InTesting -- Patch Notes

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Amadeus

The Maestro
Staff member
Current InTesting ISXVG patch notes. If you're interested in testing, you'll need to come to #isxvg on irc.lavishsoft.com and be non-idle when I have a version available. (Or, at least have it so that your irc client beeps when I say your name.)

Code:
September 27, 2006 -- By Amadeus
[ISXVGe-20060926a.exe]
* Added FUNCTIONALITY:  ISXVGe will now hook into the Vanguard command
  interpreter.  This allows you to imput innerspace or isxvge commands
  using the vanguard chat window and the slash (/).
* Added a new COMMAND: "VGExecute"
* Added new TLO: "Me" (returns a 'character' datatype)
* Added new datatype: 'character'.
* Added the following new MEMBERS to the 'character' datatype:
  1.  FName             (string type)
  2.  LName             (string type)
  3.  Class             (string type)
  4.  ClassAbrv         (string type)
  5.  Level             (int type)
  6.  CraftingLevel     (int type)
  7.  HarvestingLevel   (int type)
  8.  XP                (int type)
  9.  XPPct             (int type)
  10. XPDebtPct         (int type)
  11. CraftXP           (int type)
  12. CraftXPPct        (int type)
  13. HarvestXPPct      (int type)
  14. DiplomacyXPPct    (int type)
  15. HealthStr         (string type)  [ie, "150/200"]
  16. Health            (int type)
  17. HealthPct         (int type)
  18. MaxHealth         (int type)
  19. EnergyStr         (string type)
  20. Energy            (int type)
  21. EnergyPct         (int type)
  22. MaxEnergy         (int type)
  23. EnduranceStr      (string type)
  24. Endurance         (int type)
  25. EndurancePct      (int type)
  26. MaxEndurance      (int type)
  27. X                 (float type)
  28. Y                 (float type)
  29. Z                 (float type)
  30. Heading           (float type)
  31. ID                (int64 type)
  32. PCID              (int type)
  33. Casting           (string type)  [Name of the spell/ability currently casting]
  34. IsCasting         (bool type)
  35. InCombat          (bool type)
  36. HasDefensiveTarget (bool type)
  37. HasVirtue         (bool type)
  38. HasCombatForms    (bool type)
  39. IsDrowning        (bool type)
  40. AutoAttackOn      (bool type)
  41. IsCamping         (bool type)
  42. InRecovery        (bool type)       [ie, in recovery time after using an ability/spell]
  43. BreathPct         (int type)
  44. Copper            (int type)
  45. Silver            (int type)
  46. Gold              (int type)
  47. Platinum          (int type)
  48. Stat[Type,Name]   (int type)     [See Below for more information on this]
  49. Target            (actor type)
  50. Chunk             (chunk type)
 
* For the "Stat" member of the character datatype there are four different "Types" and quite a few
  "Names" of stats that are available.  This is not a complete list.  Please feel free to add to 
  the wiki any other stat names that you discover.  Basically, anything that's on the UI for you
  should be available via this datatype.
* ALSO NOTE:  "Names" are case sensitve!
 
  - Type:    Adventuring
  - Names:
            Alteration
            Arcane Resistance 
            Archery 
            Awareness 
            Axe
            Bash 
            Bow 
            Club 
            Cold Resistance 
            Combat Awareness 
            Conjuration  
            Constitution  
            Crossbow  
            Dagger and Knife  
            Detection  
            Dexterity 
            Dodge  
            Dual Wield  
            Evocation  
            Fire Resistance  
            Hammer 
            Hand to Hand  
            Heavy Harvesting Tools 
            Hide 
            Intelligence 
            Kick  
            Longsword 
            Maul 
            Mental Resistance  
            One-handed Blunt 
            One-handed Piercing  
            One-handed Slashing  
            One-handed Wielding  
            Parry 
            Physical Resistance
            Ranged Wielding
            Safe Fall 
            Short Sword 
            Sneak 
            Spirit Resistance
            Strength 
            Tactic Recognition 
            Thrown 
            Thrown Axes 
            Thrown Daggers 
            Thrown Hammers 
            Vitality  
            Wisdom 
 
  - Type:    Crafting
  - Names:            
            Armor Smithing  
            Artificing 
            Blacksmithing 
            Carpentry  
            Finesse  
            Forging  
            Forging Tools  
            Forging Utilities 
            Forming  
            Ingenuity  
            Leatherworking  
            Material Preparation  
            Material Processing  
            Material Processing Tools 
            Material Processing Utilities  
            Metallurgy 
            Mineralogy  
            Outfitting  
            Problem Solving 
            Reasoning  
            Sculpting  
            Sculpting Tools  
            Sculpting Utilities 
            Shaping  
            Shaping Tools 
            Shaping Utilities 
            Smelting 
            Smelting Tools 
            Smelting Utilities 
            Stitching
            Stitching Tools 
            Stitching Utilities 
            Tailoring
            Weapon Smithing
 
  - Type:    Diplomacy
  - Names:
            Academics  
            Clergy 
            Craftsmen  
            Demand 
            Dialogue Points  
            Dialogue Status 
            Diplomacy  
            Domestics  
            Flatter  
            Inspire  
            Merchants  
            Nobles 
            Outsiders 
            Reason 
            Soldiers 
 
