Bars - Target Bar With Lots Of Extra Goodies

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Bars - Target bar with lots of extra goodies
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-08-13 14:35:41
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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.

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 Carbuncle.Arozak
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By Carbuncle.Arozak 2025-08-13 17:52:58
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You sir are an absolute legend.
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-08-14 21:57:51
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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 ^^
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 Bahamut.Navius
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By Bahamut.Navius 2025-08-15 10:59:14
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This is all really awesome! Loving the new version, and looking forward to the next.
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By syllreve 2025-08-18 19:34:50
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First off, fantastic addon, all the hard work is very much appreciated.

Second, is there a way to disable just the Bar of the self action bar, to where the WS/SC/etc text and damage values would still display, but the bar itself is hidden?
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By Kadokawa 2025-08-18 23:51:42
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oh there is a new version ^.^ Amazing Job Man!
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-08-19 14:08:09
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syllreve said: »
First off, fantastic addon, all the hard work is very much appreciated.

Second, is there a way to disable just the Bar of the self action bar, to where the WS/SC/etc text and damage values would still display, but the bar itself is hidden?
There is now!



...Or at least in the next update.
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By syllreve 2025-08-20 04:25:29
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Valefor.Keylesta said: »
syllreve said: »
First off, fantastic addon, all the hard work is very much appreciated.

Second, is there a way to disable just the Bar of the self action bar, to where the WS/SC/etc text and damage values would still display, but the bar itself is hidden?
There is now!



...Or at least in the next update.
Thank you!
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By Drayco 2025-08-20 06:25:58
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I love this addon so much, the WS bar is amazing for being able to see my damage outside of the way-to-fast moving chat log.

Is there a way to see my party's WS moves and damage on a bar as well? Perhaps even just add the damage to the Party Actions when somebody casts or WS.
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-08-23 12:46:14
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Drayco said: »
I love this addon so much, the WS bar is amazing for being able to see my damage outside of the way-to-fast moving chat log.

Is there a way to see my party's WS moves and damage on a bar as well? Perhaps even just add the damage to the Party Actions when somebody casts or WS.
Included in the next update!
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By macy85 2025-09-03 15:44:43
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The addon is great and i thank you for your effort.
I have a question: in ambuscade enemies' tp moves are wrong. Is it a known issue or is there anything i don't understand?

Thanks in advance
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 Fenrir.Brimstonefox
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By Fenrir.Brimstonefox 2025-09-04 07:37:48
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macy85 said: »
The addon is great and i thank you for your effort.
I have a question: in ambuscade enemies' tp moves are wrong. Is it a known issue or is there anything i don't understand?

Thanks in advance

I think the problem is it changes every update and the people who do this for free in their spare time (and don't get enough thanks for it) does not always get the windower resources file updated.

This affects everything that reads windower resources, so its not a bug specific to this addon.

This an oversimplification (and someone can correct me if I'm wrong) but effectively say a tp move its id "9" this month is "Bomb Toss" and next month is "orcish counterstance" there's a mapping that says when we see move "9" to print the appropriate text and if its not updated it will display wrong. (the client should translate it correctly so its only things that need the windower resources file that will be wrong)

I think i remember reading something like that somewhere though, but I could wrong and someone can serve me some humble pie.
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 Shiva.Thorny
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By Shiva.Thorny 2025-09-04 07:40:35
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It's a reasonable interpretation of the problem. Of course, the files are pretty well understood and it's something an automatic updater can handle. For example, instead of having hardcoded resources, Ashita just reads the files and gets the current names every time you launch it.

The argument about spare time is a little weak; I don't know Windower's exact process but it shouldn't be any more complicated than running a script that automatically updates all resources and pushing it to live. It's probably more a matter of not having a clear process in place for who should do it and ensuring it happens promptly each update.
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 Fenrir.Niflheim
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By Fenrir.Niflheim 2025-09-04 09:15:47
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Resources were updated, the night of the last version update to ffxi.

