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-   -   Hey is there any way to do this? (https://www.eq2interface.com/forums/showthread.php?t=12312)

dragowulf 01-24-2009 11:30 PM

Hey is there any way to do this?
 
Is there any way to do something like

if Text='Tyrannical Mind' or Text='Haruspex' or Text='Spell Lash' than Parent.Frame1.DynamicData='/Spellblahblah' if not than Parent.Frame1.DynamicData=''

If you can't do this is there any other way around?

Drumstix42 01-24-2009 11:59 PM

do an IF check for each, and if true, set the dynamic data to what you want.

COND=Text==text1
DynamicData=Text?data1:data2

COND=Text==text2
DynamicData=Text?data1:data2

COND=Text==text3
DynamicData=Text?data1:data2

dragowulf 01-25-2009 12:02 AM

Quote:

Originally Posted by Drumstix42 (Post 80276)
Set your DynamicData to the ELSE data first (if you have false string compares)

then check the text against your 3 strings.

do an IF check for each, and if true, set the dynamic data to what you want.

Can you put show through code, I don't really follow you.

Drumstix42 01-25-2009 12:05 AM

Edited my post above. Should be simpler that way ^

gm9 01-25-2009 09:45 AM

You can also do it in a single conditional, see the conditionals sticky here.

dragowulf 01-25-2009 12:41 PM

Both work. To be honest though, gm9's is more easy to understand and easier to put together.

So if I want to do 3 :
w=(a == 8)
x=(a == 10)
y=(a == 5)

COND=w || x || y
z=COND ? true : false

One last question. What dos the a == _ represent? Sorry If I ask so many questions, it has to make sense in my brain for me to understand.


Oh and thanks for the link. I've been linked there a few times, but this time I'm going to put it on my favorites.

gm9 01-25-2009 01:14 PM

Quote:

Originally Posted by dragowulf (Post 80293)
One last question. What dos the a == _ represent?

Not sure what you mean, that's a comparison whether lhs equals rhs, same as in Drum's example, or were you asking something else?

dragowulf 01-25-2009 01:19 PM

Quote:

Originally Posted by gm9 (Post 80295)
Not sure what you mean, that's a comparison whether lhs equals rhs, same as in Drum's example, or were you asking something else?

So for me it would be...
w=(Text == Tyrannical Mind)
x=(Text == Spell Lash)
y=(Text == Haruspex)

COND=w || x || y
z=COND ? true : false

Exactly like such?

gm9 01-25-2009 01:27 PM

yeah, only your last line would be
Parent.Frame1.DynamicData=COND ? '/Spellblahblah' : ''

dragowulf 01-25-2009 01:44 PM

Ok that worked well. This is my final result

1a=(Text == 'Tyrannical Mind')
2b=(Text == 'Spell Lash')
3c=(Text == 'Haruspex')

COND=1a || 2b || 3c
26z=COND ? true : false

Parent.DynamicData=COND ? '/GameData.Maintained.Spell_1.Icon' : ''

Thanks. Man the wonders with what the devs are allowing us to do now, as opposed to launch. I love OnTextChanged!

dragowulf 01-25-2009 01:50 PM

Oh to show a window would this work

show_window Custom.Name
OnTextChanged=TMP

TMP=What I posted below.

gm9 01-25-2009 03:37 PM

Sure. Btw using either OnChange or OnTextChange you can have custom windows show themselves, so you don't need to call them from another window.

Thanks for making me think about that - in ProfitUI I'm still using the experience window to trigger the initialization, lol, going to change that now.

dragowulf 01-25-2009 03:51 PM

I need some help again hahaha. So the window I have been making is a separate/custom modification to the Maintained window. I made it a whole new window because I use the maintained for buffs.

I made this window only to show the timer of important spells like wards, reactives, DoTs, heals, etc. I chose Tyrannical Mind, Spell Lash, and Haruspex [New Coercer char].

I seem to have everything working, but one important key thing. I can't get it the Pages in the Volume to overwrite each other when none is visible. For example If I have until cancelled buffs/buffs on Maintained.Spell_1/2/3, it wont show them because I'm only letting it show those 3 previous spells I mentioned earlier, which is good. But those 3 buff slots are still active as if they are visible and take up the window space. But when I cast haru, tyran mind, or spell lash they show below the buffs that are not included in my code instead of taking their spot.