  - Type:    Harvesting
  - Names:   
            Gathering 
            Harvesting 
            Lumberjacking 
            Mining 
            Quarrying
            Reaping 
            Skinning 
            Stamina
 
* Added new datatype: 'chunk'.
* Added the following new MEMBERS to the 'chunk' datatype:
  1.  ID                (int type)
  2.  BaseName          (string type)
  3.  MapName           (string type)
  4.  DisplayName       (string type)
  5.  ShortName         (string type)
  6.  X                 (int type)
  7.  Y                 (int type)
  8.  SectorX           (int type)
  9.  SectorY           (int type)
 
* Added new datatype: 'actor'.
* Added the following new MEMBERS to the 'actor' datatype:
  1.  Name              (string type)
 

Amadeus

The Maestro
Staff member
Code:
October 12, 2006 -- By Amadeus
[ISXVGe-20061011a.exe]
* Fixed the 'distance' member of the actor datatype.
* Added Radar Functionality!  
  - I've included a 'simple radar' xml file to the zip.  To use it, simply
    put it in your extensions folder and type in the console:
    ui -load extensions//simpleradar.xml
  - You'll notice that the default "RadarSize" is set to 10000 in the xml file.
    That is a nice average size based on Vanguard's coordinate system.
* Removed the "CanOpenDoors" member of the pawn datatype.
* Known Bug:  "HeadingTo" member of the pawn datatype is wrong.

October 6, 2006 -- By Amadeus
[ISXVGe-20061006a.exe]
* Added the following new MEMBERS to the 'character' datatype:
  1. Location           (point3f type)
  2. TargetHPs          (int type)    [ offensive target hitpoints as a percentage ]
  3. DTarget            (pawn type)   [ defensive target ]
  4. DTargetHPs         (int type)    [ defensive target hitpoints as a percentage ]
  5. ToPawn             (pawn type)
* RENAMED the 'actor' datatype to the 'pawn' datatype.  This helps me
  keep track of things internally.
* Added a new TLO: "Pawn".  Below is a list of possible search parameters.  Please
  note that they can be combined within the same search. (ie, there is no limit to
  the number of arguments on this TLO.)
  A.  Pawn[type]       (type can be any of the 'types' listed in the datatype below.)
  B.  Pawn[name]       (a substring of the pawn's name)
  C.  Pawn[id,#]
  D.  Pawn[level,#]
  E.  Pawn[levels,#,#]
  F.  Pawn[notid,#]
  G.  Pawn[race,<string>]
  H.  Pawn[radius,#]
  I.  Pawn[radiusr,#]
  J.  Pawn[xyrange,#]
  K.  Pawn[yrange,#]
  L.  Pawn[loc,#,#,#]  (if only two values are given, they are assumed to be X,Z)
  EXAMPLE:  ${Pawn[npc,radiusr,20,40,race,Badger,levels,1,5]} 
* Added the following new MEMBERS to the 'pawn' datatype:
  1. ID                              (int64 type)
  2. Type                            (string type)
     A) Possible Types: Me, PC, NPC, AggroNPC, Trainer, Merchant, Resource,
                        Crafting Station, Corpse, Pet, Clickable, Attackable,
                        Group Member, Unknown
  3. Location                        (point3f type)
  4. X                               (float type)
  5. Y                               (float type)
  6. Z                               (float type)
  7. Pitch                           (int type)
  8. Yaw                             (int type)
  9. Roll                            (int type)
  10. Distance                       (float type)   [ 3D ]
  11. TwoDemDistance                 (float type)   [ 2D ]
  12. HeadingTo                      (float type)
  13. Level                          (int type)
  14. Gender                         (string type)
  15. TrueGender                     (string type)
  16. Race                           (string type)
  17. RaceAbr                        (string type)
  18. Posture                        (string type)
      A) Possible types: crawling, crouching, running, walking, UNKNOWN 
      B) DEFAULT is 'walking'   
  19. CombatState                    (int type)
  20. GuildID                        (int type)
  21. FactionID                      (int type)
  22. Speed                          (float type)
  23. MaxSpeed                       (float type)
  24. CanSeeMeIfInRange              (bool type)
  25. CanSeeIfInRange[ActorID#]      (bool type)
  26. CanSeeMeIfStealthed            (bool type)
  27. CanSeeIfStealthed[ActorID#]    (bool type)
  28. CanFly                         (bool type)
  29. CanOpenDoors                   (bool type)
  30. CanSwim                        (bool type)
  31. IsDead                         (bool type)
  32. IsStealthed                    (bool type)
  33. IsLFG                          (bool type)
  34. IsInOffensiveForm              (bool type)
  35. IsOutside                      (bool type)
  36. IsIndoors                      (bool type)
  37. IsAggro                        (bool type)
  38. IsGroupMember                  (bool type)
  39. IsAttackable                   (bool type)
  40. IsClickable                    (bool type)
  41. IsAPet                         (bool type)
  42. CullDistance                   (float type)
* Added a new TLO: "Target".  It returns a 'pawn' datatype object that 
  represents your current offensive target.  (Note: This is identical to
  ${Me.Target}; however, I'm putting this in for continuity with other 
  extensions.)
* Removed the 'PCID' member from the character datatype.
* Fixed the 'MaxHealth' and 'MaxEnergy' members of the character datatype
* Fixed the 'Heading' member of the character datatype.
 

