Difference between revisions of "SendClientMessage"
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Example: player:SendClientMessage("") | Example: player:SendClientMessage("") | ||
Description: Updates the modifiers from the BaseMoveSpeed for walking and running | Description: Updates the modifiers from the BaseMoveSpeed for walking and running | ||
− | Message Data: <table>{<number>, <number>} = { walkSpeed, runSpeed} | + | Message Data: < table >{<number>, <number>} = { walkSpeed, runSpeed} |
− | or: <table>{<number>} = { walkSpeed (is also runSpeed) } | + | or: < table >{<number>} = { walkSpeed (is also runSpeed) } |
Revision as of 23:59, 2 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
Message Name: "StartCasting" Example: player:SendClientMessage("StartCasting", castTime) Description: ??????????????????????????????????????????????????????????????????????????? Message Data: <double>castTime
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>id, <string>key, <string>eventId } Allowed Ids: "CustomAction1", ... "CustomAction5" 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:
{ { <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")