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  #1  
Unread 04-07-2005, 01:04 AM
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Default Mook 1-minute timer

Test run.

/show_window MainHUD.Memorized to bring it up.

Background image has 30 frames at 2 seconds each. Just click on where the yellow bar is and the purple marker will move to it. 60 seconds later, they will be at the same place again.

Good for timing the re-use of the Manastone.

Coming later (if it works): Multiple timers and the ability to set the duration of each one in-game.

(Attachment removed, see my third post.)
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Last edited by Deathbane27 : 04-07-2005 at 02:05 AM.
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Unread 04-07-2005, 01:19 AM
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Sweet thanks death!!
works great!
i can now use my manastone to it's fullest!

now who wants to skin it with some ticks marks and stuff?
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Unread 04-07-2005, 01:20 AM
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I'll overlay the expbubble junk or something.
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Unread 04-07-2005, 01:29 AM
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Ah very cool. I was thinking of doing something like this using effectors. Was also thinking I could use effectors for macro pauses
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Unread 04-07-2005, 02:05 AM
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Added 5-second-increment ticks that can be turned on and off via the window's titlebar setting.
Attached Files
File Type: zip MookTimer.zip (1.8 KB, 488 views)
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Unread 04-07-2005, 01:40 PM
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Now all I need is a manastone!
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Unread 04-07-2005, 05:17 PM
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Default Can't wait until...

I can't wait until this mod is adjustable. I would love to time spawns!!
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Unread 04-07-2005, 06:51 PM
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Question/thought. Would it be possible to create a style that used 1-pixel incremental images and then use an in-game control to dynamically reassign the style playtime? Or am I thinking wishfully?
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Unread 04-07-2005, 08:08 PM
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Quote:
Originally Posted by ger
Question/thought. Would it be possible to create a style that used 1-pixel incremental images...
Whipping up a 150-frame version now. Uses single pixel increments if your window is 160 pixels wide.

Quote:
...then use an in-game control to dynamically reassign the style playtime? Or am I thinking wishfully?
I tried this, but apparently we can't use scripts to alter styles, only objects. (And you can't alter Playtime on an object either, it uses whatever it says in the ImageStyle it refers to.)

What I was thinking was creating a large number of Imagestyles with preset Playtimes that the user can choose from, then have the timer(s?) change ImageStyle to change their duration among the choices. Not much work for the extra ImageStyles either, they can be exact copies with just the Playtime attribute changed.

What I need to know is what timers other than 1 minute people want to have.
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Last edited by Deathbane27 : 04-07-2005 at 09:18 PM.
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Unread 04-07-2005, 09:09 PM
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probably 5,10,15
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Unread 04-08-2005, 12:35 PM
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Been playing with this a bit, and it is so utterly cool. It's just a shame that you can't reset Playtime in-game the same way you can in the UIBuilder's run mode.

Another thought/question that occurred to me while fiddling with things: animated imagestyles seem to begin playing the moment you load in. Given that there's an option to enable/disable looping, I'm thinking there must be a way to force a reset to the first frame—otherwise you'd never be able to make sure the user actually saw the full animation from start to finish on a non-looping imagestyle.

So, my thought/question is: has anyone figured out how to force this reset? If so, having imagestyle changing buttons that would change the timer style to Xminutes then force that non-looping style to reset to its initial frame would do away with the need for the "start point" slider. (And free up the space currently used by the slider for the duration selection buttons)
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