Amadeus

The Maestro
Staff member
Code:
October 17, 2006 -- By Amadeus
[ISXVGe-20061017a.exe]
* Fixed the "Heading" member of the character datatype
* Fixed the "HeadingTo" member of the pawn datatype
 

Amadeus

The Maestro
Staff member
Code:
October 18, 2006 -- By Amadeus
[ISXVGe-20061018a.exe]
* Added new EVENTS:
  1. VG_OnPawnSpawned(string ID, string Name, string Level, string Type)
  2. VG_OnPawnDespawned(string ID, string Name)
  3. VG_OnIncomingText(string Text, string ChannelNumber, string ChannelName)
* Added all incoming chat text to the innerspace trigger service
 

Amadeus

The Maestro
Staff member
Code:
October 19, 2006 -- By Amadeus
[ISXVGe-20061018b.exe]
* Added command:  face 
                  face <Name>
                  face <Heading>
                  face <X> <Y>
                  face <PawnType>
  - Note:  Using /face alone faces your current target.
  - Note:  This command currently only works in 1st person view.
* Added new METHOD to the 'pawn' datatype:  "Face"
* In the Pawn search routines:  
  - Changed "YRange" to "ZRange"
  - Changed "XZRange" to "XYRange"
* The pawn TLO will now sort by distance as the default.  By this I mean that if you
  enter a Pawn name for which there are more than one in existance it will now return
  a datatype object for the one closest to you.
 

Amadeus

The Maestro
Staff member
Code:
October 22, 2006 -- By Amadeus
[ISXVG-20061018c.exe]
* "ISXVGe" is now officially "ISXVG"'
* Left clicking on a radar blip will now target that pawn
* Added command:  Target <arguments>
  - Arguments used are EXACTLY the same as the searchpawn arguments used with
    with the Pawn TLO.  However, in this instance, they are seperated with spaces
    rather than commas.  (Therefore, quotation marks will be necessary for multi-
    token arguments.)
  - Note:  isxvg will determine automatically if what you're targetting should be
           targetted offensively or defensively.
  - Note:  Scripters are encouraged to use the "Target" method of the 'pawn' datatype
           while writing scripts.
* Added command: VGEcho [output parameters]
  * Possible Output Parameters:
    1.  > console     [directs the output to the Innerspace console]
    2.  > screen      [directs the output to your chat windows *DEFAULT*]
    3.  > debugger    [directs the output to an attached debugger]
    4.  >> debugger   [ditto]
    5.  > <filename>  [This syntax will overwrite any file of the same name that 
                       already exists]
    6.  >> <filename> [This syntax will append the file you specify with your output]
    7.  >* <filename> [This syntax is similar to '>' with the exception of that it
                       makes the file created a READ ONLY file]
* Added new METHOD to the 'pawn' datatype:
  1. Target
* Added a new TLO: "ISXVG"  (returns a 'isxvg' datatype object)
* Added a new datatype: 'isxvg'
* Added the following MEMBERS to the 'isxvg' datatype:
  1.  NumRadars    (int type)
  2.  Version      (string type)
* Added new TLO: "Radar"  (returns a 'radar' datatype object)
  Syntax: ${Radar}       [returns the first/only radar in the array]
          ${Radar[#]}	 [by index where # is between 1 and ${VG.NumRadars}]
          ${Radar[Name]} [by Radar Name]
* Added a new datatype: 'radar'
* Added the following new METHODS to the 'radar' datatype:
  1.  FilterMe
  2.  FilterNPCs
  3.  FilterPCs
  4.  FilterSpecials
  5.  FilterResources
  6.  FilterMerchants
  7.  FilterCorpses
  8.  FilterCraftingStations
  9.  FilterTrainers
  10. FilterGroupMembers
  11. FilterAggroNPCs
  12. FilterNamedNPCs
  13. FilterPets
  14. FilterMyPet
  15. SetSize[#]
  16. ShowLabels
  17. ZAxisClipping
  18. ClipText
  19. ClipRadius
  20. Rotation
  21. SetCustomFilter[String]
  22. ZoomIn     (Min Size: 2000)
  23. ZoomOut    (Max Size: 90000)
* Added the following new MEMBERS to the 'radar' datatype:
  1.  ShowingMe               (bool type)
  2.  ShowingNPCs             (bool type)
  3.  ShowingPCs              (bool type)
  4.  ShowingSpecials         (bool type)
  5.  ShowingResources        (bool type)
  6.  ShowingMerchants        (bool type)
  7.  ShowingCorpses          (bool type)
  8.  ShowingCraftingStations (bool type)
  9.  ShowingTrainers         (bool type)
  10. ShowingGroupMembers     (bool type)   
  11. ShowingAggroNPCs        (bool type)
  12. ShowingNamedNPCs        (bool type)
  13. ShowingPets             (bool type)
  14. ShowingMyPet            (bool type)
  15. NumCustomFilters        (bool type)
  16. CustomFilter[#]         (string type)
      CustomFilter[String]    (bool type)
  17. CustomFiltersList       (string type)
  18. Size                    (int type)
  19. ShowingLabels           (bool type)
  20. ZAxisClippingOn         (bool type)
  21. ClipRadiusOn            (bool type)
  22. ClippingTextOn          (bool type)
  23. RotationOn              (bool type)
  24. Name                    (string type)
 

