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Bars - Target bar with lots of extra goodies
Server: Fenrir
Game: FFXI
Posts: 286
By Fenrir.Brimstonefox 2025-07-01 20:02:04
Here's a screen grab the light red behind it, the level and the buffs all come from targetbar
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-07 12:48:31
Would anyone like to take a guess at what the next update will include?
Server: Fenrir
Game: FFXI
Posts: 286
By Fenrir.Brimstonefox 2025-07-08 11:26:53
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Server: Bahamut
Game: FFXI
Posts: 44
By Bahamut.Daleterrence 2025-07-08 11:43:14
Would anyone like to take a guess at what the next update will include?
Oh *** YEAH, recently started using this because it's genuinely so well done and now I'm shilling this to anyone that'll listen, nice work!
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Bahamut.Bojack
Server: Bahamut
Game: FFXI
Posts: 2167
By Bahamut.Bojack 2025-07-12 20:15:09
Finally tried this one out. Genuinely one of the best addons that exists right now.
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Bahamut.Bojack
Server: Bahamut
Game: FFXI
Posts: 2167
By Bahamut.Bojack 2025-07-15 18:20:54

Is there a way in the config to put a black background behind the text? I find with all the different things moving around it can sometimes be difficult to see the text (above). There's a lot of options so I may have missed it. Kind of like the pic below. If there isn't, any chance there may be in the future?
Edit: I had an example but not sure why the images aren't showing. I mean the text under your target's HP that says what ability/spell they're doing. I would love to be able to have an adjustable opaque box behind the text.
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By Banhammer 2025-07-15 19:03:07
Random anons fixing the UI for SE. Tracks.
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-16 18:16:18
How does something light like this look? I'd like it to not be too dark/noticeable most of the time, but still give a little bit of a background to the text.
EDIT: May as well give a little update while I'm here.
Monster levels is done and working fine. Levels are in the Wide Scan packet which makes total sense. I've made sure to be performing the scan smartly, for example it won't do it in towns, and will only do it if you are currently active.
Monster Debuffs is pretty much done at this point as well. I have one more adjustment I'm going to test tonight in Dyna to make sure it's working then should be ready. I'll go into a little more detail on how it functions when it's released.
Bahamut.Bojack
Server: Bahamut
Game: FFXI
Posts: 2167
By Bahamut.Bojack 2025-07-16 19:48:11
Looks pretty good :). Although if there was an opacity adjustment in the lua I'd personally adjust it to be darker. Looking forward to the debuffs!
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-16 21:54:18
Dyna test was a success, I think the Monster Debuffs are ready now. I'll play more with the backdrop tomorrow in between things at work, see about making it a bit darker and adjustable with the alpha/opacity.
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Bahamut.Bojack
Server: Bahamut
Game: FFXI
Posts: 2167
By Bahamut.Bojack 2025-07-17 08:23:55
Out of curiosity how accurate are the debuff timers? With some other add ons like Debuffed or Targetbar the timers sometimes don't match may cause of different potency's or duration+ gear on different people. For the record I don't mind if they are the same way lol, I am just curious. I don't know how it works so it may not even be possible to accurately display them.
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-17 10:52:15
That's actually part of the details I was planning on going into when I fully release, but the quick version is it'll be roughly the same as Debuffed and TargetBar, though more like Debuffed since I'm doing only monster debuffs, and a little bit more accurate where I could make it. For example, the test at last nights Dyna was confirming Benediction removing debuffs from all targets it hits. The simple answer is, there is no way to 100% accurately get the exact debuffs and timers on every mob, SE just doesn't give us that info.
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Bahamut.Traumz
Server: Bahamut
Game: FFXI
Posts: 2
By Bahamut.Traumz 2025-07-17 11:19:14
Love this addon! Any chance we can get PetTP as a bar like the player TP bar?
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Server: Fenrir
Game: FFXI
Posts: 286
By Fenrir.Brimstonefox 2025-07-17 11:55:40
Is there a way to have the pet bar hidden when there's no pet available?
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-17 14:06:12
Got the background images darker and able to adjust the alpha for it, just need to setup the options for it now and it should be good. Only adding it behind the 3 target bars.
Love this addon! Any chance we can get PetTP as a bar like the player TP bar? For now I'm just going to be leaving the Pet TP on the Pet bar as it is, perhaps in the future I might separate it out though.
Fenrir.Brimstonefox said: »Is there a way to have the pet bar hidden when there's no pet available? Not as it is now, but I should be able to add that to the next update
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Carbuncle.Arozak
Server: Carbuncle
Game: FFXI
Posts: 5
By Carbuncle.Arozak 2025-07-17 16:53:38
I just tried this addon out. Awesome job, love it. I've been using enemybar2 and would love to fully switch to this. Two things holding me back from swapping. Any chance you might be able to add a feature equivalent to the MobTarget display like enemybar2 has? And the mob aggro list?
