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Category: MiscellaneousBuff Immunity Timers/Notification(JCap/Gravitas)
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Name: Buff Immunity Timers/Notification(JCap/Gravitas)
Author:
Date: 12-06-2008 04:11 AM
Size: 5.20 Kb
Version: 1.1
Rate Addon: 5 out of 5 with 5 votes  
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Timer window with and without overlay notification
 
Description
Buff Immunity Timers/Notification v1.1 by Aditu of Permafrost (ACT Author) aditu@maine.rr.com
Changes:
Forced timer bars to resize as a multiple of the immunity duration to ensure accurate timing. Added a button to quick resize to 2x a 120s timer.


Buff Immunity Timers/Notification v1.0 by Aditu of Permafrost (ACT Author) aditu@maine.rr.com

Synopsis:
The purpose of this UI mod is to create timers for buff immunities that are applied for things like Jester's Cap or Gravitas. The immunity icon is only easily visible to the recipient of the original buff and not the caster.

The UI will display five timers displayed as a character name and a progress bar of the time elapsed. Once the immunity time elapses the progress bar will have reached full where the timer will be reset for future use and an overlay will appear for five seconds saying a specific character has lost their immunity.

The timer window is not required to be visible at all times to make use of it. If kept hidden, it will still track the immunity timers and automatically show itself for the duration of the overlay alert then hide itself once again. In either case an audio alert will sound during this time as well, identical to the sound when attuning an inventory item.

Installation:
This is a "Custom" UI mod in which it does not replace any other UI piece. It is standalone in which it is not dependent on having any other UI piece installed already.

That said, you *are* required to be using a non-default UI in order to view this UI piece. If you are using Default as your current UI, you will need to create a new UI folder for this mod as you cannot simply copy it into the Default folder and have it function. If you fall into this category, please follow this guide to set up a non-Default UI folder. http://www.eq2interface.com/forums/faq.php?faq=howto_install#faq_new_faq_item

As this is a "Custom" namespace UI mod, you will either need to have a "eq2ui_custom.xml" file to add this file's reference to, or use a new one. If you do not already have this file, one is included in the download archive. If you do already have it, do not overwrite it, open it in a text editor and before the last line add the following:
Code:
<Include>eq2ui_custom_buffimmunity.xml</Include>
The default settings for the mod is to monitor "Jester's Cap" and set the immunity timer for 120 seconds. If you are a Dirge with Gravitas, you will have to edit the UI mod file and on line six replace "Jester's Cap" with "Gravitas".

Usage:
Once the UI mod is installed, by default it is not visible. To show the mod window, type or put into an EQ2 macro: (CASE SENSITIVE)
Code:
/show_window Custom.BuffImmunity
While the UI window may be resized, the timer bar width must remain a multiple of the immunity duration. The minimum window size is sufficient for a 1x size timer, the maximum window size is sufficient for a 3x size timer and there is a button that allows you to resize the window to 2x size for a 120s timer. The timer when started will size itself to the largest whole multiple it can.
Archive List (Old Versions)
File Name
Version
Size
Author
Date
1.0
5.17 Kb
EQAditu
12-03-2008 09:51 AM
File Statistics
User Rating:
5 out of 5 with 5 votes
Downloads: 551
Views: 5443
Favorites: 11
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Last Modified: N/A

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Old 06-24-2009, 02:55 AM  
Shianne
A Brown Bear

Server: Antonia Bayle
Forum posts: 9
File comments: 17
Uploads: 0
Is there any way to get a numerical timer on immunites (like there is on the actual effect window icon)?

Would be awesome to have that without having to use ACT and having the annoying timer window up in front of EQ...

Just a dream or possible?
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Old 06-02-2009, 10:57 AM  
EQAditu
An Undead Settler
 
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Server: Permafrost
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Re: The Crashing...

LocationEffectors aren't exactly controls we tell to paint. In 3D appplications(the UI is made up of polygons like the rest of the screen), everything is painted every frame regardless.

In the small formula you mentioned, I divide something by the immunity timer value... which is typically 120. For one thing, I'm not using a progress bar in this UI... it merely looks like one. It is just a rectangle that slides across the screen. The LocationEffector speed which might be 240/120 results in a speed value of 2. Which means it tries to travel at 2 pixels a second. I do not and cannot affect it any further than that. It will auto-calculate how to move the bar depending on the current framerate. If you're getting 30FPS, it'll move 1px every 15 frames... or two updates a second since you seem to care.

Lastly, the UI does not crash while the progress is changing. It crashes either when the progress is completed, or when it tries to start again. I observed it most when the UI would ignore a command to reset its position and when the progress attempted to start again, it would crash.
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Old 06-02-2009, 05:19 AM  
Godatte
Rock on Tom
 
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The Crashing...

a few people complaining about crashing, but I haven't tried it yet so I wouldn't know, but I would guess it's to do with the progression bars being 'painted' near enough 100 times a second? (I did the same on an external program and it crashed me). All you need to do is have the bar update every 'x' seconds (make it something like the duration of immunity/10 or something, so you only see it update every 10%, but then it's not using up so much CPU it makes you crash).

That's the problem I had with mine (especially since it is a windows progression bar, the type made up with blocks...it only needed to be painted every x seconds anyways because that's all it did regardless!).

Hope this helps, although i hear this sort of thing is hard to achieve in XML (thinking of making a program for gravitas immunity as well as the CoB one I already have, as long as this one crashes me :/ if it doesn't then i won't bother lol).

