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I didn't spend to much time, but tomorrow when school is out I will check it out a bit more. I also wanted something like how the internal health code works where when you hit a certain % and the color changes to from green to yellow to orange to red (or whatever). That would kind of help you know what's going on and how close the spell is to recover. EDIT: What's the significant difference between drum's code and yours? |
The 4.... happens when a text object is too small to display all the text. Either you have really small hotkeys or an abundance of long recast timers, otherwise you should not see much of that with my hotkeys.
And I'm not talking about Drumstix code (I was not even aware he released a hotbar with timers), I was thinking about the fact that my code uses the to decimal to integer conversion method discovered by Drum - I thought that's what might have made the code confusing to look at. |
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...and I haven't made any hotbars with timers. Only hotbar mod I had was a long time ago, before they made the text change automatically if you sized them smaller. |
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A couple questions. gm9 what is TMP1? And is there any easy way of making the progressbar resize and work like the text with a vertical minimum size of 2-4?
Oh and here are the files I made from gm9's hotkeys. |
TMP1 is just a dummy variable used for calculation. Just replace the text with the progress bar and you should be good to go really. My code is already doing the resizing.
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Ok, well I have the image overlay progressbar working completely on my end. It's kinda sexy, too.
However.... I noticed something in the UIBuilder when working on this and was hoping it wouldn't happen in-game, but it did. Progressbars with a low number (ie: 0.005) seem to round down? In a nutshell, spells with longer recasts will display the progress bar as being depleted earlier than they should, and thus upsets the whole image overlay. The depleting red bar will switch to a green bar before it should. I tried it on a 4 minute and 33 second recast spell (273 seconds) and the greenbar showed up 8 second too early. That's 0.029 technically, or 2.9% of the time too early. An hour long recast would then show up over a minute too soon. This is not good. So.... kinda stuck here. The good news? You can have a 2 pixel high bar "ABOVE" the hotbar numbers without covering them. Text doesn't sit quite so close to the top. Can probably even go to 3, but 4 would be pushing it. You could probably also put it at the bottom without fear of covering the "item charge" numbers. Notes.... with an always visible filter (dynamicdatafilter: FFFE) the bar stays visible, but this also results in the bar showing for icons that are blank, and maintained buffs, however this isn't too bad. I just tied the bars to the Titlebar being visible, and I keep most of my "maintained" and other icons on the same hotbars. |
I forwarded your report to Zoltaroth, he's the one with whom I discussed the implementation of this back in April and who created the entire DD. I'm however assuming that with the upcoming expansion it might take a while until he has breathing space for this.
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Breathing space yet? ;)
I'd really like to see this working and completed! |
Got no response yet. :(
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Glad to see the bars staying red until spells are usable as of GU#51
:nana: |
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