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Part 5 - Cast Bars

 
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sigg
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Joined: 20 Oct 2007
Posts: 634
Location: Rashgarroth EU / Tiras Porah

PostPosted: Thu 10/9/08 8:42 am    Post subject: Part 5 - Cast Bars Reply with quote

In this tutorial, you will learn how to create casting bar.
AION-UI is required, this tutorial use his casting bar texture.

In the previous tutorial, you have used "frac" variable in the status bar. For casting bar, the feature "Vars: Spell Info" provide a "timer_var" variable. This variable contains a auto update function base on time.

Add "Vars: Spell Info



Add Var: Player Cast Lag, this is used to provide all variables need about lag.



Add a green color for when you cast a spell.



Add a yellow color for when you chanel a spell.



Add a Base frame. Unchecked the Auto-create primary hotspot.
We have to add a Base frame now to activate some check from the editor.



Add a Color: Conditional Color name castbarColor.
Condition: spell_casting
true : green color
false : yellow color



Add e red color name lagColor



We are going to use a texture for our castbar. We need a lot of subframe with different level.
Add a subframe "sf_0" with level 0 (for our texture)



Add a subframe "sf_1" with level 1
width 195, height 12
Offset : 28, -39

This subframe will be used by castbar.



Add a subframe "sf_2" with level 2
width 195, height 12
Offset : 28, -39

This subframe will be used to show texts.



Add a texture "text_aion"
width : 250, height: 90
Owner : sf_0
Anchor to frame : sf_0

click on the texture button to open the library.



Choose "Aion Cast Bar 2" from Aion textures category.
You need to install AION_UI OOBE to have theses textures.



See the result.



Add a Status Bar name castBar
width 195, height 12
Owner : sf_1
Anchor to frame : sf_1
With the texture button choose your Bar texture.

In the Use color Variable, select castbarColor (the condition color we have created)

Do not fill the fraction variable. There is no frac variable.



Add a Custom Text "timer_txt"
Owner : sf_2
Anchor local point : TOPLEFT
Anchor to frame : sf_2
Anchor remote point : TOPLEFT
Offset : 2, 2

Click on the font button



Check the OUTLINE box.
Do not fill the script object variable.



Add a second Custom text name "spell_txt"
Width : 195, height: 14
Owner : sf_2
Anchor local point : TOPLEFT
Anchor to frame : sf_2
Anchor remote point : TOPLEFT
Offset : 0, 22

Click on the font button



Select CENTER for Horizontal align and checked the OUTLINE box.
Again, do not fill the script object variable.



For timer_var we are using the Timer Shader feature.
Add Timer Shader

Timer variable : spell (provide by vars: Spell info)
Status Bar : castBar

Text timer: timer_txt

Text info: spell_txt
Text Info Data : spell_name_rank



Cast a spell and see what happen in the preview.



Add a status text to see your %mana
Width : 100, height: 14
Owner : sf_2
Anchor local point : TOPLEFT
Anchor to frame : sf_2
Anchor remote point : TOPLEFT
Offset : 0, -25

Select "Type:Mana %" in the dropdown Display
Click on the font button



Checked the OUTLINE box.



Now we are goning to add the stuff about lag bar.
Add a Info text
Width : 50, height: 14
Owner : sf_2
Anchor local point : TOPRIGHT
Anchor to frame : sf_2
Anchor remote point : TOPRIGHT
Offset : 0, -25

Select "spell_lag_number" from the dropdown Text.
Click on the Font button



Select RIGHT for Horizontal align and check the OUTLINE box.



Add a Status Bar name lag_Bar
Width : 195, height: 12
Owner : sf_1
Anchor local point : TOPRIGHT
Anchor to frame : sf_1
Anchor remote point : TOPRIGHT
Offset : 0, 0

Fraction variable : spell_fraclag
Use color variable : lagColor

Use the texture button to choose your bar texture



Cast a spell and see the result.



Add a Show/Hide feature
Target subframe : Base
Condition variable : spell_casting

The cast bar will appear only if you are casting.



From the main panel RDX, click on the button lock/unlock to see hiden frame (5e icon)



End of this tutorial
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