Is there way around this problem? Might have to request a dev to make it so when a cell is not visible, it shouldnt take up cell room, like the composite window. I didn't use the composite because of a different problem - spells overwrite each other's position in the composite whenever a new one becomes visible. For example: Page1 will always be before Page2, even if Page2 was visible first.


Here's part of the code, I would have posted the whole thing, but its gawd awfully long:
Code:

<?xml version="1.0" encoding="utf-8"?>
<Page eq2usescomwndcontrols="true" Location="248,321" MaximumSize="226,16384" MinimumSize="226,31" Name="SpellTimer" PackLocation="center,bottom" ScrollExtent="226,31" Size="226,31" UserMovable="true" UserResizable="true">
<VolumePage AbsorbsInput="false" CellCount="1,30" CellSelectable="false" CellSize="220,25" Enabled="true" Location="1,1" MinimumScrollExtent="224,812" Name="Volume" PackSize="a,a" ScrollExtent="224,812" Size="224,29">
<Page AbsorbsInput="false" Location="2,2" MaximumSize="220,25" MinimumSize="220,25" Name="Frame1" OnHide="Amount.DynamicData=&apos;&apos;
Icon.DynamicData=&apos;&apos;
Time.DynamicData=&apos;&apos;
Duration.DynamicData=&apos;&apos;" OnShow="Amount.DynamicData=&apos;/GameData.Maintained.Spell_1.AmountRemaining&apos;
Icon.DynamicData=&apos;/GameData.Maintained.Spell_1.Icon&apos;
Time.DynamicData=&apos;/GameData.Maintained.Spell_1.Duration&apos;
Duration.DynamicData=&apos;/GameData.Maintained.Spell_1.Duration&apos;" ScrollExtent="220,25" Size="220,25" Visible="false">
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="-2,14" Name="Amount" PackLocation="NFN,NFN" PackSize="a,f" ScrollExtent="30,12" ShadowStyle="/ShadowStylesNew.Outline.style" Size="30,12" TextAlignment="Center" TextColor="#FF0000"/>
<Icon AbsorbsInput="false" ActionData="maintained_spell" BackgroundTint="#000000" IconStyle="/IconStyles.effect" MouseOverColor="#FFFF00" Name="Icon" PackLocation="Left,Top" ScrollExtent="25,25" Size="25,25" Visible="false"/>
<Text AbsorbsInput="false" DynamicData="/GameData.Maintained.Spell_1.Name" Font="/ProfitUI_Styles.Fonts.FontArial13T" Location="30,-1" MaxLines="1" Name="BuffName" OnTextChanged="show_window Custom.SpellTimer
OnTextChanged=TMP" PackLocation="Left,Top" PackSize="a,f" ScrollExtent="162,15" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="162,15" TextColor="#98ACC2" TMP="1a=(Text == &apos;Cheap Shot&apos
2b=(Text == &apos;Haunting Strike&apos
3c=(Text == &apos;Side Blade&apos
COND=1a || 2b || 3c
z=COND ? true : false
Parent.DynamicData=COND ? &apos;/GameData.Maintained.Spell_1.Icon&apos; : &apos;&apos;"/>
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="190,12" Name="Time" PackLocation="NFN,NFN" ScrollExtent="30,12" ShadowStyle="/ShadowStylesNew.Outline.style" Size="30,12" TextAlignment="Center" TextColor="#DCC80A"/>
<Progressbar AbsorbsInput="false" BackgroundColor="#000000" Color="#00FF00" Location="28,11" Name="Duration" PackLocation="left,top" PackSize="a,f" Progress="1.000" ScrollExtent="163,13" Size="163,13" Style="/SpecialElements.SkillProgressBar.data.style"/>
<Page BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" Location="27,8" Name="BarBkg" Opacity="0.300" PackLocation="left,top" PackSize="a,f" RStyleDefault="/SpecialElements.SkillProgressBar.data.progress.rect" ScrollExtent="166,14" Size="166,14"/>
</Page>


gm9 01-25-2009 03:56 PM

Don't use a volume, use a composite. ;)

dragowulf 01-25-2009 03:57 PM

Quote:

Originally Posted by gm9 (Post 80314)
Sure. Btw using either OnChange or OnTextChange you can have custom windows show themselves, so you don't need to call them from another window.

