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  #1  
Unread 02-27-2008, 02:54 AM
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Default 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?
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Unread 02-27-2008, 12:03 PM
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Quote:
Originally Posted by gm9 View Post
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
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Unread 02-27-2008, 12:42 PM
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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.
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Unread 02-27-2008, 01:28 PM
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Quote:
Originally Posted by gm9 View Post
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
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Last edited by dragowulf : 02-27-2008 at 01:32 PM.
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Unread 02-27-2008, 01:44 PM
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Just assign CellSize=Parent.Icons.IconSize ## ',' ## Parent.Icons.IconSize
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Unread 02-27-2008, 01:45 PM
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Quote:
Originally Posted by gm9 View Post
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.
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Unread 02-27-2008, 01:48 PM
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Does OnChange work for IconBank?????
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Unread 02-27-2008, 02:03 PM
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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.
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Unread 02-27-2008, 02:19 PM
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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.
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Unread 02-27-2008, 02:31 PM
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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
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File Type: xml eq2ui_mainhud_hotkey.xml (14.9 KB, 408 views)
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Unread 02-27-2008, 02:39 PM
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Quote:
Originally Posted by dragowulf View Post
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...
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Unread 02-27-2008, 02:42 PM
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You should move it
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Unread 02-27-2008, 02:54 PM
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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.
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File Type: xml eq2ui_mainhud_hotkey.xml (14.8 KB, 365 views)
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Unread 02-27-2008, 02:59 PM
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I will, but I probably won't have time today.
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Unread 02-27-2008, 03:04 PM
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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.
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Unread 02-27-2008, 03:31 PM
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Quote:
Originally Posted by gm9 View Post
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.
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Unread 02-27-2008, 03:47 PM
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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.
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Unread 02-27-2008, 04:01 PM
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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.
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Unread 02-27-2008, 04:24 PM
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Quote:
Originally Posted by Kaldran View Post
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 View Post
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
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Unread 02-27-2008, 05:29 PM
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I dont know how I'd like the numbers but something like this would be sexy imo...




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  #21  
Unread 02-27-2008, 05:44 PM
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Quote:
Originally Posted by Dolby View Post
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.
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Unread 02-27-2008, 05:48 PM
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Quote:
Originally Posted by Dolby View Post
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.
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Unread 02-27-2008, 05:51 PM
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Nice Dolby, that's what I had in mind, but yours looks more professional than my imagination.
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Unread 02-27-2008, 06:39 PM
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Cant really help with the xml but any art assets you need I can create them as I have time.
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  #25  
Unread 02-27-2008, 06:50 PM
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Now that is sexy.
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