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Unread 05-01-2006, 03:32 PM
onii onii is offline
A Coastal Crab
 
Join Date: Aug 2005
Server: Antonia Bayle
Posts: 1
Default Simple (or so i thought) LED style interface

Hi all,

I need help. I tried to search for this topic as well as tried to "reverse engineer" some of the other interfaces. I haven't found anything like what I'm trying to do, which is why I'm posting here.

I'm trying to make a "dashboard" style interface with most indicators looking like LED lights. Eventually I want to turn the progress bars into sliders associated with the LEDs and make it look like a mixing board, but that's a ways off, I'm just getting started.

For instance, I want to move the pet, target, and implied target into the main player window, which I have had some limited success with (everything works but the mob name font does not update to be the con color aggro indicator, etc. but that's for another time.). I even got the tier indicator to display a color in a square (baby steps; I'll take squares for now and update them to gfx later).

The things I cant figure out how to get going are life and mana bars, mob con colors, and autoattack indicator. I want the health and mana bars to just be one solid color for full health. For instance purple for full life and mana then the icon changes to green for 99-80 and yellow for 79-60 and so on, not be partially filled like the current indicators.

I want to do the same thing for the hotbars; one led green when the timer is up (red when down), one green for when the range is good, one for HO use.

i guess my real questions are these:

1)
I can't find base level definitions for progress bars so I can redefine their behavior to not partially update. would I just use \GameData.ImpliedTarget.Health Progress (or maybe Color)? if so can anyone show a quick example of using ranges with these values(i.e. 99-80 = green)? or point me to an interface that does so I can dissect it?

2)
is it possible to use the con color of a mob to use as a BG color for a page or button?

3)
where is the \Gamedata.Hotbar stuff? I cant find any of the effectors or anything in any hotbar mod I've looked at. is this stuff hard coded or something?

4)
are there OnChange events that are triggered by \Gamedata updates so I could say: OnChange = "\Gamedata.Target.Health.Progress > 80 && \Gamedata.Target.Health.Progress < 99 ? Parent.BackgroundColor = #00FF00 : <<nest of other colors snipped for the sake of brevity>>"

i don't necessarily need to be told exactly how to do these things but a shove in the right direction would help. I'm just not sure if I'm doing things wrong or if what I want to isn't possible. Based on some of the interfaces I have seen I'd assume it's my lack of skill. I'm an experienced programmer but jumping in here with so little documentation is not the simplest thing, as I guess most of you know!

I'm gonna keep hammering against this while I await a Guru's response. Thanks for taking the time to read my post.

Onii Of Antonia Bayle
70th Level Templar
Officer Of Halcyon Affinity
www.halcyonaffinity.net

Last edited by onii : 05-01-2006 at 03:35 PM. Reason: Typos
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