It is actually likely that the user in question has stale resources


I have been working on automating the update process that we do manually each update, just haven't finished it. We don't have any plan to move away from the resource scheme we currently use
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By Rubenator 2025-09-04 09:17:26
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Resources were updated during August ffxi patch maintenence -- if you have the wrong resources then yours failed to properly update. Simply:
1) delete windower\updates and windower\res
2) open the windower launcher -- it will recreate the updates and res folders (with updated resources)
3) reload battlemod: lua reload battlemod
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-09-05 13:03:19
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Version 4.3 released!

Ok fine, I added an Aggro List.



At first I tried a few ways to make it Fancy Looking™ but just couldn't get something I was happy with. It was just too big, too much crap on the screen. Shrank it down to a more compact text box and it was much more better. I had a working version with an HP meter behind each monster but it was just too much going on and too distracting. Got rid of the meters, then added the ZZZ's and yep I love it. A lot more useful than I was initially expecting it to be. I tank/pull a lot in Dynamis and I find it handy to be able to see how much trash we have left at a quick glance.

This will probably be the last major update for a while, outside of any little bug fixes or whatever. Thanks for using Bars and for all the feedback to make it better!

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. There are new icons for tracking Cumulative Magic so you should replace the icons folder.

Changelog
  • Added new Aggro List section and related settings. Displays a list of monsters currently aggressive to you and your party/alliance.

  • Added aggro/agg command. Toggles the Aggro List.

  • Added new debuff icons for tracking Cumulative Magic boosts.

  • Added show_bar option to the Self Action section.

  • Added show_results options to the Party Actions sections.

  • Adjusted the Monster Target to account for monsters that are first targeted by a player (ie pulled).

  • Adjusted the help command text to be more organized.

  • Added Stygian Sphere (Caturai) to list of moves that remove all debuffs.

  • Fixed Poisonga I/II not applying Poison I/II debuff icon to targets.

  • Fixed (hopefully all of) the debuff icons for Summoner Blood Pact debuffs. There are still some that do damage with an additional effect that are unable to be directly confirmed to have landed that are not accounted for.

  • Fixed Arcane Crest showing up as Hydrohelix in the debuff icons.

  • Fixed errors in Besieged/Mireu (high lag areas).

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By kratur 2025-09-09 12:12:16
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Amazing addon. Thanks for taking the time to make this, especially withe aggro list.

I had an issue with the aggro list and a request if possible.
The aggro list doesn't seem to be able to adjust the size at all. I tried changing it in the settings file and also tried looking through the interface but can't find anything. I use a 4k screen so it's just a little smaller than I'd like by default and would love to increase the size.

The other thing is it'd be great if it didn't show all the time and only showed when you had aggro. I couldn't find any ways to make it trigger only if something was on the aggro list or something like that.

Still usable as is and appreciate all the work that went into this.
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 Bahamut.Bojack
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By Bahamut.Bojack 2025-09-09 12:54:01
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Is there a command/keybind that makes you target your focus target?
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-09-10 12:46:38
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kratur said: »
Amazing addon. Thanks for taking the time to make this, especially withe aggro list.

I had an issue with the aggro list and a request if possible.
The aggro list doesn't seem to be able to adjust the size at all. I tried changing it in the settings file and also tried looking through the interface but can't find anything. I use a 4k screen so it's just a little smaller than I'd like by default and would love to increase the size.

The other thing is it'd be great if it didn't show all the time and only showed when you had aggro. I couldn't find any ways to make it trigger only if something was on the aggro list or something like that.

Still usable as is and appreciate all the work that went into this.
Good catch, thank you! The size setting in the settings file was not connected to the Aggro List size, that has now been fixed :)

You can adjust how it determines if it's displayed with the `min_monsters_to_show` option. Setting that to 1 will make it so that it only shows up when there is at least 1 monster aggroed, for example. I've been waffling between having mine set to 1 or 2, but I think I'm leaning towards 1.

