![](/images/style_mmoi_eq2i/layout/clear.gif) |
Category: Target / Implied window[DrumsUI] Target & Implied Windows |
In-game example, mouseover buttons shown
|
|
In-game example
|
|
Older UIBuilder image
|
|
Game Update #65 Compatible
Description:
This mod includes both the Target and Implied windows. They're equipped with HP and Power percentages and support both Con Systems (v0 and v1). The v1 system does not include the extra, heroic and epic images. Both systems are visually the same in the target window and only the text above NPC's heads is different.
Click functions: - "T": toggle the con_version (upper-left gray text character)
- Target's name: inspect the targeted player.
- Implied target's name: Switches target to Implied Target
- Top-right button (mouse-over): search for the current target at eq2.wikia.com
- Bottom-right button (mouse-over): hide/show effects for each window.
Now supports Both con systems, Detailed (Arrows) and Simple (Frames)
Installation Notes:
- How To: Install A Custom UI
- eq2ui_mainhud_target.xml goes in your CustomUI folder.
- eq2ui_mainhud_impliedtarget.xml goes in your CustomUI folder.
Update Log:
2012.11.13
- Updated for CoE to include Target Range text.
2012.05.24
- Target Quest Icon added.
2011.05.31
- Now includes Target Tag icons (GU60 update).
2010.10.13
- Windows now include new GU58 casting bars.
2010.08.18
- Implied Target: Health percentage color should be acting like normal again
2010.02.25
- Styles have been updated with one closer matching the player/group windows.
- The con_version1 should *hopefully* no longer cut off the window occasionally.
2010.02.25
- Updated for Sentinel's Fate
- Fixed con0/con1 bug with overlapping
- Effect icons should play nice with their positioning from now on
2009.08.24
- added AA indicator to both windows (star means that your target will reward you with AA experience
2008.10.27
- windows no longer resizable (game bug with effects)
- effects now display correctly in /con_version 1 as per the fix above
2008.10.05
v2 - quick fix for the effects re-sizing the window
- Target and Implied windows are now both resizable horizontally
- Added a button above level text to search for Target's name on eq2.wikia.com
2008.06.04
- Removed inspect button. Now click target name to inspect
- New button to hide/show effects for each window
- clicking the "T" in the target window now switches con mode
- extra window space removed from the bottom of both windows
March 9, 2008
- Updated to support both Con Systems.
Nov 9, 2007
- Added inspect button to target window. Easily inspect your target without having to find them, and right-click them.
Nov 1, 2007
- Level (L: xx) is once again included in default zip. Shows level of RP/Anon players without having to inspect.
Dec 14, 2005
- Now includes spell effect icons in Target and Implied windows (toggleable from Options -> User Interface -> Targeting Windows)
Oct 23, 2005
- Updated to latest Live Update.
|
Archive List (Old Versions) |
File Name |
Version |
Size |
Author |
Date |
|
2012.05.24 |
4.90 Kb |
Drumstix42 |
05-24-2012 03:58 AM |
File Statistics |
User Rating: |
|
Downloads: |
30792 |
Views: |
194386 |
Favorites: |
129 |
Uploaded By: |
|
Last Modified: |
N/A |
|
| ![](/images/style_mmoi_eq2i/misc/clear.gif) |
|
![Post A Reply](/images/style_mmoi_eq2i/buttons/reply.gif) |
|
05-22-2012, 02:29 PM
|
|
A Griffon
Server: Antonia Bayle
Forum posts: 3287
File comments: 591
Uploads: 44
|
Quote:
Originally posted by Cacophonical
I don't think I have any sort of menus with it. How would I get to it?
|
Oh right, this is the target window not my full UI, sorry. The casting bars in the target window should "just work". Make sure you have the latest version, obtained from the Download button in the top right.
|
|
|
05-22-2012, 01:56 PM
|
|
A Young Mystail Rat
Server: Crushbone
Forum posts: 3
File comments: 7
Uploads: 0
|
Quote:
Originally posted by Drumstix42
Make sure it's checked on in the DrumsUI main menu window.
|
I don't think I have any sort of menus with it. How would I get to it?
