Difference between revisions of "SendClientMessage"
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m (Protected "SendClientMessage" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))) |
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== General Hint == | == General Hint == | ||
− | Sending Client messages Right after start might fail | + | Sending Client messages Right after start might fail due to a race condition where the client is not yet fully ready. |
− | + | Delay your messages in initialization code to be safe !!! (Especially: RunSpeed and ChatChannel Updates) | |
− | |||
− | Delay your messages in initialization code to be safe !!! | ||
− | |||
== Known Messages == | == Known Messages == | ||
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=== CATEGORY: Casting === | === CATEGORY: Casting === | ||
+ | (Still waiting | ||
Message Name: "StartCasting" | Message Name: "StartCasting" | ||
Example: player:SendClientMessage("StartCasting", castTime) | Example: player:SendClientMessage("StartCasting", castTime) | ||
− | Description: | + | Description: Gives you a targeting cursor for the given duration, with a clock like animation showing time running out. |
Message Data: <double>castTime | Message Data: <double>castTime | ||
+ | Callback Event: None - this is just for visuals / eye candy | ||
Message Name: "CancelSpellCast" | Message Name: "CancelSpellCast" | ||
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Example: player:SendClientMessage("") | Example: player:SendClientMessage("") | ||
Description: Set Custom Keybinds for ServerActions | Description: Set Custom Keybinds for ServerActions | ||
− | Message Data: | + | Message Data: <string>"eventId,key,displayName" |
− | Allowed Ids: "CustomAction1", ... "CustomAction5" | + | Callback event: RegisterEventHandler(EventType.ClientUserCommand, "customAction1", function() print("Event Fired !")end ) |
+ | Note (!!!): For some reason no one really understands, the eventId in the Callback event is written in lower camelCase, | ||
+ | like "customAction1", while the eventId in the message is written in Upper CamelCase, like "CustomAction1" | ||
+ | Allowed Ids(A): "CustomAction1", ... "CustomAction5" (in the Message) | ||
+ | Allowed Ids(B): "customAction1", ... "customAction5" (in the EventHandler) | ||
Allowed Key: See Client Settings ( e.g.: "M", "F1", etc ..) | Allowed Key: See Client Settings ( e.g.: "M", "F1", etc ..) | ||
Latest revision as of 17:10, 16 October 2018
Contents
- 1 SendClientMessage
- 2 General Hint
- 3 Known Messages
- 3.1 CATEGORY: Action Slots
- 3.2 CATEGORY: Casting
- 3.3 CATEGORY: Player Chat
- 3.4 CATEGORY: Targeting and Combat
- 3.5 CATEGORY: Object Manipulation / Transform
- 3.6 CATEGORY: Skills
- 3.7 CATEGORY: Button Bar
- 3.8 CATEGORY: Window Positions
- 3.9 CATEGORY: Mobile Overhead Conflict Icons
- 3.10 CATEGORY: Group Member Health bar Display
- 3.11 CATEGORY: OTHER
- 3.12 CATEGORY: Deprecated / Disabled
SendClientMessage
(Client 0.8.1) function: SendClientMessage(...)
Description: Send a message directly to the attached user. Refer to the client documentation for messages the client supports. See Modder's Handbook for all Client Messages Params: (string) Message name (object) Message data Returns: (boolean) True if it works, false if not.
General Hint
Sending Client messages Right after start might fail due to a race condition where the client is not yet fully ready. Delay your messages in initialization code to be safe !!! (Especially: RunSpeed and ChatChannel Updates)
Known Messages
CATEGORY: Action Slots
Message Name: "ActivateCooldown" Example: player:SendClientMessage("ActivateCooldown", { "CombatAbility", "Secondary", cooldown.TotalSeconds } ) Below: sets a cooldown of 15 seconds on all Custom Command Actions that do "dostring" player:SendClientMessage("ActivateCooldown", {"CustomCommand", "dostring", 15}) Description: Activates a cooldown timer on an Action Slot. This is just a visual effect, which doesn't stop the action from executing. Checking that would be done on the server side in Lua script. Message Data: { <string>actionType, <string>actionID, <number>cooldownDurationSecs}
Message Name: "SetActionActivated" Example: player:SendClientMessage("SetActionActivated", {"CombatAbility", "Primary", true}) -- makes the Primary Combat Ability flash Description: Works only for the Action Frame Types: "SquareFixed", "SquareFixedNoHotkey", "Diamond" and "DiamondSilver" Makes them flash with a white outline until deactivated Message Data: {<string>actionType, <string>actionID, <bool>isActivated}
