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Category: Miscellaneous[DragowulfUI] Auto Attack Timer
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Name: [DragowulfUI] Auto Attack Timer   Popular!
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Date: 08-08-2009 07:50 PM
Size: 1.94 Kb
Version: V1.3 2009.08.08
Rate Addon: 5 out of 5 with 6 votes  
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Description
Game Update #52 Compatible


Description:
This custom window functions as an auto attack timer for your Primary, Secondary, and Ranged weapons. The main purpose of this window is to give the user visual aid in timing their auto attacks for maximum DPS output. Other functionalities include, but are not limited to: horizontal resizeability, vertical resizeability that allows the user to hide the Secondary bar if so chosen, the Secondary bar does not remain visible when the Primary/Secondary delays are both the same, the auto attack bars turn red while you're casting, and the auto attack bars become tinted when auto attack is changed/disabled during an auto attack.


Installation Notes:
- How To: Install A Custom UI
- eq2ui_custom_dragowulfui_autoattacktimer.xml goes in your CustomUI folder.
- If you do not have eq2ui_custom.xml, copy it from your EverQuest II/UI/Default folder and paste it in your CustomUI folder.
- Open the file with a text editor and replace all text with:
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_autoattacktimer.xml</include>
</Page>
- If you already have eq2ui_custom.xml, open it with a text editor and add the following line:
Code:
<include>eq2ui_custom_dragowulfui_autoattacktimer.xml</include>
- It will then look something like this (make sure the line you're adding is 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_autoattacktimer.xml</include>
</Page>
** WARNING: Please verify that you correctly followed the Installation Notes above, otherwise several issues will occur. **


Update Log:
V1.3 2009.08.08
- Added a new feature that turns the auto attack bars red while you're casting


V1.2 2009.08.07
- Fixed a bug that caused the window to still be visible upon switching between Melee/Ranged auto attacks and then suddenly turning auto attack off

V1.1 2009.08.06
- Changed the color of the bars

V1.0 2009.08.06
- Initial release
Archive List (Old Versions)
File Name
Version
Size
Author
Date
V1.2 2009.08.07
1.80 Kb
dragowulf
08-07-2009 04:31 PM
V1.1 2009.08.06
1.80 Kb
dragowulf
08-06-2009 04:43 AM
V1.0 2009.08.06
15.94 Kb
dragowulf
08-06-2009 03:11 AM
File Statistics
User Rating:
5 out of 5 with 6 votes
Downloads: 20503
Views: 79128
Favorites: 30
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Last Modified: 08-09-2009 05:01 PM by dragowulf    

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Unread 08-06-2009, 03:32 AM  
dragowulf
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Update Log:
V1.0 2009.08.06
- Initial Release


Please report any bugs


Enjoy!
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Unread 08-06-2009, 06:25 AM  
battosa
A Berserk Golem

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one things i would love to see is the same bar but vertical instead of being horizontal

otherwise those windows are very handy
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Unread 08-06-2009, 10:03 AM  
DBurgdorf
A Griffon
 
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OK, I'll freely admit that I'm not a "power gamer," that I've never had any interest in raiding (and that I usually don't even play in a group), and that I've never been terribly concerned about trying to "maximize" DPS. Even so, I can generally see the point of things like damage parsers, even though I couldn't care less about them myself.

But I'm legitimately confused about this.

"The main purpose of this window is to give the user visual aid in timing their auto attacks for maximum DPS output."

Auto attacks are, by definition, automatic. How can you "time" them? What actual purpose does this display serve?

-- Darryl
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Unread 08-06-2009, 11:41 AM  
teddyboy420
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Quote:
Originally posted by DBurgdorf
OK, I'll freely admit that I'm not a "power gamer," that I've never had any interest in raiding (and that I usually don't even play in a group), and that I've never been terribly concerned about trying to "maximize" DPS. Even so, I can generally see the point of things like damage parsers, even though I couldn't care less about them myself.

