EQ2Interface

EQ2Interface (https://www.eq2interface.com/forums/index.php)
-   XML Modification Help & Info (https://www.eq2interface.com/forums/forumdisplay.php?f=22)
-   -   How to create a reuse timer overlay for the hotbars? (https://www.eq2interface.com/forums/showthread.php?t=10464)

dragowulf 03-16-2008 01:36 PM

Quote:

Originally Posted by gm9 (Post 70901)
Zoltaroth was so helpful to add ReusePercent dynamic data for GU44 (thanks!). So if someone wants to give Dolby's idea a try you could start working now to have it ready in time.



Because of the limitations of the IconBank object I think for hotbars without padding turned on we will only be able to make it work for hotbars that go in a straight line. Otherwise when padding is turned on you could overlay it like I did for the numbers, but note that padding is only added to the right and bottom of the icons in the IconBank, so if you want the ProgressBar to appear on top of it you will need to displace it above the icons like in Dolby's illustration you will need to create some deadspace on top of the IconBank (which won't be so dead then).

4 px. or so of deadspace wont hurt the cause.

dragowulf 04-08-2008 08:11 PM

Quote:

Originally Posted by gm9 (Post 71560)
Rothgar told me he expects the new version to be on the patcher tomorrow hopefully.

Didn't I also hear something about hotkey timer %'s or was that for GU# 45?

gm9 04-08-2008 08:25 PM

Quote:

Originally Posted by dragowulf (Post 71562)
Didn't I also hear something about hotkey timer %'s or was that for GU# 45?

No, according to the information I have that should be part of GU44. Might be Zoltaroth added it to the existing ReuseSec data (assuming that is possible), did you try that?

dragowulf 04-08-2008 09:01 PM

Quote:

Originally Posted by gm9 (Post 71564)
No, according to the information I have that should be part of GU44. Might be Zoltaroth added it to the existing ReuseSec data (assuming that is possible), did you try that?

Code:

            <DataSource Name="Key_1">
                <DynamicData Name="Name" />
                <DynamicData Name="ReuseText" />
                <DynamicData Name="ReuseSec" />

That wouldn't sound right. ReuseSec being both seconds and percentages doesn't add up. I'll check it out in a sec

dragowulf 04-08-2008 09:54 PM

Quote:

Originally Posted by dragowulf (Post 71569)
Code:

            <DataSource Name="Key_1">
                <DynamicData Name="Name" />
                <DynamicData Name="ReuseText" />
                <DynamicData Name="ReuseSec" />

That wouldn't sound right. ReuseSec being both seconds and percentages doesn't add up. I'll check it out in a sec

Ok, I tested it out and this is what I concluded:
  • As a progress bar the ReuseSec data works in percentages
  • As a text the ReuseSec data displays in seconds
  • Both the text and the progress bar disappear automatically when the percent/seconds reach 0
Now we got the code and everything, but does anyone have a graphic for the bar? I'm thinking of updating my next release of my hotkey window with both the bar and the seconds.

Landiin 04-08-2008 10:09 PM

Quote:

Originally Posted by dragowulf (Post 71579)
but does anyone have a graphic for the bar? I'm thinking of updating my next release of my hotkey window with both the bar and the seconds.

Use the graphic Dolby posted, it looks golden to me. Its already made so all you have to do is convert the jpg to dds and your good to go. If you get this working I'll use it, Hate the number but the bar above is sexy. Plus if you do it, I won't have to and the world we be right :) lol


But isn't this way off topic?

gm9 04-08-2008 10:32 PM

Nice, I thought that might be possible to have double-purpose DD. You can filter out the visibility data to keep it visible.

Quote:

Originally Posted by Landiin (Post 71581)
Plus if you do it, I won't have to and the world we be right :) lol

haha. dito, except that I would just use a normal progressbar style with a frame, should turn out identical to Dolby's design. I'll add one to my UI anyway I guess since I already have the numbers. If you want to do one for non-straight horizontal bars you'll have to overlay part of the icon I guess, I see no other way.

Quote:

Originally Posted by Landiin (Post 71581)
But isn't this way off topic?

Um, yes. :p
I guess I'll move this merry part to the other thread with Dolby's design tomorrow, too lazy to do that now.

dragowulf 04-08-2008 11:12 PM

How would we make the bars? Obviously we couldn't do it above because anything that isn't a full horizontal line would not align.

dragowulf 04-10-2008 10:12 PM

Anyone working on a progress bar? I think the mechanics of the profit code for the text itself is a little over my head for now. I tried and unsuccessfully made a crappy one.

gm9 04-11-2008 01:42 AM

Quote:

Originally Posted by dragowulf (Post 71711)
I think the mechanics of the profit code for the text itself is a little over my head for now.

