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Category: MiscellaneousBuff Immunity Timers/Notification(JCap/Gravitas) |
Bar Timer Display
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Bar Timer Display with expiration
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Text Only Display
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Text Only Display with expiration
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Buff Immunity Timers/Notification v2.10 by Aditu of Permafrost (ACT Author) [email protected]
Changes:
The display can now be configured to be progress bars or text only count downs. You can attach macro commands to starting timers for things such as tells or chat notifications. Fixed a bug where non-active timers would get offset by new timers so they would sometimes cause blank alerts. Fixed a bug where sometimes the UI would ignore a needed UI event(by spamming it now *shrug*), causing the timer to freeze at the beginning.
Buff Immunity Timers/Notification v2.01 by Aditu of Permafrost (ACT Author) [email protected]
Changes:
Fixed two bugs that would cause the timers to pause when casting a non-detected spell or cause detection to fail if over 15 minutes had passed between casts.
Buff Immunity Timers/Notification v2.0 by Aditu of Permafrost (ACT Author) [email protected]
Changes:
This mod has been almost entirely redesigned to avoid methods that would lead to client crashes.
Buff Immunity Timers/Notification v1.1 by Aditu of Permafrost (ACT Author) [email protected]
Changes:
Forced timer bars to resize as a multiple of the immunity duration to ensure accurate timing. Added a button to quick resize to 2x a 120s timer.
Buff Immunity Timers/Notification v1.0 by Aditu of Permafrost (ACT Author) [email protected]
Synopsis:
The purpose of this UI mod is to create timers for buff immunities that are applied for things like Jester's Cap or Gravitas. The immunity icon is only easily visible to the recipient of the original buff and not the caster.
The UI will display five timers displayed as a character name and a progress bar of the time elapsed. Once the immunity time elapses the progress bar will have reached full where the timer will be reset for future use and an overlay will appear for four seconds saying a specific character has lost their immunity.
The timer window is not required to be visible at all times to make use of it. If kept hidden, it will still track the immunity timers and automatically show itself for the duration of the overlay alert then hide itself once again. In either case an audio alert will sound during this time as well, identical to the sound when attuning an inventory item.
Installation:
This is a "Custom" UI mod in which it does not replace any other UI piece. It is standalone in which it is not dependent on having any other UI piece installed already.
That said, you *are* required to be using a non-default UI in order to view this UI piece. If you are using Default as your current UI, you will need to create a new UI folder for this mod as you cannot simply copy it into the Default folder and have it function. If you fall into this category, please follow this guide to set up a non-Default UI folder. http://www.eq2interface.com/forums/f...q_new_faq_item
As this is a "Custom" namespace UI mod, you will either need to have a "eq2ui_custom.xml" file to add this file's reference to, or use a new one. If you do not already have this file, one is included in the download archive. If you do already have it, do not overwrite it, open it in a text editor and after the first Page tag(probably line 3) add the following:
Code:
<Include>eq2ui_custom_buffimmunity.xml</Include>
The default settings for the mod is to monitor "Jester's Cap" and set the immunity timer for 120 seconds. If you are a Dirge with Gravitas, you will have to edit the UI mod file and on line six replace "Jester's Cap" with "Gravitas". Gravitas immunity is affected by song duration mods, so you may have to account for that.
You can change how the mod displays the time remaining by changing TextOnlyTimers to/from true/false. If MacroCommands's IsActive property is set to true, it will execute the commands on the following lines when a new timer starts. If the commands contain ' TargetPlayer', it will be replaced by the name of the player the timer belongs to. (Useful for tells or tracking chat channels)
Usage:
Once the UI mod is installed, by default it is not visible. To show the mod window, type or put into an EQ2 macro: (CASE SENSITIVE)
Code:
/show_window Custom.BuffImmunity
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Archive List (Old Versions) |
File Name |
Version |
Size |
Author |
Date |
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2.01 |
5.33 Kb |
EQAditu |
10-05-2009 02:17 PM |
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2.0 |
5.30 Kb |
EQAditu |
10-02-2009 09:27 AM |
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1.1 |
5.20 Kb |
EQAditu |
12-06-2008 05:11 AM |
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1.0 |
5.17 Kb |
EQAditu |
12-03-2008 10:51 AM |
File Statistics |
User Rating: |
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Downloads: |
20637 |
Views: |
112815 |
Favorites: |
21 |
Uploaded By: |
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Last Modified: |
11-01-2009 06:03 PM by EQAditu |
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06-22-2011, 05:35 PM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 0
File comments: 1
Uploads: 0
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More than 5 timers?
