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Category: MiscellaneousBuff Immunity Timers/Notification(JCap/Gravitas)
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Name: Buff Immunity Timers/Notification(JCap/Gravitas)   Popular!
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Date: 10-07-2009 11:40 PM
Size: 6.00 Kb
Version: 2.10
Rate Addon: 5 out of 5 with 6 votes  
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Bar Timer Display
 
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Bar Timer Display with expiration
 
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Text Only Display
 
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Text Only Display with expiration
 
Description
Buff Immunity Timers/Notification v2.10 by Aditu of Permafrost (ACT Author) aditu@maine.rr.com
Changes:
The display can now be configured to be progress bars or text only count downs. You can attach macro commands to starting timers for things such as tells or chat notifications. Fixed a bug where non-active timers would get offset by new timers so they would sometimes cause blank alerts. Fixed a bug where sometimes the UI would ignore a needed UI event(by spamming it now *shrug*), causing the timer to freeze at the beginning.


Buff Immunity Timers/Notification v2.01 by Aditu of Permafrost (ACT Author) aditu@maine.rr.com
Changes:
Fixed two bugs that would cause the timers to pause when casting a non-detected spell or cause detection to fail if over 15 minutes had passed between casts.


Buff Immunity Timers/Notification v2.0 by Aditu of Permafrost (ACT Author) aditu@maine.rr.com
Changes:
This mod has been almost entirely redesigned to avoid methods that would lead to client crashes.


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 four 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/f...q_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 after the first Page tag(probably line 3) 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". Gravitas immunity is affected by song duration mods, so you may have to account for that.

You can change how the mod displays the time remaining by changing TextOnlyTimers to/from true/false. If MacroCommands's IsActive property is set to true, it will execute the commands on the following lines when a new timer starts. If the commands contain 'TargetPlayer', it will be replaced by the name of the player the timer belongs to. (Useful for tells or tracking chat channels)

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
Archive List (Old Versions)
File Name
Version
Size
Author
Date
2.01
5.33 Kb
EQAditu
10-05-2009 02:17 PM
2.0
5.30 Kb
EQAditu
10-02-2009 09:27 AM
1.1
5.20 Kb
EQAditu
12-06-2008 04:11 AM
1.0
5.17 Kb
EQAditu
12-03-2008 09:51 AM
File Statistics
User Rating:
5 out of 5 with 6 votes
Downloads: 1500
Views: 12228
Favorites: 16
Uploaded By:
 
Last Modified: 11-01-2009 05:03 PM by EQAditu    

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Old 03-03-2010, 02:25 AM  
EQAditu
A Griffon
 
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Server: Permafrost
Forum posts: 158
File comments: 118
Uploads: 8
If it shows up in the Maintained Window, I guess you should try it out and see. You just need to edit the XML to enter the correct spell name and immunity duration.
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Old 03-02-2010, 04:28 PM  
abbinc
A Coastal Crab

Server: Antonia Bayle
Forum posts: 0
File comments: 1
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just out of curiosity, is there a way to make this mod work w/ the new illy AA time warp?

Last edited by abbinc : 03-02-2010 at 04:28 PM.
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Old 11-27-2009, 09:32 PM  
SkyBeeX
A Crazed Gnoll

Server: Antonia Bayle
Forum posts: 24
File comments: 18
Uploads: 0
Re: Re: a little buggy at the moment

Quote:
Originally posted by EQAditu
It may be possible to add more checks for a new icon and grab the time remaining from it to calculate where the immunity timer should start at. (Too many checks will cause FPS dips)
For us fellas that can handle the extra processing, maybe ya can put it in as an option for us to choose to have these checks. That would be awesome!! Thanks again for the mod.

Last edited by SkyBeeX : 11-28-2009 at 01:46 PM.
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Old 11-27-2009, 07:16 PM  
SkyBeeX
A Crazed Gnoll

Server: Antonia Bayle
Forum posts: 24
File comments: 18
Uploads: 0
Re: Re: a little buggy at the moment

Quote:
Originally posted by EQAditu
Without being able to reproduce a bug myself, a screenshot isn't a lot of help, really.
Yeah, I understand. I just posted the screenshot to show the mod not acting accordingly to my lack of knowledge of these things, heh. grr.

