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-   -   Autoattack timer (https://www.eq2interface.com/forums/showthread.php?t=11124)

dragowulf 11-21-2008 06:51 PM

Quote:

Originally Posted by Jida (Post 77783)
It updates on EVERY bubble, should only be the ones with no border.

I guess you already knew that.

Yeah. Like I said, I still haven't done the ShadowStyle and I'm not exactly sure how to code it properly. I haven't had much time to whip up a code or try one for it, but once that is done it should be fully functional.

Which ShadowStyles does it cycle between?


Quote:

Originally Posted by Jida (Post 77783)
I have more features to make it a little more complex once you get it functional ;)

How so?

Jida 11-21-2008 06:56 PM

Quote:

Originally Posted by dragowulf (Post 77784)
How so?

Make it so if the delays are synced, only give one bar in stead of 2.

Make the box sizable.

Link the progress bar for combat arts with the auto attack bar (or make it dock able like the in game voice chat box).

... Other than that, its looking VERY VERY good and much easier to use than what i was originally thinking.

and how the hell do you know which weapon hit. Now that i think about it, you can only give one bar regardless of secondary delay. Because you can't time both weapons if you don't know when they are going to hit.

So the 2 restrictions are, only your own combat bubbles can be one, and your weapon delays should sync, or it will use the primary weapon delay.... I guess.

dragowulf 11-21-2008 07:09 PM

Quote:

Originally Posted by Jida (Post 77785)
Make it so if the delays are synced, only give one bar in stead of 2.

Hmm. I'm not sure if I can do that. I can make a variant to only show Primary though.

I might be able to do it though. I'll see what I can do.


Quote:

Originally Posted by Jida (Post 77785)
Make the box sizable.

If you want to be able to change the size of the bars, I think that's a no can do. The way the code calculates the delay and counts it, it uses the size. If the size were to be changed, the bar would be off synch. I could also make a variant for smaller bars easily.

I might be able to allow resizing by changing the OnPress of the bar's Size, which would update on attack. Any thoughts for other coders?


Quote:

Originally Posted by Jida (Post 77785)
Link the progress bar for combat arts with the auto attack bar (or make it dock able like the in game voice chat box).

:confused: What?????

Quote:

Originally Posted by Jida (Post 77785)
... Other than that, its looking VERY VERY good and much easier to use than what i was originally thinking.

Yes. It is. ;)

dragowulf 11-21-2008 07:13 PM

Quote:

Originally Posted by Jida (Post 77785)
and how the hell do you know which weapon hit. Now that i think about it, you can only give one bar regardless of secondary delay. Because you can't time both weapons if you don't know when they are going to hit.

So the 2 restrictions are, only your own combat bubbles can be one, and your weapon delays should sync, or it will use the primary weapon delay.... I guess.

I'm pretty sure both initiate at the same time when you first start an auto attack. But I might have to remove the secondary bar.

How did Raz do it????:confused:

Jida 11-21-2008 07:17 PM

Quote:

Originally Posted by dragowulf (Post 77784)
Which ShadowStyles does it cycle between?

Missed this one... I have no idea.. i have a screenshot though.



Resizing the bar isn't that big of a deal, so 86 that idea.

..

The combat art/ spell progress bar should be the same window as the auto attack window, or be docked (as in lock them together).. Also, not a big deal and i can work around it with a few moves.

The big thing, is weapons that use separate delays are not supported by the interface. Even though it seems to be supported by viewing the code you showed.




1747 = auto attack style.
one with the white / black outline = combat arts / procs.

Far as i know.

dragowulf 11-21-2008 07:28 PM

Quote:

Originally Posted by Jida (Post 77789)
Resizing the bar isn't that big of a deal, so 86 that idea.

It's not a big deal to resize the bar, but the bar calculates how fast it needs to be based on the size. The size is preset to the OnPress code. I might be able to make it resizeable by letting it change the OnPress function, but lets leave this for later because there's still more important issues.


Quote:

Originally Posted by Jida (Post 77789)
The combat art/ spell progress bar should be the same window as the auto attack window, or be docked (as in lock them together).. Also, not a big deal and i can work around it with a few moves.

Yeah I was thinking the same. It should be one window. That shouldn't be too difficult.

Quote:

Originally Posted by Jida (Post 77789)
The big thing, is weapons that use separate delays are not supported by the interface. Even though it seems to be supported by viewing the code you showed.

I'm not exactly sure what you mean. The secondary weapon delay *and primary/ranged delay* is given through dynamicdata, which I used to calculate the speed of the bar.

