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  #76  
Unread 04-10-2009, 10:05 PM
lordebon lordebon is offline
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Originally Posted by Goldentale View Post
Rothgar, not to hold you to this, but is there an estimate for when we may see this implemented? 1-3 months, 3-6 months, next expansion, the expansion after that?

To hear EQ2 may finally adopt LUA is mouth watering.
My guess is that this kind of project would be the 3-6 months at the earliest. Rothgar has a lot on his plate I'm sure, and I think reworking the UI to use LUA is a pretty mighty task. But yeah, having a full-fledged script engine in the UI... mmm, possibilities.
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  #77  
Unread 04-11-2009, 12:42 AM
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I tried the hotkeys starting at Red -> Orange -> Yellow -> Green. In my honest opinion it kind of confuses me because of the color situation we are all use to. I had to revert it back because I was tripping hardcore. lol
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  #78  
Unread 04-11-2009, 01:43 PM
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Here's a screenshot of my newest version of my SpellTimer window. I'm pretty much done with testing, but it looks and works pretty cool. I might remove the color changing stuff because it drops FPS quite noticeably.
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  #79  
Unread 04-11-2009, 02:41 PM
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Starting at green makes sense for me for buffs (cause green is "good" zone, long duration remaining). But for things like hotbars, I always thought it the other way around.

Anyhow. I've also come to the conclusion that bar timers on hotbars are kinda pointless. The numbers show you exactly how many seconds left, and the bar will always leave you guessing. My current setup just uses all numbers, and I left bars on 1 or 2 just remind me later if I get any good ideas.

The only thing I wanted to do what overlap the already existing refresh animation with a more apparently red bar that went from bottom to top, but give it some transparency. Currently can't do it.

On a side note, I really like the style of your spell window/timers.
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  #80  
Unread 04-15-2009, 02:15 PM
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Quote:
Originally Posted by dragowulf View Post
Here's a screenshot of my newest version of my SpellTimer window. I'm pretty much done with testing, but it looks and works pretty cool. I might remove the color changing stuff because it drops FPS quite noticeably.
This is a great looking addon Dragowulf, I hope you release it soon !
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  #81  
Unread 04-16-2009, 03:03 PM
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Yah I like the bars in the persistent tooltip area, was thinking of doing the same but haven't put the effort into making the progress update smoother.

Did you find a way to get the prog amount to handle less than whole seconds?
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  #82  
Unread 04-16-2009, 07:08 PM
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Yah I like the bars in the persistent tooltip area, was thinking of doing the same but haven't put the effort into making the progress update smoother.

Did you find a way to get the prog amount to handle less than whole seconds?
What???? =/
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  #83  
Unread 04-17-2009, 05:26 PM
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When I played with this in the Hotkey windows... the progress amount moved in noticeable chunks as each whole second ticked down... I assume because the numerical data piped to the Prog amount doesn't include 10th of a second. Could just be a precision setting on the bar I failed to set?
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  #84  
Unread 04-17-2009, 05:47 PM
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That's the way the developers implemented it.
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  #85  
Unread 04-17-2009, 09:13 PM
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That's the way the developers implemented it.
That makes it kind of klunky then, IMHO. Yeah for some spells with longer (>20s) recasts 1s increments are fine (above 20s you're talking at most 5% a fill) but for others that's big jumps. I wonder if we can get them to add a tenths to it...
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  #86  
Unread 04-18-2009, 08:55 AM
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I'd rather not see that, unless it was a separate DD. The numbers that show up in textual form are whole numbers, and I'd rather not see decimals.
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  #87  
Unread 04-20-2009, 05:17 PM
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I'm using your code from the first page just fine, eagerly awaiting an actual release though. Love this mod!
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  #88  
Unread 04-20-2009, 05:55 PM
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Pretty sure SOE could pipe float to the Prog amount without changing the text read out.
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  #89  
Unread 04-20-2009, 06:05 PM
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That would be nice then yeah.
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