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-   -   How to create a reuse timer overlay for the hotbars? (https://www.eq2interface.com/forums/showthread.php?t=10464)

dragowulf 02-27-2008 02:54 AM

How to create a reuse timer overlay for the hotbars?
 
Well. It is indeed for your hotbar spells....my question is....how would we use it?

dragowulf 02-27-2008 12:03 PM

Quote:

Originally Posted by gm9 (Post 69935)
Looks indeed like a copy'n'paste accident on the description. As much as I would have liked group DD to be fixed. ;)

Drago, to quote Rothgar:

In other words, you can put countdowns on top of the icons.

I tried putting them on the icons iconbank and no luck

gm9 02-27-2008 12:42 PM

I haven't tried this yet, but as I posted elsewhere my understanding was you would need to add an overlay (such as a <Volume>) to the hotbutton file with text objects that receive the DD and are positioned over the buttons.

dragowulf 02-27-2008 01:28 PM

Quote:

Originally Posted by gm9 (Post 69963)
I haven't tried this yet, but as I posted elsewhere my understanding was you would need to add an overlay (such as a <Volume>) to the hotbutton file with text objects that receive the DD and are positioned over the buttons.

I'll send you my file if you want. I tried this and for the most part it worked beautifully......but...the volume cellsize/cellpadding wont resize with the iconsize/iconpadding. If you could figure this out then I would be able to do the rest.

Iconsize/Iconpadding in the Icon's iconbank only goes by 1 integer, so if I were to try OnHoverIn='CellSize=Parent.Icons.IconSize' it wouldnt work because the cellsize takes x,y and not x

gm9 02-27-2008 01:44 PM

Just assign CellSize=Parent.Icons.IconSize ## ',' ## Parent.Icons.IconSize

dragowulf 02-27-2008 01:45 PM

Quote:

Originally Posted by gm9 (Post 69971)
Just assign CellSize=Parent.Icons.IconSize ## ',' ## Parent.Icons.IconSize

I'll do that and send you the file to show you when I'm done for future reference.

dragowulf 02-27-2008 01:48 PM

Does OnChange work for IconBank?????

gm9 02-27-2008 02:03 PM

Not that I know of, but you can try. The only thing I can think of without checking that has OnChange is a sliderbar. I'd say OnPress and OnHoverIn will be your friends.

dragowulf 02-27-2008 02:19 PM

This is my code for the Hotkey page:

Volume.CellSize=IconPage.Icons.IconSize ## ',' ## IconPage.Icons.IconSize Volume.CellPadding=IconPage.Icons.IconPadding ## ',' ## IconPage.Icons.IconPadding

I have it on OnHoverIn for testing right now. CellSize works well, but when I do IconPadding it totally screws it up. I'm testing with my Hotkey window (Which came from yours). The default iconsize is 32 and padding is 0. I can move the size to anything and the volume will go along with it, but once i change padding from 0 it doesn't seem to resize correctly.

dragowulf 02-27-2008 02:31 PM

1 Attachment(s)
Heres my file so you don't have to completely do it yourself. As you would be able to see, the CellSize/IconSize works well...but the CellPadding/IconPadding doesn't seem like it will be able to work unless it is 0

gm9 02-27-2008 02:39 PM

Quote:

Originally Posted by dragowulf (Post 69978)
This is my code for the Hotkey page:

Volume.CellSize=IconPage.Icons.IconSize ## ',' ## IconPage.Icons.IconSize Volume.CellPadding=IconPage.Icons.IconPadding ## ',' ## IconPage.Icons.IconPadding

I have it on OnHoverIn for testing right now. CellSize works well, but when I do IconPadding it totally screws it up. I'm testing with my Hotkey window (Which came from yours). The default iconsize is 32 and padding is 0. I can move the size to anything and the volume will go along with it, but once i change padding from 0 it doesn't seem to resize correctly.

