Bars - Target Bar With Lots Of Extra Goodies

Eorzea Time
 
 
 
言語: JP EN FR DE
日本語版のFFXIVPRO利用したい場合は、上記の"JP"を設定して、又はjp.ffxivpro.comを直接に利用してもいいです
users online
フォーラム » Windower » General » Bars - Target bar with lots of extra goodies
Bars - Target bar with lots of extra goodies
First Page 2 3 4 5 6 7
 Valefor.Keylesta
Offline
サーバ: Valefor
Game: FFXI
User: Keyser
Posts: 176
By Valefor.Keylesta 2026-01-05 09:20:07  
Bahamut.Sephiran said: »
Nope. I've made no changes to any font settings in the addon. Is that dot supposed to follow the cursor propagated by "/target <stnpc>"?
Ah, that's it. <stnpc> actually brings up the Sub Target cursor, not the main Target cursor. Currently the Aggro List just highlights what your main Target cursor is on. I can adjust it to highlight the Sub Target when that cursor is active though.

EDIT: Have it working now where it will highlight both a main Target cursor target as well as the Sub Target cursor target. So for example when you're engaged on one mob, that will be highlighted, then if you use an <stnpc> macro or use the Switch Target command, that Sub Target will also be highlighted as you tab around.

EDIT 2: Updated it so that the Target and Sub Target in the Aggro List have different icons to tell them apart. This update changed the name of the `aggro_list_highlight` icon to `aggro_list_target` and added `aggro_list_sub_target`. You can safely delete the `aggro_list_highlight` (or leave it and ignore it).
 Bahamut.Sephiran
Offline
サーバ: Bahamut
Game: FFXI
User: Sephiran
Posts: 46
By Bahamut.Sephiran 2026-01-06 17:48:08  
You basically read my mind of what I was going to ask for! Wonderful idea and execution.

One more thing, I noticed that complete resists and resists have the same message displayed on the action bar currently. Could we possibly indicate complete resists as such? (Very helpful for RDM's.)
[+]
 Valefor.Keylesta
Offline
サーバ: Valefor
Game: FFXI
User: Keyser
Posts: 176
By Valefor.Keylesta 2026-01-06 18:29:49  
Yeah ya know... looking at that know, idk why I combined those. Thanks for catching that. Fixed.
 Valefor.Keylesta
Offline
サーバ: Valefor
Game: FFXI
User: Keyser
Posts: 176
By Valefor.Keylesta 2026-01-19 15:12:04  
Bahamut.Sephiran said: »
  • Next to the distance of a mob, could we display the angle of the mob relative to the direction the player character is facing? When WS'ing in parallel, this allows me to gauge whether or not a WS is feasible before I attempt it and would be very useful in Segment runs (where I am extremely competitive) as well as soloing in Limbus (again).

Have this functioning in a test version, with a simple arrow icon for which direction plus the degree number, anything within 45 degree angle either direction is colored green.
 Bahamut.Sephiran
Offline
サーバ: Bahamut
Game: FFXI
User: Sephiran
Posts: 46
By Bahamut.Sephiran 2026-01-20 17:38:10  
Valefor.Keylesta said: »
Bahamut.Sephiran said: »
  • Next to the distance of a mob, could we display the angle of the mob relative to the direction the player character is facing? When WS'ing in parallel, this allows me to gauge whether or not a WS is feasible before I attempt it and would be very useful in Segment runs (where I am extremely competitive) as well as soloing in Limbus (again).

Have this functioning in a test version, with a simple arrow icon for which direction plus the degree number, anything within 45 degree angle either direction is colored green.
That is incredible. Thank you so much.
[+]
 Valefor.Keylesta
Offline
サーバ: Valefor
Game: FFXI
User: Keyser
Posts: 176
By Valefor.Keylesta 2026-01-22 19:06:07  
Ok after playing with it for a bit (...), I've gotten it much more compact and simpler, it's at a place I'm happy with now. Started off with the up arrow for exactly 000 for the angle, down arrow for exactly 180, left and right arrow on either side between those numbers, and only colored green if with 45 either way, display had the arrow and 3 digit number for the angle (↑000). Now the up arrow represents anywhere within the front cone (betweeen 45 and -45), down arrow is anywhere in the rear cone (between 135 and -135), and left and right arrows for anywhere on the sides, with colors for all 3(4?) areas and no angle numbers. The placement for the two arrows is tucked up right in front of the tarts name. Wait two arrows? Yeah I also added an option for one that represents where YOU are in relation to the target, for like THFs and fighting dragons and stuff so you know if you are directly behind or safe on the sides. Both can be turned on or off independently on the Focus/Sub/Target bars.

EDIT: idk why I didn't just add a picture


The left arrow is the targets angle relative to your facing. Green up arrow means the target is in front of you.
The right arrow is your angle relative to the targets facing. Blue left arrow means you are to the targets left side.
[+]
Offline
Posts: 54
By premiumvirtue 2026-01-26 05:57:25  
Hello, Was there an update today? Or did the Windower update mess with this, All the settings have reset to default for this Addon :(

It's incredibly difficult to move the UI with //bars ui, it feels like there is a small few hidden pixels you have to find to drag the bars.
[+]
 Valefor.Keylesta
Offline
サーバ: Valefor
Game: FFXI
User: Keyser
Posts: 176
By Valefor.Keylesta 2026-01-26 10:35:40  
No Bars update at least. I shutdown and restarted in case there was a Windower update and no issues there either. I did see someone else post an issue with an addon not working correctly after a recent Windower update, though it's weird that myself and nobody else I know running Bars has had any issue if it was a recent Windower update that changed something. Possibly related? I'm honestly not sure.