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-17 18:56:09
I just tried this addon out. Awesome job, love it. I've been using enemybar2 and would love to fully switch to this. Two things holding me back from swapping. Any chance you might be able to add a feature equivalent to the MobTarget display like enemybar2 has? And the mob aggro list tl;dr: maaaaybe, no promises.
It's interesting you bring this up. Someone else brought up the aggro list from enemybar2 a couple weeks ago and let me tell ya if I'd known that addon existed I honestly probably wouldn't have made Bars lol.
The aggro list was something I'd thought about around when I added the Party Actions, I was thinking I had all these actions being tracked it would be cool to track some more of it on the screen. I debated between doing the party members or doing mobs and I decided party would probably be simpler and easier to sneak into existing UI structure without adding even more UI clutter. Went with Party Actions first and figured I would look into doing a Monster Actions later on. So not confirming anything for that but it's on the radar.
The MobTarget thing is also something I've thought about doing. I was thinking that it was a kinda cool side effect of having the actions under the Target bar that you could mostly tell who had hate on a mob, and looked into if you could straight up get that data somewhere. Closest I found was claim_id but that won't always line up with who currently has hate as it shifts of course. I was thinking maybe there was some way to Do The Math using the facing of the mob and where players were positioned, but that was way above my head so very quickly shrugged and moved on. Dug into the enemybar2 code just now and this crazy sumbitch actually did exactly that lol. I may very well straight up yoink that code if I can find a way to present it that I'm happy with.
Sorry that was a wall lol
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Carbuncle.Arozak
Server: Carbuncle
Game: FFXI
Posts: 5
By Carbuncle.Arozak 2025-07-17 19:13:46
Nice. The aggro display isn't a big deal, can toggle everything on enemybar2 off except that and just use it for that, and use your bars for everything else. Would just be good to minimize overhead of total add-ons I have loaded.
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Bahamut.Navius
Server: Bahamut
Game: FFXI
Posts: 77
By Bahamut.Navius 2025-07-19 12:14:22
This addon is great, it's single-handedly replaced several of the other addons I've been using. I have a few small stylistic additions that I was hoping you might consider for a future version:
1) Can we get an option to only show the 'player stats' bars when the target bar is active, and to hide those when the target bar goes away?
2) You expose the stroke color settings for the target lock and party actions in the settings.xml file. Can we also have an option to customize the stroke alpha and width? Can we customize the stroke settings for other text elements other than the party actions?
3) Similarly, can we customize the text shadow alpha and color in the settings.xml?
Thank you very much for all of your hard work, and I look forward to the update with mob debuffs and levels.
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-19 16:57:56
1 and 2 should be relatively easy to add in, I can do that sure.
3 is a little trickier because of the way I have it setup. I do some weird things to make the shadow text lineup correctly with the text it is the shadow of (see below). Plus changing the color of specific text inline will actually override the alpha setting, setting it to max. So I could probably finagle in options for the shadow colors, but the alpha is effectively stuck at the full 255. The only way the Fade animation works is by first stripping out all the formatting of the text before lowering the alpha, which is why everything turns white right before the fade.
Here is the longer explanation of how I have the colors setup: Adding the code to change colors (\\cs(123,456,789)text here\\cr) introduces a very small change in horizontal spacing of the text it colors. Even the number of digits used within the RGB numbers seems to make a difference, I have a function that literally just adds leading zeros to any RGB color numbers to help it line up. The shadow text is a literal duplicate of the normal text, but all black, no color changes, so no spacing change. Add in a couple color changes in the normal text and it starts getting out of alignment with the shadow text for it. My solution was to add in a fake all black color change to the shadow text at every point that the normal text changes color, keeping them aligned. Those color changes are made to the text before they get added into the table that holds all of the current actions of everything around you, then the different target bars then just call up and display whatever is in there, colors and all. All this means is I'd have to go through the giant action section and convert all the fake all black color changes over to a variable that holds the desired colors. Entirely doable though.
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Bahamut.Navius
Server: Bahamut
Game: FFXI
Posts: 77
By Bahamut.Navius 2025-07-21 21:02:43
Thank you for considering the request. I did not know how the shadow effect was implemented, but yeah, that makes sense that it would be difficult to change.
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By fractalvoid 2025-07-21 22:13:53
I was thinking maybe there was some way to Do The Math using the facing of the mob and where players were positioned, but that was way above my head so very quickly shrugged and moved on. Dug into the enemybar2 code just now and this crazy sumbitch actually did exactly that lol. I may very well straight up yoink that code if I can find a way to present it that I'm happy with.
interesting - this is super cool.
i use a similar addon at the moment for Ashita, where if i am targetting a player, i can see what THEIR target is, but it doesn't work this way for enemies (which is what i was poking around to see)
random question that i am not sure you would know, but it makes me curious - for example; when you are kiting Sortie bosses (Aita and Gartell specifically) they take WEEEIRD paths, especially when their movement speed is so low that sometimes I'm not sure if they're still chasing me, or if focus has shifted to one of the DD's and the enemies pathing is just weird ... does this have a way to tell/differentiate?
thanks! and awesome work! been meaning to make a new windower profile so i can load up on there sometimes just to play around with stuff i don't have on ashita and this will def be something i use when i do!
