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Bars - Target bar with lots of extra goodies
Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-07-30 15:58:15
Version 4.1 released
Monster Debuffs and Monster Levels have entered the chat.
A word on each feature:
Monster Debuffs
Key Points:
This feature IS NOT 100% accurate. There is currently no way to directly see and track buffs/debuffs on monsters.
This will only display debuffs on monsters. It will not display any beneficial buffs the monster applies to itself/other monsters, nor will it display any debuffs on players.
Timers are based on minimum durations and will turn into a "??" once it reaches zero and we have not received a "debuff wears off" message.
You will not receive a "debuff wears off" message for debuffs that another player has landed on a monster.
There is no way to account for any duration gear that other players have when they land debuffs. (While technically we could account for your duration gear, I am not rebuilding half the Timers addon for this lol.)
I started with the Debuffed addon to see how it was tracking debuffs, then modified and expanded it from there. For example, one improvement is Bars will track AOE debuffs (think Sleepga). I then copied the BuffIcons folder out of XIVParty and used that as the basis for the debuff icons. I've modified a few of the icons, mostly the physical/magical ACC/ATT/EVA/DEF ones, to make them easier to understand, and added additional ones for debuffs with multiple tiers. There are some straight replacements, for example Tomahawk uses the icon for the Tomahawk item, and Gambit and Rayke uses the icons for the RUN Empyrean and Artifact head pieces. I also split up the single generic Helix icon into one for each element and tier. You are free to modify or change any icons you wish, and I have included the Affinity Designer file for what I have done. If you do want to modify them, there are a few things to keep in mind. The icons for debuffs with tiers 2+ simply have lower-case roman numerals appended to the end of the file name (which is the number id of the debuff). If a tier 2+ spell is used, but the matching icon for that tier is not found, it will use the basic non-tiered icon file, if that is not found it will then not display anything.
After testing it for a while, I have put some effort into making as many smart adjustments as I could think of:
Silence is removed if a monster starts to cast a spell.
Sleep is removed if a monster performs any action.
Bind, Petrify, and Sleep are removed if a monster moves.
All debuffs will be removed from all monsters that Benediction hits (or Aerns Depuration move).
The Monster Debuffs feature is not perfect, and really it can't be, but I'm pretty happy with how it has turned out.
Monster Levels
The EnemyBar2 addon was the basis for this feature. As it turns out, monster level data is stored inside the Wide Scan packet. What this does then is simply perform a Wide Scan every so often. I have set the interval to be a random number between 30 and 60 seconds, and once that time is up it checks to see if you are active before scanning again. In this case, "active" is defined as having changed targets since the last scan, so if you go afk it will not scan again until you are back. Also, it does not scan within a town.
Two things to note:
If you manually use Wide Scan, then use the "track" feature on a target, this feature will not work until that tracking is turned off.
In regards to Limbus mobs and their adjusting levels, keep in mind mobs will adjust their level immediately when they are aggroed, but the level displayed in Bars will only update once the scan happens again.
Sorry for the bit of a wait for this update, but I wanted to make sure it was as solid as I could make it before putting it out there. Not to mention silly things like work and play getting in the way. Mario Kart World may also have played a role in delaying this...
Changelog
Added debuff_icons and debuff_timers options. Will display icons/timers for debuffs on monsters.
Added show_monster_level option. Shows a monster's level on the Focus Target, Sub Target, and Target bars. Shares space with Dynamis Jobs which takes priority. Uses Wide Scan to retrieve monster levels and will scan at a random interval between every 30 and 60 seconds only when the player is active (determined by changing targets).
Added ui_bg options to the Focus Target, Sub Target, Target, and Self Action sections. Adds a gradient shadow behind the text for these bars to help readability.
Added the bottom_up option to the party_1_actions section. Determines if the party list goes from the bottom up (true) or top down(false) as members are added to the party. Added for those who use the XIVParty addon and have their party list go from top down. (thanks xenodeus!)
Added truncate icon option.
Added a number of stroke_alpha, stroke_width, and stroke_color settings to the different bar sections.
Added hide_pet_bar_when_no_pet option. Hides the pet bar when set to be displayed but no pet is present.
Added hide_player_stats_bars_when_no_target option. Hides any Player Stat bars set to be displayed when there is no current target.