EDIT: I have no idea what the initial issue was, but I've deleted my Custom UI folder to redownload my mods from scratch, and casting bars are now working fine.
Last edited by Cacophonical : 05-22-2012 at 03:10 PM.
|
|
|
05-20-2012, 04:05 PM
|
|
A Griffon
Server: Antonia Bayle
Forum posts: 3287
File comments: 591
Uploads: 44
|
Make sure it's checked on in the DrumsUI main menu window.
|
|
|
05-19-2012, 12:32 PM
|
|
A Young Mystail Rat
Server: Crushbone
Forum posts: 3
File comments: 7
Uploads: 0
|
Re: Re: Re: Re: Casting bar
Quote:
Originally posted by Drumstix42
Haven't heard of this before. Casting bars should be working and visible.
|
They have not been working for me since I formatted my PC and had to reinstall my mods. Makes some fights rather painful.
EDIT: When I say "not working", the problem is not the same as Cooldeath's. I don't see a casting bar at all.
Last edited by Cacophonical : 05-19-2012 at 12:55 PM.
|
|
|
06-01-2011, 08:44 PM
|
|
A Griffon
Server: Antonia Bayle
Forum posts: 3287
File comments: 591
Uploads: 44
|
Re: Re: Re: Casting bar
Quote:
Originally posted by cooldeath
Speaking of casting bars, ever since i've had this mod, the casting bars have no actual casting bar within the bar. (To show casting progress) it only shows the bar with spell name and that's it. Makes it hard to time cures. Any ideas why I seem to be the only one with this problem? (or at least the only one to mention it)
|
Haven't heard of this before. Casting bars should be working and visible.
|
|
|
06-01-2011, 05:01 PM
|
|
A Grizzled Badger
Server: Crushbone
Forum posts: 46
File comments: 3
Uploads: 1
|
Re: Re: Casting bar
Quote:
Originally posted by Drumstix42
This mod includes casting bars. Did you mean display them in a different place?
|
Speaking of casting bars, ever since i've had this mod, the casting bars have no actual casting bar within the bar. (To show casting progress) it only shows the bar with spell name and that's it. Makes it hard to time cures. Any ideas why I seem to be the only one with this problem? (or at least the only one to mention it)
|
|
|
01-25-2011, 06:52 PM
|
|
A Griffon
Server: Antonia Bayle
Forum posts: 3287
File comments: 591
Uploads: 44
|
Re: Casting bar
Quote:
Originally posted by eqbunnie
Anyway to get casting bar on target window like Profit I have been trying but unsure how to.
|
This mod includes casting bars. Did you mean display them in a different place?
|
|
|
01-25-2011, 06:00 PM
|
|
A Coastal Crab
Server: Antonia Bayle
Forum posts: 1
File comments: 4
Uploads: 0
|
Casting bar
Anyway to get casting bar on target window like Profit I have been trying but unsure how to.
|
|
|
08-04-2010, 02:49 AM
|
|
A Griffon
Server: Antonia Bayle
Forum posts: 3287
File comments: 591
Uploads: 44
|
Quote:
Originally posted by Alatariel
True enough, but some of us cycle through targets rapidly looking for the epic targets in the middle of the dogpile, and having to read that the current target is an "epic" or "heroic" is alot slower than instantaneously interpreting a symbol (such as the elaborate epic/heroic borders), or maybe even color, if they were color-coded somehow. Or underlined. Or something we don't have to read but can visually pick up right away.
I was actually part of a automotive engineering experiment back in college, where I was a test subject for some engineering prof trying to design visual cues into car windshields, almost like an aircraft HUD except for a car. He would flash either a phrase or a symbol onto the car simulator screen during an unexpected emergency, like "SWERVE RIGHT!", or he would display a large arrow curving right, and would test how fast we could respond to each of these cues. The symbol won out 100% of the time in every single subject. As far as target-cycling in eq2 goes, I know it's a difference of half a second or less per mob, but it adds up.
|
The other thing is the with con_version 1 on, the mobs themselves have the heroic symbols next to their name, so you can still see the symbols there.
