|
|
Bars - Target bar with lots of extra goodies
Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 176
By Valefor.Keylesta 2026-01-05 09:20:07
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
Server: Bahamut
Game: FFXI
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
Server: Valefor
Game: FFXI
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
Server: Valefor
Game: FFXI
Posts: 176
By Valefor.Keylesta 2026-01-19 15:12:04
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
Server: Bahamut
Game: FFXI
Posts: 46
By Bahamut.Sephiran 2026-01-20 17:38:10
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
Server: Valefor
Game: FFXI
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.
[+]
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
Server: Valefor
Game: FFXI
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 :)
[+]
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
Server: Bahamut
Game: FFXI
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.
[+]
By syllreve 2026-01-26 15:14:51
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
[+]
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
Server: Valefor
Game: FFXI
Posts: 176
By Valefor.Keylesta 2026-01-27 10:12:47
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)" 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.
@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 ^^
[+]
Server: Fenrir
Game: FFXI
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
Server: Valefor
Game: FFXI
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.
Server: Fenrir
Game: FFXI
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).
Presenting: Bars
Displays bars for Target, Sub Target, Focus Target, Self Actions, and Player Stats (HP, MP, TP, Pet), plus a boat-load of other things. Can display anywhere from all bars at once, to all the way down to just the target bar.
Download from Github here
Because of the large number of image files contained within, the best way to download is to click on the green "Code" button to the top-right of the page and select the "Download ZIP" option. This will download a complete master file of everything within the FFXI repository.

↑ The //bars ui command triggers the Screen Test where you can drag any of the highlighted bars.

↑ New animations Bar Drain, Bar Pulse, and Floating TP shown.

↑ The Target and Self Action bars visible and in action showing how many targets were hit and the total of all damage done.

↑ The Target, Self Action, and TP visible in action showing WS and SC damage done (old v2.0 look).

↑ Bumba with Yaegasumi active before it wears off (now includes a timer countdown as well).

↑ The Debuff Icons and Timers displayed above a target.

↑ The Party Actions displayed next to each of your party members.
Features
Target Actions.
○ Displays results of completed actions (damage, buffs, resists, etc.).
○ Displays number of targets hit and totals for AoE cures/damage.
○ Displays casting, completed, and interrupted icons.
○ Tracks every player/mob within range as they perform actions, so you can tab around to different targets and see what they are doing.
○ Spells colored based on their element.
Self Actions.
○ Dedicated to displaying your own actions.
○ Displays a casting bar based on casting time for spells and items.
Party Actions.
○ A simplified display of the actions performed by each party/alliance member.
Focus Target.
○ A customizable list of targets to automatically track in a dedicated bar.
○ Update this list by name, id, or your current cursor target.
Focus Target Override.
○ Designate the current cursor target as a Focus Target taking priority over the Auto Focus Target list.
○ Focus will persist until subject moves out of range, dies, or is disabled manually.
Display Debuffs on Monsters.
○ Shows the tiers of the debuffs (Frazzle 3, Slow 2, etc.)
○ Will show a best guess timer for each.
○ Shows Treasure Hunter level after TH procs.
○ Removes the icon only when the debuff is known to be removed/off (ie Benediction or "wears off" message), otherwise displays "??" if unsure.
Display Monster levels.
Display the Index or Hex number for targets.
○ Useful for NM placeholder camping, or designating a specific mob for others to target.
Display distance to target.
○ Colorize the distance text based on the distance to the target and other factors.
Displays SP abilities and time remaining.
○ Accounts for an SP ability being stolen with Larceny.
○ NOTE: Timing for players who have gear adding additional time cannot be accounted for.
Display Dynamis-Divergence mob jobs.
Target Lock display for when your camera is locked to your current target.
Animations!
○ Bar Fade - fades away after a set time of inactivity.
○ Bar Pulse - pulses the bar under certain circumstance (SP ability active, TP is ready, critical HP, etc.).
○ Bar Drain - bar meter updates immediately, while the newly "missing" part of the bar smoothly drains away.
Player Stats (HP/MP/TP/Pet) can be turned on/off individually per job (ie SAM could show only TP, while PLD shows HP, MP, and TP).
Names and bars colored based on type (NPC, Party member, mob claimed by someone else, etc.).
Nearly every feature can be turned on/off or adjusted via settings file or in-game commands.
See GitHub readme for full list of in-game commands and settings file options.
I originally built Bars to address some shortcomings of another bar that showed enemies, then ended up fleshing it out with other things I thought would be cool to have. I really enjoyed working on this one and am super happy with how it turned out. I made sure there are lots of adjustability options if you want to change how it works. You can turn off almost everything about it to make it a very simple target bar, but I think you'll like some of the extras packed in :)
|
|