Thanks for making me think about that - in ProfitUI I'm still using the experience window to trigger the initialization, lol, going to change that now.

I don't see OnChange in the UIBuilder. And does it trigger with everything?

Quote:

Originally Posted by gm9 (Post 80319)
Don't use a volume, use a composite. ;)

How do I fix my composite problem?

gm9 01-25-2009 04:02 PM

A textbox has OnChange, see the other thread I bumped.

I don't seem understand your composite problem (and sorry, had somehow overlooked that paragraph when I replied proposing a composite).

dragowulf 01-25-2009 04:06 PM

Quote:

Originally Posted by gm9 (Post 80319)
Don't use a volume, use a composite. ;)

Quote:

Originally Posted by gm9 (Post 80321)
A textbox has OnChange, see the other thread I bumped.

I don't seem understand your composite problem (and sorry, had somehow overlooked that paragraph when I replied proposing a composite).

Look at the quote below

Quote:

I didn't use the composite because of a different problem - spells overwrite each other's position in the composite whenever a new one becomes visible. For example: Page1 will always be before Page2, even if Page2 was visible first.

gm9 01-25-2009 04:43 PM

1 Attachment(s)
Yeah I read that, but I don't understand what you are trying to say.

Just to be sure I did a quick search&replace on the ProfitUI maintained window to make it use a composite and an OnTextChanged event and it works fine. See attached.

dragowulf 01-26-2009 03:19 AM

What I'm trying to say is that with a composite, the page that comes first will always be on top of the page that follows. This means, with my mod, that whenever a new spell timer is added, there is huge chance that a previous page's slot will be taken by the new timer, assuming that the new spell timer page comes before the old page (in the code).

Example. This is how it looks in the code:
Page1
Page2

So Page 2 is Visible:
Page2=Visible

Now Page1 becomes visible as well, but it comes before Page2 because it is first in the code, which is my problem:
Page1=Visible
Page2=Visible

It should be (since Page2 was visible first):
Page2=Visible
Page1=Visible


Maybe I'm overlooking something or thinking too hard?

gm9 01-26-2009 03:39 AM

So apparently you are trying to assign the timers manually? But why? Unless I'm missing something what's wrong with my 30 seconds modification of the maintained window which doesn't have any sorting problems?

dragowulf 01-26-2009 12:01 PM

I don't think I was thinking the composite thing all the way through. I'll go ahead and make it a composite and see what's happens.

dragowulf 01-26-2009 03:59 PM

I made it work perfectly. Thanks gm9 and Drums.

Here's the mod. I made it filter in all the buffs I wanted to keep track of myself and filter out all those dumb until canceled or other buffs I didn't want to keep track of. It's a pretty cool mod, especially for Raiders and PvPers. Anyone feel free to siphon my code.

If you look at the image it's pretty much self explanatory

lordebon 01-26-2009 04:07 PM

Nice. Can you attach the xml for it, I'd like to take a look at that myself. =)

dragowulf 01-26-2009 04:09 PM

Oh sorry. If anyone has any comments and suggestions on how to improve my mod or the code I'd definitely appreciate it.
It uses OnTextChanged to trigger show_window and to update the spell list so it only works on test right now.

Right now the spells that the code is tracking are Tyrannical Mind, Spell Lash, and Haruspex. You can add more or change the existing ones. I made that part easily modifiable.

I might add Target. What does everyone else think?

eq2ui_custom.spelltimer.xml
Code:

