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Thread: ACT question     submit to reddit submit to twitter

  1. #241
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    Quote Originally Posted by Roric View Post
    A bit late, but here it is. Just keep in mind that I have not had the time to fully test it, so make sure you make a backup of your miniparse layout. Feel free to let me know of any bugs you may find with it and I'll do my best to iron them out. I also took the time to comment the file so you can easily find the changes I made to add the background, border, etc. I didn't have time to PM an admin about getting the ability to post links, so sorry again for the spaces in the URL.

    Head to dropbox and add the following:
    /s/zyrspga7s67pgt2/miniparse.html?dl=0

    If anyone with the ability to post links would like to repost it for me, that would be greatly appreciated.
    been using this, probably my favorite parse so far. is there any way to add job icons by name for it though? for chocobo and limit break mainly.

    also is there any way to make it so that it either doesn't pick up monsters, or so that anything it parses without a job icon/name instead uses a different image, instead of the placeholder one that really stands out? those two things are my only gripes atm, but i have no idea how html works anymore

    a.pomf dot se/emriog.html is my slightly edited version if anyone wants to take a look

    other parsers have a string/line like this, and it displays jobs/name icons fine

    { html: "<img src='./icons/{JobOrName}.png' />", width: "5%", align: "center" },

    this is the one in roric's miniparse; even if i change {Job} to {JobOrName} it still won't recognize chocobo/limit break etc

    { html: "<img src='./icons/{Job}.png'/>", width: "9%" },

  2. #242
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    Is anyone else's ACT not working since the past few days? I don't understand what's going on....

  3. #243
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    Pens win! Pens Win!!! PENS WIN!!!!!

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    Did you uncheck the Network data? or running as admin?

  4. #244
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    h--ps://dl.dropboxusercontent.com/u/4101452/NewMeters.png

    This popped up on a thread, and ive been trying to figure out how to set up the bar in the background that are base off of dmg% but i keep ending up messing the other cells/columns up.
    The guy explained by setting the rows to only have 1 column. In each row set a div(?) that would be the percentage bar. Place behind the other information on the table so its behind the other text(i guess he put the current combatant table inside a new one? i dunno)
    Then he created a table inside the column with a new row and new column based on act info.
    He also set the first row to 100% width and based the other bars relative to that(as shown in pic)
    the rest i guess is the size of the column is based on the dmg% and the colors are just the background style.

    Ive been trying to set this up like i was saying and i just dont understand enough html/css/javascript to get this work
    Ive even asked the guy if we would post the html so i could try it in mine but all he said was "no" lol

    any help?

  5. #245
    RIDE ARMOR
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    Assuming you already have you bars set and the only thing you struggle on is the size of it scaled on damage, this should do the trick:
    (I assume you'd know where to place the different lines in the file)

    This is assuming you set your bar using the tableRow.style.background property.

    Code:
    // TopDeeps = Current Top Player Damage(%)
    // Only set for first player of the list, can handle the code the way you wish to make sure it's set only in that way
    var topdeeps = parseActFormat("{damage}", combatant);
    // Deeps = Current Player Damage(%)
    // Same shit, set for every player.
    
    tableRow.style.backgroundSize = (parseInt(deeps) * 100 / parseInt(topdeeps)) + "% 100%";
    tableRow.style.backgroundAttachment = "fixed";
    tableRow.style.backgroundRepeat = "no-repeat";
    To retreive the "topdeeps" and make sure it's the actual highest value, you can set in the ACT plugin configuration page the sort key and the sort direction (ascending or descending).
    For instance you would set the sort key to damage / damage% and the type to descending, this way first player in the list will always be the one having pulled the most dps.

    That's how my parser look like:

    http://img11.hostingpics.net/pics/443470Parser.png

    Inspired by: This (Color bars) And this (Background)

    Props to them e;

    If you do need help still can land me a PM with your current miniparse.html and I can give a look into it. No guarantee but why not.

  6. #246
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    I kind of have the bars set and trying to use your format for the size, i think you missed something? im able to change the background color with tableRow.background = "(w/e gradient/color/web-kit thing i wanna use)" but when i try to use your tableRow.backgroundSize, the size doesnt even change. after looking at what you posted, you had "topdeeps" which is just tied to {damage} and you posted nothing for "deeps". The "deeps" that i have is the same thing as your "topdeeps" but it's {damage%} instead, so the formula you posted wont work unless i know was your "deeps" var is.

