![]() |
Quote:
Which ShadowStyles does it cycle between? Quote:
|
Quote:
Make the box sizable. Link the progress bar for combat arts with the auto attack bar (or make it dock able like the in game voice chat box). ... Other than that, its looking VERY VERY good and much easier to use than what i was originally thinking. and how the hell do you know which weapon hit. Now that i think about it, you can only give one bar regardless of secondary delay. Because you can't time both weapons if you don't know when they are going to hit. So the 2 restrictions are, only your own combat bubbles can be one, and your weapon delays should sync, or it will use the primary weapon delay.... I guess. |
Quote:
I might be able to do it though. I'll see what I can do. Quote:
I might be able to allow resizing by changing the OnPress of the bar's Size, which would update on attack. Any thoughts for other coders? Quote:
Quote:
|
Quote:
How did Raz do it????:confused: |
Quote:
Quote:
Quote:
|
Quote:
If the primary weapon has a hasted delay of 4 seconds. and the secondary weapons has a hasted delay of 3.5 seconds. How do you know what attack is the primary weapon, and what attack the the secondary weapon? The point is, you don't. nobody has a clue on what weapon hit. Therefore there can only be 1 auto attack progress bar, and it should use the primary weapon for now, and be configurable later so a person can choose. |
Quote:
What about double attack, flurry, etc, etc??? Dumb test? Thanks :p |
Quote:
/ShadowStyles.Outline.BlackOutline1 However, this is also used when you take auto-attack damage, so you need to also filter by color after all. |
Combat arts use the same ShadowStyle, but it's white...correct?
Also how would I format the code? I know it would have to be along these lines: If "ShadowStyle" == "/ShadowStyles.Outline.BlackOutline1"{Activated=true}; Sorry I've never done a string comparison as such. <-newb |
CAs use a different ShadowStyle (SpellAttack...something, didn't write it down).
OnShow code on the bubble to trigger only upon the AA ShadowStyle could be like this: Parent.Parent.AutoAttackTimer.Trigger.Activated=(LowerText.ShadowStyle=='/ShadowStyles.Outline.BlackOutline1')Only you couldn't trigger the timer directly but would trigger a second comparison that checks the color here, and only then triggers the timer. |
SEE BOTTOM OF POST
---- I would assume that it is /ShadowStyles.Outline.SpellAttack.Outline1 But it can be any of these: Code:
<Namespace Name="SpellAttack">AutoAttack: ShadowStyle=/ShadowStyles.Outline.BlackOutline1 Color=???? AutoAttack Crit: ShadowStyle=???? Color=???? CA/Spells: ShadowStyle='/ShadowStyles.Outline.SpellAttack.Outline1' Color=???? CA/Spells Crit: ShadowStyle=???? Color=???? AA: ShadowStyle=???? Color=???? AA Crit: ShadowStyle=???? Color=???? Do we need any more/less than that? |
not sure why you need CA/Spell/AA styles at all?
|
Quote:
If I am right...I think I could delay the bar whenever a CA/Spell/AA is used, and then when the Casting finishes, I can make the bar continue and then finish. You think that's possible??? |
Trust me, just make it start the timer when you see the bubble and stop when the timer is up.. it will automagiclly refresh when you connect with the mob.
|
As far as I am aware a CA is neutral on the auto-attack timer but you cannot auto-attack while you are casting, i.e. only in the latter case there will be a delay.
So if you wanted to delay the timer in that how would you know by which amount? I'd say just let it count down to 0 normally and sit there until the next trigger. But we already discussed that a couple of days ago. |
Quote:
It's like pausing a movie and then playing it again. |
So in that case I really wouldn't need to know Color/ShadowStyle of CA/Spell/AA
Oh and watch Razieh's video, there must be some way he did secondary. |
Quote:
|
Quote:
But to give you a hand here's the entire logic tree as I would do it OnShow of a CombatBubble with the correct ShadowStyle and colors: Code:
if (RangedAutoAttack) { |
I spent so much time trying to get it to pause, and when I log in game I get the 6025 error. I used the /GameData.Spells.Casting dynamic data. It does the same thing as the auto attack and crashes me. I can only conclude that pausing it is not possible to pause the timer.
|
If your trying to get it to pause, your missing the point.
Just have it start when it sees the right combat bubble. Trust me, that's the way to go. |
Lol. I starting it now.
|
Quote:
The bottom bar is the progress bar for each combat art he is casting. they are linked together one on top of the other. That is the feature i asked about earlier ;) and for the record, you cant dual wield while wearing a shield :| |
The bottom bar isn't the combat art bar, its his secondary weapon bar. It has a longer delay than his primary weapon so it counts down slower. He swaps to his shield a few seconds into the video and the bottom bar goes away.
|
Quote:
And reins is correct, the very top bar is the casting bar, the other 2 are primary and secondary |
I missed it i guess. just saw the sheild and was like , umm.. what?
|
What color does the autoattack combat bubble use????
|
1 Attachment(s)
Here's a newer version in which I added the horizontal resizability and the more compact Secondary page. I'm still working on CombatBubbles, so give me some time.
The finished product is going to be a big mess of code :p |
Ok I figured out the default color of autoattacks. It is ff8000
|
OK, I disabled third party combat bubbles in my options window, is there anything else I need to disable?
Also, are these still triggering on any bubble? |
Quote:
|
Quote:
ALso, if third party bubbles are enabled, you could delay the auto attack bar due to the bubbles not processing quick enough. |
Quote:
|
Quote:
|
Oh, i fully agree with turning off 3rd party bubbles, but the problem is, getting hit uses the same styles so it will trigger it as well, you need to differentiate between the red getting hit and the orange hitting
|
Ah thats true, just noticed it. How do you process a miss? I don't see miss notifications showing up in combat bubbles.
|
Misses do show up in the combat bubbles and if I am not mistaken, combat art misses have the border, autoattack misses do not
gm9 stated earlier that you would need to check the value to ensure that it is either an integer or "miss". this would exclude double attack, reflect, parry, etc from triggering it so if we could make sure that only autoattack style bubbles that are either an orange integer or the word miss will trigger it should do the trick. of course having 3rd party bubbles off will make these calculations faster. On another note, does this take into account haste already or does that still need to be implemented? |
Haste is take care of via the delay dynamic data.
Also, you wouldn't necessarily need to filter out the integers and Misses, all the other notifications show up at the same time, so even if you reset the auto attack bar each time it all happens so quickly that it won't affect anything. I think it would be less cpu intensive if you don't do word compares or integer checks. You'd also have to check for the parry, riposte, block, dodge words because an auto attack could be avoided via any of those methods. So just resetting it regardless of the combatbubble as long as it is the right color and does not have the shadow is the way to go iMO |
Sorry I was gone all day.
reins is right, filtering out misses/riposite/block/etc would be unnecessary code. The way I see it is if Color/ShadowStyle checking is not enough, the Font checking too would be enough. We could also make it so it only fires with a certain color regardless of the ShadowStyle. But the problem with that is the person would have to change the color manually instead of using the default color (which is the orange one), and you could change the color to white or whatever color we choose. |
| All times are GMT -5. The time now is 05:01 PM. |
vBulletin® - Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
© MMOUI