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Easily done
Yes, similarly, if you use a combat art you aren't toggling autoattack. the autoattack indicator is linked to this data. The timer bar would display when auto or ranged attack is on and not be visible when it isn't on (and possibly still finish it's current timer for my sake =P )
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gm9, I hope ya find a persuasion to give your mod a graphic progression visualization.
Those fellas, whose names shouldn't be repeated, on eq2flames are the absolute, extreme opposite of eq2interface.com |
Ok looking through the game data there is the autoattack and ranged auto attack, so at the end of the progress bar, is it possible to check which is active, and switch the visible bar based on that?
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If the scripting allowed in the events are advanced enough, you could have it check at the start of the timer to see if two weapons were equiped, and if so display the dual wield variant. However since in most cases these days, most dual wield weapons have the same delay (4.0), it isn't as crucial.
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Dw?
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yeah i know there aren't any dual wield weapons any more :) What i meant is that almost all weapons have a 4.0 delay in RoK, so having two bars is pretty much unnecessary anymore. There are rare cases where you'd have two weapons that don't match up though.
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Well I don't think that would be a problem with duel wield because we have the dynamic data for primary/secondary attack delay. I wouldn't mind two bars and a single bar (for those who dont duel wield). The bars wouldn't be unnecessary because the times secondary/primary attack will still be different, the primary will always hit first, followed by the secondary.
I haven't taken a look at the code, but isn't there some way to automate the use of Recovery, Casting, and Reuse instead of having to manually input them? I mean logically I would think that it should apply when you enter autoattack, but how would you set that? IDK just thinking. I for sure would rather have it automated than having to put in the codes because there are many aa's, items, spells, and combat arts that modify haste, casting speed, attack speed, and reuse speed when used during combat. |
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A fact to keep in mind is that, when dual wielding, delays are increased by 33%. EDIT : grr. *I have seen others with the delay below 4 seconds. |
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But back on topic, keep brainstorming about how to get this to work ;) |
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Well, what I was referring to wasn't T8 raid gear. Some of us have T3 and T4 scouts using mastercrafted weapons ranging from 3-5 delay =P Yeah, the dualwield bar would probably be able to be automated, although, I am unsure as to what the secondary delay looks like when there isn't a second weapon equipped. I'm sure it could be set to only show second weapon when that value isn't default. Everyone should be petitioning to remove the % symbol from those 2 dynamicdatas =) That is why we can't (easily) automate them. I am wondering though, as to how much of a performance impact would this really have?
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It was kind of a bad example because the image itself as well as my mod had nothing to with this mod, except for the performance issue, which is what I was trying to get across...but still...best example I could conjure. Pretty much what I was saying is that my mod had a heavy amount of info and I feel little performance impact from it and if he did implement automation, I would compromise some performance for it...but I don't think performance will take a huge hit because of my mod not taking it. But it might just be my PC or the amount of code involved in my mod. Lol sorry for the confusion |
Heh if it makes you feel better I understood you the first time. ;)
I have run into performance (or rather timing) issues with string comparisons in the past but whatever the cause was (would have to be UI mechanics) I do not think it is a problem anymore, so I agree with you. |
Why am I not seeing the window after using the /show_window Custom.ProfitUI_AutoAttackTimer command? Downloaded the new UI yesterday, but when I use tthe command, nothing happenes :(:confused:
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There is a button in the Control Center for the calculator window. The timer bars do not exist yet on this site, we are discussing here how to implement them.
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I can tell right now that this is going to be a mission... |
Me thinks a request to get this as dynamic data would be more constructive, unless they've stated that it won't happen?
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DynamicData would certainly be the easiest. I have not talked to any dev about this and am not aware of any dev statements in this respect. Someone go ask them.
Without DD the code basically becomes a huge mess for it's size. You would have to do the math in the UI drago after converting the input string into a number (same style as subclass detection). |
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