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Category: MiscellaneousBuff Immunity Timers/Notification(JCap/Gravitas)
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Name: Buff Immunity Timers/Notification(JCap/Gravitas)   Popular!
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Date: 10-07-2009 11:40 PM
Size: 6.00 Kb
Version: 2.10
Rate Addon: 5 out of 5 with 6 votes  
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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
 
Description
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
Archive List (Old Versions)
File Name
Version
Size
Author
Date
2.01
5.33 Kb
EQAditu
10-05-2009 02:17 PM
2.0
5.30 Kb
EQAditu
10-02-2009 09:27 AM
1.1
5.20 Kb
EQAditu
12-06-2008 05:11 AM
1.0
5.17 Kb
EQAditu
12-03-2008 10:51 AM
File Statistics
User Rating:
5 out of 5 with 6 votes
Downloads: 19798
Views: 111665
Favorites: 21
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Last Modified: 11-01-2009 06:03 PM by EQAditu    

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Unread 12-03-2008, 06:22 PM  
samejima
A Griffon
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Server: Unrest
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Never cease to impress! Well executed to boot.

Any plans on making it count for the drum effects? Wouldn't be to hard.

Last edited by samejima : 12-03-2008 at 06:24 PM.
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Unread 12-03-2008, 08:03 PM  
EQAditu
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Quote:
Originally posted by samejima
{...}
Any plans on making it count for the drum effects? {...}
Drum effects? I'm not sure I understand.
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Unread 12-03-2008, 08:53 PM  
musikman29
A Young Mystail Rat

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I can't wait to try this out! Looks awesome.
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Unread 12-03-2008, 10:22 PM  
Niber
A Young Mystail Rat

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Quote:
Originally posted by EQAditu
Drum effects? I'm not sure I understand.
\aITEM -162668698 -1962696521: Drum of the Ethernaut Chronicler \/a

+10% duration on all songs

Last edited by Niber : 12-03-2008 at 10:24 PM.
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Unread 12-03-2008, 10:33 PM  
EQAditu
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Quote:
Originally posted by Niber
\aITEM -162668698 -1962696521: Drum of the Ethernaut Chronicler \/a

+10% duration on all songs
Hmm, does the immunity icon also last for 110%? If not, I don't see how anything needs to be changed. If it does, edit line seven and enter 132 seconds.
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Unread 12-03-2008, 11:36 PM  
samejima
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Quote:
Originally posted by EQAditu
Hmm, does the immunity icon also last for 110%? If not, I don't see how anything needs to be changed. If it does, edit line seven and enter 132 seconds.
Yes it does sadly but only for gravitas not jesters. On top of that, what if someone switches it out it would be quite easy to make a check if its equipped or not. I'm not even a dirge or I would just do it my self.

Only flaw with this is multiple bards ect you cant get their immunities.
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Unread 12-05-2008, 11:42 AM  
quaiky
A Young Mystail Rat

Server: Antonia Bayle
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tried that ui mod now, but it seems that the timer is a bit off for me (progress bar takes about 30 seconds too long for gravitas).
checked the xml file and immunity time is set correctly to 120 seconds, any idea whats causing this?
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Unread 12-05-2008, 04:08 PM  
EQAditu
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Quote:
Originally posted by quaiky
tried that ui mod now, but it seems that the timer is a bit off for me (progress bar takes about 30 seconds too long for gravitas).
checked the xml file and immunity time is set correctly to 120 seconds, any idea whats causing this?
Well, at some point it was correctly doing timing. I suppose it's entirely possible that some change in the resizing code is causing the calculation to be wrong now.
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Unread 12-05-2008, 08:10 PM  
EQAditu
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Quote:
Originally posted by EQAditu
Well, at some point it was correctly doing timing. I suppose it's entirely possible that some change in the resizing code is causing the calculation to be wrong now.
Alright, so it does have to do with the resizing code in a way. Most of my testing was before I added the ability to resize the timers. It seems that while the UI system has the ability to create timers that complete in fractions of a second. It cannot create timers that move in fractions of an increment. Which is of course what I was trying to make it do when it's sized to a non-multiple of 120. So when a large as it can be(300px), it tries to calculate a speed of 2.5px/sec but the value is truncated to 2px/sec when stored in the variable even though the math system loves decimals.

