How to create a reuse timer overlay for the hotbars?
Well. It is indeed for your hotbar spells....my question is....how would we use it?
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I haven't tried this yet, but as I posted elsewhere my understanding was you would need to add an overlay (such as a <Volume>) to the hotbutton file with text objects that receive the DD and are positioned over the buttons.
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Iconsize/Iconpadding in the Icon's iconbank only goes by 1 integer, so if I were to try OnHoverIn='CellSize=Parent.Icons.IconSize' it wouldnt work because the cellsize takes x,y and not x |
Just assign CellSize=Parent.Icons.IconSize ## ',' ## Parent.Icons.IconSize
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Does OnChange work for IconBank?????
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Not that I know of, but you can try. The only thing I can think of without checking that has OnChange is a sliderbar. I'd say OnPress and OnHoverIn will be your friends.
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This is my code for the Hotkey page:
Volume.CellSize=IconPage.Icons.IconSize ## ',' ## IconPage.Icons.IconSize Volume.CellPadding=IconPage.Icons.IconPadding ## ',' ## IconPage.Icons.IconPadding I have it on OnHoverIn for testing right now. CellSize works well, but when I do IconPadding it totally screws it up. I'm testing with my Hotkey window (Which came from yours). The default iconsize is 32 and padding is 0. I can move the size to anything and the volume will go along with it, but once i change padding from 0 it doesn't seem to resize correctly. |
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Heres my file so you don't have to completely do it yourself. As you would be able to see, the CellSize/IconSize works well...but the CellPadding/IconPadding doesn't seem like it will be able to work unless it is 0
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Volume.CellSize=IconPage.Icons.IconSize ## ',' ## IconPage.Icons.IconSize or Volume.CellSize=(IconPage.Icons.IconSize)##(',')##(IconPage.Icons.IconSize) Volume.CellPadding=(IconPage.Icons.IconPadding)##(',')##(IconPage.Icons.IconPadd ing) or (I think) Volume.CellSize=(IconPage.Icons.IconSize ## ',' ## IconPage.Icons.IconSize) Volume.CellPadding=(IconPage.Icons.IconPadding ## ',' ## IconPage.Icons.IconPadding)PS: Let me know if you want me to move our discussion in a separate thread, not sure if we are bordering on off topic here... |
You should move it
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I did:
Volume.CellSize=IconPage.Icons.IconSize ## ',' ## IconPage.Icons.IconSize Volume.CellPadding=IconPage.Icons.IconPadding ## ',' ## IconPage.Icons.IconPadding It was unnecessary anyways because what I had before worked just fine. And it knew (somehow) where the command began and ended. When you have free time you should check this out yourself. |
I will, but I probably won't have time today.
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Btw, I just had a great idea (I think, lol) - while I don't like the text overlay, I do like the idea of a graphical overlay. You could use the DD to fade out a color overlay (a bit like we currently have) or just to flash a very visible notification once the value hits zero. You can probably normalize the fading by assigning the DD to a sliderbar with a capped maximum (not entirely sure it will even accept higher values but I think it does and just limits them) and forward them OnChange. Ah, I'll have to think about this, endless possibilities.
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True, but you can't really see that one, and also I'm thinking about putting this only on some buttons with very long cast times. Or maybe not. I'll think about it.
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Actually for me the point of having reuse timers visible as text is to know when _exactly_ my spells will be up again to have my spell queueing optimized. Right now it is more like: your spell will be up .. well .. soon(tm) :P
I don't see a graphical overlay giving me more information than I have now. |
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Yeah. I like the text so I know the exact min, sec, .sec, etc. This would be very good because then you would know EXACTLY which spell is going to come next when you're doing your spell combos. gm9: I would be for it if it were more of a 1 colored progress overlay, kind of like the vertical one built in, but more visible and easier to see. I would like to have text on it as well because of the above reply to Kal |
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I dont know how I'd like the numbers but something like this would be sexy imo...
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Only possibly have the color change according to time remaining... IE <5s the bar be red, 5<X<10 seconds it be orange, 10<X<30 it be yellow, 30<X<60 it be say yellow-green, 60<X<5m it be green, and then maybe 5m<X<15m it be blue, and >15m it be purple. Or if thats a mite complex (it kinda is) perhaps scale it based on cur/max... <10% red, 10-25% orange, 25-50% yellow, 50%+ yellow-green. |
Nice Dolby, that's what I had in mind, but yours looks more professional than my imagination. ;)
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Cant really help with the xml but any art assets you need I can create them as I have time. :)
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Now that is sexy.
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