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Posted: Wed Feb 01, 2006 1:54 pm
by gimp
NFC wrote:I'm not sure if it's Krust doing this or somethimg else I'm running, or just the zones in EQ doing funky things, but since the last update to Krust my corpse is always OOR when I'm rezzed using /acceptrez. It's visible untill the macro does the /corpse to bring it closer and then for some reason it ends up under the world.
Secondly, has the macro changed to not auto loot? Or is it because it can't find myy corpse once it's tried to drag it closer?
I don't get any MQ or macro errors to report. Just "Your corpse is too far away to summon"
i seen that too last night but was too busy with raid to look into it. harden also mentioned it for me. ill look into that in next few hours. just fixed another bug from the code rewrite, so i'll fix the loot corpse bug and hopefully get a new release up tonight
Posted: Wed Feb 01, 2006 1:56 pm
by Harden
Gimp beat me to it!
Posted: Wed Feb 01, 2006 8:54 pm
by gimp
krust macro changes 2006.02.02:
this version fixes all known bugs from the last version, if you are having trouble please post some details
Code: Select all
krust.ini.sample:
* New: Added selfbuffs & recognized buffs presets for ranger (Thanks Harden)
krust.mac:
* Fix: Fixed /acceptrez auto looting of corpse (stopped working with last version's code rewrite)
gimp_buffrequests.inc:
* Fix: DontBuffWhenBusy=1 no longer makes the macro mess up, but also works again (stopped working with last version's code rewrite)
gimp_clickies.inc:
* New: /charge command: Auto clicks your important raid clickies at once.
Perfect to automatically refresh all your relevant clickies right before a boss encounter.
By "relevant clickies" I have chosen: mana regen clickies, mana pool clickies, +attack clickies, resist clickies, overhaste clickies
Having a problem
Posted: Wed Feb 01, 2006 9:11 pm
by tac8357
krust ui fires up ok but all i get is the unknown shit. Iam i misssing somthing. Use to work fine for me.
Re: Having a problem
Posted: Wed Feb 01, 2006 10:14 pm
by Harden
tac8357 wrote:krust ui fires up ok but all i get is the unknown shit. Iam i misssing somthing. Use to work fine for me.
a little more detail would help greatly in finding your problem.
problem
Posted: Wed Feb 01, 2006 10:44 pm
by tac8357
well the windows come up ok and what not but but anything thats suppose to tell you your targets class and what not says unknown. effects the the same way spells ect.
Posted: Wed Feb 01, 2006 11:01 pm
by Harden
you Must have Macroquest2 Running with the UI, to get all the normal information in those windows.
you must have krust running to get the information from the friends window.
the only times I've seen Unknown in those lines is when MQ2 is not running
Re: problem
Posted: Thu Feb 02, 2006 5:44 am
by gimp
tac8357 wrote:well the windows come up ok and what not but but anything thats suppose to tell you your targets class and what not says unknown. effects the the same way spells ect.
your macroquest installation are broken somehow. this is not a bug in krust
thanx
Posted: Thu Feb 02, 2006 7:13 pm
by tac8357
Will do a complete reinstall of macroquest and what not and see that fixs the problem. Cant live without Krust
gimp_spawncheck.inc?
Posted: Thu Feb 09, 2006 2:08 am
by zepheris
Fist off, I wanted to say thank you lots for creating this script/UI. I've just started with macroquest and I had tried other scripts/UIs, but this one is the best.
My question tho is about the gimp_spawncheck.inc file. I've looked at it and finally found how to create the gimp_spawncheck.ini file with the required information, But I wanted Krust to auto learn new zones similar to what the gimp_selflearn.inc file does.
Let me see if I can make a feeble attempt to explain myself.
Lets say I just zoned to a new zone (SharVal will be this example). I just discovered that a named mob in this zone is one I want to check for. I want to be able to type a command that will add the zone and the mob into the gimp_spawncheck.ini file automatically. For example the command could be.
/named Bob Killsyou
(Bob Killsyou is the mob I want to check for)
Typing that command will place "Bob Killsyou" under the section Sharval in the gimp_spawncheck.ini.
I've been able to create a hot button that will enter just the zone info in the ini file.
Code: Select all
/ini "gimp_spawncheck.ini" "${Zone.ShortName}" "1" "NotFound"
I'm having lots of trouble understanding how the coding works. I've been able to figure out some by looking at gimps scripts, but am still trying to learn everything. Anybody out there wanna take a crack at this?
Re: gimp_spawncheck.inc?
Posted: Thu Feb 09, 2006 5:27 am
by gimp
zepheris wrote:My question tho is about the gimp_spawncheck.inc file. I've looked at it and finally found how to create the gimp_spawncheck.ini file with the required information, But I wanted Krust to auto learn new zones similar to what the gimp_selflearn.inc file does.
Let me see if I can make a feeble attempt to explain myself.
Lets say I just zoned to a new zone (SharVal will be this example). I just discovered that a named mob in this zone is one I want to check for. I want to be able to type a command that will add the zone and the mob into the gimp_spawncheck.ini file automatically. For example the command could be.
/named Bob Killsyou
(Bob Killsyou is the mob I want to check for)
Typing that command will place "Bob Killsyou" under the section Sharval in the gimp_spawncheck.ini.
hehe, so it has come to this :)
yes, gimp_spawncheck.inc is a fully functional "check for nameds"-featuree in krust, its not documented tho and it dont come with a sample ini. I have a ini for it myself and at some point i tought it wouldnt be wise to distribute it with krust. for myself i just filled it with info manually, but i think you have a good idea, ill look into adding such command
Posted: Tue Feb 21, 2006 9:19 pm
by DrmChld
Get to work Gimp!
I can't play EQ without your interface.
Posted: Wed Feb 22, 2006 4:35 am
by gimp
DrmChld wrote:Get to work Gimp!
I can't play EQ without your interface.
PoR-compatible krust soon in a computer near you!
Posted: Wed Feb 22, 2006 7:41 am
by Mahretep
Can't wait Gimp! Default UI is SO Lame.
Posted: Wed Feb 22, 2006 9:07 am
by NFC
It actually does work now, even with the PoR changes.
Just copy the default (actual default, not default_old)
dragitem34.tga
EQLSUI_CreditsWnd.xml
EQUI.xml
EQUI_AuraWnd.xml
EQUI_BlockedBuffWnd.xml
EQUI_BlockedPetBuffWnd.xml
EQUI_BankWnd.xml
EQUI_BigBankWnd.xml
EQUI_RaidOptionsWindow.xml
EQUI_AdvancedDisplayOptionsWnd.xml
EQUI_GuildManagementWnd.xml
gemicons01.tga (not essential. Included only for completeness)
to the Krust folder.
You may have to edit one line in the bank XML file to change the border the default bank uses.
Replace
Code: Select all
<DrawTemplate>WDT_Filigree</DrawTemplate>
with
Code: Select all
<DrawTemplate>WDT_Rounded</DrawTemplate>
and it should give you the bank, raid and guild feature updates with no errors, at least until Gimp gets a chance to look at the code and work up his own more in depth fix
*note* Shamelessly lifted from
EQ Interface