Amadeus

The Maestro
Staff member
Code:
October 24, 2006 -- By Amadeus
[ISXVG-20061023a.exe]
* You can now use the following arguments while using the 'Pawn' TLO:
  1. byDist   (default)
  2. byType
  3. byName
  4. byLevel
  This optional argument will indicate to ISXVG that it should sort by this method
  before searching for the first matching Pawn in the array.
  Example: echo ${Pawn[npc,level,10,ByName]}
* Added command:  Where <parameters>
  - Parameters used are EXACTLY the same as the searchpawn arguments used with
    with the Pawn TLO.  However, in this instance, they are seperated with spaces
    rather than commas.  (Therefore, quotation marks will be necessary for multi-
    token arguments.)  Also, though it should be obvious, this command will print
    out information about all pawns that match the search criteria.
  - This command is often called the "Super Who" command in software such as this.
* Added TLO:  "DTarget".   It returns the same thing as ${Me.DTarget}; however, I 
  thought I would add it in for continuity since we have the "Target" TLO already
  in place.
 

Amadeus

The Maestro
Staff member
Code:
October 26, 2006 -- By Amadeus
[ISXVG-20061025a.exe]
* You can now use the following arguments while using the 'Pawn' TLO:
  1. byDist   (default)
  2. byType
  3. byName
  4. byLevel
  This optional argument will indicate to ISXVG that it should sort by this method
  before searching for the first matching Pawn in the array.
  Example: echo ${Pawn[npc,level,10,ByName]}
* Added command:  Where <parameters>
  - Parameters used are EXACTLY the same as the searchpawn arguments used with
    with the Pawn TLO.  However, in this instance, they are seperated with spaces
    rather than commas.  (Therefore, quotation marks will be necessary for multi-
    token arguments.)  Also, though it should be obvious, this command will print
    out information about all pawns that match the search criteria.
  - This command is often called the "Super Who" command in software such as this.
* Added TLO:  "DTarget".   It returns the same thing as ${Me.DTarget}; however, I 
  thought I would add it in for continuity since we have the "Target" TLO already
  in place.
 

Amadeus

The Maestro
Staff member
Code:
October 27, 2006 -- By Amadeus
[ISXVG-20061027a.exe]
* Added new MEMBERS to the 'character' datatype:
  1.  NumAbilities    (int type)
  2.  Ability[#]      (Ability Type)  [# = 1-NumAbilities] 
      Ability[Name]   (Ability Type)
* Added new datatype: 'ability'
* Added the following new MEMBERS to the 'ability' datatype:
  1.  Name         (string type)
  2.  Description  (string type)
  3.  CastTime     (float type)
  4.  RecoveryTime (float type)   [in seconds]
  5.  Range        (int type)
  6.  EnergyCost   (int type)
* Added the following METHOD to the 'ability' datatype:
  1.  Use
 

Amadeus

The Maestro
Staff member
Code:
October 29, 2006 -- By Amadeus
[ISXVG-20061027b.zip]
* Fixed the "ID" and "NotID" pawn search parameters
* Fixed some crashing
* Added a new datatype 'minion'
* Added the following new MEMBERS to the 'minion' datatype:
  1. Name          (string type)
  2. Health        (float type)  [percentage]
  3. TotalTime     (float type)  [in seconds]
  4. TimeRemaining (float type)  [in seconds]
* Added the following MEMBERS to the 'character' datatype:
  1. HavePet         (bool type)
  2. Pet             (pawn type)
  3. PetHPs          (int type)     [percentage]
  4. PetType         (string type)
  5. HaveMinion      (bool type)
  6. NumMinions      (int type)
  7. Minion[#]       (minion type)  [#: between 1 and NumMinions] 
  8. MinionAsPawn[#] (pawn type)
* ISXVG now distinguishes between the types "Pet" and "MyPet".
 

Amadeus

The Maestro
Staff member
Code:
October 29, 2006 -- By Amadeus
[ISXVG-20061027c.zip]
* Added the following alias MEMBERS to the 'character' datatype for continuity:
  1. PetHealth     (same as 'PetHPs')
  2. TargetHealth  (same as 'TargetHPs')
  3. DTargetHealth (same as 'DTargetHPs')
* Added the following MEMBERS to the 'ability' datatype:
  1. TimeRemaining   (float type)   [actual recast countdown]
* Added new datatype: 'effect'
* Added the following new MEMBERS to the 'effect' datatype:  
  1. Name           (string type)
  2. Description    (string type)
* Added the following new MEMBERS to the 'character' datatype:
  1. NumEffects          (int type)
  2. NumMaintained       (int type)
  3. Effect[#]           (effect type)  [# = 1 - NumEffects]
     Effect[Name]
  4. Maintained[#]       (effect type)  [# = 1 - NumMaintained]
     Maintained[Name]
  5. Weight              (float type)
  6. MaxWeight           (float type)
  7. InGroup             (bool type)
     IsGrouped           (bool type) 
  8. IsGroupLeader       (bool type)
  9. GroupInvitePending  (bool type)
 

Amadeus

The Maestro
Staff member
This patch has looting functionality in it!