Doesn't work because it does not know where one command begins and another ends. Instead you can do either
Volume.CellSize=IconPage.Icons.IconSize ## ',' ## IconPage.Icons.IconSize
Volume.CellPadding=IconPage.Icons.IconPadding ## ',' ## IconPage.Icons.IconPadding

or
Volume.CellSize=(IconPage.Icons.IconSize)##(',')##(IconPage.Icons.IconSize) Volume.CellPadding=(IconPage.Icons.IconPadding)##(',')##(IconPage.Icons.IconPadd ing)

or (I think)
Volume.CellSize=(IconPage.Icons.IconSize ## ',' ## IconPage.Icons.IconSize) Volume.CellPadding=(IconPage.Icons.IconPadding ## ',' ## IconPage.Icons.IconPadding)
PS: Let me know if you want me to move our discussion in a separate thread, not sure if we are bordering on off topic here...

dragowulf 02-27-2008 02:42 PM

You should move it

dragowulf 02-27-2008 02:54 PM

1 Attachment(s)
I did:

Volume.CellSize=IconPage.Icons.IconSize ## ',' ## IconPage.Icons.IconSize
Volume.CellPadding=IconPage.Icons.IconPadding ## ',' ## IconPage.Icons.IconPadding

It was unnecessary anyways because what I had before worked just fine. And it knew (somehow) where the command began and ended.

When you have free time you should check this out yourself.

gm9 02-27-2008 02:59 PM

I will, but I probably won't have time today.

gm9 02-27-2008 03:04 PM

Btw, I just had a great idea (I think, lol) - while I don't like the text overlay, I do like the idea of a graphical overlay. You could use the DD to fade out a color overlay (a bit like we currently have) or just to flash a very visible notification once the value hits zero. You can probably normalize the fading by assigning the DD to a sliderbar with a capped maximum (not entirely sure it will even accept higher values but I think it does and just limits them) and forward them OnChange. Ah, I'll have to think about this, endless possibilities.

dragowulf 02-27-2008 03:31 PM

Quote:

Originally Posted by gm9 (Post 69985)
Btw, I just had a great idea (I think, lol) - while I don't like the text overlay, I do like the idea of a graphical overlay. You could use the DD to fade out a color overlay (a bit like we currently have) or just to flash a very visible notification once the value hits zero. You can probably normalize the fading by assigning the DD to a sliderbar with a capped maximum (not entirely sure it will even accept higher values but I think it does and just limits them) and forward them OnChange. Ah, I'll have to think about this, endless possibilities.

It would be kind of useless to have a flash come up when it hits zero, since we already have it.

gm9 02-27-2008 03:47 PM

True, but you can't really see that one, and also I'm thinking about putting this only on some buttons with very long cast times. Or maybe not. I'll think about it.

Kaldran 02-27-2008 04:01 PM

Actually for me the point of having reuse timers visible as text is to know when _exactly_ my spells will be up again to have my spell queueing optimized. Right now it is more like: your spell will be up .. well .. soon(tm) :P
I don't see a graphical overlay giving me more information than I have now.

dragowulf 02-27-2008 04:24 PM

Quote:

Originally Posted by Kaldran (Post 69988)
Actually for me the point of having reuse timers visible as text is to know when _exactly_ my spells will be up again to have my spell queueing optimized. Right now it is more like: your spell will be up .. well .. soon(tm) :P
I don't see a graphical overlay giving me more information than I have now.

Quote:

Originally Posted by gm9 (Post 69987)
True, but you can't really see that one, and also I'm thinking about putting this only on some buttons with very long cast times. Or maybe not. I'll think about it.

Kaldran:
Yeah. I like the text so I know the exact min, sec, .sec, etc.