<?xml version="1.0" encoding="utf-8"?>
<Page eq2usescomwndcontrols="true" Location="248,321" MaximumSize="16384,16384" MinimumSize="100,31" Name="SpellTimer" PackLocation="center,bottom" ScrollExtent="210,31" Size="210,31" UserMovable="true" UserResizable="true">
<Composite AbsorbsInput="false" Location="1,1" Name="Composite" PackSize="a,a" ScrollExtent="208,29" Size="208,29" SpacingType="Fill">
<Page AbsorbsInput="false" Location="2,0" MaximumSize="16384,27" MinimumSize="95,27" Name="Frame1" OnHide="Amount.DynamicData=&apos;&apos;&#xD;&#xA;Icon.DynamicData=&apos;&apos;&#xD;&#xA;Time.DynamicData=&apos;&apos;&#xD;&#xA;Duration.DynamicData=&apos;&apos;" OnShow="Amount.DynamicData=&apos;/GameData.Maintained.Spell_1.AmountRemaining&apos;&#xD;&#xA;Icon.DynamicData=&apos;/GameData.Maintained.Spell_1.Icon&apos;&#xD;&#xA;Time.DynamicData=&apos;/GameData.Maintained.Spell_1.Duration&apos;&#xD;&#xA;Duration.DynamicData=&apos;/GameData.Maintained.Spell_1.Duration&apos;" PackSize="a,f" ScrollExtent="205,27" Size="205,27" Visible="false">
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="-2,16" Name="Amount" ScrollExtent="30,12" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="30,12" TextAlignment="Center" TextColor="#DA9129" />
<Icon AbsorbsInput="false" ActionData="maintained_spell" BackgroundTint="#000000" IconStyle="/IconStyles.effect" Location="0,2" MouseOverColor="#FFFF00" Name="Icon" PackLocation="Left,Top" ScrollExtent="25,25" Size="25,25" Visible="false" />
<Text AbsorbsInput="false" DynamicData="/GameData.Maintained.Spell_1.Name" Font="/ProfitUI_Styles.Fonts.FontArial13T" Location="30,1" MaxLines="1" Name="BuffName" OnTextChanged="show_window Custom.SpellTimer&#xD;&#xA;OnTextChanged=TMP" PackLocation="Left,Top" PackSize="a,f" ScrollExtent="175,14" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="175,14" TextColor="#98ACC2" TMP="1a=(Text == &apos;Tyrannical Mind&apos;)&#xD;&#xA;2b=(Text == &apos;Spell Lash&apos;)&#xD;&#xA;3c=(Text == &apos;Haruspex&apos;)&#xD;&#xA;COND=1a || 2b || 3c&#xD;&#xA;z=COND ? true : false&#xD;&#xA;Parent.DynamicData=COND ? &apos;/GameData.Maintained.Spell_1.Icon&apos; : &apos;&apos;&#xD;&#xA;Parent.Visible=COND" />
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="175,14" Name="Time" PackLocation="FFF" ScrollExtent="30,12" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="30,12" TextAlignment="Center" TextColor="#D5D5D5" />
<Progressbar AbsorbsInput="false" BackgroundColor="#000000" Color="#00FF00" Location="28,13" Name="Duration" PackLocation="left,top" PackSize="a,f" Progress="1.000" ScrollExtent="148,13" Size="148,13" Style="/SpecialElements.SkillProgressBar.data.style" />
<Page BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" Location="27,10" Name="BarBkg" Opacity="0.150" PackLocation="left,top" PackSize="a,f" RStyleDefault="/SpecialElements.SkillProgressBar.data.progress.rect" ScrollExtent="151,14" Size="151,14" />
</Page>
<Page AbsorbsInput="false" Location="2,29" MaximumSize="16384,27" MinimumSize="95,27" Name="Frame2" OnHide="Amount.DynamicData=&apos;&apos;&#xD;&#xA;Icon.DynamicData=&apos;&apos;&#xD;&#xA;Time.DynamicData=&apos;&apos;&#xD;&#xA;Duration.DynamicData=&apos;&apos;" OnShow="Amount.DynamicData=&apos;/GameData.Maintained.Spell_2.AmountRemaining&apos;&#xD;&#xA;Icon.DynamicData=&apos;/GameData.Maintained.Spell_2.Icon&apos;&#xD;&#xA;Time.DynamicData=&apos;/GameData.Maintained.Spell_2.Duration&apos;&#xD;&#xA;Duration.DynamicData=&apos;/GameData.Maintained.Spell_2.Duration&apos;" PackSize="a,f" ScrollExtent="205,27" Size="205,27" Visible="false">
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="-2,16" Name="Amount" ScrollExtent="30,12" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="30,12" TextAlignment="Center" TextColor="#DA9129" />
<Icon AbsorbsInput="false" ActionData="maintained_spell" BackgroundTint="#000000" IconStyle="/IconStyles.effect" Location="0,2" MouseOverColor="#FFFF00" Name="Icon" PackLocation="Left,Top" ScrollExtent="25,25" Size="25,25" Visible="false" />