Jida 11-21-2008 07:33 PM

Quote:

Originally Posted by dragowulf (Post 77790)
I'm not exactly sure what you mean. The secondary weapon delay *and primary/ranged delay* is given through dynamicdata, which I used to calculate the speed of the bar.

in my screenshot above you show 2 bars.

If the primary weapon has a hasted delay of 4 seconds. and the secondary weapons has a hasted delay of 3.5 seconds. How do you know what attack is the primary weapon, and what attack the the secondary weapon?

The point is, you don't. nobody has a clue on what weapon hit.

Therefore there can only be 1 auto attack progress bar, and it should use the primary weapon for now, and be configurable later so a person can choose.

dragowulf 11-21-2008 07:39 PM

Quote:

Originally Posted by Jida (Post 77792)
in my screenshot above you show 2 bars.

If the primary weapon has a hasted delay of 4 seconds. and the secondary weapons has a hasted delay of 3.5 seconds. How do you know what attack is the primary weapon, and what attack the the secondary weapon?

The point is, you don't. nobody has a clue on what weapon hit.

Therefore there can only be 1 auto attack progress bar, and it should use the primary weapon for now, and be configurable later so a person can choose.

Ahh. I never saw the screenshot, replied too fast. I didn't know what you meant, but we're on the same page now. I will probably take the secondary page off.

What about double attack, flurry, etc, etc???

Dumb test? Thanks :p

gm9 11-21-2008 08:13 PM

Quote:

Originally Posted by dragowulf (Post 77784)
Which ShadowStyles does it cycle between?

Since I just went in game to take a screenshot for Rothgar I quickly tested this, the auto attack bubbles use

/ShadowStyles.Outline.BlackOutline1

However, this is also used when you take auto-attack damage, so you need to also filter by color after all.

dragowulf 11-21-2008 08:21 PM

Combat arts use the same ShadowStyle, but it's white...correct?

Also how would I format the code? I know it would have to be along these lines: If "ShadowStyle" == "/ShadowStyles.Outline.BlackOutline1"{Activated=true};

Sorry I've never done a string comparison as such. <-newb

gm9 11-21-2008 08:26 PM

CAs use a different ShadowStyle (SpellAttack...something, didn't write it down).

OnShow code on the bubble to trigger only upon the AA ShadowStyle could be like this:
Parent.Parent.AutoAttackTimer.Trigger.Activated=(LowerText.ShadowStyle=='/ShadowStyles.Outline.BlackOutline1')
Only you couldn't trigger the timer directly but would trigger a second comparison that checks the color here, and only then triggers the timer.

dragowulf 11-21-2008 08:33 PM

SEE BOTTOM OF POST

----

I would assume that it is /ShadowStyles.Outline.SpellAttack.Outline1

But it can be any of these:
Code:

        <Namespace Name="SpellAttack">
            <ShadowStyle Color="#64C8FF" Name="Outline1" NextShadowStyle="Outline1_2" Offset="0,-2" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline1_2" NextShadowStyle="Outline2" Offset="1,-2" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline2" NextShadowStyle="Outline2_3" Offset="2,-2" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline2_3" NextShadowStyle="Outline3" Offset="2,-1" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline3" NextShadowStyle="Outline3_4" Offset="2,0" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline3_4" NextShadowStyle="Outline4" Offset="2,1" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline4" NextShadowStyle="Outline4_5" Offset="2,2" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline4_5" NextShadowStyle="Outline5" Offset="1,2" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline5" NextShadowStyle="Outline5_6" Offset="0,2" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline5_6" NextShadowStyle="Outline6" Offset="-1,2" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline6" NextShadowStyle="Outline6_7" Offset="-2,2" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline6_7" NextShadowStyle="Outline7" Offset="-2,1" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline7" NextShadowStyle="Outline7_8" Offset="-2,0" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline7_8" NextShadowStyle="Outline8" Offset="-2,-1" Opacity="0.300" />
            <ShadowStyle Color="#64C8FF" Name="Outline8" NextShadowStyle="BlackOutline1" Offset="-2,-2" Opacity="0.300" />
        </Namespace>

So this is what we got so far:

AutoAttack:
ShadowStyle=/ShadowStyles.Outline.BlackOutline1
Color=????
AutoAttack Crit:
ShadowStyle=????
Color=????

CA/Spells:
ShadowStyle='/ShadowStyles.Outline.SpellAttack.Outline1'
Color=????
CA/Spells Crit:
ShadowStyle=????
Color=????

AA:
ShadowStyle=????
Color=????
AA Crit:
ShadowStyle=????
Color=????

Do we need any more/less than that?

gm9 11-21-2008 09:10 PM

not sure why you need CA/Spell/AA styles at all?

dragowulf 11-21-2008 09:32 PM

Quote:

Originally Posted by gm9 (Post 77806)
not sure why you need CA/Spell/AA styles at all?