    P.S.
    does what you posted include setting the top damage player to 100% everytime? maybe i need to also know how to set 100% for the top player in the list

  7. #247
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    To retreive the "topdeeps" and make sure it's the actual highest value, you can set in the ACT plugin configuration page the sort key and the sort direction (ascending or descending).
    For instance you would set the sort key to damage / damage% and the type to descending, this way first player in the list will always be the one having pulled the most dps.
    ^ By doing that, you ensure that if the first item of data.Combatant is the player with the highest dps.
    With that settled you can pretty much do the following to retreive top dps:

    Code:
    // part of updateCombatantList()
    {
    //  ...
    var count = 0;
    var topdeeps = 1;
    for (var combatantName in data.Combatant) {
        var combatant = data.Combatant[combatantName];
        // Top dps needs to be only set once according to first player's damage value.
        if (count == 0) { 
             count = 1;
    	 topdeeps = parseActFormat("{damage}", combatant);
        }
        var deeps = parseActFormat("{damage}", combatant);
    // Loop goes on there: bar drawing and setting the style incl formula for backgroundsize.
    }
    
    //  ...
    Dunno if it's better now ? e;
    And yes it should set it to 100% since first player will get when applying le backgroundSize:

    (deeps * 100) / topdeeps | where deeps = topdeeps.
    Aka 100%

  8. #248
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    *can delete*

  9. #249
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    so what is count doing? i tried it again still no go....here ill just pm you the html. assuming count is actually supposed to be the combatantIndex?

  10. #250
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    Quote Originally Posted by WarCrY View Post
    so what is count doing? i tried it again still no go....here ill just pm you the html. assuming count is actually supposed to be the combatIndex?
    Count is just acting as a flag, it's set by default to 0 when the function is called.

    When you reach the if statement, it will check if it is still at his default value, aka the first time reaching here.
    If it's the first time, it also means it's the first player of the list we're dealing with, with therefore the highest dps.

    So once this condition is checked to be true, we set the topdeeps variable and the flag is set to 1 so the function does no longer enter the if statement for the next iterations in the for loop.
    Therefore next iterations wont overwrite the variable topdeeps with an other player's dps.

    -

    I'll check your html file and keep it on PM to avoid spamming this thread too much.

  11. #251
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    *can delete*

  12. #252
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    Is anyone else having problems with Overlay? Did the new version of ACT bork it? If so, wouldn't recommend DLing it!

  13. #253
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    HOT LITTLE SNATCH

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  14. #254
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    I keep getting these weird errors with it. Why did I even bother to update at all...

    ACT asked for some update, did that, borked the overlay, updated that, now errors. Any ideas?

    Where do the files in rainbow mage's zip file go?

  15. #255
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    Quote Originally Posted by Kiarax View Post
    Thank you!

    Quote Originally Posted by Grey Jorildyn View Post
    I keep getting these weird errors with it. Why did I even bother to update at all...

    ACT asked for some update, did that, borked the overlay, updated that, now errors. Any ideas?

    Where do the files in rainbow mage's zip file go?
    Did you download the x64 bit architecture zip? You just unzip that to your ACT folder, go into ACT, disable the old OverlayPlugin.dll, and then find the new OverlayPlugin.dll in the folder that you just unzipped.

  16. #256
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    The update breaks the MP timer overlay, least for me. It also messed with another plugin I was using for sound. As far as the overlay, I got it working again but now if I alt-tab out of FFXIV and back in, the overlay disappears and I can't alt-tab to the overlay anymore. I end up having to reload the overlay from the plugin settings.

  17. #257
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    Try ctrl-m and/or ctrl-s. I think someone added some shortcuts but didn't update/try yet

  18. #258
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    Quote Originally Posted by Grey Jorildyn View Post
    I keep getting these weird errors with it. Why did I even bother to update at all...

    ACT asked for some update, did that, borked the overlay, updated that, now errors. Any ideas?

    Where do the files in rainbow mage's zip file go?
    What errors are you getting?
    I had some security error involving HtmlRenderer.dll, couldn't Unblock it...solution for me was to RAR up the entire overlay folder and re-extract it.
    Buuuut, I'm on Windows 10, so not sure if that's just a me issue or if it extends to other OSs.

  19. #259
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    Yea that was the error. I fixed it all by just unistalling and reinstalling stuff. Got the overlay customized the way I want it again.

  20. #260
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    Quote Originally Posted by RKI View Post
    Try ctrl-m and/or ctrl-s. I think someone added some shortcuts but didn't update/try yet
    I'll look into that updated file I guess cause it's kinda annoying how it is right now. Also, I'm dumb, the MP timer overlay didn't break. It just got reset and moved to a different position on my screen so I didn't notice it.

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