All you need to do is simply kill the pawn, then do "Me:LootTarget" (since you already will have the corpse targetted.) Then you can do "Loot:LootAll" or if you just want to loot one of the items, you can do something similar to "Loot.Item[1]:Loot".

Anyway, it's pretty simple and the patch notes layout everything for you. The only thing that's a little odd is that there is a 'loot' datatype and TLO.

(Oh...and don't miss the TargetEffects in this release!)

Code:
October 30, 2006 -- By Amadeus
[ISXVG-20061027d.zip]
* Added the following MEMBERS to the 'character' datatype:
  1. NumTargetEffects    (int type)
  2. TargetEffect[#]     (effect type)    [# = 1 - NumTargetEffects]
     TargetEffect[Name]  (effect type)
  3. IsLooting           (bool type)
* Added the following METHOD to the 'character' datatype:
  1. LootTarget  
     (Note:  This opens the loot window.  Once you issue this method, you
             will need to use Loot:LootAll or loot the item individually
             using the item datatype method 'Loot'.)
* Added a new TLO: "Loot" (returns a 'loot' datatype object).  If ${Loot}
  (exists), then you're currently looting. 
* Added a new datatype: 'loot'
* Added the following new MEMBERS to the 'loot' datatype:
  1. NumItems        (int type)
  2. Item[#]         (item type)      [# = 1 - NumItems]
     Item[Name]      (item type)
  3. LootingFrom     (pawn type)
* Added new METHOD to the 'loot' datatype:
  1. LootAll
  2. EndLooting    (This closes the loot window without looting anything.)
* Added the following METHOD to the 'item' datatype
  1. Loot      (loots without asking for no drop confirmation)
     Loot[NDC] (asks for confirmation on no drop item)
* Reworked some internal code to try and fix a few random and unexplainable
  crashes.  Blame STL.
* "Your" blip on the radar should now update properly after you die/revive.
 

Amadeus

The Maestro
Staff member
Code:
November 4, 2006 -- By Amadeus
[ISXVG-20061102a.zip]
* Added the following MEMBERS to the 'pawn' datatype:
  1. HaveLOSTo            (bool type)   ['HaveLineOfSightTo' works also]
* Added a new datatype: "encounter".
* Added the following new MEMBERS to the 'encounter' datatype:
  1. Name                      (string type)
  2. ToPawn                    (pawn type)
  3. PctHealth                 (int type)
* Added the following MEMBERS to the 'character' datatype:
  1. NukeModTotal              (int type)
  2. HealModTotal              (int type)
  3. Encounter                 (int type)  [Returns number of pawns in your encounter]
     Encounter[#]              (encounter type)  
     Encounter[Name]           (encounter type)
  4. LootingMyCorpse         (bool type)
  5. Inventory[Search Params]  (item type)
  6. Bank[Search Params]       (item type) [This only works if you're in a bank transaction]
    - Search Parameters:
       1. <#>         [# = 1 - NumInventoyItems/NumBankItems]
       1. ID,<#>
       2. NotID,<#>
       3. Type,<string>
       4. ExactName,<string>
       5. <string>    [substring match to item name]            
* Added the following MEMBER to the 'ability' datatype:
  1. Toggled             (bool type)
  2. HealthCost          (int type)
  3. HealthCostPerSec    (int type)
  4. EnergyCostPerSec    (int type)
  5. EnduranceCost       (int type)
  6. EnduranceCostPerSec (int type)
* Fixed all of the Ability related things throughout the extension
* Fixed the "IsAggro" member of the Pawn datatype.  For clarification, this 
  member indicates if the mob is 'aggressive' (ie, attacks pawns it hates on
  sight.)
* Added a new datatype: 'itemmodifier'
* Added the following new MEMBERS to the 'itemmodifier' datatype:
  1. Name                (string type)
  2. CurrentMod          (int type)
  3. MaxMod              (int type)
* Added the following METHOD to the 'item' datatype:
  1.  Use
* Added the following MEMBERS to the 'item' datatype:
  1.  ID                 (int type)
  2.  ToLink             (string type)
      ToLink[CustomName] (string type)
  3.  Description        (string type)
  4.  CraftedBy          (string type)
  5.  InContainer        (item type)
  6.  Type               (string type)
  7.  Rarity             (string type)
  8.  CurrentEquipSlot   (string type)
  9.  DefaultEquipSlot   (string type)
  10. Weight             (float type)
  11. NumSlots           (int type)
  12. Keyword1           (string type)
  13. Keyword2           (string type)
  14. CurrentDmg         (int type)     [weapons only]
  15. DefaultDmg         (int type)     [weapons only]
  16. Speed              (float type)   [weapons only]
  17. ArmorType          (string type)  [Armor/Shields only]
  18. ArmorClassMod      (int type)     [Armor/Shields only]
  19. ArmorClassModMax   (int type)     [Armor/Shields only]
  20. RangedWeaponType   (string type)  [ranged weapons only]
  21. NumModifiers       (int type)
  21. Modifier[#]        (itemmodifier type)  [ # = 1 - NumModifiers]
      Modifier[Name]     (itemmodifier type)  
  22. Flags              (string type)  
  23. Quantity           (int type)
* Using the "TargetEffect" member of the 'character' datatype without
  an argument will now return an integer representing the same value
  as "NumTargetEffects"
* Using the "Maintained" member of the 'character' datatype without
  an argument will now return an integer representing the same value
  as "NumMaintained"
* Using the "Effect" member of the 'character' datatype without
  an argument will now return an integer representing the same value
  as "NumEffects"
* Using the "Minion" or "MinionAsPawn" members of the 'character' datatype without
  an argument will now return an integer representing the same value
  as "NumMinions"
* All that being said: REMOVED the following MEMBERS from the 'character'
  datatype:
  1. NumTargetEffects
  2. NumMaintained
  3. NumEffects
  4. NumMinions
  5. NumInEncounter
 