Anyway, if I can figure out a decent way to work the symbol back in as an optional setting, I will do it. As it stands it's annoying to support multiple versions of XML files, but if I can do 2 settings that can toggle on the fly, it's more supportable by me, and takes less time to update stuff
Thanks for your suggestion and detailed explanation, I know it to be true enough.
Last edited by Drumstix42 : 08-04-2010 at 02:50 AM.
|
|
|
08-03-2010, 07:48 PM
|
|
A Young Mystail Rat
Server: Unkown
Forum posts: 4
File comments: 9
Uploads: 0
|
Quote:
Originally posted by Drumstix42
These were removed from my windows a long ago, as the text under the window already tells if you if they are epic or heroic, without taking up as much space.
|
True enough, but some of us cycle through targets rapidly looking for the epic targets in the middle of the dogpile, and having to read that the current target is an "epic" or "heroic" is alot slower than instantaneously interpreting a symbol (such as the elaborate epic/heroic borders), or maybe even color, if they were color-coded somehow. Or underlined. Or something we don't have to read but can visually pick up right away.
I was actually part of a automotive engineering experiment back in college, where I was a test subject for some engineering prof trying to design visual cues into car windshields, almost like an aircraft HUD except for a car. He would flash either a phrase or a symbol onto the car simulator screen during an unexpected emergency, like "SWERVE RIGHT!", or he would display a large arrow curving right, and would test how fast we could respond to each of these cues. The symbol won out 100% of the time in every single subject. As far as target-cycling in eq2 goes, I know it's a difference of half a second or less per mob, but it adds up.
Last edited by Alatariel : 08-03-2010 at 07:48 PM.
|
|
|
08-02-2010, 11:34 PM
|
|
A Griffon
Server: Antonia Bayle
Forum posts: 3287
File comments: 591
Uploads: 44
|
Quote:
Originally posted by Alatariel
Any chance you could add the heroic and epic target graphics with your impending update?
|
These were removed from my windows a long ago, as the text under the window already tells if you if they are epic or heroic, without taking up as much space.
|
|
|
08-02-2010, 07:54 PM
|
|
A Young Mystail Rat
Server: Unkown
Forum posts: 4
File comments: 9
Uploads: 0
|
Quote:
Originally posted by Drumstix42
The color of the implied target % is fixed and will be updated next time I update everything, which will be soon.
The star should be in the same place every time.
|
Any chance you could add the heroic and epic target graphics with your impending update?
|
|
|
07-29-2010, 01:30 PM
|
|
A Griffon
Server: Antonia Bayle
Forum posts: 3287
File comments: 591
Uploads: 44
|
Quote:
Originally posted by Maikeruu
The star for monsters that give AA seems a bit lower than it should be and sometimes the numerical percentage in the Implied target window turns black making it difficult to see. Any ideas?
|
The color of the implied target % is fixed and will be updated next time I update everything, which will be soon.
The star should be in the same place every time.
|
|
|
07-29-2010, 05:24 AM
|
|
A Young Mystail Rat
Server: Antonia Bayle
Forum posts: 3
File comments: 3
Uploads: 0
|
The star for monsters that give AA seems a bit lower than it should be and sometimes the numerical percentage in the Implied target window turns black making it difficult to see. Any ideas?
|
|
|
04-01-2010, 06:20 AM
|
|
A Griffon
Server: Antonia Bayle
Forum posts: 3287
File comments: 591
Uploads: 44
|
Strange, I added code to the window to try to resize it to normal should it ever change, but I'll have to re-evaluate some further testing I suppose.
Will be updating the window soon to match the player window/group window bars anyhow.
-Drum
|
|
|
All times are GMT -5. The time now is 04:26 AM.
|
![](/images/style_mmoi_eq2i/layout/clear.gif) |