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Unread 11-16-2008, 06:25 AM
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Join Date: Mar 2005
Server: Permafrost
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Quote:
Originally Posted by dragowulf View Post
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?
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 View Post
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
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 View Post
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
Quote:
Originally Posted by dragowulf View Post
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
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 View Post
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.
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.