But I'm legitimately confused about this.

"The main purpose of this window is to give the user visual aid in timing their auto attacks for maximum DPS output."

Auto attacks are, by definition, automatic. How can you "time" them? What actual purpose does this display serve?

-- Darryl
When people talk about timing auto attacks what they are reffering to is this...

In EQ2 your auto attacks "go off" on a set timer, but the auto attacks will be NOT "go off" if you are actively casting a spell/combat art, the attack will be delayed until after you are done with your spell/CA.

IN other words, it is to your benefit to time your spells/CAs so that nothing is being cast/used when it is time for your auto attack to "go off" b/c it will increase your dps as you will get more hits in during the encounter.That's what these auto-attack timers do. They give you a visual aid so that you can see how long you have until your next auto attack is set to go off, so you can time your casting accordingly.

My main is a Dirge, and a large part of a Dirge's dps comes from the melee auto attacks, so it is in my best interest to ensure that auto attacks "go off" as often as possible, and are not delayed by my spells/CAs. And that's what these timer bars are for.

I hope I explained that clearly enough.

Last edited by teddyboy420 : 08-06-2009 at 11:42 AM.
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Unread 08-06-2009, 12:54 PM  
dragowulf
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Thanks ted.


If anyone was interested in how this is different from the "Auto Attack Bar~" this is why:
I used to use the "Auto Attack Bar~" mod, but they were way to buggy for me, and I didn't like the way they functioned. The main difference between this mod and the Auto Attack Bar~ mod is the interaction between the melee/ranged autoattacks being on vs. them being off, the core visibility functions, and I hopefully fixed most of the bugs and found workarounds for several other issues.

I tried to test this as much as possible for over 2 hours on several different characters before I released it.

Last edited by dragowulf : 08-06-2009 at 12:56 PM.
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Unread 08-06-2009, 03:48 PM  
DBurgdorf
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Quote:
Originally posted by teddyboy420
I hope I explained that clearly enough.
Actually, yes, you did.

I didn't realize that autoattacks were delayed by spells or combat arts. And I've also always assumed (apparently incorrectly) that spells or combat arts inherently did more damage than base autoattacks, anyway.

I doubt that this would be of any relevance to my fury, and it certainly wouldn't be useful for either my necro or my wizard. But I may have to take a closer look at the damage numbers from my brigand and my guardian.

Thanks for the info!

-- Darryl
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Unread 08-06-2009, 04:00 PM  
dragowulf
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Quote:
Originally posted by DBurgdorf
Actually, yes, you did.

I didn't realize that autoattacks were delayed by spells or combat arts. And I've also always assumed (apparently incorrectly) that spells or combat arts inherently did more damage than base autoattacks, anyway.

I doubt that this would be of any relevance to my fury, and it certainly wouldn't be useful for either my necro or my wizard. But I may have to take a closer look at the damage numbers from my brigand and my guardian.

Thanks for the info!

-- Darryl
Actually CAs/Spells do not delay the auto attack, but if you're casting while the auto attack would have been triggered it consumes/skips the auto attack and therefore does less damage in the long run. If you time all your CAs/Spells accordingly then you will never miss an auto attack. That's where my mod comes in.

I'm actually quite impressed with the end product of my mod. There are so many problems with the auto attack DynamicData and through countless hours of extended testing, bug fixes, and workarounds, I finally have a full functioning and hopefully bug ridden product.

