Originally Posted by
Kincard
Thanks for the response, but 2 of the answers weren't quite what I was looking for.
Got it. I got a bit confused because the page says that Windower apps will work with Ashita but I'm assuming by that you means outside programs like KParser and such, rather than plugins?
I had read that post before asking, my question had to do with multiple different lotting profiles. From the sound of it, you're only allowed on lotting profile (Lotomatic.xml) instead of multiple different ones like LightLuggage allows. If I want to have two different lotting profiles on different characters active at once, is it possible? LightLuggage has the //ll profile "txt" option.
I was actually looking for a way to do these edits without having to go into each file and do it manually, but I found a way now so it's not a problem anymore.
Lotomatic currently only supports a single profile but it would be worth it to suggest adding the feature, it wouldn't be hard to add and atom0s is great about adding things.
Originally Posted by
Esvedium
I looked through some info on Lua, but it's a bit overwhelming. I am a technical person, and creating spellcast xmls is easy for me, but... god damn, I'm lost on this.
Does anyone have a sample LuaCast file that I can look over and try to get a better grasp on the setup, commands, etc? I remember when I started using Spellcast I had a similar feeling as I do now, and the only way I got past that was to get a few xmls and go over them, pull them apart, and try to make my own from there.
It may be best to put aside the way spell cast works and focus more on what you would like to do. At this point in LuaCast's development, it is not a drop in replacement. Rather a very powerful, easy to use framework that could be used to do the same things as Spellcast.
In your extensions folder you will find a folder name LuaCast, this contains all its scripts. By default LuaCast loads "main.lua" which also includes "events.lua". Events.lua is just a wrapper around the event system Ashita calls.
In main.lua you will see a number of examples of using the event system.
for example:
Code:
require( 'events' );
function onHandleCommand( cmd, nType )
print( string.format( "Incoming command: %s, type: %d", cmd, nType ) );
-- Override and resend..
if (cmd == "/wave") then
AshitaCore:GetDataModule():SendCommand( '/bow', CommandType.Typed );
return true;
end
-- test command
if (cmd == "/test") then
local player = AshitaCore:GetDataModule():GetEntityList():Find( 'Atomos', 0 );
if (player ~= nil) then
print( 'Player: ' .. player.Name );
print( 'Player Race: ' .. tostring( player.Race ) );
-- Speed hax!
player.MovementSpeed1 = 100;
end
return true;
end
return false;
end
events.Add( "onHandleCommand", "luaCast_onHandleCommand", onHandleCommand );
Code:
events.Add( "onHandleCommand", "luaCast_onHandleCommand", onHandleCommand );
Tells the event system to call the onHandleCommand function when the event "luaCast_onHandleCommand" is raised by Ashita.
Ashita handles every game input be it typed, macro or menu as a command and they are assigned a value by the game and passed to the event as nType.
This allows you to do fun things like replace commands, in the case the "/wave" command. Returning true from this event stops the command from going to the game.
Documentation is very lacking and there are only a few events right now. We are trying to keep the interface/ events as close to the extension interface as we can. As always suggestions are more than welcome and if you need help with anything post a question or hop on our irc.