Bars - Target Bar With Lots Of Extra Goodies

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Bars - Target bar with lots of extra goodies
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-08-13 14:35:41
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Version 4.2 released

Wait, who's got hate? Oh I know who!

A word on how Monster Target works:

Ok so I approached the monster's target differently than the "do the math" way mentioned previously. Since we know every action a monster performs and who is the target of that action, I've used that to determine who has hate on it and gets updated every time a monster performs an action. The only real hiccup to this are certain aoe moves that some monsters do, in particular NMs whose regular melee attacks are actually TP moves that can be aoe (Sortie bosses, for example). When a move hits multiple targets, the main target of the attack isn't always target #1, but most of the time we can determine the main target by the specific message each target gets. For example if targets 1 and 3 get a message like "target takes x points of damage" but target 2 gets a message like "actor casts spell, target takes x points of damage" then target 2 was the main target of the attack. However, with NMs whose regular melee attacks are actually TP moves, every target gets the same "target takes x points of damage" message attached to the action. In those cases I've added a fallback method of using the monsters facing and the position of targets around it to try to determine hate based on "doing the math" that is pulled out of enemybar2. That is still not always perfect though, and so I've added an aoe indicator for when it can't figure out the exact target and it just goes with target #1 for the action. There is also the possibility that a monster switches it's target in between actions, and the "doing the math" approach might work better on a moment by moment basis for that, but in my initial testing with that the "target" would go all over the place just like fractalvoid brought up before and I wasn't too keen on that. While not perfect, I feel my approach is a little more exact since it's pulling the direct target of (most) actions, and feels smoother overall since it's not changing as the mob simply moves around. Really, both approaches are an imperfect way to try to figure out something we don't have direct access to.

Phew, lots of text! Ok, anyway. I've also incorporated a number of requests and feedback from people, including redoing how the Corsair Elemental Shots work and a new durations.lua file to use if you so desire (can be otherwise safely ignored).

As always, lmk if anything isn't working right or if you have a suggestion.

Enjoy and have fun!

Updating
Go to the repo top page here and use the green "Code" button at the top right of the page to download the zip with everything in it. You will want to completely replace the icons folder, as I made formatting changes to the file names as well as a number of new icons.

Changelog
  • Added show_monster_target options for Focus Target, Sub Target, and Target sections. Displays the last known target of the monster.

  • Added monster_target icon. Used with the show_monster_target options.

  • Added flip_doom_timer_coloring option. Flips the timer coloring for the Doom debuff so that it changes from red when it first lands, to orange, then green when it is under 10 seconds.

  • Added data/durations.lua file. Used to define known durations for specific players.

  • Added a Tracking Index number to all debuffs so that in the event of a debuff with a set duration being overwritten/renewed it is not removed early when the original duration expires.

  • Added debuff duration_cap option. Limits the maximum time a debuff will stay displayed on a target when a specific duration is not known.

  • Added new debuff icons: Impact, Carnage Elegy, Threnodies, Requiems, boosted Elemental DOT Debuffs (Burn, Rasp, etc).

  • Adjusted how Corsair Elemental Shots affect debuffs. Now adds a + symbol to the debuff icon when it gets boosted by an Elemental Shot. Boosted Dia and Bio are now correctly identified instead of incorrectly increasing their tier on the icon.

  • Adjusted all debuffs to have a max duration before they are automatically removed. Max duration for debuffs from abilities whose durations are from players who do not have their durations defined in the data/durations.lua file are specific to that ability. Max duration for debuffs from spells whose durations are from players who do not have their durations defined in the data/durations.lua file are capped at the duration_cap number.

  • Adjusted show_monster_level option into each Focus Target, Sub Target, and Target section instead of one option covering all three sections.

  • Adjusted action targets to better account for AOE actions and specifying the main target of the AOE. This should help eliminate instances where a mob performs an AOE move and the target of the move seems to be incorrectly named as a random one of the targets hit. To be clear, this is still not 100% perfect, but should be correct more often now.

  • Fixed Diaga not applying Dia to targets.

  • Fixed the action cancelled icon from displaying by itself for certain monster actions that are paralyzed.

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 Carbuncle.Arozak
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By Carbuncle.Arozak 2025-08-13 17:52:58
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You sir are an absolute legend.
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-08-14 21:57:51
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Carbuncle.Arozak said: »
You sir are an absolute legend.


Bahamut.Navius said: »
• The second is BLM -ja spell tracking. The -ja spells implement a special elemental-specific magic defense down debuff on the target that you can increase by repeating the same -ja spell multiple times within a set window. Trying to keep this debuff active/capped is valuable to track for magic burst strategies.
This is in testing now for 4.3 ^^
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 Bahamut.Navius
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By Bahamut.Navius 2025-08-15 10:59:14
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This is all really awesome! Loving the new version, and looking forward to the next.
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By syllreve 2025-08-18 19:34:50
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First off, fantastic addon, all the hard work is very much appreciated.

Second, is there a way to disable just the Bar of the self action bar, to where the WS/SC/etc text and damage values would still display, but the bar itself is hidden?
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By Kadokawa 2025-08-18 23:51:42
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oh there is a new version ^.^ Amazing Job Man!
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-08-19 14:08:09
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syllreve said: »
First off, fantastic addon, all the hard work is very much appreciated.