Added Temenos and Apollyon mobs to the default list of common names abbreviated by the abbreviate_common_mob_names option.
Added additional checks to help prevent the Target Lock and UI BG from displaying incorrectly.
Adjusted how the abbreviate_common_mob_names option works. Now pulls the names and their abbreviations from the data/mob_abbreviations.lua file. This allows the user to edit, add, or remove abbreviations as they see fit.
Adjusted the bg_alpha of the bar meters and bar drain meters so that their combined alpha equals the actual bg_alpha number in settings (since they are overlapped).
Adjusted the Target Lock coloring to match the target color.
Fixed an issue with the Bar Drain effect for the Pet bar not going back to the correct alpha after Bar Fade.
Fixed an issue with the Pet bar flickering when faded.
Fixed Focus Target, Sub Target, Player Stats HP, Player Stats MP, and Player Stats Pet Bar Drain animation not working as intended.
Fixed issues with zoning while Screen Test is active.
Fixed an issue with using Food when already full resulting in the Self Action "action failed" meter showing by itself and getting stuck until the player performs another action.
By Jhoo 2025-07-30 16:50:05
cant download data folder
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Bahamut.Navius
Server: Bahamut
Game: FFXI
Posts: 85
By Bahamut.Navius 2025-07-30 20:56:44
This is awesome, excited for the new features!
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-07-30 21:29:57
cant download data folder Hmm yeah I hadn't thought of that, I may have to set it up as it's own release. In the meanwhile you can go to the top page and click on the green "Code" button to download the whole repo as a zip file and pull it out of there.
By Jhoo 2025-07-30 23:21:15
nice job ^^.
i tried the new version but seems the debuf not reading correcltly.
when it read the debuff it shows a white icon, but most of the debuff are not readed, f.e.: paralyze, gravity. i wish to attach a screenshot but dont see an upload button :D
Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-07-31 10:18:50
nice job ^^.
i tried the new version but seems the debuf not reading correcltly.
when it read the debuff it shows a white icon, but most of the debuff are not readed, f.e.: paralyze, gravity. i wish to attach a screenshot but dont see an upload button :D A white icon means the image file its trying to use doesn't exist. You're most likely then still missing the `data/icons` folder that you mentioned you couldn't download. Or, if you downloaded the whole repo and pulled it out of there, then the folder/files aren't in the correct place. The file structure should be `addons/Bars/data/icons`.
By Jhoo 2025-07-31 12:00:30
nice job ^^.
i tried the new version but seems the debuf not reading correcltly.
when it read the debuff it shows a white icon, but most of the debuff are not readed, f.e.: paralyze, gravity. i wish to attach a screenshot but dont see an upload button :D A white icon means the image file its trying to use doesn't exist. You're most likely then still missing the `data/icons` folder that you mentioned you couldn't download. Or, if you downloaded the whole repo and pulled it out of there, then the folder/files aren't in the correct place. The file structure should be `addons/Bars/data/icons`.
Downloaded the entire repo and took entire bar folder into addons.
Haven’t changed anything to it.
Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-07-31 13:12:10
Ok hmm.. will need to think about that. The white icon still means that the file its trying to use doesn't exist. It's working fine for me and the couple other people that have tested it. So somewhere between there is the disconnect. I wonder if I made the github file structure wrong?
EDIT: I downloaded the zip file myself from github and did a complete fresh install from that and it's working just fine. I'm really not sure what the issue is then.
Is anyone else also having this issue?
By Jhoo 2025-07-31 13:28:23
Ok hmm.. will need to think about that. The white icon still means that the file its trying to use doesn't exist. It's working fine for me and the couple other people that have tested it. So somewhere between there is the disconnect. I wonder if I made the github file structure wrong?
EDIT: I downloaded the zip file myself from github and did a complete fresh install from that and it's working just fine. I'm really not sure what the issue is then.
Is anyone else also having this issue?
Fixed it ! My fault
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-08-01 21:41:18
Whatever could this be? :surprised_moogle:
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Bahamut.Bojack
Server: Bahamut
Game: FFXI
Posts: 2171
By Bahamut.Bojack 2025-08-01 23:03:08
Whatever could this be? :surprised_moogle:

Your target's current target? :o
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By vikrum2083 2025-08-02 09:47:15
Is there any way to see buffs on your focus target? For instance if I set the tank as the focus I can see whether or not they have stoneskin? Love the addon!
