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Unread 04-08-2010, 09:48 AM  
nelsomd
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Black box

Any idea why this just shows up as a black box?
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Unread 04-01-2010, 05:29 AM  
RobF
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Quote:
Originally posted by primamezzo
I was testing this on my Ily and cast Time Warp on myself. When you cast the spell first you get "Time Warp Preparation" for 5 seconds and then "Time Warp" for 5 seconds in both the maintained and spell effects windows. The "Time Warp Immunity" buff only shows in the spell effects window. I tried putting "Time Warp" and "Time Warp Preparation" as the buffname in the xml file and it didn't trigger the immunity window either test. Also, I wasn't sure how long to put for the immunity duration since it lasts for 120 seconds, but doesn't trigger until both the preparation and actual buff have expired (each 5 seconds in duration).
Yep Ive tried those too - Time Warp Preparation (5secs) then Timewarp buff itself(5 secs) in maintained window followed by Time Warp Immunity in Effects (120 secs). Presumably if we could get it to see Timewarp Preparation the total immunity should be 130s (preparation+spell+immunity). Just cant get it to detect it even tho it appears in the maintained window at the start.

Last edited by RobF : 04-01-2010 at 05:49 AM.
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Unread 03-29-2010, 12:49 PM  
primamezzo
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I was testing this on my Ily and cast Time Warp on myself. When you cast the spell first you get "Time Warp Preparation" for 5 seconds and then "Time Warp" for 5 seconds in both the maintained and spell effects windows. The "Time Warp Immunity" buff only shows in the spell effects window. I tried putting "Time Warp" and "Time Warp Preparation" as the buffname in the xml file and it didn't trigger the immunity window either test. Also, I wasn't sure how long to put for the immunity duration since it lasts for 120 seconds, but doesn't trigger until both the preparation and actual buff have expired (each 5 seconds in duration).

Last edited by primamezzo : 03-29-2010 at 12:52 PM.
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Unread 03-21-2010, 06:45 PM  
RobF
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Quote:
Originally posted by EQAditu
UI modders can't access the names of icons in the effect or detriment windows. But it shows up in your own effect window? Not the target's?
Shows up in my effect window and targets but not maintained (can be cast on myself). Thought that was still the case but worth asking
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Unread 03-21-2010, 04:58 PM  
EQAditu
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UI modders can't access the names of icons in the effect or detriment windows. But it shows up in your own effect window? Not the target's?
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Unread 03-20-2010, 09:02 PM  
RobF
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Quote:
Originally posted by EQAditu
If it shows up in the Maintained Window, I guess you should try it out and see. You just need to edit the XML to enter the correct spell name and immunity duration.
Im wondering the same thing - however, Timewarp appears in the spell effects window and not the maintained window. Is it possible to find this data? I know this hasnt been possible in the past but was wondering if thats changed now.

Last edited by RobF : 03-21-2010 at 07:31 AM.
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Unread 03-03-2010, 03:25 AM  
EQAditu
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If it shows up in the Maintained Window, I guess you should try it out and see. You just need to edit the XML to enter the correct spell name and immunity duration.
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Unread 03-02-2010, 05:28 PM  
abbinc
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just out of curiosity, is there a way to make this mod work w/ the new illy AA time warp?

Last edited by abbinc : 03-02-2010 at 05:28 PM.
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Unread 11-27-2009, 10:32 PM  
SkyBeeX
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Re: Re: a little buggy at the moment

Quote:
Originally posted by EQAditu
It may be possible to add more checks for a new icon and grab the time remaining from it to calculate where the immunity timer should start at. (Too many checks will cause FPS dips)
For us fellas that can handle the extra processing, maybe ya can put it in as an option for us to choose to have these checks. That would be awesome!! Thanks again for the mod.

Last edited by SkyBeeX : 11-28-2009 at 02:46 PM.
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Unread 11-27-2009, 08:16 PM  
SkyBeeX
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Re: Re: a little buggy at the moment

Quote:
Originally posted by EQAditu
Without being able to reproduce a bug myself, a screenshot isn't a lot of help, really.
Yeah, I understand. I just posted the screenshot to show the mod not acting accordingly to my lack of knowledge of these things, heh. grr.