Bahamut.Bojack said: »
Is there a command/keybind that makes you target your focus target?
Not at the moment at least, not sure how to target something by Windower command.
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By kratur 2025-09-10 15:28:46
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Thanks for the fix on the size and for letting me know how to do the minimum setting properly. I agree with having it at 1. This way if you're not actively targeting something you can still see if you have aggro and their hp.
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By Castful 2025-09-11 15:18:25
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I have a weird issue with the addon. I changed the font (to Arial Rounded MT) and ever since doing the change the bar gets filled outside of its bound. For example, when a mob gets to 0% HP, the red portions goes to the left side like if it was to -5% HP before disappearing.

The same thing happen with the self cast bar, no matter the size or width I choose.
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By Quickwalrus 2025-09-11 16:39:53
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First off, amazing work!

I have, since the most recent ffxi update it seems, seen a drop in FPS with this addon. I thought it was something with another addon but I unloaded all addons execept for bars and now when I target someone or go into the unlock mode, my fps is cut in half with constant stuttering. Once I lock the addon and stop targeting something, it returns to normal.

I've removed the addon completely and reinstalled the same version and an older version but still get the same results. I've also tested with and without atom0's proxy but get the same results with or without. Did the usual of updating drivers, mobo bios, move to another drive, etc, but it only seems to be an issue with bars. It was working great until recently and can't say for sure it was due to the update but it seems to happen around that same time. I will continue to investigate in case it something completely unrelated but wanted to drop a line here in case anyone has seen the same.
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-09-11 21:59:34
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Castful said: »
I have a weird issue with the addon. I changed the font (to Arial Rounded MT) and ever since doing the change the bar gets filled outside of its bound. For example, when a mob gets to 0% HP, the red portions goes to the left side like if it was to -5% HP before disappearing.

The same thing happen with the self cast bar, no matter the size or width I choose.
MMM... I know exactly why, I'll have that fixed shortly [EDIT: fixed].

Quickwalrus said: »
First off, amazing work!

I have, since the most recent ffxi update it seems, seen a drop in FPS with this addon. I thought it was something with another addon but I unloaded all addons execept for bars and now when I target someone or go into the unlock mode, my fps is cut in half with constant stuttering. Once I lock the addon and stop targeting something, it returns to normal.

I've removed the addon completely and reinstalled the same version and an older version but still get the same results. I've also tested with and without atom0's proxy but get the same results with or without. Did the usual of updating drivers, mobo bios, move to another drive, etc, but it only seems to be an issue with bars. It was working great until recently and can't say for sure it was due to the update but it seems to happen around that same time. I will continue to investigate in case it something completely unrelated but wanted to drop a line here in case anyone has seen the same.
Dang you went the full 9 there lol. It's just most likely my poo code though. With so many things being tracked and displayed there is a lot of things happening every render. I'll try to go through and see what I can do to lighten it up, I'm sure I can find things that don't -really- need to be done every frame.
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By Quickwalrus 2025-09-12 06:16:07
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Appreciate the response and look forward to testing in future updates. I will continue to test things on my end to see if I can find a root cause as well.

Thanks!
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By Castful 2025-09-12 06:25:17
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I just tested it and it's working fine now with the font, no more overlapping bars!

Thanks for the fast fix! :D
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-09-13 17:09:50
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[EDIT] Had a 4.4 update ready but retracting it for now, I need to fix a few more things that I just realized it broke.
 Valefor.Keylesta
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By Valefor.Keylesta 2025-09-20 10:51:24
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Version 4.4.1 released!

No major feature additions, but this update should help improve performance. I went through and reduced a good chunk of redundant operations as well as added the ability to specify the update frequency for different sections. Honestly, most people may not notice any difference at all.

Sorry for breaking a few things for those who updated to the initial 4.4 when it was released, but I gave it the week shake down I should have done originally and 4.4.1 should now have fixed all of that (I hope). As usual, let me know if you find anything funky :)

Thanks to Quickwalrus for helping me test this update out!