<Text AbsorbsInput="false" DynamicData="/GameData.Maintained.Spell_2.Name" Font="/ProfitUI_Styles.Fonts.FontArial13T" Location="30,1" MaxLines="1" Name="BuffName" OnTextChanged="1a=(Text == &apos;Tyrannical Mind&apos;)&#xD;&#xA;2b=(Text == &apos;Spell Lash&apos;)&#xD;&#xA;3c=(Text == &apos;Haruspex&apos;)&#xD;&#xA;COND=1a || 2b || 3c&#xD;&#xA;z=COND ? true : false&#xD;&#xA;Parent.DynamicData=COND ? &apos;/GameData.Maintained.Spell_2.Icon&apos; : &apos;&apos;&#xD;&#xA;Parent.Visible=COND" PackLocation="Left,Top" PackSize="a,f" ScrollExtent="175,14" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="175,14" TextColor="#98ACC2" />
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="175,14" Name="Time" PackLocation="FFF" ScrollExtent="30,12" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="30,12" TextAlignment="Center" TextColor="#D5D5D5" />
<Progressbar AbsorbsInput="false" BackgroundColor="#000000" Color="#00FF00" Location="28,13" Name="Duration" PackLocation="left,top" PackSize="a,f" Progress="1.000" ScrollExtent="148,13" Size="148,13" Style="/SpecialElements.SkillProgressBar.data.style" />
<Page BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" Location="27,10" Name="BarBkg" Opacity="0.150" PackLocation="left,top" PackSize="a,f" RStyleDefault="/SpecialElements.SkillProgressBar.data.progress.rect" ScrollExtent="151,14" Size="151,14" />
</Page>
<Page AbsorbsInput="false" Location="2,0" MaximumSize="16384,27" MinimumSize="95,27" Name="Frame3" OnHide="Amount.DynamicData=&apos;&apos;&#xD;&#xA;Icon.DynamicData=&apos;&apos;&#xD;&#xA;Time.DynamicData=&apos;&apos;&#xD;&#xA;Duration.DynamicData=&apos;&apos;" OnShow="Amount.DynamicData=&apos;/GameData.Maintained.Spell_3.AmountRemaining&apos;&#xD;&#xA;Icon.DynamicData=&apos;/GameData.Maintained.Spell_3.Icon&apos;&#xD;&#xA;Time.DynamicData=&apos;/GameData.Maintained.Spell_3.Duration&apos;&#xD;&#xA;Duration.DynamicData=&apos;/GameData.Maintained.Spell_3.Duration&apos;" PackSize="a,f" ScrollExtent="205,27" Size="205,27" Visible="false">
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="-2,16" Name="Amount" ScrollExtent="30,12" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="30,12" TextAlignment="Center" TextColor="#DA9129" />
<Icon AbsorbsInput="false" ActionData="maintained_spell" BackgroundTint="#000000" IconStyle="/IconStyles.effect" Location="0,2" MouseOverColor="#FFFF00" Name="Icon" PackLocation="Left,Top" ScrollExtent="25,25" Size="25,25" Visible="false" />
<Text AbsorbsInput="false" DynamicData="/GameData.Maintained.Spell_3.Name" Font="/ProfitUI_Styles.Fonts.FontArial13T" Location="30,1" MaxLines="1" Name="BuffName" OnTextChanged="1a=(Text == &apos;Tyrannical Mind&apos;)&#xD;&#xA;2b=(Text == &apos;Spell Lash&apos;)&#xD;&#xA;3c=(Text == &apos;Haruspex&apos;)&#xD;&#xA;COND=1a || 2b || 3c&#xD;&#xA;z=COND ? true : false&#xD;&#xA;Parent.DynamicData=COND ? &apos;/GameData.Maintained.Spell_3.Icon&apos; : &apos;&apos;&#xD;&#xA;Parent.Visible=COND" PackLocation="Left,Top" PackSize="a,f" ScrollExtent="175,14" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="175,14" TextColor="#98ACC2" />
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="175,14" Name="Time" PackLocation="FFF" ScrollExtent="30,12" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="30,12" TextAlignment="Center" TextColor="#D5D5D5" />
<Progressbar AbsorbsInput="false" BackgroundColor="#000000" Color="#00FF00" Location="28,13" Name="Duration" PackLocation="left,top" PackSize="a,f" Progress="1.000" ScrollExtent="148,13" Size="148,13" Style="/SpecialElements.SkillProgressBar.data.style" />
<Page BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" Location="27,10" Name="BarBkg" Opacity="0.150" PackLocation="left,top" PackSize="a,f" RStyleDefault="/SpecialElements.SkillProgressBar.data.progress.rect" ScrollExtent="151,14" Size="151,14" />