Quote:
Originally posted by EQAditu
I don't know if SoE will ever increase the number of maintained buffs addressable in dynamic data or not. It may be possible to add more checks for a new icon and grab the time remaining from it to calculate where the immunity timer should start at. (Too many checks will cause FPS dips)
Well, this sucks. I thought the maximum number of icon images able to be shown in the Maintained Window was 45. But yeah, it looks like it is only 30. That was what the problem was. Grrrr, this really sucks.

Welp bummer, and my maintained window seems to have more than 30 image icons quite a bit.

Welp, I still enjoy the mod!! Appreciate your time building it. Good stuff.

Last edited by SkyBeeX : 11-27-2009 at 09:30 PM.
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Unread 11-27-2009, 06:23 PM  
EQAditu
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Re: a little buggy at the moment

Quote:
Originally posted by SkyBeeX
Have to say again, I love this mod. I hope these quircks can be worked out. This mod is tremendously more reliably than the text based triggers.

But, it's a little buggy ... I was using a combination of quickraidbuttons and macros.

here are the screenshots
Immunity not shown 1
Immunity not shown 2

After a cast of Gravitas on the player, spell showing appropriately in the Maintained Window, the Immunity timer never starts in the mod.
Without being able to reproduce a bug myself, a screenshot isn't a lot of help, really.

What really matters is not the icon being visible when there's 10s left but less than a second after casting the spell. Your first screenshot shows 30 maintained icons on the screen; thus making it very possible that the Gravitas buff was not even on the window when you cast it 20 seconds earlier. If it's not on the window, it's not something the script can see either.

I don't know if SoE will ever increase the number of maintained buffs addressable in dynamic data or not. It may be possible to add more checks for a new icon and grab the time remaining from it to calculate where the immunity timer should start at. (Too many checks will cause FPS dips)
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Unread 11-27-2009, 02:44 PM  
SkyBeeX
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a little buggy at the moment

Have to say again, I love this mod. I hope these quircks can be worked out. This mod is tremendously more reliably than the text based triggers.

But, it's a little buggy ... I was using a combination of quickraidbuttons and macros.

here are the screenshots
Immunity not shown 1
Immunity not shown 2

After a cast of Gravitas on the player, spell showing appropriately in the Maintained Window, the Immunity timer never starts in the mod.

Last edited by SkyBeeX : 11-27-2009 at 02:49 PM.
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Unread 11-27-2009, 12:03 AM  
SkyBeeX
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Re: Re: autoshow?

Quote:
Originally posted by EQAditu
I would have to overwrite one of the Default UI windows to do that. Custom UI mods have no idea when the game loads and EQ2 doesn't save visibility settings for them. The best I could do would be to detect that the first time you cast a spell or something.
Yeah, it can be done.

[DragowulfUI]SpellTimer Window implements it quite fine.

EQAditu, I love this mod by the way. I think it needs some work still such as making it visible when there is activity instead of always having to do that macro command. And, there seems to be too much empty space in the UI; even when I resize it, I can't get rid of the empty spaces. Anyways ... I still love this mod!!

Late Edit: I have to say, it is quite annoying to have to click the /show_window Custom.BuffImmunity macro since this is not usual and I keep on forgetings, lol.

Late Late Edit: lol. actually, i added that command to a combat spell i use often so I never will forget to show the window.

Last edited by SkyBeeX : 11-27-2009 at 01:16 AM.
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Unread 11-26-2009, 11:57 PM  
SkyBeeX
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Quote:
Originally posted by Graulf
This is how my eq2ui_custom thing looks now, after i tried to put the needed text in it. Where have i gone wrong
Graulf, you almost had it. You needed to insert the include before the </page>

This is a very common mistake.

<?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>
</Page>
<Namespace Name="ProfitUI_Styles">
<include>_ProfitUI_Styles.xml</include>
</Namespace>
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Unread 11-10-2009, 04:43 AM  
dragowulf
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Re: Re: autoshow?

Quote:
Originally posted by EQAditu
I would have to overwrite one of the Default UI windows to do that. Custom UI mods have no idea when the game loads and EQ2 doesn't save visibility settings for them. The best I could do would be to detect that the first time you cast a spell or something.
Uhh you should be able to when the game loads to detect through the OnTextChanged event.
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