Quote:
Originally posted by EQAditu
I don't know if SoE will ever increase the number of maintained buffs addressable in dynamic data or not. It may be possible to add more checks for a new icon and grab the time remaining from it to calculate where the immunity timer should start at. (Too many checks will cause FPS dips)
Well, this sucks. I thought the maximum number of icon images able to be shown in the Maintained Window was 45. But yeah, it looks like it is only 30. That was what the problem was. Grrrr, this really sucks.

Welp bummer, and my maintained window seems to have more than 30 image icons quite a bit.

Welp, I still enjoy the mod!! Appreciate your time building it. Good stuff.

Last edited by SkyBeeX : 11-27-2009 at 08:30 PM.
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Old 11-27-2009, 05:23 PM  
EQAditu
A Griffon
 
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Server: Permafrost
Forum posts: 158
File comments: 118
Uploads: 8
Re: a little buggy at the moment

Quote:
Originally posted by SkyBeeX
Have to say again, I love this mod. I hope these quircks can be worked out. This mod is tremendously more reliably than the text based triggers.

But, it's a little buggy ... I was using a combination of quickraidbuttons and macros.

here are the screenshots
Immunity not shown 1
Immunity not shown 2

After a cast of Gravitas on the player, spell showing appropriately in the Maintained Window, the Immunity timer never starts in the mod.
Without being able to reproduce a bug myself, a screenshot isn't a lot of help, really.

What really matters is not the icon being visible when there's 10s left but less than a second after casting the spell. Your first screenshot shows 30 maintained icons on the screen; thus making it very possible that the Gravitas buff was not even on the window when you cast it 20 seconds earlier. If it's not on the window, it's not something the script can see either.

I don't know if SoE will ever increase the number of maintained buffs addressable in dynamic data or not. It may be possible to add more checks for a new icon and grab the time remaining from it to calculate where the immunity timer should start at. (Too many checks will cause FPS dips)
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Old 11-27-2009, 01:44 PM  
SkyBeeX
A Crazed Gnoll

Server: Antonia Bayle
Forum posts: 24
File comments: 18
Uploads: 0
a little buggy at the moment

Have to say again, I love this mod. I hope these quircks can be worked out. This mod is tremendously more reliably than the text based triggers.

But, it's a little buggy ... I was using a combination of quickraidbuttons and macros.

here are the screenshots
Immunity not shown 1
Immunity not shown 2

After a cast of Gravitas on the player, spell showing appropriately in the Maintained Window, the Immunity timer never starts in the mod.

Last edited by SkyBeeX : 11-27-2009 at 01:49 PM.
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Old 11-26-2009, 11:03 PM  
SkyBeeX
A Crazed Gnoll

Server: Antonia Bayle
Forum posts: 24
File comments: 18
Uploads: 0
Re: Re: autoshow?

Quote:
Originally posted by EQAditu
I would have to overwrite one of the Default UI windows to do that. Custom UI mods have no idea when the game loads and EQ2 doesn't save visibility settings for them. The best I could do would be to detect that the first time you cast a spell or something.
Yeah, it can be done.

[DragowulfUI]SpellTimer Window implements it quite fine.

EQAditu, I love this mod by the way. I think it needs some work still such as making it visible when there is activity instead of always having to do that macro command. And, there seems to be too much empty space in the UI; even when I resize it, I can't get rid of the empty spaces. Anyways ... I still love this mod!!

Late Edit: I have to say, it is quite annoying to have to click the /show_window Custom.BuffImmunity macro since this is not usual and I keep on forgetings, lol.

Late Late Edit: lol. actually, i added that command to a combat spell i use often so I never will forget to show the window.

Last edited by SkyBeeX : 11-27-2009 at 12:16 AM.
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Old 11-26-2009, 10:57 PM  
SkyBeeX
A Crazed Gnoll

Server: Antonia Bayle
Forum posts: 24
File comments: 18
Uploads: 0
Quote:
Originally posted by Graulf
This is how my eq2ui_custom thing looks now, after i tried to put the needed text in it. Where have i gone wrong
Graulf, you almost had it. You needed to insert the include before the </page>

This is a very common mistake.