Message Name: "UpdateUserAction" Example: player:SendClientMessage("UpdateUserAction", { Slot = <int>mySlot, ID=<string>actionId, ActionType=<string>myActionType } ) Description: Updates a slotted Action, thus only works on Hotbar Actions! An empty ID deletes the Action from the slot. Message Data: <Really Big Table If You Want>{ Field1 = Data1, Field2 = Data2, Field3 = Data3, ...} ActionData Format: Not all is always mandatory - experiment and dig the code to learn. Must be documented later separately actionData = { Slot = <int>, -- Slot number (1-100, only up to 40 can get a hotkey.) ID = <string>, -- ID Depends on the Action Type. ActionType = <string>, -- Action Type: Command|CustomCommand|PetCommand| CombatAbility|SkillAbility|Spell| Crafted|CraftItem|EquipSlot|Resource| DisplayName = <string>, -- Text to be Displayed in the Tooltip as Name Tooltip = <string>, -- Additional ToolTip Info Text Icon = <string>, -- Image background IconText = <string>, -- Text to Display over the background image (Keep it small or it grows over the Button) IconObject = <string>, -- IconId for an Object icon to Display IconObjectColor = <string>, -- Color Tag, like "FFFFFF" for White IconObjectHue = <int>, -- A Hue from the HueTable IconCount = <uint>, -- Number Overlay. Vanishes under certain circumstances, probably deprecated. Enabled = <bool>, -- Enabled versus Greyed out Locked = <bool>, -- Locked Symbol (Works on Diamond Frame Types - try it for the rest, I haven't tried yet) ServerCommand = <string>, -- Server Command to Execute on click. This defines your event Handler. EventType.Message up to the first space. TargetObject = <ulong>, -- GameObject Requirements = { req<string> = value<double>, ..., ...} }
CATEGORY: Casting
(Still waiting
Message Name: "StartCasting" Example: player:SendClientMessage("StartCasting", castTime) Description: Gives you a targeting cursor for the given duration, with a clock like animation showing time running out. Message Data: <double>castTime Callback Event: None - this is just for visuals / eye candy
Message Name: "CancelSpellCast" Example: player:SendClientMessage("CancelSpellCast") Description: Aborts a SpellCast Visually Message Data: none
CATEGORY: Player Chat
Message Name: "EnterChat" Example: player:SendClientMessage("EnterChat", "/say Hello World !") Description: Enter the focus to the chatbox such, that the player can immediately type into it. Message Data: <string> InitialString InChatBox
Message Name: "SetChatChannel" Example: player:SendClientMessage("Global") Description: Sets the chat channel selection for the player to the chosen channel. Message Data: <string>"Global" -- Note it requires the ":" inside the string (Will be fixed soonish)
Message Name: "UpdateChatChannels" Example: player:SendClientMessage("UpdateChatChannels", { {"Global", "global"}, {"Chat", "say"}, {"Broadcast", "broadcast"} } ) Description: Sends a list with chat channels names and associated commands to the player. Message Data: < table > { {<string>name, <string>command}, {...}, ... }
CATEGORY: Targeting and Combat
Message Name: "ChangeTarget" Example: player:SendClientMessage( "ChangeTarget", lastAttacker ) Description: Changes the combat target to the GameObject sent. Message Data: <GameObj>newTarget
Message Name: "AllowMobileFrameDrags" Example: this:SendClientMessage("AllowMobileFrameDrags", "false") Description: Enables or disables draggable health bars. Note it's a string, NOT a bool ! Message Data: <string> "true" or "false"
CATEGORY: Object Manipulation / Transform
Message Name: "EditObjectTransform" Example: user:SendClientMessage("EditObjectTransform",{target, this, "seed_edit", true}) Description: Opens the transform widget to manipulate an object. Message Data: < table >{ <double>targetId, <double>userId, <string>eventId, <bool>stayOpen } Callback event: Can be caught with an event Handler: RegisterEventHandler(EventType.ClientObjectCommand, "transform", function (userId, targetId, eventId, command, posX,posY,posZ,rotX,rotY,rotZ,scaleX,scaleY,scaleZ) if command=="confirm" then ... do stuff
Message Name: "CancelObjectTransform" Example: player:SendClientMessage("CancelObjectTransform") Description: Cancels the open transform widget on the user. Message Data: none
CATEGORY: Skills
Message Name: "SkillList" Example: player:SendClientMessage("SkillList") Description: Sets Skill Tracking Bars for special Window Widgets Message Data: < table >{ { <string>SkillId, <string>DisplayName, <string>SkillType, <string>Description, <bool>DirectlyUsable }, { ... }, ...more skill records..., }
Message Name: "UpdateSkills" Example: player:SendClientMessage("") Description: Updates Skill Tracking Bars Message Data: {skillUpdate}
CATEGORY: Button Bar
Message Name: "SetAchievementNotification" Example: this:SendClientMessage("SetAchievementNotification", true) Description: Activates/Deactivates the achievement notification symbol on the ButtonBar. Message Data: <bool> IsActive Message Name: "ShowButtonBar" Example: this:SendClientMessage("ShowButtonBar", false) Description: Shows/Hides the Buttonbar from the Ui Message Data: <bool> DoShow
CATEGORY: Window Positions
Message Name: "ClearCachedPanelPositions" Example: this:SendClientMessage("ClearCachedPanelPositions") Description: Resets all client cached window positions Message Data: none Message Name: "ClearCachedPanelPositionById" Example: this:SendClientMessage("ClearCachedPanelPositionById", "MyCustomWindowId") Description: Resets the client window position cache for the specified window Message Data: <String> WindowId
