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Category: LotRO Tools & Utilities for DevelopersOfficial Update 24 Lua Documentation
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Name: Official Update 24 Lua Documentation   Popular!
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Date: 06-04-2019 04:15 PM
Size: 2.08 MB
Version: 2306.0061.2853.
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Welcome to Lua UI scripting in LOTRO! To get you started, we have some handy resources for you.

First, for those of you that wish to familiarize yourself with the system to create scripts of your own, we have our complete API documentation in a series of HTML pages including all currently available functionality and code example snippets. Once you have unzipped it, open the folder and open index.html to get started.
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Last Modified: 06-04-2019 04:42 PM by Silorien    

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Unread 06-04-2019, 04:47 PM  
Silorien
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Apologies to those who downloaded the original upload. The main folder had the wrong version number listed and the documentation on the new changes was mostly missing. If the archive you extracted has a folder showing SSG_U34_LuaDocumentation, please download the updated version. The correct folder name is SSG_U24_LuaDocumentation.

New in this change:
Added Font enumerations (See Turbine_UI_Lotro_Font.html)
Added Action enumerations (See Turbine_UI_Lotro_Action.html)
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Unread 06-04-2019, 05:18 PM  
Garan
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Quote:
Originally Posted by Silorien
New in this change:
Added Font enumerations (See Turbine_UI_Lotro_Font.html)
Added Action enumerations (See Turbine_UI_Lotro_Action.html)
Ooh! Goody! Thanks!

I'll have to check on the fonts as soon as I get a chance.

At a quick glance, I noticed a few actions missing such as cutText(8), copyText(170), pasteText(100), toggleFPS(42) and ExitGame(268435570). I'll have to do an actual comparison between the new enumeration and the list of missing actions I had previously documented (it's on the official forums somewhere in the lua section) to see what else might be missing - my list was also incomplete as it was wayyyyy out of date. I gave up on documenting missing enumerations back in 2014 and just used the numeric equivalents when needed.

Last edited by Garan : 06-04-2019 at 05:19 PM.
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Unread 06-04-2019, 07:40 PM  
Thurallor
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Hey Garan, I have added the new enumeration values to the wiki page on this site. Feel free to participate.
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Unread 06-04-2019, 09:45 PM  
Garan
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Alas, there is something amiss with the new font enumerations.

Specifically, BookAntiqua12, BookAntiqua14, BookAntiqua16, BookAntiqua18, BookAntiquaBold12, BookAntiquaBold14, BookAntiquaBold18 and BookAntiquaBold19 do not work when assigned to a control - that is, the text is still displayed as Verdana20 which is the default font when a nil or an invalid value is set.

Interestingly, the values that had been previously identified (albeit with the wrong font family) but were not defined in the enumeration work fine. For instance, BookAntiqua20 which was not previously in the enumeration but I had located the value 1107296270 as a valid font (which I erroneously named as TimesRoman) works correctly.

It appears that while the enumerations were added, the fonts were not actually implemented in the SetFont method.

FWIW, I tried sending this info to Silorien on the Lotro forums but he doesn't accept PMs there so I will submit it as a bug report incase he doesn't check back here.
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Unread 06-04-2019, 09:57 PM  
Thurallor
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Just did a folder comparison and verified that the only differences from the previous version of the documentation are in the Turbine.UI.Lotro.Action and Turbine.UI.Lotro.Font enumerations.

Last edited by Thurallor : 06-04-2019 at 09:58 PM.
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Unread 06-05-2019, 10:36 AM  
Silorien
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Okay, I think I've found the problem with the missing fonts. The enumerations are correct, but because nothing refers to these fonts internally, they end up being stripped from data in the final build. I'll have to add a dummy reference to them to fix the problem. These should automatically start working with our next patch, which should be soon.
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Unread 06-05-2019, 10:56 AM  
Garan
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typo

Quote:
Originally Posted by Silorien
Okay, I think I've found the problem with the missing fonts. The enumerations are correct, but because nothing refers to these fonts internally, they end up being stripped from data in the final build. I'll have to add a dummy reference to them to fix the problem. These should automatically start working with our next patch, which should be soon.
Cool!

Um, while we have your attention and you're looking into support for fonts in the Lua API, I've identified what looks like 76 distinct font templates via IRV (Lua plugin for displaying image resources in the client). The list is actually probably larger as I haven't let the plugin scan for resources in a while (it takes quite a lot of memory since image handling still has a significant memory leak so it requires baby sitting to avoid crashes ). Anyway, the enumeration only has 48 entries currently (not counting Undefined), any chance of identifying the other fonts and enabling them in the API? The image below shows the 76 fonts I located so far:

irv_fonts

I know... give us an inch and we want a league... but it really is appreciated
Thanks!

Last edited by Garan : 06-12-2019 at 02:47 PM.
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Unread 06-05-2019, 11:07 AM  
Silorien
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Those are the actual font textures used for rendering. There will be 2 for each font, so you should see that number expand to 96 in the next patch.
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Unread 06-05-2019, 04:36 PM  
Garan
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Quote:
Those are the actual font textures used for rendering. There will be 2 for each font, so you should see that number expand to 96 in the next patch.
Ah. Thanks for the explanation.

And thanks again for giving the Lua API some much needed attention.
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Unread 06-05-2019, 07:47 PM  
robhupf
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64 bit client

Any update on LUA support in the 64-bit client?
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Unread 06-06-2019, 12:04 AM  
Thurallor
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Re: 64 bit client

Quote:
Any update on LUA support in the 64-bit client?
Yes, it's fully supported.
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Unread 06-06-2019, 07:17 AM  
Shazzah
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"Those are the actual font textures used for rendering. There will be 2 for each font, so you should see that number expand to 96 in the next patch."


Oh wow! It's great to see things being updated.
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Unread 06-06-2019, 09:47 PM  
Stever1388
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Actions

I'm looking at these actions and I noticed that the quickslots are listed. Is it possible to activate a custom quickslot using the actions now? I use all custom quickslots (Bevy o' Bars) and I would like to have the same key activate different quickslots depending on different circumstances - for example, when progressing through the guardian's block response line, have the "5" key perform "Shield-swipe" initially and then "Shield-taunt" and then finally "Shield-smash".

Not sure how these actions are used. Maybe the issue is still that we can only detect when the key has been pressed, but we have no way to tell a custom quickslot to "activate" or perform its action. I vaguely remember that was part of the issue many years ago.
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Unread 06-07-2019, 12:01 AM  
Thurallor
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Re: Actions

Quote:
I'm looking at these actions and I noticed that the quickslots are listed. Is it possible to activate a custom quickslot using the actions now? I use all custom quickslots (Bevy o' Bars) and I would like to have the same key activate different quickslots depending on different circumstances - for example, when progressing through the guardian's block response line, have the "5" key perform "Shield-swipe" initially and then "Shield-taunt" and then finally "Shield-smash".

Not sure how these actions are used. Maybe the issue is still that we can only detect when the key has been pressed, but we have no way to tell a custom quickslot to "activate" or perform its action. I vaguely remember that was part of the issue many years ago.
Correct. Nothing has changed in that regard.
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Unread 06-07-2019, 06:11 PM  
Stever1388
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That's what I thought. Too bad, I got super excited when I saw a new LUA package had been uploaded.
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