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-22 12:21:45
I can't speak from experience with using enemeybar2, but just looking at how it works my guess would be the monsters "current target" would probably change as it turns to different directions while being kited. It's pretty much just reporting what player is within a very small field of view in front of it (something like an 8 or 9 degree cone).
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Bahamut.Navius
Server: Bahamut
Game: FFXI
Posts: 77
By Bahamut.Navius 2025-07-27 20:04:06
Hey there, so I've been running into some pretty consistent, repeatable performance issues with Bars, and I was wondering if there was anything that could be done either on my end or within the add-on itself.
I've been noticing issues in Limbus specifically (though I've mainly been focused on only Limbus and Sortie lately, so I can't speak for other content atm). As I'm sure you're familiar, each Limbus zone (Apollyon/Temenos) is broken into four sectors. If I try to do a full clear of one of the zones without leaving (completing all four sectors without leaving Apollyon/Temenos in between), I hit some pretty serious frame drops in the fourth sector with Bars loaded.
In general, I hover around 60 FPS while playing the game. Throughout most of Limbus, I stay at this 60 FPS. However, in the fourth sector, I'm pretty consistently at ~40-45 FPS if Bars is loaded and I'm targeting a mob, and ~50 FPS if Bars is loaded and I'm standing idle without targeting anything. It doesn't matter which order I complete the sectors, it's always the fourth (last) one. If I unload Bars, my FPS jumps right back to 60 FPS. If I reload Bars, it goes right back down to 40-50 FPS. I've tried unloading all of the other add-ons I have installed just in case there was some conflict, so that Bars was the only add-on active, but the problem persisted.
Just to restate, unload/loading Bars does not fix the FPS issue. However, zoning away from Apollyon/Temenos and then coming back, does fix it. If I leave the zone to go do something else in the middle of the climb, I never encounter this problem.
This isn't a huge issue, I can just either push through the choppy frame-rate or leave and come back, but the fact that it's so predictable suggests that maybe a bug can be identified and something can be done. However, the fact that unloading/reloading Bars doesn't fix this suggests that maybe it's not the Bars add-on specifically, but something related to Windower or the game client itself? Maybe something to do with how it caches mob information since the Limbus zones are very large? I'm not sure, but I just felt I should report it in case anyone else experiences this problem.
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-28 11:14:19
Hmmm I haven't noticed anything like that myself, and I've spent a good bit of time climbing both Temenos and Apollyon. You've collected some good data points for this though. Zoning out and back in alleviates it, but unloading/loading does not, hmmmmmm....
My immediate thought is it could be the 'current_actions' table filling up over time (used to track everything going on around the player). That table gets emptied on every zone as a "just in case" thing, lining up with how you said zoning fixes it. Each action gets removed from the table when it completes, so it should be keeping the table relatively clean/small. Reloading the addon should also clear out the table though, since it gets initialized empty at load with the same 'current_actions = {}' that the zoning uses to clear it, which wouldn't line up with how you said unload/loading does not fix it.
Thanks for bringing this up, I'm gonna take some time to look into this as best I can.
EDIT: Confirmed the current_actions table is staying clean as it should. Gonna keep looking.
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Bahamut.Navius
Server: Bahamut
Game: FFXI
Posts: 77
By Bahamut.Navius 2025-07-28 15:26:50
Thank you for looking into this!
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By Jhoo 2025-07-28 16:28:53
Would anyone like to take a guess at what the next update will include?
Any update on it ?
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-28 17:19:44
Yep! Getting there!
Last thing I've added was tracking the different tiers for the debuffs, and redoing some icons to make them easier to understand what they are.
Just updated the test lab discord with the latest build with that stuff in it, but I think it's probably good to go though.
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Server: Bahamut
Game: FFXI
Posts: 44
By Bahamut.Daleterrence 2025-07-28 17:36:35
Yep! Getting there!
Last thing I've added was tracking the different tiers for the debuffs, and redoing some icons to make them easier to understand what they are.
Just updated the test lab discord with the latest build with that stuff in it, but I think it's probably good to go though.

If we're allowed to set our own icons for this I'm.. I guess I was already sold but damn.
Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 138
By Valefor.Keylesta 2025-07-28 17:43:41
Yep it's literally just a data/icons folder with 32x32 pngs. In fact I started with just copying over the buffIcons folder from the XIVParty addon and modified some of the icons from there.
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 (update now includes a timer countdown).

↑ 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, Dia 4, Slow 2, etc.)
○ Will show a best guess timer for each.
○ 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 reaady, 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 :)
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