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Unread 06-09-2009, 02:46 PM
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A Griffon
Interface Author - Click to view interfaces
 
Join Date: Mar 2005
Server: Permafrost
Posts: 256
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We don't get the same sort of information from the Alt-E window as we do the Alt-M window(why your idea is impossible). Nor do we get a detailed enough API where the game tells us a new buff is appearing. All we get told is an icon goes from hidden to visible. It is then our job to check all the names of every icon now visible to see if they match our list. Add to that we don't get anything fun like arrays so we must check the list in a linear code fashion. No for loops or any thing fun like that.

Looking at one of my own mods that checks for maintained buffs on demand(not a timer)... checking for the existence of one buff in 30 slots takes 130 lines of code. If I were to unravel the so called code loops from the so called code functions, checking for 10 buffs would end up being 1300 lines of code for every check. A bit more because you can't prematurely "return" in a UI script... it goes through all of it... but in my case I don't call the external function. Anyhow... 1500(up to 3900?) lines in itself isn't overwhelming, but UI script isn't pre-compiled as far as I know and EQ2 doesn't run it very fast either. If you were to spam-click the toggle button on my UI, you would certainly notice a considerable frame rate hit. If you were to attach that button to the event of any of the 30(or 45) icons appearing and disappearing you would be in for a lot of trouble. Of course, maybe I'm a crappy UI programmer and it could be done without the noticable framerate hit.
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