Vuetee
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Old 03-31-2009, 09:38 PM  
thecynic315
A Coastal Crab

Server: Antonia Bayle
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nvm

Last edited by thecynic315 : 03-31-2009 at 09:57 PM.
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Old 02-24-2009, 03:06 PM  
lynkan
A Coastal Crab

Server: Antonia Bayle
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If it helps., mob it always crashes me on is Master P in SoH, i love this mod even though it fustrates me :P I know it has crashed me on others , but its a certainty on master p.

Last edited by lynkan : 02-24-2009 at 03:07 PM.
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Old 02-16-2009, 12:06 PM  
Divakitten
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Stopped Using This

I've simply stopped using this entirely, as it is too risky on raids to potentially crash any time I cast JC. Sometimes it goes for hours with no crash and sometimes I get 2-3 in a short period of time. At any rate, I love the CONCEPT of this mod, so hopefully it can be done with no bugs at some point.
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Old 01-22-2009, 04:43 PM  
EQAditu
An Undead Settler
 
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Server: Permafrost
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I think the more I play with this, the stranger it is.

I was using certain methods which were identical to other methods except that they didn't crash. So maybe the other methods only crashed less instead of not at all. Thinking that I went back and only used methods that always crashed and tried to do things in different orders in which to stop the crashes while it was more black and white. Which only got to the point where using only the always crash(if done wrong) methods were not always crashing but only sometimes crashed.

So probably the new version would crash even more than the old one for people who crashed originally? But what would happen if I went back with my non-always crash methods with my new code that only made the so-called always crash methods not always crash? Sorry if that made zero sense.

Anyways... it might mean it crashes less for those who crash... or gets rid of the crashing... but its hard for me to test because the original didn't crash for me to begin with... *sigh*
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Old 01-03-2009, 03:03 PM  
Divakitten
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Both myself and the other Troub in my guild are getting crashes from this...though it seems to be worse for the other Troub (2-3 crashes for every 1 that I get). Hopefully this gets figured out because this is an awesome mod.

Now, it certainly could be a coincidence...but mine seem to happen when I cast JC on someone outside my group (usually a healer in MT group during raids). I havn't had the crash happen outside of a raid yet.

Update: Completed VP/Trakanon with no crashes. The more I've played with this, the more it seems isolated to certain zoned or types of encounters, and Palace of the Ancient One in particular (where it has happened several times to me).

Could there be something about mobs like Byzola or Switchmaster (that put random detrimentals on people) that messes it up? I have no idea why that would be the case, but I've had it happen on those fights more often.

1/17 Update: Switchmaster in Palace of the Ancient One definitely makes this bug happen more than any other place/encounter.

Last edited by Divakitten : 01-16-2009 at 11:10 PM.
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Old 12-31-2008, 06:19 AM  
plinky
A Coastal Crab

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Any news on the crashing problem? I havent reinstalled since taking it out, but when it was working fine it was a very useful mod.

I dont know much about coding and stuff or I would try and help out, but if I can I will. I got it to crash 3 times in all. Once while in a group situation (full Group) in Nu'roga, and twice back to back in a raid zone - Palace I think. I couldnt risk any LDs in a raid so I took it out. There was a dirge running it for Gravitas that night, and he said he didnt have any problems all night.

Dont know if it makes any difference what OS and stuff I am using, but I will post if you request.
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Old 12-25-2008, 03:03 PM  
EQAditu
An Undead Settler
 
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Server: Permafrost
Forum posts: 91
File comments: 86
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Quote:
Originally posted by Mickey
Since you said this reads the spell from the maintained window, could the maintained window filling up with other abilities prior to casting jcap cause this?
{...}
It should be reading all 30 icon slots equally no matter what. The code path doesn't change if there's zero icons or 30.

I cannot think that the crashing isn't because of the effectors I use for timing because they are notorious for crashing if used wrong. The problem seems that they are not black and white in terms of being stable. With the current version, I am completely unable to crash and judging by reports probably less than half that try do crash. So I'm a little confused by it all and my first attempt at slightly rearranging things to reduce crashing did nothing.
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Old 12-25-2008, 11:34 AM  
Mickey
A Coastal Crab

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Since you said this reads the spell from the maintained window, could the maintained window filling up with other abilities prior to casting jcap cause this?

I'm a troub running profit and eq2map and it crashed me quiet often, but it was later in a fight. Short fights where no problem, long fights I'd crash without fail.

Just completely guessing on that one, but thought I'd throw it out there

Last edited by Mickey : 12-25-2008 at 11:35 AM.
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Old 12-23-2008, 03:28 PM  
EQAditu
An Undead Settler
 
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Server: Permafrost
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Re: Fetish

Quote:
Originally posted by Mr_Worf
Im using fetish nightfall and all im getting is a black window. Looks like a kickass adon
Then the procedure you used to edit your eq2ui_custom.xml file failed. The <Include> line has to be in the main Page node of that file. Look at the included eq2ui_custom.xml file to get an idea of where it should go.
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Old 12-23-2008, 05:42 AM  
Mr_Worf
A Coastal Crab

Server: Runnyeye
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Fetish

Im using fetish nightfall and all im getting is a black window. Looks like a kickass adon
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Old 12-20-2008, 12:27 AM  
EQAditu
An Undead Settler
 
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Server: Permafrost
Forum posts: 91
File comments: 86
Uploads: 7
Re: Re: To those with crashing issues...

Quote:
Originally posted by garth
Seems to be about the same frequency.
Well thanks for trying at least. Honestly it happens the same frequency for me as well... which is unfortunately for fixing it is zero.
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Old 12-19-2008, 10:33 PM  
garth
A Coastal Crab
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Server: Antonia Bayle
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Re: To those with crashing issues...

Quote:
Originally posted by EQAditu
A made a hacked apart version of this mod...
Seems to be about the same frequency.
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