Used this for a little while. Great piece. One question, just in case you've already tried it and found a reason why it shouldn't be done: Have you tried modding this for more than 5 timers?
Reason I ask is that with recasts being what they are (post-DoV), spells like jcap are recastable in 15 seconds or less, allowing troubs to have more than 5 active immunity buffs running on raid members. So, is there a compelling reason not to add more timers? ...before I start adding them myself and possibly running into issues you've already identified. Thanks!
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05-02-2011, 11:37 PM
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A Griffon
Server: Crushbone
Forum posts: 174
File comments: 50
Uploads: 14
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Has anyone else been able to get this to work with ProfitUI or perhaps another base UI?
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04-04-2011, 12:33 AM
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A Young Mystail Rat
Server: Antonia Bayle
Forum posts: 4
File comments: 4
Uploads: 1
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Quote:
Originally posted by EQAditu
Maybe EQ2 is being less tolerant of the invalid XML structure that Profit uses and not loading files from it correctly. My mod still works fine in my validly structured eq2ui_custom.xml file.
http://www.w3schools.com/xml/xml_validator.asp
EDIT
Nah, I don't seem to be able to break mine even if I emulate yours. Try putting the Profit include last instead of first. Maybe that file is messing up the rest of the loading.
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Tried your suggestion and there was no difference, the window is there but even the "x" that is in the window (that would be used to close the window out) is just a black square. It does work to close the window so I suspect that the addon is actually working but the actual contents of the window are just black.
I will keep tinkering to see where my problem is at and hopefully come up with something.
Thanks for verifying that it is actually a local problem and not something within the addon itself.
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03-23-2011, 07:02 PM
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A Griffon
Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
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Maybe EQ2 is being less tolerant of the invalid XML structure that Profit uses and not loading files from it correctly. My mod still works fine in my validly structured eq2ui_custom.xml file.
http://www.w3schools.com/xml/xml_validator.asp
EDIT
Nah, I don't seem to be able to break mine even if I emulate yours. Try putting the Profit include last instead of first. Maybe that file is messing up the rest of the loading.
Last edited by EQAditu : 03-24-2011 at 01:38 PM.
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03-23-2011, 06:15 PM
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A Young Mystail Rat
Server: Antonia Bayle
Forum posts: 4
File comments: 4
Uploads: 1
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Aditu is exactly correct, the "<Include>" should be between "<Page..." and "</Page>" (seems to go for everything besides profitui files, rofl). But, regardless, this issue is more related to changes that were pushed out during the xpac launch to the UI.
Here is my eq2ui_custom (this file has not changed in over a year).....
<?xml version="1.0" encoding="utf-8"?>
<Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false">
<include>_ProfitUI_custom.xml</include>
<Include>eq2ui_custom_buffimmunity.xml</Include>
<include>eq2ui_custom_Luosky_modified_dragowulfui_spelltimer.xml</include>
</Page>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>
Both the buffimmunity and spelltimer mods have stopped working since velious launched. I can't seem to find the cause, so if someone more versed in the coding of these UI elements has a clue, I would love to hear of a fix.
Thanks!
Last edited by ccarro63 : 03-23-2011 at 06:16 PM.
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03-20-2011, 10:31 AM
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A Griffon
Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
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You put the include line outside of the Custom Page tag. I'll spare you the whole gripe about how Profit uses invalid XML by having more than one root element, but all custom include lines should be inside the Page tag. IE, after "<Page"-- and before "</Page>". Putting it outside... should put it in XML limbo therefore I have no idea how the game reads it. (That file would crash a standard XML parser to begin with)
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03-20-2011, 07:20 AM
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A Coastal Crab
Server: Unkown
Forum posts: 0
File comments: 1
Uploads: 0
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Hi people.
I have had this mod before but like a few others have posted, I lost it during an update. I have tried to get it up and running again but It shows as a black screen. This is what I have on my Custom XML.
<?xml version="1.0" encoding="utf-8"?>
<Page IgnoreTab="false" ismodule="true" Name="Custom" PackSize="1,1" PackSizeProp="0002/0003,0002/0003" ScrollExtent="1024,768" Size="1024,768" Visible="false">
<include>_ProfitUI_custom.xml</include>
</Page>
<Include>eq2ui_custom_buffimmunity.xml</Include>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>
Apart from adding the " <include> " line, all I have done is paste the other .XML into the UI folder. I am sure I did it the same way last time. Am I missing something or have I just made a silly noob error that I can't see ?