Amadeus

The Maestro
Staff member
Code:
November 5, 2006 -- By Amadeus
[ISXVG-20061102b.zip]
* Added the following MEMBER to the 'item' datatype:
  1. Index                       (int type)
* Added the following METHODS to the 'item' datatype:
  1. Delete
  2. Equip      (equips without prompting for "no drop on equip" confirmation)
     Equip[NDC] (asks for confirmation on "no drop on equip" item)
  3. Unequip
  4. StartConvert
  5. StackWith[Index#]         (combine stack with item of Index#)
  6. PutInContainer[Index#]              
     PutIn[Index#]             (alias for "PutInContainer")
* Added the following new MEMBERS to the 'character' datatype:
  1. TargetOfTarget              (pawn type)
  2. ToT                         (pawn type)   [alias for 'TargetOfTarget']
     NOTE:  This only works if your perception skill is high enough for it to be
            determined (in other words, if your target's target is visible in your
            target window.)
  3. TargetAsEncounter           (encounter type)
  4. TargetToEncounter           (encounter type)  [alias for 'TargetAsEncounter']
  5. TaE                         (encounter type)  [alias for 'TargetAsEncounter']
  6. TtE                         (encounter type)  [alias for 'TargetAsEncounter']
     NOTE:  Either of these members will return your target as an 'encounter' 
            datatype object.
  7. TotalGenInvSlots             (float type)
  8. GenInvSlotsUsed              (float type)
     NOTE: These members only relate to your "general inventory" (ie, the 20 slots you
           start with before you aquire containers.)
* Added the following new MEMBERS to the 'encounter' datatype:
  1. TargetOfTarget              (pawn type)
  2. ToT                         (pawn type)   [alias for 'TargetOfTarget']
     NOTE:  This only works if your perception skill is high enough for it to be
            determined.
  3. Distance                    (int type)
  4. Level                       (int type)
  5. Difficulty                  (int type)
     0 = This target is slightly easier than normal for its level
     1 = This target is of average difficulty for its level
     2 = This target is slightly more difficult than normal for its level
     3 = This target is more difficult than normal for its level
     4 = This target is much more difficult than normal for its level
     5 = This target is extremely difficult for its level.
* Removed the following TLOs:
  1. Target
  2. DTarget
  ...you can access these by using ${Me.Target} and ${Me.DTarget}.
 

Amadeus

The Maestro
Staff member
Code:
November 7, 2006 -- By Amadeus
[ISXVG-20061106a.zip]
* Added a new pawn type:  "Clickable".
* Added new MEMBER to the 'radar' datatype:  "ShowingClickables" (bool type)
* Added new METHOD to the 'radar' datatype:  "FilterClickables" (toggle)
* Updated SimpleRadar.xml to reflect addition of new pawn type.
* Added new METHOD to the 'pawn' datatype:
  1. Use        (only works for pawns of type 'Clickable')
* Added new MEMBERS to the 'pawn' datatype:
  1. OwnedByMe  (bool type)       [works for any type pawns]
     OwnerIsMe  (bool type)       (alias for "OwnedByMe")	
  2. Owner      (pawn type)       [works for any type pawns]
    a) If this does not (exist) then the pawn has no owner.
 

Amadeus

The Maestro
Staff member
Code:
November 10, 2006 -- By Amadeus
[ISXVG-20061108a.zip]
* Added new MEMBERS to the 'character' datatype:
  1.  MouseOverPawn           (pawn type)
  2.  MouseOverLocation       (point3f type)
      MouseOverLoc            (pointef type)     [alias for 'MouseOverLocation']
* Added a new MEMBER to the 'effect' datatype:
  1. Duration      (float type)  [num of seconds remaining on effect (if applicable)]
  2. TimeRemaining (float type)  [alias for 'Duration']
* Added a new 'search parameter' argument for pawn searching:
  1.  [exactname, <name>]
      [exact,<name>]       (alias)
  NOTE:  This works for anything that uses pawn search routines (ie: /where,etc.)
 

Amadeus

The Maestro
Staff member
Code:
December 12, 2006 -- By Amadeus]
[ISXVG-20061207a.zip]
* Renamed the "MouseOverLocation" member of the character datatype to
  "MouseWorldLocation"  (with "MouseWorldLoc" as an alias)
* Removed the "Use" member of the 'pawn' datatype  (for now).
 

