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Category: Miscellaneous[DragowulfUI] SpellTimer Window
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Name: [DragowulfUI] SpellTimer Window   Popular!
Author:
Date: 06-19-2009 03:30 AM
Size: 14.27 Kb
Version: V1.2 09.06.19
Rate Addon: 5 out of 5 with 10 votes  
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Size: 5.57 Kb
Dimensions: 241 x 163
This picture was not taken ingame, but in the UIBuilder
 
Description
Game Update #52 Compatible


Description:
This is an advanced custom window that filters in Abilities/Buffs/CAs/Debuffs/Heals/Procs/Spells that would otherwise be located in the Maintained Window. It can be a pain seeing the spam of 30 spells in your Maintained window when you only want to keep track of a few spells. The main purpose of this window is not to replace the Maintained Window, but to be utilized as a separate spell timer tracking window. At this moment you can only filter in up to 15 spells.

** WARNING: You have to manually pick which spells you would like to filter in. Remember to follow the Installation Notes below, otherwise this mod will not work for you.


Installation Notes:
- How To: Install A Custom UI
- drago_mixed_elements.dds goes in your CustomUI/images/ folder.
- eq2ui_custom_dragowulfui_spelltimer.xml goes in your CustomUI folder.
- _DragowulfUI_SpellTimerSettings.txt goes in your CustomUI folder.
- Open _DragowulfUI_SpellTimerSettings.txt and change "Insert Spell Name" to the desired spell(s) you want to filter in.
- It will then look something like this:
Code:
<?xml version="1.0" encoding="utf-8"?>
<Page Name="SpellTimerData">
	<Page Name="1" SpellName="Destructive Mind IV" />
	<Page Name="2" SpellName="Spell Lash II" />
	<Page Name="3" SpellName="Haruspex III" />
	<Page Name="4" SpellName="Obliterated Psyche V" />
	<Page Name="5" SpellName="Reflexes" />
	<Page Name="6" SpellName="Insert Spell Name" />
	<Page Name="7" SpellName="Insert Spell Name" />
	<Page Name="8" SpellName="Insert Spell Name" />
	<Page Name="9" SpellName="Insert Spell Name" />
	<Page Name="10" SpellName="Insert Spell Name" />
	<Page Name="11" SpellName="Insert Spell Name" />
	<Page Name="12" SpellName="Insert Spell Name" />
	<Page Name="13" SpellName="Insert Spell Name" />
	<Page Name="14" SpellName="Insert Spell Name" />
	<Page Name="15" SpellName="Insert Spell Name" />
</Page>
- If you do not have eq2ui_custom.xml, copy it from your EverQuest II/UI/Default folder and paste it in your CustomUI folder.
- Once you have or already have eq2ui_custom.xml, open it with a text editor and add the following line:
Code:
<include>eq2ui_custom_dragowulfui_spelltimer.xml</include>
- It will then look something like this (make sure that the line you're adding is DIRECTLY the line under the second line of eq2ui_custom.xml and not on the last line of the .xml):
Code:
<?xml version="1.0" encoding="utf-8"?>
<Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false">
<include>eq2ui_custom_dragowulfui_spelltimer.xml</include>
</Page>
** WARNING: Make sure that you did the above correct, otherwise you will get no resize/move cursor for the mod (but you will be able to resize/move it) and you will not be able to right click it to take the backdrop and frame off.


Update Log:
V1.2 09.06.19
- Fixed the bug that made the window invisible after switching characters


V1.1 09.06.17
- Now allows the user to target the target of the spell by clicking the target's name

V1.0 09.06.15
- Initial release
Archive List (Old Versions)
File Name
Version
Size
Author
Date
V1.1: 09.06.17
14.28 Kb
dragowulf
06-17-2009 01:54 PM
V.1
14.18 Kb
dragowulf
06-16-2009 12:51 AM
File Statistics
User Rating:
5 out of 5 with 10 votes
Downloads: 1726
Views: 12165
Favorites: 35
Uploaded By:
 
Last Modified: 06-22-2009 03:18 PM by dragowulf    

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Old Today, 01:36 AM  
Alge
A Coastal Crab

Server: Najena
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Re: Re: Re: Re: Avoiding spell names in an external file

Quote:
Originally posted by mohrg13
Sorry mate, not sure I understand what you are saying here. If you could please clarify for me.
You would need to either modify the xml directly in a text editor or use UIBuilder. I'm looking into releasing my version of this mod soon but there are a couple of things I would need to tidy up from my personal version.

Alge

Last edited by Alge : 02-09-2010 at 01:39 AM.
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Old Today, 01:22 AM  
mohrg13
A Coastal Crab

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Re: Re: Re: Avoiding spell names in an external file

Quote:
Originally posted by Alge
For the filling from the bottom...

The Composite object needs its Alignment set to Back.

For making the pages of the composite reference the spells on hotbar 10...

