Forum for posting custom UIs, portions of UIs, and HUD stuff using MQ's enhancements.
Moderator: MacroQuest Developers
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SlowAndStupid
- orc pawn

- Posts: 23
- Joined: Sun May 02, 2004 10:23 pm
Post
by SlowAndStupid » Sun May 02, 2004 10:27 pm
Is it possible to have timers in a buff window without the name of the buff being displayed? If so, how can you go about doing that? I haven't been able to figure it out so far and don't see any posts explaining how to do it either. Thanks in advance.
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ieatacid
- Developer

- Posts: 2727
- Joined: Wed Sep 03, 2003 7:44 pm
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by ieatacid » Sun May 02, 2004 10:40 pm
I use:
Code: Select all
<TooltipReference>${If[${Bool[${Me.Buff[0]}]},${Me.Buff[0].Duration.Time},]}</TooltipReference>
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Garrik
- orc pawn

- Posts: 10
- Joined: Thu Sep 18, 2003 4:04 pm
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by Garrik » Mon May 03, 2004 12:02 pm
So where do you put that line to get the timer to show up on the buff window?
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SlowAndStupid
- orc pawn

- Posts: 23
- Joined: Sun May 02, 2004 10:23 pm
Post
by SlowAndStupid » Mon May 03, 2004 4:16 pm
For example, the code for the first buff in my UI looks like this:
Code: Select all
<Button item = "BW_Buff0_Button">
<ScreenID>Buff0</ScreenID>
<!--<Font>3</Font>-->
<RelativePosition>true</RelativePosition>
<Location>
<X>714</X>
<Y>0</Y>
</Location>
<Size>
<CX>50</CX>
<CY>50</CY>
</Size>
<Style_VScroll>false</Style_VScroll>
<Style_HScroll>false</Style_HScroll>
<Style_Transparent>false</Style_Transparent>
<!--<TooltipReference/> -->
<Style_Checkbox>false</Style_Checkbox>
<!--<RadioGroup/> -->
<ButtonDrawTemplate>
<Normal>BlueIconBackground</Normal>
<NormalDecal>BuffIcons</NormalDecal>
</ButtonDrawTemplate>
<!--
<SoundPressed/>
<SoundUp/>
<SoundFlyby/>
-->
<DecalOffset>
<X>6</X>
<Y>6</Y>
</DecalOffset>
<DecalSize>
<CX>40</CX>
<CY>40</CY>
</DecalSize>
</Button>
<Label item ="BW_Buff0">
<ScreenID>Buff0Label</ScreenID>
<EQType>9999</EQType>
<Font>2</Font>
<TooltipReference>${If[${Bool[${Me.Buff[1]}]},${Me.Buff[1].Duration.Time},]}</TooltipReference>
<RelativePosition>true</RelativePosition>
<Location>
<X>714</X>
<Y>45</Y>
</Location>
<Size>
<CX>50</CX>
<CY>45</CY>
</Size>
<Text></Text>
<TextColor>
<R>255</R>
<G>255</G>
<B>0</B>
</TextColor>
<NoWrap>false</NoWrap>
<AlignCenter>true</AlignCenter>
<AlignRight>false</AlignRight>
</Label>
That line is inserted in the Label portion of each buff.
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fryfrog
- a hill giant

- Posts: 271
- Joined: Fri Jun 20, 2003 5:37 am
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by fryfrog » Mon May 03, 2004 11:39 pm
You don't even need the if statement because if it returns NULL it won't be shown anyway.
just "${Me.Buff[1].Duration.Time}" should work fine (it does for me). Saves a little processing time, which can add up :)
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Drumstix42
- a grimling bloodguard

- Posts: 808
- Joined: Mon May 03, 2004 4:25 pm
Post
by Drumstix42 » Tue May 04, 2004 9:44 am
I use:
Code: Select all
${If[${Bool[${Me.Buff[1]}]},${Me.Buff[1].Duration.Time},]}
..and it works great! Doesn't show NULL or anything :)
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fryfrog
- a hill giant

- Posts: 271
- Joined: Fri Jun 20, 2003 5:37 am
Post
by fryfrog » Tue May 04, 2004 11:42 am
I'm not saying it doesn't work, I am saying that you are wasting CPU time on something that MQ will filter out anyway. 15 of those if's will have a small impact, and if you use them everywhere else in your UI it will just get even bigger.
The more CPU cycles MQ spends on your UI, the less EQ has to gobble down.
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ieatacid
- Developer

- Posts: 2727
- Joined: Wed Sep 03, 2003 7:44 pm
Post
by ieatacid » Tue May 04, 2004 6:53 pm
I was using the If because for a short time it *was* showing NULL. All cleaned up now, thanks.