This would be very good because then you would know EXACTLY which spell is going to come next when you're doing your spell combos.

gm9:
I would be for it if it were more of a 1 colored progress overlay, kind of like the vertical one built in, but more visible and easier to see. I would like to have text on it as well because of the above reply to Kal

Dolby 02-27-2008 05:29 PM

1 Attachment(s)
I dont know how I'd like the numbers but something like this would be sexy imo...




:)

dragowulf 02-27-2008 05:44 PM

Quote:

Originally Posted by Dolby (Post 69995)
I dont know how I'd like the numbers but something like this would be sexy imo...




:)

That's what I was talking about, but I wanted an option to be able to enable numbers for people that wanted them. Unfortunately the way the padding works that cant be done right now unless we can figure out a way to make it work.

lordebon 02-27-2008 05:48 PM

Quote:

Originally Posted by Dolby (Post 69995)
I dont know how I'd like the numbers but something like this would be sexy imo...




:)

That was exactly what I was thinking, lol.

Only possibly have the color change according to time remaining... IE <5s the bar be red, 5<X<10 seconds it be orange, 10<X<30 it be yellow, 30<X<60 it be say yellow-green, 60<X<5m it be green, and then maybe 5m<X<15m it be blue, and >15m it be purple.

Or if thats a mite complex (it kinda is) perhaps scale it based on cur/max... <10% red, 10-25% orange, 25-50% yellow, 50%+ yellow-green.

gm9 02-27-2008 05:51 PM

Nice Dolby, that's what I had in mind, but yours looks more professional than my imagination. ;)

Dolby 02-27-2008 06:39 PM

Cant really help with the xml but any art assets you need I can create them as I have time. :)

Drumstix42 02-27-2008 06:50 PM

Now that is sexy.

Landiin 02-28-2008 12:56 AM

Played with this idea just a tad today before raids and I don't think it can be done. The only DD I can see that might could be used is DynamicData.SpellInfo.Bank_X.Key_X.ReuseSec but u can't use that in a ProgBar because there is no way to reliably set the Max value.

I love the idea and have wanted what Dolby posted for some time now. Maybe someone will have more time to work with it then I and figure something out.

lordebon 02-28-2008 12:58 AM

Quote:

Originally Posted by Landiin (Post 70013)
Played with this idea just a tad today before raids and I don't think it can be done. The only DD I can see that might could be used is DynamicData.SpellInfo.Bank_X.Key_X.ReuseSec but u can't use that in a ProgBar because there is no way to reliably set the Max value.

I love the idea and have wanted what Dolby posted for some time now. Maybe someone will have more time to work with it then I and figure something out.

MM. Would it be possible to set the max value as the first non-zero value after the icon is clicked on? That should be the max reuse, no?

dragowulf 02-28-2008 01:23 AM

Quote:

Originally Posted by lordebon (Post 70015)
MM. Would it be possible to set the max value as the first non-zero value after the icon is clicked on? That should be the max reuse, no?

It sounds like something that _could_ be done like that. I'll give it a few goes tomorrow.

gm9 02-28-2008 03:41 AM

I thought to either
  • as I posted above, not set a maximum value at all, ie have all bars just run for eg 5 seconds. It will have to be seen but with a spell having a 15 minute recast I don't think you won't ever see that bar moving if you set the correct max, or
  • set a maximum value OnShow of an element carrying the DD, or
  • set a maximum value OnPress as proposed by lordebon

Landiin 02-28-2008 09:21 AM

Quote:

Originally Posted by gm9 (Post 70019)
I thought to either
  1. as I posted above, not set a maximum value at all, ie have all bars just run for eg 5 seconds. It will have to be seen but with a spell having a 15 minute recast I don't think you won't ever see that bar moving if you set the correct max, or
  2. set a maximum value OnShow of an element carrying the DD, or
  3. set a maximum value OnPress as proposed by lordebon

  1. This is the best course of action IMHO.
  2. I don't think these DD have a set visible element to them, I could be wrong but its not logical for them to have.
  3. I think the OnPress script would run before the actual data is populated. Again this is something that would have to be tested. If it did populate the data 1st then resort back to gm9's reason for setting it to 5 sec.