</Page>
<Page AbsorbsInput="false" Location="2,0" MaximumSize="16384,27" MinimumSize="95,27" Name="Frame4" OnHide="Amount.DynamicData=&apos;&apos;&#xD;&#xA;Icon.DynamicData=&apos;&apos;&#xD;&#xA;Time.DynamicData=&apos;&apos;&#xD;&#xA;Duration.DynamicData=&apos;&apos;" OnShow="Amount.DynamicData=&apos;/GameData.Maintained.Spell_4.AmountRemaining&apos;&#xD;&#xA;Icon.DynamicData=&apos;/GameData.Maintained.Spell_4.Icon&apos;&#xD;&#xA;Time.DynamicData=&apos;/GameData.Maintained.Spell_4.Duration&apos;&#xD;&#xA;Duration.DynamicData=&apos;/GameData.Maintained.Spell_4.Duration&apos;" PackSize="a,f" ScrollExtent="205,27" Size="205,27" Visible="false">
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="-2,16" Name="Amount" ScrollExtent="30,12" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="30,12" TextAlignment="Center" TextColor="#DA9129" />
<Icon AbsorbsInput="false" ActionData="maintained_spell" BackgroundTint="#000000" IconStyle="/IconStyles.effect" Location="0,2" MouseOverColor="#FFFF00" Name="Icon" PackLocation="Left,Top" ScrollExtent="25,25" Size="25,25" Visible="false" />
<Text AbsorbsInput="false" DynamicData="/GameData.Maintained.Spell_4.Name" Font="/ProfitUI_Styles.Fonts.FontArial13T" Location="30,1" MaxLines="1" Name="BuffName" OnTextChanged="1a=(Text == &apos;Tyrannical Mind&apos;)&#xD;&#xA;2b=(Text == &apos;Spell Lash&apos;)&#xD;&#xA;3c=(Text == &apos;Haruspex&apos;)&#xD;&#xA;COND=1a || 2b || 3c&#xD;&#xA;z=COND ? true : false&#xD;&#xA;Parent.DynamicData=COND ? &apos;/GameData.Maintained.Spell_4.Icon&apos; : &apos;&apos;&#xD;&#xA;Parent.Visible=COND" PackLocation="Left,Top" PackSize="a,f" ScrollExtent="175,14" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="175,14" TextColor="#98ACC2" />
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="175,14" Name="Time" PackLocation="FFF" ScrollExtent="30,12" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="30,12" TextAlignment="Center" TextColor="#D5D5D5" />
<Progressbar AbsorbsInput="false" BackgroundColor="#000000" Color="#00FF00" Location="28,13" Name="Duration" PackLocation="left,top" PackSize="a,f" Progress="1.000" ScrollExtent="148,13" Size="148,13" Style="/SpecialElements.SkillProgressBar.data.style" />
<Page BackgroundColor="#FFFFFF" BackgroundOpacity="1.000" Location="27,10" Name="BarBkg" Opacity="0.150" PackLocation="left,top" PackSize="a,f" RStyleDefault="/SpecialElements.SkillProgressBar.data.progress.rect" ScrollExtent="151,14" Size="151,14" />
</Page>
<Page AbsorbsInput="false" Location="2,0" MaximumSize="16384,27" MinimumSize="95,27" Name="Frame5" OnHide="Amount.DynamicData=&apos;&apos;&#xD;&#xA;Icon.DynamicData=&apos;&apos;&#xD;&#xA;Time.DynamicData=&apos;&apos;&#xD;&#xA;Duration.DynamicData=&apos;&apos;" OnShow="Amount.DynamicData=&apos;/GameData.Maintained.Spell_5.AmountRemaining&apos;&#xD;&#xA;Icon.DynamicData=&apos;/GameData.Maintained.Spell_5.Icon&apos;&#xD;&#xA;Time.DynamicData=&apos;/GameData.Maintained.Spell_5.Duration&apos;&#xD;&#xA;Duration.DynamicData=&apos;/GameData.Maintained.Spell_5.Duration&apos;" PackSize="a,f" ScrollExtent="205,27" Size="205,27" Visible="false">
<Text AbsorbsInput="false" Font="/ProfitUI_Styles.Fonts.FontArial12T" Location="-2,16" Name="Amount" ScrollExtent="30,12" ShadowStyle="/ShadowStyles.BlackOutlineNoShadow.Outline1" Size="30,12" TextAlignment="Center" TextColor="#DA9129" />
<Icon AbsorbsInput="false" ActionData="maintained_spell" BackgroundTint="#000000" IconStyle="/IconStyles.effect" Location="0,2" MouseOverColor="#FFFF00" Name="Icon" PackLocation="Left,Top" ScrollExtent="25,25" Size="25,25" Visible="false" />
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<Page AbsorbsInput="false" BackgroundOpacity="1.000" Location="-1,-2" Name="Bkg" PackLocation="left,top" PackSize="a,a" RStyleDefault="/WindowElements.DesktopWindowFrame.data.bkg.rect" ScrollExtent="215,36" Size="215,36" />
</Page>
</Page>


