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Question - Escaping characters in Event Params?

Joined
Feb 24, 2005
RedCents
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Anyone know if this is possible?

Rich (BB code):
#Event Told			"#1# told you, '#2#'"
#Event Tells		"#1# tells you, '#2#'"
#Event Says			"#1# says, '#2#'"

If the second parameter contains ' it won't fire correctly.

For example:
Character says, 'How is it going' -- event fires
Character says, 'How's it going?' -- event screws up

I guess a work around I could do is change #2# to #*#, and parse the full line? Anyone know how to escape ' in an event?
 
That's how EQ wraps messages... dunno why I had those events setup that way for awhile... wripping them off and stripping the ' off later is an easy fix... Thanks.
 
Rich (BB code):
#chat group
#chat tell
#chat say

Sub Event_Chat(string ChatType,string ChatSender,string ChatTextRaw)
     /if (${ChatType.Equal[TELL]} && ${Select[${Spawn[${ChatSender}].Type},NPC,PET]})) /return
     etc etc


 /return


  • #chat channelname
This is a special type of #event which watches the specified channelname. Content from the channelname is accessed by creating a Sub Event_Chat.
Valid channels are: auc, chat, guild, group, ooc, say, shout, and tell. (chat represents channels)
Only one channel may be used on the #chat line, however multiple lines may be added. Example:

Rich (BB code):
#chat guild
#chat group

Sub Event_Chat(ChatChannel,ChatSender,ChatText)
  /echo ${ChatSender} told me ${ChatText} in ${ChatChannel}
/return
 
Rich (BB code):
#chat group
#chat tell
#chat say

Sub Event_Chat(string ChatType,string ChatSender,string ChatTextRaw)
     /if (${ChatType.Equal[TELL]} && ${Select[${Spawn[${ChatSender}].Type},NPC,PET]})) /return
     etc etc


 /return


  • #chat channelname
This is a special type of #event which watches the specified channelname. Content from the channelname is accessed by creating a Sub Event_Chat.
Valid channels are: auc, chat, guild, group, ooc, say, shout, and tell. (chat represents channels)
Only one channel may be used on the #chat line, however multiple lines may be added. Example:

Rich (BB code):
#chat guild
#chat group

Sub Event_Chat(ChatChannel,ChatSender,ChatText)
  /echo ${ChatSender} told me ${ChatText} in ${ChatChannel}
/return

Ah yea... once upon a time I remember 1 event to intercept it all... Thanks for that.
I ended up just stripping out the ' in my param, so now I have to strip ' ' when I deserialize my responses back to my C# code...
Works for now, and I've got Slack RTM API wired up so I can control EQBC via Slack... I use a channel per group. Push notices when you get communication in game and the ability to reply via your phone is amazing :)

- - - Updated - - -

Rich (BB code):
#chat group
#chat tell
#chat say

Sub Event_Chat(string ChatType,string ChatSender,string ChatTextRaw)
     /if (${ChatType.Equal[TELL]} && ${Select[${Spawn[${ChatSender}].Type},NPC,PET]})) /return
     etc etc


 /return


  • #chat channelname
This is a special type of #event which watches the specified channelname. Content from the channelname is accessed by creating a Sub Event_Chat.
Valid channels are: auc, chat, guild, group, ooc, say, shout, and tell. (chat represents channels)
Only one channel may be used on the #chat line, however multiple lines may be added. Example:

Rich (BB code):
#chat guild
#chat group

Sub Event_Chat(ChatChannel,ChatSender,ChatText)
  /echo ${ChatSender} told me ${ChatText} in ${ChatChannel}
/return

Maskoi --

Got another question for you... using #chat how do you get around language?
Rich (BB code):
Toon tells you, in Gnomish, 'blah blah'
As long as people are speaking in common this is a non issue
 
This is how I resolved both the ' issue and language issue

Did the same for:
Group
Guild
Auction
Shout
Say
OOC


Rich (BB code):
#Event Told		"#1# told you,#2#"
#Event Tell		"#1# tells you,#2#"	

Sub Event_Told(string Line, string ChatSender, string Chat)
	/if (${Select[${Spawn[${ChatSender}].Type},NPC,PET]} > 0) /return
	/bct Overseer #TELL#|${ChatSender}|${Chat}|${Me}
/return

Sub Event_Tell(string Line, string ChatSender, string Chat)
	/if (${Select[${Spawn[${ChatSender}].Type},NPC,PET]} > 0) /return
	/bct Overseer #TELL#|${ChatSender}|${Chat}|${Me}
/return

Result:
Rich (BB code):
@channel ToonA told ToonB:  in Elvish, 'What's up?'
@channel ToonA told ToonB:  in an unknown tongue, 'dno z!'
 
Last edited:
This is how I resolved both the ' issue and language issue

Did the same for:
Group
Guild
Auction
Shout
Say
OOC


Rich (BB code):
#Event Told		"#1# told you,#2#"
#Event Tell		"#1# tells you,#2#"	

Sub Event_Told(string Line, string ChatSender, string Chat)
	/if (${Select[${Spawn[${ChatSender}].Type},NPC,PET]} > 0) /return
	/bct Overseer #TELL#|${ChatSender}|${Chat}|${Me}
/return

Sub Event_Tell(string Line, string ChatSender, string Chat)
	/if (${Select[${Spawn[${ChatSender}].Type},NPC,PET]} > 0) /return
	/bct Overseer #TELL#|${ChatSender}|${Chat}|${Me}
/return

Result:
Rich (BB code):
@channel ToonA told ToonB:  in Elvish, 'What's up?'
@channel ToonA told ToonB:  in an unknown tongue, 'dno z!'

Did you mod kiss to include this stuff?
 
Nah I have my own include that I just add into any macros I'm using.


Sent from my iPhone using Tapatalk
 
Question - Escaping characters in Event Params?

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