Of course this all is assuming you can use this DD with a ProgBar.

gm9 03-02-2008 10:27 AM

I'm just playing around with this a bit. Unless I'm missing something major it does not appear possible to assign the dynamic data to either a Progress or a Sliderbar, neither of the would update (not surprisingly for the ProgressBar but I would have thought the Sliderbar should update. Therefore currently I do not see how to mod the graphic representation (ie Dolby's animation) unless someone has an idea.

The icon padding is no problem drago, you just forgot that the IconBank Padding only adds padding around the right and bottom edges, whereas the VolumePage paddings adds padding around all edges.

Quite annoying for a text overlay is that the DD is not invisible if the value is 0, I would have liked to hide the overlay unless there is effectively a reuse timer running.

gm9 03-02-2008 11:07 AM

2 Attachment(s)
Frame & Titlebar mode of upcoming GU43 ProfitUI hotbars:




Would not even look bad if Rothgar could change the DD to set Visible=false if the value is 0. I did send him a PM about that and also about adding a ReusePercent data point for progress bars.

Kaldran 03-02-2008 11:16 AM

2,...? :P

Is it still readable when using a small font with the shortened reading like 2m 16s ?

gm9 03-02-2008 11:24 AM

1 Attachment(s)
If you use that data, it looks (shortened) like this, ie much too long for (my) hotbars:



Therefore I decided to use the pure numbers and cut them off like 2.... where they become too long. That only happens for spells with reuse times longer than 999 seconds in the default 32 pixel hotbar icon size, and with larger icons it's no problem at all. You could of course also use a smaller font, but I preferred to have it easily readable.

dragowulf 03-02-2008 11:36 AM

why not make it so when it hits ready it would be visible=false???

gm9 03-02-2008 12:10 PM

As I said above, I asked Rothgar to add that

Drumstix42 03-02-2008 02:18 PM

Quote:

Originally Posted by dragowulf (Post 70124)
why not make it so when it hits ready it would be visible=false???

yeah, don't think there's a plausible way to continually check every hotkey for it being set to 0

dragowulf 03-02-2008 04:38 PM

How do i make volumepage iconpadding work with it?

Quote:

Originally Posted by gm9 (Post 70118)
I'm just playing around with this a bit. Unless I'm missing something major it does not appear possible to assign the dynamic data to either a Progress or a Sliderbar, neither of the would update (not surprisingly for the ProgressBar but I would have thought the Sliderbar should update. Therefore currently I do not see how to mod the graphic representation (ie Dolby's animation) unless someone has an idea.

The icon padding is no problem drago, you just forgot that the IconBank Padding only adds padding around the right and bottom edges, whereas the VolumePage paddings adds padding around all edges.

Quite annoying for a text overlay is that the DD is not invisible if the value is 0, I would have liked to hide the overlay unless there is effectively a reuse timer running.


gm9 03-02-2008 05:03 PM

You can't because, as I said, it works differently than the IconPage padding. After Drumstix' discovery it is however now possible to use ui scripting to calculate the correct sizes, and that is what I did.

gm9 03-16-2008 09:49 AM

Zoltaroth was so helpful to add ReusePercent dynamic data for GU44 (thanks!). So if someone wants to give Dolby's idea a try you could start working now to have it ready in time.

Quote:

Originally Posted by Dolby (Post 69995)
I dont know how I'd like the numbers but something like this would be sexy imo...


Because of the limitations of the IconBank object I think for hotbars without padding turned on we will only be able to make it work for hotbars that go in a straight line. Otherwise when padding is turned on you could overlay it like I did for the numbers, but note that padding is only added to the right and bottom of the icons in the IconBank, so if you want the ProgressBar to appear on top of it you will need to displace it above the icons like in Dolby's illustration you will need to create some deadspace on top of the IconBank (which won't be so dead then).


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