagger in my main hand, backstab, then put my weapons back?
    A. Short Answer: you cannot.
    Long Answer: Switching weapons is not what we call a "synchronous" event. When you say WeaponSwap() it *requests* that the weapons swap and returns to your macro. The actual weapons get in your hands at some point P in the future. Can such a macro be written? Quite easily. Why don't I write it? (sarcasm) Let me get right on that, and while I'm at it, why don't I make it find a mob and attack it for you, autoloot it, then head back to town and cyber your girlfriend too?
    Changes :
    19 - Added support for "*" which indicates to leave whatever is in that hand there
    18 - Changes to support A,"" -> "",B where A is a 2h.
    - When switching A,B -> C,"" will always try to put B in the place it took
    it out of.
    17 - Changes to better support StanceSets addon.
    16 - Fix for people with "bad argument #1 to 'find'(string expected got nil)."
    15 - Can now pass just one item to WeaponSwap (assumed main hand).
    Can specify as many sets as you want
    14 - Interface version 4150
    13 - Should no longer try to stuff weapons in a quiver / ammo pouch
    12 - Fix for A,B -> C,A where B is offhand only
    11 - Now searches only hand inventory and starts from the back of bags
    working toward bag 0. 0.00001s speed increase.
    10 - Added MageWeaponSwap(...)
    9 - Renamed to WeaponSwap(...)
    8 - Support for switching X,Y <-> Y,Z
    7 - Now fills bags from the rear, for more predictable storage
    placement.
    6 - Fix for people switching X,Y -> Y,Y
    5 - Support for filling hands with 2 of the same named weapon
    4 - Fix for people switching 2h -> Dual Wield
    3 - Order of operations ambiguity on finding empty bag slot resolved.
    2 - Weapons coming out of slots will now also go to bags, not just the
    backpack.
    - Prints a message if there isn't enough free bagspace to complete
    the swap.
    - Disabled unused event hooks.
    - Removed /rl slash command for reloading ui.
    1 - Initial release



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