Tell me if I'm wrong. When you are in a middle of an autoattack and cast a spell/ca/aa, the auto attack delays progress until the spell/ca/aa's casting finishes. If I'm wrong, does the ca consume the auto attack, or does the auto attack keep going without the delay?

If I am right...I think I could delay the bar whenever a CA/Spell/AA is used, and then when the Casting finishes, I can make the bar continue and then finish.

You think that's possible???

Jida 11-21-2008 09:43 PM

Trust me, just make it start the timer when you see the bubble and stop when the timer is up.. it will automagiclly refresh when you connect with the mob.

gm9 11-21-2008 09:46 PM

As far as I am aware a CA is neutral on the auto-attack timer but you cannot auto-attack while you are casting, i.e. only in the latter case there will be a delay.

So if you wanted to delay the timer in that how would you know by which amount? I'd say just let it count down to 0 normally and sit there until the next trigger. But we already discussed that a couple of days ago.

dragowulf 11-21-2008 10:13 PM

Quote:

Originally Posted by gm9 (Post 77809)
As far as I am aware a CA is neutral on the auto-attack timer but you cannot auto-attack while you are casting, i.e. only in the latter case there will be a delay.

So if you wanted to delay the timer in that how would you know by which amount? I'd say just let it count down to 0 normally and sit there until the next trigger. But we already discussed that a couple of days ago.

Well you wouldn't need to know the amount because you could set the Casting's OnShow to make the Speed of the autoattack Effector 0 (which would stop the bar from moving), and then the Casting's OnHide would make the bar continue and finish by making the Speed of the autoattack Effector what it previously was.

It's like pausing a movie and then playing it again.

dragowulf 11-21-2008 10:19 PM

So in that case I really wouldn't need to know Color/ShadowStyle of CA/Spell/AA

Oh and watch Razieh's video, there must be some way he did secondary.

gm9 11-21-2008 11:26 PM

Quote:

Originally Posted by dragowulf (Post 77810)
Well you wouldn't need to know the amount because you could set the Casting's OnShow to make the Speed of the autoattack Effector 0 (which would stop the bar from moving), and then the Casting's OnHide would make the bar continue and finish by making the Speed of the autoattack Effector what it previously was.

oh ok, I thought you wanted to recalculate the remaining time, but just pausing it is easier. Nice.

gm9 11-21-2008 11:49 PM

Quote:

Originally Posted by dragowulf (Post 77811)
Oh and watch Razieh's video, there must be some way he did secondary.

He triggers it at the same time as primary, that's all you see there. It never restarts.

But to give you a hand here's the entire logic tree as I would do it OnShow of a CombatBubble with the correct ShadowStyle and colors:

Code:

if (RangedAutoAttack) {
        start ranged bar;
} else {
        if (SecondaryDelay) {
                if (PrimaryBar.Position == SecondaryBar.Position) {
                        trigger PrimaryBar;
                        trigger SecondaryBar;
                }elseif (PrimaryBar.Position < SecondaryBar.Position) {
                        trigger PrimaryBar;
                }else{
                        trigger SecondaryBar;
                }
        }else{
                trigger PrimaryBar;
        }
}

That way you will only ever start a bar based on a combat bubble showing, and when dual wielding you will always trigger the bar which is closest to zero, i.e. even given the variance the only reasonable candidate for the next auto-attack.

dragowulf 11-22-2008 01:03 AM

I spent so much time trying to get it to pause, and when I log in game I get the 6025 error. I used the /GameData.Spells.Casting dynamic data. It does the same thing as the auto attack and crashes me. I can only conclude that pausing it is not possible to pause the timer.

Jida 11-22-2008 01:15 AM

If your trying to get it to pause, your missing the point.

Just have it start when it sees the right combat bubble.

Trust me, that's the way to go.

dragowulf 11-22-2008 01:37 AM

Lol. I starting it now.

Jida 11-22-2008 01:44 AM

Quote:

Originally Posted by dragowulf (Post 77811)
So in that case I really wouldn't need to know Color/ShadowStyle of CA/Spell/AA

Oh and watch Razieh's video, there must be some way he did secondary.

The top bar in that is the actual auto attack timer that your creating

The bottom bar is the progress bar for each combat art he is casting.

they are linked together one on top of the other.

That is the feature i asked about earlier ;)

and for the record, you cant dual wield while wearing a shield :|

reins 11-22-2008 01:51 AM

The bottom bar isn't the combat art bar, its his secondary weapon bar. It has a longer delay than his primary weapon so it counts down slower. He swaps to his shield a few seconds into the video and the bottom bar goes away.

dragowulf 11-22-2008 01:54 AM

Quote:

Originally Posted by Jida (Post 77817)
The top bar in that is the actual auto attack timer that your creating

The bottom bar is the progress bar for each combat art he is casting.

they are linked together one on top of the other.