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-08-02 12:02:20
Is there any way to see buffs on your focus target? For instance if I set the tank as the focus I can see whether or not they have stoneskin? Love the addon! No I'm sorry, I have no current plans to expand outside of monster debuffs.
Bahamut.Navius
Server: Bahamut
Game: FFXI
Posts: 85
By Bahamut.Navius 2025-08-02 15:05:39
Hey Keylesta, I'm loving all of the additions in this new version. One bug I discovered is that if I set <debuff_timers> to 'false' for any of the target, sub_target, or focus_target, I get a stream of lua runtime errors and the addon glitches out. However, setting <debuff_timer_size> to '0' successfully hides the timers without any issues that I've noticed.
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I have some feature requests concerning the new debuffs feature if you ever have time/interest to implement them:
• The first concerns BLU debuffs. Now, I fully understand the difficulty in implementing the debuffs associated with 'additional effects' because there is no message that appears in the log telling you whether the debuff landed or not, but I feel that you can semi-reliably list a good number of them with the logic you've already implemented concerning whether the enemy moves, performs an action, or begins casting. Any of the BLU debuffs that implement things like petrification, terror, stun, bind, or silence could be added when the spell is cast and then removed if the addon determines that the debuff is not active.
An additional thing I noticed is that the addon adds the 'defense down' debuff when I use Tenebral Crush (which is unexpected, but very welcome), but only to the mob I targeted, instead of all mobs hit with the AOE. I would appreciate it if the defense down debuff could be added to all mobs hit, but I understand that this is one of those tricky debuffs because there is no indication as to whether the debuff actually landed or not.
Another thing is that (unfortunately) there is no way to extend the duration of BLU debuffs, so there is no need for the question marks when the timer runs out- if the timer hits zero, you know the debuff never landed.
• Can we get a debuff timer for Impact? This debuff is guaranteed to land, but can wear off early if resisted. Instead of adding 7 different stat down icons, though, maybe a single 'all stats down' or Impact-specific debuff icon could be used to reduce clutter.
I was also wondering if you could take a look at Kenshi's 'Debuffing' addon ( Debuffing), which adds a few really nice debuff tracking features:
• The first nice feature is elemental shot tracking for all correlated debuffs (for example, keeping track of when Burn has Fire Shot active is nice for mage strategies). I also notice in the Bars addon that the logic upgrades the Dia/Bio tier when Light/Dark Shot are used- this isn't really correct. Light/Dark Shot add a small boost to Dia/Bio, but they don't upgrade the tier. A Dia II with Light Shot is not equivalent to Dia III, for instance.
• 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.
• Finally, I understand that you don't want to rebuild all of the logic in the timers plugin to determine accurate debuff durations, however, the default durations (especially for spells) are often so inaccurate that they're not really helpful. Kenshi added a pretty nice compromise to his addon, though, that might be easy to add. It defaults to the durations documented in the Windower resources, but also allows for a user-customizable durations.xml file to specify custom durations. What's really nice about that implementation is that each entry in the .xml file is mapped to a specific character ID on a specific server. That way, I can add all of *my* custom durations based on the gear I typically use for each spell, and then share my durations with other players that I run with, and their durations will match my customizations when *I* cast a debuff spell. This could be a very nice thing to have for statics that run together often, and are trying to strategize their actions around when debuffs wear off.
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Sorry for asking for so much, but I really like this addon a lot with how it combines so much functionality from a bunch of other addons into a single, aesthetically pleasing package. Using this, I've been able to remove other addons, reduce visual clutter, and improve functionality all at the same time. Thanks so much for your efforts (also loving your other addons like Informer and Jingle).
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-08-03 11:44:07
Ok, lot of stuff here lol. First up, thank you for taking the time to write all this up, I appreciate the attention you've given this.
Good catch on the issue with turning the timers off, I completely missed that one. I have that fixed now and will be included in the next update.
