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Unread 04-05-2010, 06:06 PM  
maytrix
A Coastal Crab

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Am i the only retard that cant get this dam thing to work
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Unread 03-31-2010, 08:57 PM  
infa
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Any way to modify this to look to the effects window rather than maintained window? I'd like to be able to track some short term, temporary items that don't appear in maintained. I understand that it can probably not look to both, and I would be ok with it only looking to the effects.

For example, proc based items like inquisitor Overwhelming Arms or berserker Berserk

edit - to clarify I'm not asking you to change the ui element, I am just wondering if you could release a different ui element based on this one that does the above, or perhaps point me the right way (such as replace Gamedata.Maintained with Gamedata.Effects) to make the modification.

Last edited by infa : 03-31-2010 at 08:59 PM.
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Unread 03-29-2010, 10:13 AM  
SkyBeeX
A Dervish Cutthroat

Server: Antonia Bayle
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Yes, it works with Profit, I am using profit and it works just fine for me. Make sure ya have the include statements within the page container and not within the namespace container.

When will we see an update for this mod to use dynamic data from a hotbar (as mentioned previously here)?

This is one annoying thing since I use it to monitor a couple abilities on my Dirge, a few on my Enchanter, and a few on my Mystic. 15 maximum is holding me back.

Last edited by SkyBeeX : 03-29-2010 at 10:15 AM.
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Unread 03-28-2010, 10:52 PM  
Midgetoflife
A Grove Wisp

Server: Permafrost
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Does this work with Profitt?
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Unread 02-11-2010, 07:33 PM  
Caelestis
A Young Mystail Rat

Server: Antonia Bayle
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Fantastic mod.

Only thing that could make it better for me is if it had an option to be converted to a real or even a faux maintained window that just showed all maintained effects. (for those of us who just want everything listed.)
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Unread 02-09-2010, 08:20 PM  
mohrg13
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Re: Re: Re: Re: Re: Avoiding spell names in an external file

Quote:
Originally posted by Alge
You would need to either modify the xml directly in a text editor or use UIBuilder. I'm looking into releasing my version of this mod soon but there are a couple of things I would need to tidy up from my personal version.

Alge
I have dabbled with changing the code (coler change) just having trouble location the code that i need to alter in the xml for the fill from the bottom and use the hotbar data.
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Unread 02-09-2010, 01:36 AM  
Alge
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Re: Re: Re: Re: Avoiding spell names in an external file

Quote:
Originally posted by mohrg13
Sorry mate, not sure I understand what you are saying here. If you could please clarify for me.
You would need to either modify the xml directly in a text editor or use UIBuilder. I'm looking into releasing my version of this mod soon but there are a couple of things I would need to tidy up from my personal version.

Alge

Last edited by Alge : 02-09-2010 at 01:39 AM.
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Unread 02-09-2010, 01:22 AM  
mohrg13
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Re: Re: Re: Avoiding spell names in an external file

Quote:
Originally posted by Alge
For the filling from the bottom...

The Composite object needs its Alignment set to Back.

For making the pages of the composite reference the spells on hotbar 10...

I might tidy things up and upload a patch. I'll PM Dragowulf first too as this is his baby.

Alge
Sorry mate, not sure I understand what you are saying here. If you could please clarify for me.
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Unread 02-06-2010, 06:00 PM  
Alge
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Re: Re: Avoiding spell names in an external file

Quote:
Originally posted by mohrg13
sorry to sound like a broken record, but how do you set up the dynamic data for the hotbars? Also how did you make it fill from the bottom?
For the filling from the bottom...

The Composite object needs its Alignment set to Back.

For making the pages of the composite reference the spells on hotbar 10...

I might tidy things up and upload a patch. I'll PM Dragowulf first too as this is his baby.

Alge
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Unread 02-05-2010, 06:42 PM  
mohrg13
A Coastal Crab

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Re: Avoiding spell names in an external file

Quote:
Originally posted by Alge
I've been using the Spelltimer Window for a couple of weeks now and have been modifying it to teach myself about the EQII UI. I find it invaluable for playing my coercer. I've already stripped out the bars, removed the colour changing code and made it so that it grows up rather than down. The major annoyance I had then was having to modify the list of spell names every time I levelled and then re-log.

What I did was drag all the spells I wanted filtered to Hotbar 10 (I use Shift-0 to see it, then Shift-1 to go back to my normal hotbars). Then I made the pages under SpellTimerData reference the dynamic data for the hotbars. This allows me to update the list of filtered spells easily from within the game at the cost of having to dedicate a hotbar to spell timers. Another benefit of this method is that it allows you to filter 12 spells per character rather than 15 in total.

Anyway, just wanted to share that here.

