AnnoyRP is yet another addon to provide chatter. It is aimed primarily at roleplaying usage; you can set up selections of funny or appropriate things to say on particular circumstances, such as spell casting or ordering your pet around. It is fairly friendly, and accepts drag and drop of spells for nearly automatic configuration.
This is probably reasonably called a beta release. A few useful convenience features have been added, and the error checking seems to be more robust. A few new events have been added, and there's some in-game help.
The enclosed ReadMe file gives more information; as always, unpack into Interface/AddOns. History in ChangeLog.txt.
Feedback is solicited, especially informative bug reports.
WARNING: If you have data saved in 0.20 or earlier, you should backup your SavedVariables file before installing 0.21 or later. It has worked fine in testing, but it does need to convert the old data format to the new data format. Make a backup just in case.
0.27 adds 2.3 compatibility (just a TOC upgrade) and /orcish to speak orcish, etc. 0.28 fixes the fatal typo in 0.27.
It'd depend on me finding out how to do an untargeted emote in general... But once you find a way to do that, you can just put it in the mod. I haven't found one yet, although I assume there must be a way to indicate "not-on-target" for a mod.
I'm wondering if something similar to the [target=player] component of macros could be used to simulate having no target. Because if you have a bandaging macro that goes
/use [target=player] Linen Bandage
it will bandage you without changing your target. I do not know if [target=none] works the same way but there is obviously some mechanism for performing an action to an object which is not your target. You have ${target}, ${pet} etc as IDs - if something like ${blank} or ${nothing} could be implemented, that would be wonderful. eg:
/love ${blank}
returns "Player feels the love," even if Player is continuing to fight against the rogue who just ambushed with a massive crit.
1. I don't know of a good way to do "crit for over 500"; you could use "5%d%d", but that wouldn't match "1000".
You could do two events, one for "[5-9]%d%d" and one for "%d%d%d%d". There's not an easy way to do this in Lua. Hmm!
I am gonna add a feature where ">N" as a pattern on Player Hit means "for more than N points of damage", and "<N" means "for less than N". Will show up in a bit.
2. You don't need patterns on those. Patterns are totally ignored for Player Dead. On "Kill Creature", the pattern matches the creature's name; if you do no pattern at all, it'll be all creatures. An Undead might have a set of revenge-themed chatters on {Player Kill, "Scarlet"}.
3. If you do an emote when you have a target, the default is to use the target. Unfortunately, this creates a problem; I don't know a good way to make the emote act as though you don't have a target. You might be able to do something like "/love playername".
ARP will never alter your target or anything; it'll just notice what creature you have targeted, or what target the spellcast event said a spell was cast on.
Thanks for the feedback. Updates and further research are a-comin'!
There are a few things I can't figure out from the readme....help?
1. How would I set ARP to say something when I'm crit for over 500? I don't understand how the pattern field works for numbers. "%d%d%d" is over 100 according to the readme - is "%5%d%d" 500? Is "%d%d%d%d" 1000?
2. Do I need a pattern for "Kill Creature" and "Player Dead", if I want ARP to have a chance to say something every time I kill any creature (including other players) and every time I die?
3. Will emotes refer to my target automatically, if I have a target when the event occurs, or only if I have "/<emote> ${target}" in the chatter field? Say, if I want to "...feel the love" when I'm crit (NOT "...loves <mytarget>"), will that happen even if I have someone targeted? And, if it does do the former, will ARP mess up my actual in-game target?
Great mod. Thanks.
Last edited by goat_song : 12-13-2006 at 11:55 PM.
This sounds like a fun mod. But might be too distracting in a raid situation. Is there a easy way to enable/disable this mod on the fly?
There's several!
1. "/annoyrp off"
2. Go to options tab, enable "mute".
3. Pick some event, such as
{ Player Hit, "Onyxia", 100% } and bind it to a list containing only "/annoyrp off".
The last will spam you, but ensure that your chatter is disabled during the big fight.
Note that you can use ${spelltarget} in that case; I think it will consistently do the right thing with that. I have a limited set of "variables" I interpolate.
But yeah, examples will be included in a future release.
It would be even nicer if you included an example spell also, like when using your Holy Light, saying May the light be with you or Light give aid to %t.