I might tidy things up and upload a patch. I'll PM Dragowulf first too as this is his baby.

Alge
Sorry mate, not sure I understand what you are saying here. If you could please clarify for me.
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Old 02-06-2010, 06:00 PM  
Alge
A Coastal Crab

Server: Najena
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Re: Re: Avoiding spell names in an external file

Quote:
Originally posted by mohrg13
sorry to sound like a broken record, but how do you set up the dynamic data for the hotbars? Also how did you make it fill from the bottom?
For the filling from the bottom...

The Composite object needs its Alignment set to Back.

For making the pages of the composite reference the spells on hotbar 10...

I might tidy things up and upload a patch. I'll PM Dragowulf first too as this is his baby.

Alge
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Old 02-05-2010, 06:42 PM  
mohrg13
A Coastal Crab

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Re: Avoiding spell names in an external file

Quote:
Originally posted by Alge
I've been using the Spelltimer Window for a couple of weeks now and have been modifying it to teach myself about the EQII UI. I find it invaluable for playing my coercer. I've already stripped out the bars, removed the colour changing code and made it so that it grows up rather than down. The major annoyance I had then was having to modify the list of spell names every time I levelled and then re-log.

What I did was drag all the spells I wanted filtered to Hotbar 10 (I use Shift-0 to see it, then Shift-1 to go back to my normal hotbars). Then I made the pages under SpellTimerData reference the dynamic data for the hotbars. This allows me to update the list of filtered spells easily from within the game at the cost of having to dedicate a hotbar to spell timers. Another benefit of this method is that it allows you to filter 12 spells per character rather than 15 in total.

Anyway, just wanted to share that here.

Alge
sorry to sound like a broken record, but how do you set up the dynamic data for the hotbars? Also how did you make it fill from the bottom?
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Old 02-05-2010, 02:19 PM  
dodo44
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I checked the difference for real ingame with bars on today, and the difference is even larger than i thought. With 1 item being shown in the window with bars on, my FPS lost 35 frames from 105. It took me to 70.

With 6 items being shown [with no color bars on] it took me to 74-76 FPS. 1 colorless item in the window dropped me 5-6 fps.

So the framerate effect of 1 item shown is larger than showing 6 with bars off. 1 color changing bar is equivalent to showing 8 items in the window without color changing bars, and the effect doubles to 16 items if you show 2 items with color changing bars.

Once again ill say that this is a great mod, but this change would be very welcome included in a optional download since it makes it usable for virtually any speed of computer [8 color bars can knock my 4.5ghz C2d cpu to 15 frame from 160].

Last edited by dodo44 : 02-05-2010 at 02:21 PM.
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Old 02-04-2010, 05:53 PM  
dodo44
A Coastal Crab

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Re: Re: Avoiding spell names in an external file

Quote:
Originally posted by dodo44
What lines did you change to get rid of the color changing bars ? According to the Dev that is what makes this mod kill your framerate...Id love you forever if you shared how to remove the color changing.
I took a glance at the XML file after posting and I guess it knocked some sense into me.

Delete these lines from your XML to remove the color changing bars, they are in the beginning of the File -

<ProgressbarStyle Bar.Background="Progress_Fill" Name="Progress_Style" />
<Button Name="ConfigureColor" OnPress="Parent.UpdateColor.Press=true Parent.UpdateColor.OnPress='ColorTMP=(COND ? &quot;#00FF00&quot; : ColorTMP) COND=Parent.Composite.' ## NameTMP ## '.Duration.Progress == 0 ColorTMP=(COND ? &quot;#FF0000&quot; : ColorTMP) COND=Parent.Composite.' ## NameTMP ## '.Duration.Progress < 0.25 ColorTMP=(COND ? &quot;#FF8000&quot; : ColorTMP) COND=Parent.Composite.' ## NameTMP ## '.Duration.Progress < 0.5 ColorTMP=(COND ? &quot;#FFFF00&quot; : &quot;#00FF00&quot COND=Parent.Composite.' ## NameTMP ## '.Duration.Progress < 0.75'" Visible="false" />
<Button Name="UpdateColor" Visible="false" />


Just checking my FPS real quick after doing this, I went from 106 FPS to 75 with 6 items being tracked by the Mod. Going off of memory, this would drop my FPS from 100 to 20 FPS with color changing on. So this is a MUST if you value your framerate.
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Old 02-04-2010, 05:38 PM  
dodo44
A Coastal Crab

Server: Unkown
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Re: Avoiding spell names in an external file

Quote:
Originally posted by Alge
I've been using the Spelltimer Window for a couple of weeks now and have been modifying it to teach myself about the EQII UI. I find it invaluable for playing my coercer. I've already stripped out the bars, removed the colour changing code and made it so that it grows up rather than down. The major annoyance I had then was having to modify the list of spell names every time I levelled and then re-log.