Last edited by dragowulf : 08-06-2009 at 04:14 PM.
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Unread 08-06-2009, 04:04 PM  
valdikin
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i currently have the eq2maps auto update mod.

i followed the install directions, by adding the eq2custom file and the code needed. but then eq2maps nor autoattack bars dont work.

and if i don't use the eq2custom file then the eq2maps works but the auto attack bars don't.

i'm obviously missing something.. any advice to get this working with eq2maps mod?
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Unread 08-06-2009, 04:10 PM  
dragowulf
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Quote:
Originally posted by valdikin
i currently have the eq2maps auto update mod.

i followed the install directions, by adding the eq2custom file and the code needed. but then eq2maps nor autoattack bars dont work.

and if i don't use the eq2custom file then the eq2maps works but the auto attack bars don't.

i'm obviously missing something.. any advice to get this working with eq2maps mod?
I edited the Installation notes to help those who did not previously have the eq2ui_custom.xml file. Reread it again and it should work for you.

Last edited by dragowulf : 08-06-2009 at 04:51 PM.
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Unread 08-07-2009, 04:32 PM  
dragowulf
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Update Log:
V1.2 2009.08.07
- Fixed a bug that caused the window to still be visible upon switching between Melee/Ranged auto attacks and then suddenly turning auto attack off.


V1.1 2009.08.06
- Changed the color of the bars

V1.0 2009.08.06
- Initial release
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Unread 08-08-2009, 07:52 PM  
dragowulf
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Server: Nagafen
Forum posts: 934
File comments: 247
Uploads: 20
Update Log:
V1.3 2009.08.08
- Added a new feature that turns the auto attack bars red while you're casting


V1.2 2009.08.07
- Fixed a bug that caused the window to still be visible upon switching between Melee/Ranged auto attacks and then suddenly turning auto attack off

V1.1 2009.08.06
- Changed the color of the bars

V1.0 2009.08.06
- Initial release

Last edited by dragowulf : 08-08-2009 at 07:54 PM.
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Unread 08-27-2009, 10:48 PM  
Anheg
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Server: Antonia Bayle
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Cant get bar to load

I am not sure if im having all this trouble cause im running Vista 64 bit or I am just completely out of my league with this stuff. I am having trouble saving any files in Vista. Anyone else have vista that has loaded this combat bar. I been wortking on this for a few days now. I follow the instructions and when i go back to look at the custom file. There is an error message. When I try to Edit it its all there but i cant save it without saving it as a text file and renaming it .
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Unread 08-28-2009, 02:15 AM  
dragowulf
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Re: Cant get bar to load

Quote:
Originally posted by Anheg
I am not sure if im having all this trouble cause im running Vista 64 bit or I am just completely out of my league with this stuff. I am having trouble saving any files in Vista. Anyone else have vista that has loaded this combat bar. I been wortking on this for a few days now. I follow the instructions and when i go back to look at the custom file. There is an error message. When I try to Edit it its all there but i cant save it without saving it as a text file and renaming it .
When you save eq2ui_custom.xml, don't save it as a .txt file. Make sure the File Name has .xml at the end of it and under the "Save as type" dropdown make sure it says All Files.

The mod isn't specific for any Windows system. It should work with Windows XP, Vista, and 7.
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Unread 09-04-2009, 06:04 PM  
Taraun
A Brown Bear

Server: Antonia Bayle
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Cannot get it to work.

I cannot get this window to appear no matter what I try. I created the eq2ui_custom.xml file (and yes, it is an .xml file, not a .txt file) and added the code as directed, to no avail. I then tried copying the code from other mods' eq2ui_custom.xml files and replacing the <include></include> parameter with this mod, also to no avail (I don't use any of them, was just using their code in case what you had included was bad). Any ideas?
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Unread 09-04-2009, 09:01 PM  
dragowulf
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Re: Cannot get it to work.

Quote:
Originally posted by Taraun
I cannot get this window to appear no matter what I try. I created the eq2ui_custom.xml file (and yes, it is an .xml file, not a .txt file) and added the code as directed, to no avail. I then tried copying the code from other mods' eq2ui_custom.xml files and replacing the <include></include> parameter with this mod, also to no avail (I don't use any of them, was just using their code in case what you had included was bad). Any ideas?
Try getting into combat and auto attacking something, at this point the window should show up. In the past this has happened to many people believe it or not.
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