I'm going to guess you're using Windower in `Window` mode? That is a known issue with how Windower returns mouse and text object positions (I should specify, I have no idea if the Windower folks know about it, it's just something I've discovered while writing addons that use mouse controls). The numbers Windower returns don't match up when running in `Window` mode. If you are using Borderless Window or Fullscreen, then I'm honestly not sure what the issue could be, you should be able to just grab the green highlighted bar and drag it to where you want it just like in the gif in the github page. You can still use the settings.xml file for all the positions settings though if that is not working for you :)
[+]
Offline
Posts: 34
By syllreve 2026-01-26 13:04:39  
With the campaign on, I tried out Monstrosity finally; turns out Bars is not a fan;

It gives an endlessly repeating runtime error in the Feretory of:

"Bars.lua:6113: attempt to index field '?' (a nil value)"
[+]
 Bahamut.Navius
Offline
サーバ: Bahamut
Game: FFXI
User: phot0nic
Posts: 125
By Bahamut.Navius 2026-01-26 14:49:40  
I had to add an entry for the 'mon' job in settings.xml to get this to work in Monstrosity. Just find the 'job_specific' section in your settings file and add in an entry for 'mon' like all the other jobs. I think that's all I did to get it to work.
[+]
Offline
Posts: 34
By syllreve 2026-01-26 15:14:51  
Bahamut.Navius said: »
I had to add an entry for the 'mon' job in settings.xml to get this to work in Monstrosity. Just find the 'job_specific' section in your settings file and add in an entry for 'mon' like all the other jobs. I think that's all I did to get it to work.
Hey sure enough, that seems to have fixed it right up.

Thanks Nav
[+]
Offline
Posts: 54
By premiumvirtue 2026-01-27 07:18:48  
@Keylesta - Thanks for your reply, I use Windowed Borderless, I think the mouse click might be due to a mouse theme I have on, but I have to select the shadow below the bar to move it, not the bar itself.

As for the reset of settings, it's a bit strange. I have my windower in a git setup so I could see all the reverts, I'll just say the Windower update did something weird :D I was able to revert it to put everything back.

This is such a nice clean addon, thank you
[+]
 Valefor.Keylesta
Offline
サーバ: Valefor
Game: FFXI
User: Keyser
Posts: 176
By Valefor.Keylesta 2026-01-27 10:12:47  
syllreve said: »
With the campaign on, I tried out Monstrosity finally; turns out Bars is not a fan;

It gives an endlessly repeating runtime error in the Feretory of:

"Bars.lua:6113: attempt to index field '?' (a nil value)"
Bahamut.Navius said: »
I had to add an entry for the 'mon' job in settings.xml to get this to work in Monstrosity. Just find the 'job_specific' section in your settings file and add in an entry for 'mon' like all the other jobs. I think that's all I did to get it to work.
Yes spot on Navius, thanks for helping them out with that. Interesting timing on this as I just fixed this with the last patch a couple weeks ago, but tbf the fix would only apply to new installs as it was a missing 'mon' listing as you said in the default data that populates when the settings file is created.

premiumvirtue said: »
@Keylesta - Thanks for your reply, I use Windowed Borderless, I think the mouse click might be due to a mouse theme I have on, but I have to select the shadow below the bar to move it, not the bar itself.

As for the reset of settings, it's a bit strange. I have my windower in a git setup so I could see all the reverts, I'll just say the Windower update did something weird :D I was able to revert it to put everything back.

This is such a nice clean addon, thank you
Ok cool sounds like you're generally all set then ^^
[+]
 Fenrir.Brimstonefox
Offline
サーバ: Fenrir
Game: FFXI
User: Brimstone
Posts: 411
By Fenrir.Brimstonefox 2026-02-05 14:52:22  
How do I adjust the duration of the helix spells? The example file does not show it, I've started poking through the code but figured I'd save myself some time and ask since it wasn't immediately obvious to me.
[+]
 Valefor.Keylesta
Offline
サーバ: Valefor
Game: FFXI
User: Keyser
Posts: 176
By Valefor.Keylesta 2026-02-05 16:23:19  
Fenrir.Brimstonefox said: »
How do I adjust the duration of the helix spells? The example file does not show it, I've started poking through the code but figured I'd save myself some time and ask since it wasn't immediately obvious to me.
Currently since helix spells have a `duration` entry in the resource files it just uses that. Which, on inspection, looks.. wrong? Resource file lists all helix spells (tier 1 and 2) at 230 seconds while the wiki says different, being based on level and Dark Arts active, looks like a max of 168 seconds if I'm reading it right. I'm not a SCH myself so never noticed the discrepancy, I'll have to look into how it works and see about a better solution.
 Fenrir.Brimstonefox
Offline
サーバ: Fenrir
Game: FFXI
User: Brimstone
Posts: 411
By Fenrir.Brimstonefox 2026-02-06 09:58:46  
Well I think 230 is nominally correct for a mastered SCH.

I think its :
Case Duration (s)
lvl <=39 30
lvl <=59 (max /sch) 60
lvl 99 90
lvl 99 + dark arts 168
SCH w/JP (3s/DA effect) 171-228
Mastered with gear (10-20% back), (6-10% neck) 241-296


And it seems mine does last a few seconds under 5 min. (i've landed it while weak and it wears off right before weakness wears) I have maxed back/neck pieces. I guess if I could just add the 30% scale in the setup file that'd be nice.

I suspect the majority of players using it will be mastered and have some level of gear (other than maybe some /sch using it to prevent HP recovery or just a bit of extra dmg).
First Page 2 3 4 5 6 7