<?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_buffimmunity.xml</Include>
</Page>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>
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Old 11-10-2009, 03:43 AM  
dragowulf
A Griffon
 
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Server: Nagafen
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Re: Re: autoshow?

Quote:
Originally posted by EQAditu
I would have to overwrite one of the Default UI windows to do that. Custom UI mods have no idea when the game loads and EQ2 doesn't save visibility settings for them. The best I could do would be to detect that the first time you cast a spell or something.
Uhh you should be able to when the game loads to detect through the OnTextChanged event.
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Old 11-07-2009, 06:31 PM  
EQAditu
A Griffon
 
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Server: Permafrost
Forum posts: 158
File comments: 118
Uploads: 8
Quote:
Originally posted by daos
wonder whether the mod to work in languages other than English. I tried to use the English and Russian names of spells, but could not get an adequate job.
log in Russian
The spell name given to the settings must match the spell name in the casting bar and in the maintained window icon. I don't know what character encoding you must use so that EQ2 might read the setting correctly, if it's even possible.
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Old 11-07-2009, 06:23 PM  
EQAditu
A Griffon
 
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Server: Permafrost
Forum posts: 158
File comments: 118
Uploads: 8
Re: autoshow?

Quote:
Originally posted by yabbagabb
hi,

first of all, i'd thank your work. this mod is awesome for sundays-only-troubs like me. =]
my question would be, is there a chance to modify the code to autoload the mod?

the ideal would be if coude would be able to detect the character name you log on, and show/hide the window.

any chance to make this happen? =)
I would have to overwrite one of the Default UI windows to do that. Custom UI mods have no idea when the game loads and EQ2 doesn't save visibility settings for them. The best I could do would be to detect that the first time you cast a spell or something.
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Old 11-07-2009, 02:24 PM  
yabbagabb
A Young Mystail Rat

Server: Runnyeye
Forum posts: 4
File comments: 2
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autoshow?

hi,

first of all, i'd thank your work. this mod is awesome for sundays-only-troubs like me. =]
my question would be, is there a chance to modify the code to autoload the mod?

the ideal would be if coude would be able to detect the character name you log on, and show/hide the window.

any chance to make this happen? =)
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Old 11-07-2009, 05:09 AM  
daos
A Coastal Crab

Server: Antonia Bayle
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File comments: 1
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wonder whether the mod to work in languages other than English. I tried to use the English and Russian names of spells, but could not get an adequate job.
log in Russian
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Old 11-01-2009, 05:02 PM  
EQAditu
A Griffon
 
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Interface Author - Click to view interfaces

Server: Permafrost
Forum posts: 158
File comments: 118
Uploads: 8
Quote:
Originally posted by Graulf
I am running Profit UI and i can't seem to get this to work. I simply get a black box on the screeen and meddling with it doesn't get any bars or anything to appear the least. I have no knowledge of coding whatsoever so what may seem obvious to some is nonsense to me. So the you-installed-it-wrong answer helps me little i'm afraid.

This is how my eq2ui_custom thing looks now, after i tried to put the needed text in it. Where have i gone wrong?
{...}
If this is not wrong, any suggestions to as where i have messed up?

Seems like a really nice tool and i'd love to get it to work.
The include line needs to be one line up so that it is inside the Page tag instead of outside of all tags.

I never understood why gm9 made that file so confusing. A valid XML file must have only one root element but he makes two. Surprised EQ2 never crashed loading that file.
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Old 11-01-2009, 05:48 AM  
Graulf
A Coastal Crab

Server: Unkown
Forum posts: 0
File comments: 1
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I am running Profit UI and i can't seem to get this to work. I simply get a black box on the screeen and meddling with it doesn't get any bars or anything to appear the least. I have no knowledge of coding whatsoever so what may seem obvious to some is nonsense to me. So the you-installed-it-wrong answer helps me little i'm afraid.

This is how my eq2ui_custom thing looks now, after i tried to put the needed text in it. Where have i gone wrong?

<?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>
</Page>
<Include>eq2ui_custom_buffimmunity.xml</Include>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>

If this is not wrong, any suggestions to as where i have messed up?

Seems like a really nice tool and i'd love to get it to work.

Last edited by Graulf : 11-01-2009 at 05:51 AM.
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