Second, is there a way to disable just the Bar of the self action bar, to where the WS/SC/etc text and damage values would still display, but the bar itself is hidden?
There is now!



...Or at least in the next update.
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By syllreve 2025-08-20 04:25:29
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Valefor.Keylesta said: »
syllreve said: »
First off, fantastic addon, all the hard work is very much appreciated.

Second, is there a way to disable just the Bar of the self action bar, to where the WS/SC/etc text and damage values would still display, but the bar itself is hidden?
There is now!



...Or at least in the next update.
Thank you!
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By Drayco 2025-08-20 06:25:58
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I love this addon so much, the WS bar is amazing for being able to see my damage outside of the way-to-fast moving chat log.

Is there a way to see my party's WS moves and damage on a bar as well? Perhaps even just add the damage to the Party Actions when somebody casts or WS.
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-08-23 12:46:14
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Drayco said: »
I love this addon so much, the WS bar is amazing for being able to see my damage outside of the way-to-fast moving chat log.

Is there a way to see my party's WS moves and damage on a bar as well? Perhaps even just add the damage to the Party Actions when somebody casts or WS.
Included in the next update!
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By macy85 2025-09-03 15:44:43
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The addon is great and i thank you for your effort.
I have a question: in ambuscade enemies' tp moves are wrong. Is it a known issue or is there anything i don't understand?

Thanks in advance
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 Fenrir.Brimstonefox
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By Fenrir.Brimstonefox 2025-09-04 07:37:48
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macy85 said: »
The addon is great and i thank you for your effort.
I have a question: in ambuscade enemies' tp moves are wrong. Is it a known issue or is there anything i don't understand?

Thanks in advance

I think the problem is it changes every update and the people who do this for free in their spare time (and don't get enough thanks for it) does not always get the windower resources file updated.

This affects everything that reads windower resources, so its not a bug specific to this addon.

This an oversimplification (and someone can correct me if I'm wrong) but effectively say a tp move its id "9" this month is "Bomb Toss" and next month is "orcish counterstance" there's a mapping that says when we see move "9" to print the appropriate text and if its not updated it will display wrong. (the client should translate it correctly so its only things that need the windower resources file that will be wrong)

I think i remember reading something like that somewhere though, but I could wrong and someone can serve me some humble pie.
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 Shiva.Thorny
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By Shiva.Thorny 2025-09-04 07:40:35
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It's a reasonable interpretation of the problem. Of course, the files are pretty well understood and it's something an automatic updater can handle. For example, instead of having hardcoded resources, Ashita just reads the files and gets the current names every time you launch it.

The argument about spare time is a little weak; I don't know Windower's exact process but it shouldn't be any more complicated than running a script that automatically updates all resources and pushing it to live. It's probably more a matter of not having a clear process in place for who should do it and ensuring it happens promptly each update.
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 Fenrir.Niflheim
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By Fenrir.Niflheim 2025-09-04 09:15:47
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Resources were updated, the night of the last version update to ffxi.

It is actually likely that the user in question has stale resources


I have been working on automating the update process that we do manually each update, just haven't finished it. We don't have any plan to move away from the resource scheme we currently use
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By Rubenator 2025-09-04 09:17:26
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Resources were updated during August ffxi patch maintenence -- if you have the wrong resources then yours failed to properly update. Simply:
1) delete windower\updates and windower\res
2) open the windower launcher -- it will recreate the updates and res folders (with updated resources)
3) reload battlemod: lua reload battlemod
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-09-05 13:03:19
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Version 4.3 released!

Ok fine, I added an Aggro List.



At first I tried a few ways to make it Fancy Looking™ but just couldn't get something I was happy with. It was just too big, too much crap on the screen. Shrank it down to a more compact text box and it was much more better. I had a working version with an HP meter behind each monster but it was just too much going on and too distracting. Got rid of the meters, then added the ZZZ's and yep I love it. A lot more useful than I was initially expecting it to be. I tank/pull a lot in Dynamis and I find it handy to be able to see how much trash we have left at a quick glance.

This will probably be the last major update for a while, outside of any little bug fixes or whatever. Thanks for using Bars and for all the feedback to make it better!

Updating
Go to the repo top page here and use the green "Code" button at the top right of the page to download the zip with everything in it. There are new icons for tracking Cumulative Magic so you should replace the icons folder.

Changelog
  • Added new Aggro List section and related settings. Displays a list of monsters currently aggressive to you and your party/alliance.

  • Added aggro/agg command. Toggles the Aggro List.

  • Added new debuff icons for tracking Cumulative Magic boosts.

  • Added show_bar option to the Self Action section.

  • Added show_results options to the Party Actions sections.

  • Adjusted the Monster Target to account for monsters that are first targeted by a player (ie pulled).

  • Adjusted the help command text to be more organized.

  • Added Stygian Sphere (Caturai) to list of moves that remove all debuffs.

  • Fixed Poisonga I/II not applying Poison I/II debuff icon to targets.

  • Fixed (hopefully all of) the debuff icons for Summoner Blood Pact debuffs. There are still some that do damage with an additional effect that are unable to be directly confirmed to have landed that are not accounted for.

  • Fixed Arcane Crest showing up as Hydrohelix in the debuff icons.

  • Fixed errors in Besieged/Mireu (high lag areas).

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