Every DynamicData revealed!
Let me bring you up to speed: DynamicData of EQ2 = EQType of EQ1.
The in-game variables for your current health and stuff. In the default directory there's a file called "eq2ui_gamedata.xml" which, if you know how to read it, has (probably) every dynamicdata listed. How handy. First, a lesson, here's your typical EQ2 label: Quote:
Quote:
the file is Gamedata so you have to start with that: Code:
DynamicData="/Gamedata" Code:
DynamicData="/Gamedata.self" Code:
DynamicData="/Gamedata.Self.ExperienceCurrent" |
sure i have :P
Does the gamedata include the xP per mob u earn. and thus create me numbers instead of stupid % based we get to see now ? So it will be eassier for me see what mob will give me more xp. :P Cheers Dr_dre |
nope, percentage only. that'd be nice tho.
|
great heads up post. Thanks!
|
OMG!!!
I thik i get it!!!!! |
Silly post, don't take seriously, just monday morning rambling.
Quote:
back in the day, the gods created EverQuest, and it was good. (I'm not really biblical so excuse me if a paraphrase) ...and on the seventh day, the gods rested. It was on this day that the "demi-gods" (the open source community) created ShowEQ, and it was 'l33t' good, but not good in the way that the gods wanted. So the gods retalliated on the demi-gods closing the gates of paradise and there was much sadness for many days (Verant encrypted their data stream so ShowEQ stopped working). The demi-gods in secrecy came up with a plan to tunnel under the great wall around paradise, once more getting a taste of the glory of whatever it was that god didn't want them to see. (fixed ShowEQ) The gods realizing they could not truely defeat the demi gods came up with a plan to keep the demi's at bay, sort of a stalemate if you will. The gods let the demi-gods view paradise, but they made all the apples unobtainable, but left the apples there for the demi-gods to drool over just out of reach. So while the demi's had their reign in the garden, they were never truely raised to the level of the gods. :confused: In other words, EQ used to send exact numbers like exp gained, and lost. ShowEQ exploited those numbers and made it easy to figure out how long it would take you to level, Verant tried to stop that, but could not (ShowEQ broke the code). So Sony said, well then we'll just stop sending the exact numbers instead we'll just send a percentage so that the client will look the same, but ShowEQ won't display those exact numbers. Because what the server doesn't send to the client can't be exploited. (like loot, there's no way to peek at a mob and see what drops he/she/it has on him/her/it, becuase that data is never sent until you loot something) So blame ShowEQ for not being able to see exact numbers. :p (oh and ruining PvP, but that's another topic) |
Looking at that file, things seem to be missing. I see all the names for the maintained spells, but where are the names for the buffs/debuffs?
|
Quote:
|
Sorry, just trying to learn. I thought learning this stuff was the point of this site.
|
Quote:
|
XP per mob
Quote:
|
I'm still a little confused.
I want to make a mod that shows inventory items in a different window. But there is only one inventory Dynamic Data: /GameData.Items.Inventory So now how do I tell my button to look at a certain inventory slot? |
Quote:
Code:
<Icon BackgroundTint="#000000" DynamicData="/GameData.Items.Inventory" IconStyle="/IconStyles.inventory" Location="149,119" MouseOverColor="#FFFF00" Name="InvSlot3" ScrollExtent="42,42" Size="42,42" TreatAsButton="true"/> |
Another place to find dynamic data
In uibuilder go to root, second item down is GameData. Expand that folder and there you go. Every data object is expandable to show its bits and pieces.
|
You can have the object ignore parts of the DynamicData by using DynamicDataFilter.
Value Description 0x0000 None 0x0001 Visible/Not visible 0x0002 Text 0x0004 Tooltip 0x0008 Boolean value 0x0010 Floating point value 0x0020 Long value 0x0040 Progress percent 0x0080 Icon 0x0100 Command 0x0200 Enabled/Disabled 0x0400 Color 0x0800 Opacity 0x1000 Event Trigger 0xFFFF All Choose the bits of data you need and add them together, (or subtract them from FFFF if you want everything except a certain thing) to get the DynamicDataFilter (use window's Calculator set on hexadecimal mode) Example 0001 Visible 0002 Text 0004 Tooltip 0400 Color 0800 Opacity 0C07 Sum Example 2 FFFF Everything 0004 Don't Want Tooltips FFFB Result |
Somehow I can't get /gamedata.Stats.Defense to work.
I want to use it in a Statbar |
Quote:
/gamedata.Stats.Defense_mitigation /gamedata.Stats.Defense_MitigationPercnet /gamedata.Stats.Defense_Avoidance,base,block,deflection and parry |
I wanted to use the Defense Stat, as it is used in the Skills Window. It would be handy to see if all the Defense Buffs, not the mitigation buffs, are up.
and is there a way to modify maintained spells window to show more than 30 icons? |
Quote:
But if you just had to have a hard number You could add up all the defense's and display the sum. I think 30 is the limit. You need more? I didn't know any class even had 30 maint spells to even fill the current window up must less need more. |
Seeing the actual defense skill would be helpful for the times you max out at 100% avoidance. Assuming no mob buffs, It takes a 290 defense skill to have a 100% avoidance on a lev 50 opponent. A 295 will give you 100% avoidance on a lev 51 opponent. 300 will be 100% on lev 52, and so on and so on. In all cases you display 100% avoidance though your defense number is higher and you are actually better. This scenerio happens on almost any raid with certain group setups. The other option would be to display more than 100% avoidance if possible. I think the tooltip actually displays it if you hover your mouse over it.
More than 30 spell icons would be great for raids too. You easilly exceed 30 in some groups fully buffed on raids. Sometimes if you need to cancel the buff that roots you if its off screen you end up canceling a few to find it. Its really a pain and my biggest grip with the UI. Im not a developer though so cant help you :) |
Quote:
I added both Mitigation Value and Mitigation Percentage Also if you're interested in buff statistics, check out the "Character" window in my mod by clicking the clock. "Hidden window currently" As for the spell buff icons max of 30, I believe this number is set by Sony. They would need to allow the values for more spell buffs. For example, we could add the icons/values but until they make use of it by sending the data, it won't work. |
Quote:
The effects I can see being pushed over 30, but I think 30 is max buffs u can have on you at any one point. As far as the maint window goes witch only showes what buffs/debuffs you have cast, again I havn't seen a class with 30+ utillities spells that lights an icon in the maint window. Even if say u cast crack on every group member thats only 24 icons if it shows one for each person, leaving 6 others witch is around the norm for buff for each class, give or take a couple. |
Quote:
As a warden I cast duststorm right before a pull on a raid. Its always the last buff to show on the effects window and will be off screen if I have 30 other effects on me which is normal. I know its active since I am rooted inplace and I can see it on the maintained window. I cancel other effects on me one by one until I can see it and cancel it. 35-40 effects is quite possible in a maintank group raid setup. It might not be something that can be worked around, but gosh is it annoying :) |
So SOE has to change the 30icons limit.
But what about getting the Defense Stat info. Is there a way or is it just still bugged. it should be the /gamedata.Stats.Defense command. |
defence has been changed to mitigation and avoidance, so its *something like* defence_mitigation and defence_avoidance. There is no longer any plain "defence"
|
All times are GMT -5. The time now is 08:03 PM. |
vBulletin® - Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
© MMOUI