Updating
This update only requires replacing the Bars.lua file itself.

Changelog
  • Added `update_interval` settings. Allows you to set how often certain sections update their on-screen information.

  • Adjusted Bar animations to no longer be tied to when it's section updates and instead are based on frame rate (prerender). Animations should stay smooth no matter the update interval setting for each section.

  • Adjusted many areas for efficiency. Reduced a large number of redundant operations that had been happening every frame.

  • Adjusted SP timer to use a timestamp with os.clock for calculating the time remaining instead of decrementing a number variable based on os.time. More accurate and won't desync under certain circumstances.

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 Bahamut.Navius
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By Bahamut.Navius 2025-09-20 13:11:28
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Thanks a lot for the update. I had noticed before that my CPU utilization in Task Manager was always a couple % higher when Bars was loaded, and with this new version that's not the case. I'm looking forward to see if my performance issues I mentioned earlier in Limbus are solved.

I have noticed a problem, though. This new version seems to break the "hide_player_stats_bars_when_no_target" option, and causes some unusual behavior that I'll try to describe.

Upon initial load of the addon, my HP, MP, and TP bars all show. When targeting something, sometimes any of these bars don't show until my actual HP, MP, or TP values change (if I'm idle, they generally won't show until a regen/refresh/regain tick happens- if I remove any of this equipment, the corresponding stat bar doesn't appear). When I lose focus on a target, the bars only disappear when the corresponding stat changes. For example, if I have refresh/regain gear (but no regen and/or my HP is full) and my MP/TP aren't full, only the MP and TP bar disappear (after a tick) when losing focus on my target. The HP bar doesn't disappear.

I would also sometimes receive 'lua runtime errors' in my log pointing to lines 5931 and 5943 saying "attempt to index global 'player_stats_mp_marker' (a nil value)"

------

Another much smaller unrelated issue - the Impact debuff timer resets if you re-cast Impact before the debuffs wears off. This shouldn't be the case, the timer is set upon first cast. This was a small change, so I fixed it on my end, but I wanted to make you aware.
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 Valefor.Keylesta
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By Valefor.Keylesta 2025-09-20 13:33:09
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Bahamut.Navius said: »
Thanks a lot for the update. I had noticed before that my CPU utilization in Task Manager was always a couple % higher when Bars was loaded, and with this new version that's not the case. I'm looking forward to see if my performance issues I mentioned earlier in Limbus are solved.

I have noticed a problem, though. This new version seems to break the "hide_player_stats_bars_when_no_target" option, and causes some unusual behavior that I'll try to describe.

Upon initial load of the addon, my HP, MP, and TP bars all show. When targeting something, sometimes any of these bars don't show until my actual HP, MP, or TP values change (if I'm idle, they generally won't show until a regen/refresh/regain tick happens- if I remove any of this equipment, the corresponding stat bar doesn't appear). When I lose focus on a target, the bars only disappear when the corresponding stat changes. For example, if I have refresh/regain gear (but no regen and/or my HP is full) and my MP/TP aren't full, only the MP and TP bar disappear (after a tick) when losing focus on my target. The HP bar doesn't disappear.

I would also sometimes receive 'lua runtime errors' in my log pointing to lines 5931 and 5943 saying "attempt to index global 'player_stats_mp_marker' (a nil value)"

------

Another much smaller unrelated issue - the Impact debuff timer resets if you re-cast Impact before the debuffs wears off. This shouldn't be the case, the timer is set upon first cast. This was a small change, so I fixed it on my end, but I wanted to make you aware.
Heading out for Saturday lunch day with the fiance now but I will look into those in a few hours. Thanks for the report!
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 Valefor.Aspens
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By Valefor.Aspens 2025-09-20 13:35:44
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Valefor.Keylesta said: »
Saturday lunch day with the fiance

always an anniversary with this guy...
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