Accept Drumstix as your hero and you will be enlightened. :D You will need to use that code or come up with something better. The beauty of my code - if I may say so - is that you do not even need to change it if you want to use a progress bar. You can pretty much exchange the text object with a progress bar object of the same name and it should work out of the box.

Haven't done that yet but will eventuallly.

dragowulf 04-11-2008 01:53 AM

Quote:

Originally Posted by gm9 (Post 71716)
Accept Drumstix as your hero and you will be enlightened. :D You will need to use that code or come up with something better. The beauty of my code - if I may say so - is that you do not even need to change it if you want to use a progress bar. You can pretty much exchange the text object with a progress bar object of the same name and it should work out of the box.

Haven't done that yet but will eventuallly.

I want a progress bar that doesn't resize vertically or horizontally (seems easy to do). I also wanted to see how it would look with the text. I looked at your hotkeys and I saw an abundance of ... and I took a look at the code and it baffled me. A 9 min reuse spell came out something like "4..." which was pretty weird.

I didn't spend to much time, but tomorrow when school is out I will check it out a bit more.

I also wanted something like how the internal health code works where when you hit a certain % and the color changes to from green to yellow to orange to red (or whatever). That would kind of help you know what's going on and how close the spell is to recover.

EDIT: What's the significant difference between drum's code and yours?

gm9 04-11-2008 02:08 AM

The 4.... happens when a text object is too small to display all the text. Either you have really small hotkeys or an abundance of long recast timers, otherwise you should not see much of that with my hotkeys.

And I'm not talking about Drumstix code (I was not even aware he released a hotbar with timers), I was thinking about the fact that my code uses the to decimal to integer conversion method discovered by Drum - I thought that's what might have made the code confusing to look at.

Drumstix42 04-11-2008 03:55 AM

Quote:

Originally Posted by gm9 (Post 71716)
Accept Drumstix as your hero and you will be enlightened. :D

lol

...and I haven't made any hotbars with timers. Only hotbar mod I had was a long time ago, before they made the text change automatically if you sized them smaller.

dragowulf 04-11-2008 06:42 PM

2 Attachment(s)
A couple questions. gm9 what is TMP1? And is there any easy way of making the progressbar resize and work like the text with a vertical minimum size of 2-4?

Oh and here are the files I made from gm9's hotkeys.

gm9 04-12-2008 09:05 AM

TMP1 is just a dummy variable used for calculation. Just replace the text with the progress bar and you should be good to go really. My code is already doing the resizing.

Drumstix42 10-24-2008 04:49 AM

Ok, well I have the image overlay progressbar working completely on my end. It's kinda sexy, too.

However....
I noticed something in the UIBuilder when working on this and was hoping it wouldn't happen in-game, but it did. Progressbars with a low number (ie: 0.005) seem to round down?
In a nutshell, spells with longer recasts will display the progress bar as being depleted earlier than they should, and thus upsets the whole image overlay.

The depleting red bar will switch to a green bar before it should. I tried it on a 4 minute and 33 second recast spell (273 seconds) and the greenbar showed up 8 second too early. That's 0.029 technically, or 2.9% of the time too early. An hour long recast would then show up over a minute too soon. This is not good.

So.... kinda stuck here.

The good news? You can have a 2 pixel high bar "ABOVE" the hotbar numbers without covering them. Text doesn't sit quite so close to the top. Can probably even go to 3, but 4 would be pushing it. You could probably also put it at the bottom without fear of covering the "item charge" numbers.

Notes.... with an always visible filter (dynamicdatafilter: FFFE) the bar stays visible, but this also results in the bar showing for icons that are blank, and maintained buffs, however this isn't too bad. I just tied the bars to the Titlebar being visible, and I keep most of my "maintained" and other icons on the same hotbars.

gm9 10-24-2008 08:24 AM

I forwarded your report to Zoltaroth, he's the one with whom I discussed the implementation of this back in April and who created the entire DD. I'm however assuming that with the upcoming expansion it might take a while until he has breathing space for this.

Drumstix42 11-14-2008 02:13 PM

Breathing space yet? ;)
I'd really like to see this working and completed!

gm9 11-14-2008 03:43 PM

Got no response yet. :(

Drumstix42 04-03-2009 04:36 PM

Glad to see the bars staying red until spells are usable as of GU#51

:nana:


All times are GMT -5. The time now is 08:07 PM.

vBulletin® - Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
© MMOUI