gm9 01-26-2009 04:23 PM

If you want a suggestion, that code was just a quick search & replace from me, if you want to make it easily modifiable you'd define the spells to be filtered only once in the root (or an <include>). Also to reduce the size you could have only have one instance of the filtering code and call it from each of the pages (passing the number), but that isn't really necessary.

dragowulf 01-26-2009 04:29 PM

Quote:

Originally Posted by gm9 (Post 80354)
If you want a suggestion, that code was just a quick search & replace from me, if you want to make it easily modifiable you'd define the spells to be filtered only once in the root (or an <include>). Also to reduce the size you could have only have one instance of the filtering code and call it from each of the pages (passing the number), but that isn't really necessary.

Well the spell would have to be filtered out each time the text changes. So my question is how would I do this with the include? And the passing the number?

If I can do the same thing with a smaller file, then I'd like to go that route. But most of these things with includes I don't really understand. I still feel like a newbie with this stuff.

gm9 01-26-2009 04:43 PM

Well you know you can traverse the xml tree so put your

1a=
2b=
3c=

in the <include> at the root of the page, and then always reference this via Parent.Parent. ... - that way you only need to define it once, makes it easier to edit it.

And the other things is you could put the actual hiding code in a button at the root and have the individual pages call it in the same ways (Parent.Parent. ... .Press=true). You'd need to pass the reference of the page to the button as well, e.g. Parent.Parent. ... .CallingPage=Parent.Name and then show/hide that page.

PS: Looking at your actual code I still don't get why you have all that scripting in their configuring the dynamic data objects? Why is that needed, why not just show/hide the entire page?

dragowulf 01-26-2009 05:22 PM

Quote:

Originally Posted by gm9 (Post 80356)
PS: Looking at your actual code I still don't get why you have all that scripting in their configuring the dynamic data objects? Why is that needed, why not just show/hide the entire page?

Less dynamic data is actually loaded which is better on the system performance.

samejima 01-26-2009 05:23 PM

Personally as a Defiler and a Raider(the worst combo for spam buffs that you don't care about!) I cant exatcally think of a use for this, I guess you could use some of your code to modify it into my proposed maintained window. But at what cost to performance?

Link to proposed maintained window.

dragowulf 01-29-2009 09:43 PM

A timer for debuffs/buffs/heals to track when to reapply them. I'm not big on certain maintained until cancelled buffs and some others I could care less about. I like a visual progress bar representation that helps me figure out when a target is mezzed or mez breaks and how long, and when to reapply buffs/debuffs. I like to have a window on the side of the center of my screen to track these. It seems to all boil down to personal preference. Kind of like how you like to be really minimalistic.

As to gm9:
I can't figure out how to use includes and text files to make it easier. It seems like you would still need a hell of a lot more coding and it would be more taxing on system resources.

nluerdarea 02-02-2009 08:30 AM

Wow, this would come in really handy!

