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Unread 12-06-2008, 02:58 PM  
koo okine
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I have blue windows with case but no name in when casting Jcap and no timerligne running (sorry for my english)

Quote:
Originally posted by EQAditu
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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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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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, 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, 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, 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, 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 12-05-2008, 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 12-05-2008, 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, 11:42 AM  
quaiky
A Young Mystail Rat

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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 12-03-2008, 11:36 PM  
samejima
A Griffon
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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 12-03-2008, 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, 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, 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, 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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