It seems as though I'm going to have to put in some things to restrict the timer size to a multiple of the immunity delay instead of allowing the smooth resizing.
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Unread 12-06-2008, 12:51 AM  
dragowulf
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Quote:
Originally posted by EQAditu
Alright, so it does have to do with the resizing code in a way. Most of my testing was before I added the ability to resize the timers. It seems that while the UI system has the ability to create timers that complete in fractions of a second. It cannot create timers that move in fractions of an increment. Which is of course what I was trying to make it do when it's sized to a non-multiple of 120. So when a large as it can be(300px), it tries to calculate a speed of 2.5px/sec but the value is truncated to 2px/sec when stored in the variable even though the math system loves decimals.

It seems as though I'm going to have to put in some things to restrict the timer size to a multiple of the immunity delay instead of allowing the smooth resizing.
I would check this thread out Aditu
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Unread 12-06-2008, 01:49 AM  
EQAditu
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Quote:
Originally posted by dragowulf
I would check this thread out Aditu
Well, I read the old version and up to current. I don't really see what it has to do with this situation. First off, I don't use UIBuilder to make my mods. Secondly my problem is that an effector's speed cannot be a decimal. That was my mistake, not something to be changed by SoE with a new function etc.
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Unread 12-06-2008, 01:49 AM  
koo okine
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hi and thx but i have installed, have windows immunity but nothing appened when casting jcap
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Unread 12-06-2008, 02:26 AM  
dragowulf
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Quote:
Originally posted by EQAditu
Well, I read the old version and up to current. I don't really see what it has to do with this situation. First off, I don't use UIBuilder to make my mods. Secondly my problem is that an effector's speed cannot be a decimal. That was my mistake, not something to be changed by SoE with a new function etc.
It can work that way. I did it in my Auto attack mod. This is how to make it resize and use the correct speed with its new size, as well as changing the location back to it's correct spot with its new size. It can be set every time the event triggers.

This is to calulate the effector speed:
Code:
values:
AMT=",0"
Width="350"
Parent.Duration.Text="2.0"

on event:
SpeedCalc=Width/Parent.Delay(or whatever you use).Text
[SpeedCalc="175.000"]final speedcalc value
Parent.LocationEffector.Speed=SpeedCalc ## AMT
[Parent.LocationEffector.Speed="175,0"]final speed value
This is set for OnEffectFinished (resets the location).:
Code:
values:
Width="350"
Calc="0-Width"
AMT=",0"

on event:
Location=Calc ## AMT
[Location="-350,0"]final location value
If I'm understanding correctly, this should help you. If you need a better example use my auto attack timer mod as a referance

Last edited by dragowulf : 12-06-2008 at 02:37 AM.
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Unread 12-06-2008, 04:00 AM  
EQAditu
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Quote:
Originally posted by dragowulf
It can work that way. I did it in my Auto attack mod. This is how to make it resize and use the correct speed with its new size, as well as changing the location back to it's correct spot with its new size. It can be set every time the event triggers.

{...}

If I'm understanding correctly, this should help you. If you need a better example use my auto attack timer mod as a referance
Technically your code is not any more exact than my own, as they are essentially the same. The thing is that your intended result is less prone to the rounding than mine. Either way, we are restricted to whole numbers when using effector speed.

In your case: (Width / Seconds = Speed -> EffectorSpeed)
350 / 2 = 175.000 -> 175,0 (Complete in 2.0 seconds)
350 / 2.1 = 166.666 -> 166,0 (Complete in 2.11 seconds)

You still have rounding messing up your calculations a tiny bit, but apply those same problems to my script:
240 / 120 = 2.000 -> 2,0 (Complete in 120.0 seconds)
300 / 120 = 2.500 -> 2,0 (Complete in 150.0 seconds)

The rounding barely affects you, but it affects me greatly.

Last edited by EQAditu : 12-06-2008 at 04:04 AM.
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Unread 12-06-2008, 04:11 AM  
EQAditu
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Quote:
Originally posted by koo okine
hi and thx but i have installed, have windows immunity but nothing appened when casting jcap
What happens when you type: /show_window Custom.BuffImmunity (CASE SENSITIVE)

If you get a window that is mostly black, you did not add an <Include> line in your custom xml file like the installation guide states. Though you'll probably want v1.1 when I release it fixing the silly timing issues.
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