What I did was drag all the spells I wanted filtered to Hotbar 10 (I use Shift-0 to see it, then Shift-1 to go back to my normal hotbars). Then I made the pages under SpellTimerData reference the dynamic data for the hotbars. This allows me to update the list of filtered spells easily from within the game at the cost of having to dedicate a hotbar to spell timers. Another benefit of this method is that it allows you to filter 12 spells per character rather than 15 in total.

Anyway, just wanted to share that here.

Alge
What lines did you change to get rid of the color changing bars ? According to the Dev that is what makes this mod kill your framerate...Id love you forever if you shared how to remove the color changing.
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Old 02-02-2010, 09:04 PM  
mohrg13
A Coastal Crab

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How do you set up the dynamic data for the hotbars?
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Old 02-02-2010, 12:25 PM  
SkyBeeX
A Crazed Gnoll

Server: Antonia Bayle
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Re: Avoiding spell names in an external file

Quote:
Originally posted by Alge
What I did was drag all the spells I wanted filtered to Hotbar 10 (I use Shift-0 to see it, then Shift-1 to go back to my normal hotbars). Then I made the pages under SpellTimerData reference the dynamic data for the hotbars. This allows me to update the list of filtered spells easily from within the game at the cost of having to dedicate a hotbar to spell timers. Another benefit of this method is that it allows you to filter 12 spells per character rather than 15 in total.
Very clever and nice improvement. I run into the same problem. I monitor a few items from my Dirge, more from my Mystic, and even more from my Illusionist so the limitation mentioned above does present a problem. Maybe we could see this improvement implemented as an option for this ui mod.

Last edited by SkyBeeX : 02-02-2010 at 12:26 PM.
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Old 02-01-2010, 12:21 AM  
mohrg13
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Is it possible to have multiple folders 1 for each of my classes with the spells in them?
If not can you have more than 15 spells in the folder?

Great Mod
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Old 01-28-2010, 11:46 AM  
Enicolas
A Coastal Crab

Server: Antonia Bayle
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Quote:
Originally posted by dragowulf
There's no DynamicData for the Beneficial or Detrimental Effects windows like there is for the Maintained, so unfortunately unless the devs plan on giving us that data, it's not doable.
i understand this problem.
for example: the procs (ampl.plazma) from window'EFFECT' can find without timer? (in 'effect' we see this) can do SELECT from 'EFFECT' this info or need Din.data too?
(sorry, english is bad)

Last edited by Enicolas : 01-28-2010 at 12:27 PM.
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Old 01-25-2010, 05:43 AM  
Alge
A Coastal Crab

Server: Najena
Forum posts: 0
File comments: 3
Uploads: 0
Avoiding spell names in an external file

I've been using the Spelltimer Window for a couple of weeks now and have been modifying it to teach myself about the EQII UI. I find it invaluable for playing my coercer. I've already stripped out the bars, removed the colour changing code and made it so that it grows up rather than down. The major annoyance I had then was having to modify the list of spell names every time I levelled and then re-log.

What I did was drag all the spells I wanted filtered to Hotbar 10 (I use Shift-0 to see it, then Shift-1 to go back to my normal hotbars). Then I made the pages under SpellTimerData reference the dynamic data for the hotbars. This allows me to update the list of filtered spells easily from within the game at the cost of having to dedicate a hotbar to spell timers. Another benefit of this method is that it allows you to filter 12 spells per character rather than 15 in total.

Anyway, just wanted to share that here.

Alge
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Old 01-09-2010, 10:55 PM  
dodo44
A Coastal Crab

Server: Unkown
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I got mine working by editing the eq2ui_custom.xml thats inside the ProfitUI folder. I also extracted this mod into the Profitui folder aswell. I dont know if your doing that, or doing it the standard way of installing this mod...But i had issues at first getting it to work and that solved it.
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Old 01-09-2010, 05:14 PM  
Mimzel
A Young Mystail Rat

Server: Antonia Bayle
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Not showing up, and conflicting with ProfitUI?

I cant seem to get this to work for me. What happens is that it wont show up, and it makes ProfitUI stop working as well. I had a look at the thread of replies here, and did as instructed - as far as I know.

Please have a look at this and tell me what i have done wrong please

<?xml version="1.0" encoding="utf-8"?>
<Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false">
<include>_ProfitUI_custom.xml</include>
<include>eq2ui_custom_dragowulfui_spelltimer.xml</include>
</Page>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>

Btw, When I delete the Include dragowulf section everything is ok again with my profitui...

Last edited by Mimzel : 01-09-2010 at 06:00 PM.
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Old 12-23-2009, 03:56 AM  
DuneWarrior
A Forest Scavenger

Server: Antonia Bayle
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Quote:
Originally posted by dragowulf
It has to do with the color changing that is being done in my mod. I am revamping the mod internally as well as the appearance. I also am adding some more options in the settings file for different character profiles so performance improves. Right now I'm just slightly hung up on the mod's appearance/layout.
Any update on this mate? (Not that im pushing )
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