Alge
sorry to sound like a broken record, but how do you set up the dynamic data for the hotbars? Also how did you make it fill from the bottom?
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Unread 02-05-2010, 02:19 PM  
dodo44
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I checked the difference for real ingame with bars on today, and the difference is even larger than i thought. With 1 item being shown in the window with bars on, my FPS lost 35 frames from 105. It took me to 70.

With 6 items being shown [with no color bars on] it took me to 74-76 FPS. 1 colorless item in the window dropped me 5-6 fps.

So the framerate effect of 1 item shown is larger than showing 6 with bars off. 1 color changing bar is equivalent to showing 8 items in the window without color changing bars, and the effect doubles to 16 items if you show 2 items with color changing bars.

Once again ill say that this is a great mod, but this change would be very welcome included in a optional download since it makes it usable for virtually any speed of computer [8 color bars can knock my 4.5ghz C2d cpu to 15 frame from 160].

Last edited by dodo44 : 02-05-2010 at 02:21 PM.
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Unread 02-04-2010, 05:53 PM  
dodo44
A Young Mystail Rat

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Re: Re: Avoiding spell names in an external file

Quote:
Originally posted by dodo44
What lines did you change to get rid of the color changing bars ? According to the Dev that is what makes this mod kill your framerate...Id love you forever if you shared how to remove the color changing.
I took a glance at the XML file after posting and I guess it knocked some sense into me.

Delete these lines from your XML to remove the color changing bars, they are in the beginning of the File -

<ProgressbarStyle Bar.Background="Progress_Fill" Name="Progress_Style" />
<Button Name="ConfigureColor" OnPress="Parent.UpdateColor.Press=true Parent.UpdateColor.OnPress='ColorTMP=(COND ? &quot;#00FF00&quot; : ColorTMP) COND=Parent.Composite.' ## NameTMP ## '.Duration.Progress == 0 ColorTMP=(COND ? &quot;#FF0000&quot; : ColorTMP) COND=Parent.Composite.' ## NameTMP ## '.Duration.Progress < 0.25 ColorTMP=(COND ? &quot;#FF8000&quot; : ColorTMP) COND=Parent.Composite.' ## NameTMP ## '.Duration.Progress < 0.5 ColorTMP=(COND ? &quot;#FFFF00&quot; : &quot;#00FF00&quot COND=Parent.Composite.' ## NameTMP ## '.Duration.Progress < 0.75'" Visible="false" />
<Button Name="UpdateColor" Visible="false" />


Just checking my FPS real quick after doing this, I went from 106 FPS to 75 with 6 items being tracked by the Mod. Going off of memory, this would drop my FPS from 100 to 20 FPS with color changing on. So this is a MUST if you value your framerate.
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Unread 02-04-2010, 05:38 PM  
dodo44
A Young Mystail Rat

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Re: Avoiding spell names in an external file

Quote:
Originally posted by Alge
I've been using the Spelltimer Window for a couple of weeks now and have been modifying it to teach myself about the EQII UI. I find it invaluable for playing my coercer. I've already stripped out the bars, removed the colour changing code and made it so that it grows up rather than down. The major annoyance I had then was having to modify the list of spell names every time I levelled and then re-log.

What I did was drag all the spells I wanted filtered to Hotbar 10 (I use Shift-0 to see it, then Shift-1 to go back to my normal hotbars). Then I made the pages under SpellTimerData reference the dynamic data for the hotbars. This allows me to update the list of filtered spells easily from within the game at the cost of having to dedicate a hotbar to spell timers. Another benefit of this method is that it allows you to filter 12 spells per character rather than 15 in total.

Anyway, just wanted to share that here.

Alge
What lines did you change to get rid of the color changing bars ? According to the Dev that is what makes this mod kill your framerate...Id love you forever if you shared how to remove the color changing.
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Unread 02-02-2010, 09:04 PM  
mohrg13
A Coastal Crab

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How do you set up the dynamic data for the hotbars?
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Unread 02-02-2010, 12:25 PM  
SkyBeeX
A Dervish Cutthroat

Server: Antonia Bayle
Forum posts: 36
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Re: Avoiding spell names in an external file

Quote:
Originally posted by Alge
What I did was drag all the spells I wanted filtered to Hotbar 10 (I use Shift-0 to see it, then Shift-1 to go back to my normal hotbars). Then I made the pages under SpellTimerData reference the dynamic data for the hotbars. This allows me to update the list of filtered spells easily from within the game at the cost of having to dedicate a hotbar to spell timers. Another benefit of this method is that it allows you to filter 12 spells per character rather than 15 in total.
Very clever and nice improvement. I run into the same problem. I monitor a few items from my Dirge, more from my Mystic, and even more from my Illusionist so the limitation mentioned above does present a problem. Maybe we could see this improvement implemented as an option for this ui mod.

Last edited by SkyBeeX : 02-02-2010 at 12:26 PM.
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