Bars - Target Bar With Lots Of Extra Goodies

Eorzea Time
 
 
 
Language: JP EN FR DE
Version 3.1
New Items
users online
Forum » Windower » General » Bars - Target bar with lots of extra goodies
Bars - Target bar with lots of extra goodies
First Page 2 3 4 5
 Valefor.Keylesta
Offline
Server: Valefor
Game: FFXI
user: Keyser
Posts: 138
By Valefor.Keylesta 2025-08-13 14:35:41
Link | Quote | Reply
 
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.

[+]
 Carbuncle.Arozak
Offline
Server: Carbuncle
Game: FFXI
user: Arozak
Posts: 5
By Carbuncle.Arozak 2025-08-13 17:52:58
Link | Quote | Reply
 
You sir are an absolute legend.
[+]
 Valefor.Keylesta
Offline
Server: Valefor
Game: FFXI
user: Keyser
Posts: 138
By Valefor.Keylesta 2025-08-14 21:57:51
Link | Quote | Reply
 
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 ^^
[+]
 Bahamut.Navius
Offline
Server: Bahamut
Game: FFXI
user: phot0nic
Posts: 77
By Bahamut.Navius 2025-08-15 10:59:14
Link | Quote | Reply
 
This is all really awesome! Loving the new version, and looking forward to the next.