Amadeus

The Maestro
Staff member
Code:
December 16, 2006 -- By Amadeus
[ISXVG-20061213a.zip]
* Updated ISXVG for 12.13.2006 Vanguard patch
 

Amadeus

The Maestro
Staff member
Code:
December 20, 2006 -- By Amadeus
[ISXVG-20061220a.zip]
* Updated ISXVG for 12.20.2006 Vanguard patch
 

Amadeus

The Maestro
Staff member
Code:
January 1, 2007 -- By Amadeus
[ISXVG-20061220b.zip]
* Fixed the 'NumCustomFilters' member of the 'radar' datatype.
* Added the "Radar" command.  It works similarly to the isxeq2 radar command as described here:
  http://www.ismods.com/wiki/index.php/ISXEQ2:radar_%28command%29.   Just substitute 'isxvg' for
  'isxeq2'.  To manipulate the radar, use the 'radar' TLO/datatype as described in earlier patch
  notes.  (NOTE: I will elaborate more upon the radar command when I write the wiki entry for isxvg.)
* 'isxvgradarsettings.xml' should now appear in your extensions directory upon using the radar system
   and individual radar settings should be persistent.
 

Amadeus

The Maestro
Staff member
Code:
January 5, 2007 -- By Amadeus
[ISXVG-20070104a.zip]
* Updated for the last patch pushed on 1.4.2007
* Various bug fixes as mentioned on the boards.
* Added a new TLO: "VG".  (returns a 'vg' datatype object)
* Added a new datatype: "vg".
* Added the following new MEMBERS to the 'vg' datatype:
  1. PawnCount (int type)   [number of pawns currently accessable by the vg/isxvg client]
* Adjusted the 'Pawn' TLO so that a single argument as an integer will return the Pawn
  at that index within the array (1 based).   To access a Pawn by ID#, then you would do something like
  ${Pawn[id,#]}.
* Added the following MEMBERS to the 'item' datatype:
  1. ExpertiseCost       (float type)
  2. Condition           (int type)      
  3. Level               (int type)
* Added the following MEMBERS to the 'character' datatype:
  1. AdvEquipExpertiseUsed           (int type)
  2. CraftEquipExpertiseUsed         (int type)
  3. AdvEquipExpertiseUsedAsString   (string type)
  4. CraftEquipExpertiseUsedAsString (string type)
By the way, don't use the "LootTarget" method of the character datatype right now. I still need to test/fix that for this patch.
 

Amadeus

The Maestro
Staff member
Code:
January 6, 2007 -- By Amadeus
[ISXVG-20070105a.zip]
* Update for 1.5.2007 patch
Yea, LootTarget still borked. Just didn't get to it yet.
 

Amadeus

The Maestro
Staff member
Code:
January 7, 2007 -- By Amadeus
[ISXVG-20070106a.zip]
* Removed the 'LootTarget' method of the 'character' datatype.
* Added a new METHOD to the 'Pawn' datatype:  "Loot".  Obviously, it will only work for corpses.
  (Example:  "Me.Target:Loot")
* Added a new COMMAND: 'VGDump'
  Syntax:   'VGDump Bindings'
  Example:  'redirect "../Extensions/MyVGBindings.txt" VGDump Bindings'
  (NOTE:  This command outputs a LOT ...so you will almost always want to redirect the
          output to a file as shown above.)
* Added new METHODS to the 'vg' datatype:
  1. ExecBinding[<string>]         
     ExecBinding[<string>,release]
  (Note:  'ExecuteCmd' will work as an alias for 'ExecBinding', if that's easier for you to remember.)
  EXAMPLES:  "VG:ExecBinding[Jump]"
             "VG:ExecBinding[TurnLeft]"
             "VG:ExecBinding[TurnLeft,release]"
             "VG:ExecBinding[AutoRun]"
             "VG:ExecBinding[AutoRun,release]"
  Notes:
     - You can get a list of bindings by using the "VGDump Bindings" command explained above, or by 
       going (in game) to Settings->Controls and looking at the list under "Key Bindings"
 