[EDIT: I initially wrote pretty much this whole paragraph just straight wrong. I have redone it to be correct] The Tenebral Crush Defense Down I also noticed and was initially puzzled by, but it's being caught by the same code that catches Dia and Bio. Crush has a .status entry in the spells/lua file and so attaches the Defense Down from that (the same way the Dia spell has a Dia status linked to it in the spell.lua file). After a little digging, it's the messages that the aoe targets receive that was why it wasn't correctly attributing the status to the aoe targets. This is actually something I already knew of (and in fact accounted for in the debuff spell message list!) and still missed it. An oversight on my part, and a simple fix I'll get to probably today [EDIT: now fixed]. Also I'll see about debuff statuses that came from BLU spells being removed when the timer runs out, that's another good "smart adjustment" I hadn't thought of.
Impact was brought up during testing but the entry for it in spells.lua doesn't have a status or duration attached to it (which makes sense since it's 7 different stat downs). However it looks like it can't be resisted aside from the duration, so I should be able to specifically program a custom icon for it when the spell lands with a 3 min duration and remove it early if it wears off (although, hmm there are 7 things that would all wear off not a single one hmmm).
Dia/Bio upgrading was intentionally done like that. This was something that was pulled in from Debuffed then expanded. Our thinking was that even though that's not exactly how it works, that its just a boost to the current tier not bumping it up to the next one, people who didn't know how it worked wouldn't know the difference and would just see it getting increased, and people who did know would understand what the "IV" represented (probably nobody who knew how it worked would likely be boosting Dia 1 or 2 up with a Light Shot). And I actually hadn't considered tracking the elemental shots on the elemental dots. That all said, I might look into instead doing something like adding a set of icons with a plus symbol on them to indicate they got shot-boosted. I'll probably play around with that after the other stuff.
I'll look into the ja tracking too, I'm not a BLM so wasn't fully familiar with how they worked but that's a good idea.
That's actually a pretty clever compromise and workaround for not knowing what other peoples duration gear is. That shouldn't be too hard to implement, I like that.
Alright well, you've given me a bunch more to work on lol, but they will be good updates so thank you again.
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By Toaster 2025-08-04 03:10:15
Hi, loving the addon. Anyone had success with turning off party actions and getting partybuffs to work again? I set party_1_actions party_2_actions and party_3_actions to false. The text of what my party members are doing doesn't appear anymore, but when I load partybuffs, the buffs/debuffs on my party members aren't there. I have unloaded bars completely and partybuffs still didn't appear. Here's the link to the partybuffs addon: https://github.com/KenshiDRK/Addons/blob/master/PartyBuffs/PartyBuffs.lua thanks in advance.
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Server: Fenrir
Game: FFXI
Posts: 314
By Fenrir.Brimstonefox 2025-08-04 09:13:58
I really like that the debuff feature works on groups of mobs, at least with Cruel Joke I can figure out which one missed an melee it down while waiting! (the other addons I've used only worked on the first mob!)
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Bahamut.Navius
Server: Bahamut
Game: FFXI
Posts: 85
By Bahamut.Navius 2025-08-04 23:30:42
Thanks so much for reading through all of that and considering those requests. I know it was a lot, but I really like your icon-based implementation and integration with the enemy bar, and was hoping to also have access to some of the features that I had come to rely on from Kenshi's version. Thanks again!
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-08-05 11:05:39
Hi, loving the addon. Anyone had success with turning off party actions and getting partybuffs to work again? I set party_1_actions party_2_actions and party_3_actions to false. The text of what my party members are doing doesn't appear anymore, but when I load partybuffs, the buffs/debuffs on my party members aren't there. I have unloaded bars completely and partybuffs still didn't appear. Here's the link to the partybuffs addon: https://github.com/KenshiDRK/Addons/blob/master/PartyBuffs/PartyBuffs.lua thanks in advance. Honestly not really sure how Bars would interfere with PartyBuffs. Not saying it's not, just have no idea how it could be. [EDIT: loaded up PartyBuffs and it's working fine for me]
Fenrir.Brimstonefox said: »I really like that the debuff feature works on groups of mobs, at least with Cruel Joke I can figure out which one missed an melee it down while waiting! (the other addons I've used only worked on the first mob!) Yeahhh super handy, that's actually a great use case for it :D
Thanks so much for reading through all of that and considering those requests. I know it was a lot, but I really like your icon-based implementation and integration with the enemy bar, and was hoping to also have access to some of the features that I had come to rely on from Kenshi's version. Thanks again! I appreciate the feedback and suggestions! I've already got the Blue Magic stuff done and got the new durations file up and working yesterday, just need to start testing it with other people in the next couple days. Impact and redoing the elemental shots are up next.
