Quote:
Originally Posted by dragowulf
I've been thinking. All OOR/Stun/etc things aside. We can make this mod as progress bars by using a similar method as mother's timer window, correct?
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It's still obvious that I'm somewhat new at UI modding because I didn't know you could even create timers with a better resolution than whole seconds. I was just using movement effectors though.
Quote:
Originally Posted by dragowulf
If so:
Make it so that when an aa/rangedaa occurs, it takes the delay of the weapon and sets the auto attack progress bar timer.
Ex:
1. Auto-Attack occurs and sets the timer to true
2. The timer uses the 5.3 delay and counts down
3. The auto-attack is turned off and the timer sets to false
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I'd think you would need to recalculate often, so probably as often as the casting bar toggles visibility off. (Before the timer starts)
Quote:
Originally Posted by dragowulf
We could make it so whenever a CA/spell is used and the casting window is visible, the timer is delayed. Whenever the casting window is no longer visible, it starts the timer again.
Ex:
1. stopautoattacktimer if {mainhud.casting.visible=true}
-Casting window's onshow=parent.stopautoattacktimer=true
2. startautoattacktimer if {mainhud.casting.visible=false}
-Casting window's onhide=parent.startautoattacktimer=true
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Quote:
Originally Posted by dragowulf
I'm not sure how this part could work out but..whenever the Out of Range Message occurs, it delays the timer untill the message changes???? EDIT: I'm completely unsure about this one
Ex:
1. OnScreenMessage onshow=if {MessageText.text='out of range'} then stopautoattacktimer=true
2. OnScreenMessage onhide=if {MessageText.text=''} then startautoattacktimer=true
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I don't believe that auto-attacks make use of that UI piece. Casting a spell on an OOR target would, but auto attack doesn't.
Quote:
Originally Posted by dragowulf
Any thoughts? I'm also unsure of how it would be if you enabled auto attack on an unattackable npc because the timer would start.
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That would be a temporary problem as the bar would start too soon and would remain unsynched until the casting of a skill delayed the bar from restarting until the actual auto attack delay had been met.