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Post by Vichya on May 19, 2012 21:02:44 GMT
Update 2012-05-19: -fixed a bug that caused HGX to crash for some users -added non-limbo death timers --these happen if someone is resurrected by Possums, Contingency or things like that --they are displayed in gray and never turn yellow or red
Please note that although I tested this version I cannot guarantee that the crashing bug is fixed, since I was neither able to reproduce it all nor to get any meaningful information about it.
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Post by Moon *(SL)* on May 19, 2012 21:24:35 GMT
Could you possibly add a timer for called shot,.. or maybe PM me with instructions on how to add it,.. I know it's a really short timer, but I woud love to know when it can be cast again, rather then spamming it until it works again hehe. Would even be great if it was a different color like a green or something that stands out from the other timers running in the window if you have more of them going Also I would like to know a way to add certain mobs to the ignore list so that I don't end up with a whole ton of timers of monsters that I killed
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Post by Yojimbo on May 19, 2012 21:35:37 GMT
It did crash on me today but I was having numerous other issues but previous version also rarely crashed so far no more or less frequent for me.
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Post by Vichya on May 19, 2012 21:38:42 GMT
First the easy thing, the ignore list: all known enemies are located in xml files in the data/creatures.d folder. HGX parses all xml files in this folder in ascending order (that's why they have numbers so I can determine the order). You are free to *add* new files but *do not* edit any existing files as I will update these without warning.
All these files are text files and you can edit them with notepad or your favourite text editor. Take a look at the 01-public-ignore.xml file and you will immediately see how it works.
As for the timers: custom timers can be stores in the data/timers.d folder. Just like creatures all xml files in that folder will be parsed at the start of HGX. The format is a little bit more comples and I would suggest you take a look at miracle.xml which contains the timer for the cleric epic.
Both of the folder also contain an example document with more explanations.
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Post by Moon *(SL)* on May 20, 2012 0:00:05 GMT
How do I create xml files?
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Post by Vichya on May 20, 2012 7:07:59 GMT
It ist just a plain text file with a different file extension.
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Post by Moon *(SL)* on May 21, 2012 1:52:51 GMT
Ohh so the so I just make reg text files and they will work ok then?
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Post by Vichya on May 21, 2012 6:31:28 GMT
Yes, and change the file extension from txt to xml.
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Post by Moon *(SL)* on May 21, 2012 19:33:39 GMT
<?xml version="1.0" encoding="UTF-8" ?> <timers> <timer description="Called Shot" player=".*" regex="^Called Shot will be available again in 6 seconds\.$" text="Called Shot" duration="6" /> <timer description="Called Shot" player=".*" regex="^Done resting\.$" text="Called Shot" duration="-1" /> </timers> ----------------------------------------------------------------------------- That's what I have in a xml file named "Called Shot". I figure I did something wrong since it doesn't seem to work hehe . Any chance you can take a look and maybe explain what I did wrong ;D Just so you know all those lines have the proper spaceing,.. it just doesn't keep them when I post it
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Post by Vichya on May 26, 2012 13:03:27 GMT
Looks good, except that you can get rid of the second timer. By the time you're done resting the 6 seconds are over anyway.
Make sure the file actually has the .xml extension. You can check the hgx.log file (might show up as a textfile for you) to see if there were any problems loading it.
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Post by Moon *(SL)* on May 26, 2012 14:45:43 GMT
I believe I found a problem, other then the 2nd timer as to why this might not be working as expected,.. the way called shot shows in the logs, it registers in the logs if you are trying to use it to soon i believe, but If you press the called shot button and then click on the mob and they get the lil symbol above their head, that all does not show in the logs,.. and that is the part that is timed,... it only shows in the logs at the point you actually shoot the mob and it triggers the called shot death,... which it has to register the the part that puts the symbol above their head and not the death part.
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Post by Vichya on May 28, 2012 7:33:42 GMT
Update 2012-05-28: -bugfixes -damage numbers are also not rounded down when filtering against a specific opponent -XML format for has been extended and simplified --it remainds compatible with the previous format --timers have two new attributes: removeOnRest and removeOnDeath --please refer to the example file for a detailed explanation -added a template timer file for divine tanks, i.e. paladins, blackguards, ... --DO NOT EDIT THAT FILE, MAKE A COPY OF IT AND EDIT THE COPY --you have to add the player name and effect duration --please refer to the template file, it has a more detailed explanation
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Post by vorshlumpf on Jun 4, 2012 23:12:57 GMT
I've started using HGX full-time with this latest update. I must say I am extremely impressed!
Three minor issues: - I often get the "fugue timers" for enemies or objects I've destroyed; I know how to take them out of my party, but I don't see a way to clear them from the list of timers. - I have some trouble removing someone from my party list. I have to click a few pixels below the corresponding [X]. - After a loooong run, I noticed a number of extra windows open on my computer (about 15). They weren't on my task bar, but they clogged up my Alt-Tab list. When I selected them, I got a little blank window with HGX in the title bar.
- Niilo
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Post by AW O'Reilly on Jun 11, 2012 4:46:16 GMT
It appears that the data format has changed since we harvested KV data. Can HGX still accept new KV data - or is it locked now?
Separate issue: I made a suggestion in 'thoughts and ideas' to prefix Loth/Immo monsters with "Minor" in order to eliminate duplicate monster names... thoughts?
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Post by Vichya on Jun 11, 2012 9:01:15 GMT
There was a typo in the code. It will be fixed on the next update.
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