That is the feature i asked about earlier ;)

and for the record, you cant dual wield while wearing a shield :|

That's weird...lol I just finished changing it to that

And reins is correct, the very top bar is the casting bar, the other 2 are primary and secondary

Jida 11-22-2008 01:58 AM

I missed it i guess. just saw the sheild and was like , umm.. what?

dragowulf 11-22-2008 05:37 AM

What color does the autoattack combat bubble use????

dragowulf 11-22-2008 05:46 AM

1 Attachment(s)
Here's a newer version in which I added the horizontal resizability and the more compact Secondary page. I'm still working on CombatBubbles, so give me some time.

The finished product is going to be a big mess of code :p

dragowulf 11-22-2008 06:00 AM

Ok I figured out the default color of autoattacks. It is ff8000

nluerdarea 11-22-2008 01:13 PM

OK, I disabled third party combat bubbles in my options window, is there anything else I need to disable?

Also, are these still triggering on any bubble?

dragowulf 11-22-2008 01:54 PM

Quote:

Originally Posted by nluerdarea (Post 77846)
OK, I disabled third party combat bubbles in my options window, is there anything else I need to disable?

Also, are these still triggering on any bubble?

Yes. Refer to three posts down. I'm still working on it.

reins 11-22-2008 02:49 PM

Quote:

Originally Posted by dragowulf (Post 77830)
Ok I figured out the default color of autoattacks. It is ff8000

Don't worry about the color, just make it a requirement that people turn off third party combat bubbles, because as GM9 said, the color is configurable.

ALso, if third party bubbles are enabled, you could delay the auto attack bar due to the bubbles not processing quick enough.

nluerdarea 11-22-2008 08:07 PM

Quote:

Originally Posted by reins (Post 77851)
Don't worry about the color, just make it a requirement that people turn off third party combat bubbles, because as GM9 said, the color is configurable.

ALso, if third party bubbles are enabled, you could delay the auto attack bar due to the bubbles not processing quick enough.

I personally would worry about color as I think it is a great approach to it. I believe gm9 said you could read the value that is set for autoattack unless I am wrong?

reins 11-22-2008 08:11 PM

Quote:

Originally Posted by nluerdarea (Post 77865)
I personally would worry about color as I think it is a great approach to it. I believe gm9 said you could read the value that is set for autoattack unless I am wrong?

The problem is that if you have 3rd party bubbles on, that is alot of processing that will be happening, and the more bubbles the more delayed your bubbles will be. It will make the bar less accurate.

nluerdarea 11-22-2008 08:16 PM

Oh, i fully agree with turning off 3rd party bubbles, but the problem is, getting hit uses the same styles so it will trigger it as well, you need to differentiate between the red getting hit and the orange hitting

reins 11-22-2008 08:22 PM

Ah thats true, just noticed it. How do you process a miss? I don't see miss notifications showing up in combat bubbles.

nluerdarea 11-22-2008 08:33 PM

Misses do show up in the combat bubbles and if I am not mistaken, combat art misses have the border, autoattack misses do not

gm9 stated earlier that you would need to check the value to ensure that it is either an integer or "miss". this would exclude double attack, reflect, parry, etc from triggering it

so if we could make sure that only autoattack style bubbles that are either an orange integer or the word miss will trigger it should do the trick. of course having 3rd party bubbles off will make these calculations faster.

On another note, does this take into account haste already or does that still need to be implemented?

reins 11-22-2008 11:40 PM

Haste is take care of via the delay dynamic data.

Also, you wouldn't necessarily need to filter out the integers and Misses, all the other notifications show up at the same time, so even if you reset the auto attack bar each time it all happens so quickly that it won't affect anything.

I think it would be less cpu intensive if you don't do word compares or integer checks. You'd also have to check for the parry, riposte, block, dodge words because an auto attack could be avoided via any of those methods. So just resetting it regardless of the combatbubble as long as it is the right color and does not have the shadow is the way to go iMO

dragowulf 11-23-2008 02:16 AM

Sorry I was gone all day.

reins is right, filtering out misses/riposite/block/etc would be unnecessary code. The way I see it is if Color/ShadowStyle checking is not enough, the Font checking too would be enough. We could also make it so it only fires with a certain color regardless of the ShadowStyle. But the problem with that is the person would have to change the color manually instead of using the default color (which is the orange one), and you could change the color to white or whatever color we choose.


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