Once you get it all figured out, I'd love for this to be released
(I'll even do some testing for you if you want)

dragowulf 02-05-2009 01:47 AM

I remember seeing a thread that a dev added or is allowing greater than and less than values now. Can someone link me the thread?

Oh and I would like to know how I could do something like "greater than 0 but less than 75"

Drumstix42 02-05-2009 02:44 AM

Code:

iValue=10
COND=iValue > 0 && iValue < 75
Parent...Value=COND ? true : false

^ should work

Drumstix42 02-05-2009 02:54 AM

I see what gm9 is getting at about reducing the used code. I did a similar include/config file with my Statbar and used a Top-Level-of-tree-located button, which gets pressed instead of repeated the same long amount of code multiple times.


To pass on the number, you can simply make a custom value on the button itself called something like "iPassedNum" or something shorter...

First set that number.
Then press the button. Have the onPress code in the button be the code you already have used a bunch of times, using the number value in the string (use the concatenated stuff... ##)

You could get fancy with your config.
Maybe use a Data object:
Code:

<Data Name="1" SpellName="Tyrannical Mind"/>
<Data Name="2" SpellName="Spell Lash"/>
<Data Name="3" SpellName="Haruspex"/>
<Data Name="4" SpellName="NULL"/>
<Data Name="5" SpellName="NULL"/>
<Data Name="6" SpellName="NULL"/>
<Data Name="7" SpellName="NULL"/>
<Data Name="8" SpellName="NULL"/>
<Data Name="9" SpellName="NULL"/>
<Data Name="10" SpellName="NULL"/>

The check in the button:
Code:

1a=(Text == DataPage.1.SpellName)
2b=(Text == DataPage.2.SpellName)
3c=(Text == DataPage.3.SpellName)
4d=(Text == DataPage.4.SpellName)
5e=(Text == DataPage.5.SpellName)
6f=(Text == DataPage.6.SpellName)
7g=(Text == DataPage.7.SpellName)
8h=(Text == DataPage.8.SpellName)
9i=(Text == DataPage.9.SpellName)
10j=(Text == DataPage.10.SpellName)
COND=1a || 2b || 3c || 4d || 5e || 6f || 7g || 8h || 9i || 10j

As you can see.. you could get fancy, making it much easier to modify for different classes, and save some coding in the end when the list of buffs you're check gets longer... Especially if you did something like loaded it by your subclass or something spiffy for big config files :)

Please excuse any coding type-o's/mistakes, lol

dragowulf 02-05-2009 04:02 AM

Quote:

Originally Posted by Drumstix42 (Post 80640)
Code:

iValue=10
COND=iValue > 0 && iValue < 75
Parent...Value=COND ? true : false

^ should work

What does IValue represent? Or is that just the Value of the property you're trying to do this to?


The other stuff above I seem to understand much better now. I'll probably convert my next version for that.

gm9 02-05-2009 05:43 AM

iValue is just a random variable name he chose. Drum's code needs a slight modification though, you'd need to put it like this (as with the OR || code):
iValue=10
a=iValue > 0
b=iValue < 75
COND=a && b
(with a and b being other random variable names.)

Drumstix42 02-05-2009 12:19 PM

Ok, that makes sense. Since they're 2 different statements, and you're checking if both are true. I forget to break the checks into separate checks sometimes. Some times just hard to do the K.eep I.t S.imple (S.tupid) method :o

gm9 02-05-2009 01:55 PM

I hear you, EQ2 coding is a bit particular. ;)

SOE-Rothgar 02-06-2009 01:15 PM

We could always modify the client to use Lua as its scripting language, but then you'd have to re-write every line of your UI code. :)

Actually...

We could do something like look for a string at the beginning of a script command like "<Lua>" and if it exists, parse the script with a lua interpreter, otherwise pass the script to the existing interpreter.

*wheels start churning*

gm9 02-06-2009 01:26 PM

lol Rothgar's got himself another project.

It's probably a bit late in the game for LUA, my first priority is still to finally get eq2's scripting engine fixed to handle Unicode character encoding. After all certain default UI features that are not hardcoded but use scripting are also broken on international servers because of this. There, I said it again. :p


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