By Toaster 2025-08-06 17:23:54
Thank you for checking. Did I disable the party actions incorrectly? I opened the settings file in the data folder and starting at line 689 I set party_1_actions to <show>false</show>. I did the same for party_2_actions and party_3_actions. Sorry, I'm not that computer savvy.
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-08-07 11:12:25
Thank you for checking. Did I disable the party actions incorrectly? I opened the settings file in the data folder and starting at line 689 I set party_1_actions to <show>false</show>. I did the same for party_2_actions and party_3_actions. Sorry, I'm not that computer savvy. That's how to disable the Party Actions for them, you got it.
By Toaster 2025-08-08 13:00:29
When you loaded up partybuffs, did you do it with the bars party actions enabled or disabled? I think I might have to just redownload both and see if it works. Maybe something got corrupted. Thanks for the responses.
Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-08-09 13:42:11
When you loaded up partybuffs, did you do it with the bars party actions enabled or disabled? I think I might have to just redownload both and see if it works. Maybe something got corrupted. Thanks for the responses. I loaded PartyBuffs with Bars as-is (displaying the Party Actions) and it worked fine. It was more just a test that a fresh PartyBuffs install would still be working and some SE update didn't break it. Even though the default positions have them basically overlapping, that's all they would do is just visually overlap each other with both active. They should work in tandem just fine.
In other news, 4.2 is getting near, pretty much done just going to give it a few days to shake out anything.
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By Toaster 2025-08-10 02:06:22
I want to apologize for wasting your time Keylesta. I rarely play with people so I forgot partybuffs doesn't show your own buffs. When I was testing it didn't look like it was working for me because I wasn't in a party. There's no issue with party buffs showing with bars.
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-08-10 11:18:35
XD No worries, glad you got it sorted!
Server: Fenrir
Game: FFXI
Posts: 314
By Fenrir.Brimstonefox 2025-08-11 09:12:59
Super minor nitpick (if you feel like fixing it (and if you don't I'm cool with it)):
As the debuff timer winds down it goes from green (lots of time) to red (about to wear off), for the doom status I think the colors should be flipped. (go from red to green since when it wears the mob dies not gets stronger!)
Either way, thank you for the addon!
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-08-13 12:01:19
Fenrir.Brimstonefox said: »Super minor nitpick (if you feel like fixing it (and if you don't I'm cool with it)):
As the debuff timer winds down it goes from green (lots of time) to red (about to wear off), for the doom status I think the colors should be flipped. (go from red to green since when it wears the mob dies not gets stronger!)
Either way, thank you for the addon! Got it in the next update as an option!
Bahamut.Bojack
Server: Bahamut
Game: FFXI
Posts: 2171
By Bahamut.Bojack 2025-08-13 12:28:52
Curious if there was an auto-update possibly or maybe the update the other day altered something somehow. When locked on something instead of the red < > on either side (I think that's how it used to be) there's a red line straight through the middle of the 'HP% Enemy Name' all the way to the end of the HP bar. Like HP% Enemy name but behind the text. Also the < > now seem to be under the hp bar below the % but squished together like <><>. I haven't updated the addon manually so was confused.
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Valefor.Keylesta
Server: Valefor
Game: FFXI
Posts: 144
By Valefor.Keylesta 2025-08-13 13:21:25
Curious if there was an auto-update possibly or maybe the update the other day altered something somehow. When locked on something instead of the red < > on either side (I think that's how it used to be) there's a red line straight through the middle of the 'HP% Enemy Name' all the way to the end of the HP bar. Like HP% Enemy name but behind the text. Also the < > now seem to be under the hp bar below the % but squished together like <><>. I haven't updated the addon manually so was confused. Yeah, that one is a known issue. Basically there is a Windower method (extents) that doesn't always play nicely and occasionally returns an incorrect value. It's purpose is to return the height and width values of a given text object, I use it to be able to put certain other text objects on screen based on where others are, in this case the target lock objects are based on where the target bar is. I've done a few things to try to help prevent that from happening, but occasionally it does. Reload Bars and it should fix itself.
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.
○ 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 :)
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