CATEGORY: Mobile Overhead Conflict Icons
Message Name: "UpdateMobileConflictStatus" Example: this:SendClientMessage("UpdateMobileConflictStatus", {GameObj(400163), "Aggressor", 15}) {GameObj(400163), "Aggressor", 35} --> Shows a knife Icon for 35 seconds {GameObj(400163), "Aggressed", 26} --> Shows a skull Icon for 26 seconds {GameObj(400163), "Warning", 17} --> Shows a warnsign Icon for 17 seconds Description: Displays an icon right of the mobiles name for the specified amount of time. Not any icon works. See the list above. Message Data: < table >{ <GameObj> targetObj, <string> "Aggressed"|"Aggressor"|"Warning", <number> timeleftSec } Message Name: "ClearMobileConflicts" Example: this:SendClientMessage("ClearMobileConflicts") Description: Clears all the conflict icons set with this:SendClientMessage("UpdateMobileConflictStatus", ...) Message Data: none
CATEGORY: Group Member Health bar Display
Message Name: "AddGroupMembers" clientMembers Example: this:SendClientMessage("AddGroupMembers", {objId1, objId2, objId3, ...}) Description: Changes Healthbar Display on Group Members Message Data:
Message Name: "ClearGroup" Example: this:SendClientMessage("ClearGroup") Description: Changes Healthbar Display on Group Members Message Data:
Message Name: "RemoveGroupMember" Example: this:SendClientMessage("RemoveGroupMember") Description: Changes Healthbar Display on Group Members Message Data:
CATEGORY: OTHER
Message Name: "ConfigurePathfinding" - String in Client Code Example: player:SendClientMessage("") Description: Message Data: <string> Setting = Meaning ..................................... "DisablePathfinding" = Disallow Pathfinding "EnablePathfinding" = Allow Pathfinding "ForcePathfindingEnabled" = Forcefully Enable Pathfinding "ForcePathfindingDisabled" = No longer Force Enable Pathfinding "DisablePathToMobile" = Disallow Pathfinding To Mobile Targets "EnablePathToMobile" = Allow Pathfinding To Mobile Targets
Message Name: "OpenURL" Example: player:SendClientMessage("OpenURL", "http://www.legendsofaria.com") Description: Opens the Url in the set default browser. Message Data: <string>Url, e.g.: "http://shardsonline.com"
Message Name: "PlayerRunSpeeds" Example: player:SendClientMessage("") Description: Updates the modifiers from the BaseMoveSpeed for walking and running Message Data: < table >{<number>, <number>} = { walkSpeed, runSpeed} or: < table >{<number>} = { walkSpeed (is also runSpeed) }
Message Name: "SetCustomServerAction" Example: player:SendClientMessage("") Description: Set Custom Keybinds for ServerActions Message Data: <string>"eventId,key,displayName" Callback event: RegisterEventHandler(EventType.ClientUserCommand, "customAction1", function() print("Event Fired !")end ) Note (!!!): For some reason no one really understands, the eventId in the Callback event is written in lower camelCase, like "customAction1", while the eventId in the message is written in Upper CamelCase, like "CustomAction1" Allowed Ids(A): "CustomAction1", ... "CustomAction5" (in the Message) Allowed Ids(B): "customAction1", ... "customAction5" (in the EventHandler) Allowed Key: See Client Settings ( e.g.: "M", "F1", etc ..)
Message Name: "TimeUpdate" Example: this:SendClientMessage("TimeUpdate", {GetCurrentTimeOfDay(), GetDaylightDurationSecs(), GetNighttimeDurationSecs()} ) Description: Sends a Time Update. Check Lua Code to understand. Message Data: {<double>currentTimeSecs, <double>dayDurationSecs, <double>nightDurationSecs, <double>transitionSpeed (optional) }
Message Name: "UpdateMapMarkers" Example: player:SendClientMessage("UpdateMapMarkers", myLocations) Description: Sets the player known locations for the current map / subregions. Message Data: < table > { { <string>Icon, <Loc>Location, <string>Tooltip, <bool>MapVisibility(true=visible marker), <number>Width, <number>Height}, { ... }, ... more marker records ... }
CATEGORY: Deprecated / Disabled
Message Name: "SetRTSCameraPosition" Example: player:SendClientMessage("SetRTSCameraPosition", Loc(0,0,0)) Description: Currently disabled. Sets Camera position Message Data: <Loc>newPosition --> "God view camera has been disabled ..."
Message Name: "ShowDialog" Example: this:SendClientMessage("ShowDialog", {this, "WindowId", "Ma cool title", "My Description", "Button 1", "Button 2"}) Description: Deprecated and totally broken. Will most likely be removed. Message Data: {<GameObj>gameObj, <string>windowId, <string>windowTitle, <string>windowText, <string>buttontext1, <string>buttontext1,}
Message Name: "ClearPrimed" Example: this:SendClientMessage("ClearPrimed") Description: Message Data: none
Message Name: "SpellPrimed" Example: this:SendClientMessage("SpellPrimed", spellData ) Description: Message Data: {<string>spellName, <string>targetType, <double>spellRange} targetype("requestTarget", "targetLocation", "targetObject")