Amadeus

The Maestro
Staff member
Code:
January 9, 2007 -- By Amadeus
[ISXVG-20070108a.zip]
* Added the following new MEMBERS to the 'character' datatype:
  1. AutoFollowOn      (bool type)
* Added a new datatype 'map'
* Added the following MEMBERS to the 'map' datatype:
* Added the following MEMBERS to the 'map' datatype:
  1. PoI                   (int type)    [Total Num of Points of Interest]
     PoI[#]                (poi type)    [# = 1 - Total Num of Points of Interest]
     PoI[Name]             (poi type)
  2. Corpse                (int type)    [Total Num of Corpses on the map]
     Corpse[#]             (poi type)    [# = 1 - Total Num of Corpses on the map]
     Corpse[Name]          (poi type)    
  3. Waypoint              (int type)    [Total Num of Waypoints]
     Waypoint[#]           (poi type)    [# = 1 - Total Num of Waypoints]
     Waypoint[Name]        (poi type)      
* Added the following METHODS to the 'map' datatype:
  1. AddPoI[Name]                        (Create a PoI at your current location with the name specified)
     AddPoI[Name,X,Y,ChunkX,ChunkY]   
  2. AddWaypoint[Name]                   (Create a waypoint at your current location with the name specified)
     AddWaypoint[Name,X,Y,ChunkX,ChunkY]  
  NOTES:  
      a) Waypoints/PoIs are not saved to the server or anything when you quit/camp; however, when you create 
         a custom waypoint or PoI using this method, the information is added to 'isxvglocations.xml' and will
         be loaded into your map window when you're using isxvg. 
* Added a new datatype: 'poi'   (map PoIs and Waypoints)
* Added the following MEMBERS to the 'poi' datatype:
  1. Name    (string type)
  2. X       (float type)
  3. Y       (float type)
  4. Visible (bool type)
* Added the following METHODS to the 'poi' datatype:
  1. Hide    ("Remove" works as an alias, though it's a bit of a misnomer.)
    (Note:  This method only works for POIs that are VISIBLE on the map, and it only removes the POI from the map
            window, not from your journal.  So, any POIs that are used by the game will reappear the next time you
            start Vanguard.  If you 'Hide' a custom PoI/Waypoint, you will have to re-add it in order to have it 
            reappear.)
* Added a new TLO: "Map"  (returns a 'map' datatype object)
* Added a new MEMBER to the 'isxvg' datatype:
  1. VGLocsCount    (int type)
* Added a new METHOD to the 'isxvg' datatype:
  1.  AddLoc[Label]
      AddLoc[Label,Notes]
* Added a new TLO: "VGLoc"  (returns a 'vglocation' datatype object)
  Syntax:  ${VGLoc[#]}     (# is between 1 and number of VGLocations stored (ie, "VGLocsCount"))
           ${VGLoc[Label]} (returns the VGLocation that matches the given label)
* Added a new DATATYPE: 'vglocation'
* Added the following new METHODS to the 'vglocation' datatype:
  1. Delete
* Added the following new MEMBERS to the 'vglocation' datatype:
  1.  Label          (string type)
  2.  Notes          (string type)
  3.  MapName        (string type)
  4.  MapShortName   (string type)
  5.  MapDisplayName (string type)
  6.  X              (float type)
  7.  Y              (float type)
  8.  Z              (float type)
  9.  ChunkX         (int type)
  10. ChunkY         (int type)
  11. SectorX        (int type)
  12. SectorY        (int type)
*** IMPORTANT INFO ***
-------------------
There are three types of locations for which isxvg keeps track:  Waypoints, Points of Interest, and VGLocations. 
Waypoints and POIs are used by the game to display 'dots' on the map and therefore should only be used to keep
track of things VISUALLY on the map.  VGLocations are only used by ISXVG and make for an excellent way to keep track 
of locations for your scripts and internal usage.  All three types are stored in 'isxvglocations.xml' with isxvg 
keeping track of which is which and using them accordingly.
 

Amadeus

The Maestro
Staff member
Code:
January 9, 2007 -- By Amadeus
[ISXVG-20070109a.zip]
* Fixed the "TimeRemaining" and "IsReady" members of the ability datatype.  Please note that 
  "IsReady" will now return false if you're currently casting/using an ability (even if it's not
  the one you're checking.)
* Added the following MEMBERS to the 'Ability' datatype:
  * SpecialPointsCost         (int type)
  * SpecialPointsCostPerSec   (int type)
  * PhenomenaPointsCost       (int type)
  * PhenomenaPointsCostPerSec (int type)
  * VirtuePointsCost          (int type)
  * VirtuePointsCostPerSec    (int type)
  * JinCost                   (int type)
  * JinCostPerSec             (int type)
 

Amadeus

The Maestro
Staff member
Code:
January 10, 2007 -- By Amadeus
[ISXVG-20070109b.zip]
* ISXVG will now "tick" even when the game is minimized!!  This means that your scripts will continue to run
  as normal when the game is mimized.  (For those that are interested in such stats, my system went from one 
  pulse per 125 ms when running in maximized window to about one pulse per 200ms while minimized.  I can't imagine
  that small difference would affect scritps that much, but I thought I'd mention it.)
* Added the following MEMBER to the 'isxvg' datatype:
  1. ConnectionState         (string type)  
     a. Possible results include:  AT_SERVER_SELECT, AT_CHARACTER_SELECT, IN_GAME 
* Added the following EVENT:
  1. VG_onConnectionStateChange(string NewConnectionState)
 

Amadeus

The Maestro
Staff member
Code:
January 12, 2007 -- By Amadeus
[ISXVG-20070111b.zip]
* Added a new EVENTS:
  1. VG_onChangeChunk( string NewChunkX, string NewChunkY)
  2. VG_onStartSwimming()
  3. VG_onStopSwimming()
* Added new MEMBERS to the 'pawn' datatype:
  1. Title                 (string type)
  2. TitlePre              (string type)
  3. TitlePost             (string type)
* Added new MEMBER to the 'isxvg' datatype:
  1. ClipBoardText     (string type)
* Added new MEMBER to the 'vg' datatype:
  2. IsSwimming        (bool type)
  3. ServerID          (int type)
 

Amadeus

The Maestro
Staff member
Code:
January 16, 2007 -- By Amadeus
[ISXVG-20070116b.zip]  
* Fixed the 'ZoomIn' and 'ZoomOut' arguments of the 'vgradar' command
* ISXVG.xml has made an appearance in your 'extensions' directory and will be used to save
  various ISXVG settings.
* Most commands and TLOs will now no longer work unless your ${ISXVG.ConnectionState} is "IN_GAME".  If anyone
  discovers a reason to use anyone that IS disabled during server or character select, please let me know.
* Added a new exported library to isxvg to be used with .NET projects: "ISXVGAPI"
* Added a new FUNCTION to the ISXVGAPI library:
  1.  uint GetVGEventID(string EventName)
 
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