Last edited by pelius08 : 03-20-2011 at 07:21 AM.
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03-17-2011, 10:05 PM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 0
File comments: 1
Uploads: 0
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same
same, i cant make window come up
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03-16-2011, 05:55 PM
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A Young Mystail Rat
Server: Antonia Bayle
Forum posts: 4
File comments: 4
Uploads: 1
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Not working since velious launch
This is another add on that I loved using, but it hasn't worked for me since velious launch. I've tried reinstalling serveral different ways, and the eq2_custom file is setup correctly. Any suggestions?
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10-26-2010, 09:51 AM
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A Griffon
Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
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The mod's instructions tell you what command to use to make the window always shown. You should be able to drag it by the titlebar or background. You can set it to use a text only mode to make it take up much less space.
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10-26-2010, 02:26 AM
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A Forest Scavenger
Server: Antonia Bayle
Forum posts: 18
File comments: 1
Uploads: 0
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Window manipulation
I love this add on but I lost it after the GU58 update when I had to reinstall profit and fix a lot of corruption.
My only criticism of the mod was that the window was uneccessarily big and took up a lot of screen space and I couldn't position it to where I wanted it to appear because it just flashed on for less than a second when a group member's immunity was up.
What I really wanted was the same graphics window to be sizable and movable using the mouse and to remain fixed in a corner whether someone's immunity was up or not. This way I could see who had Jester's Cap on them and who was about to lose immunity.
However, the mod as is, is still invaluable... If wishes were horses...
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10-07-2010, 01:10 PM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 0
File comments: 3
Uploads: 0
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Quote:
Originally posted by EQAditu
I'm not really certain what it explains. I didn't say anything because I didn't see anything wrong with it and I don't even use the UI piece unfortunately.
If we want to quote things, it says "MacroCommands". There's nothing wrong with multi-line UI scripts as long as the commands don't use special characters that the UI engine interprets as something else... like math. Try without an apostrophe... maybe that's a reserved character.
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Yes, it was the apostrophe. Using a single command didn't help, but when I took out the apostrophe I can use both.
Thanks!
Last edited by khaer : 10-07-2010 at 01:11 PM.
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10-03-2010, 05:16 PM
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A Griffon
Server: Permafrost
Forum posts: 256
File comments: 156
Uploads: 10
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I'm not really certain what it explains. I didn't say anything because I didn't see anything wrong with it and I don't even use the UI piece unfortunately.
If we want to quote things, it says "MacroCommands". There's nothing wrong with multi-line UI scripts as long as the commands don't use special characters that the UI engine interprets as something else... like math. Try without an apostrophe... maybe that's a reserved character.
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10-03-2010, 09:50 AM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 0
File comments: 3
Uploads: 0
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Quote:
Originally posted by evolva
""macro commands to starting timers for things such as tells OR chat notifications.""
<Page Name="MacroCommands" IsActive="true" OnShow="tell TargetPlayer You have Jester's Cap for 30 seconds" />
OR
<Page Name="MacroCommands" IsActive="true" OnShow="tellchannel Caetrene_JCap JCap on TargetPlayer" />
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Oh, great. Yeah, that would explain it. Thanks!
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09-30-2010, 08:52 PM
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A Coastal Crab
Server: Antonia Bayle
Forum posts: 0
File comments: 1
Uploads: 0
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Quote:
Originally posted by khaer
I haven't used buffimmunity in a while, but I've added it back in to Profit and it's working wonderfully... except for one thing. The /tell+/tellchannel trigger isn't working with IsActive="true". I've probably screwed up the XML, but if I have, I don't see it:
Code:
<Data Name="TextOnlyTimers" Value="false" />
<Data Name="BuffName" Value="Jester's Cap" />
<Data Name="ImmunityTime" Value="120" />
<Page Name="MacroCommands" IsActive="true" OnShow="
tell TargetPlayer You have Jester's Cap for 30 seconds
tellchannel Caetrene_JCap JCap on TargetPlayer
" />
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""macro commands to starting timers for things such as tells OR chat notifications.""
<Page Name="MacroCommands" IsActive="true" OnShow="tell TargetPlayer You have Jester's Cap for 30 seconds" />
OR
<Page Name="MacroCommands" IsActive="true" OnShow="tellchannel Caetrene_JCap JCap on TargetPlayer" />
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