Keeps track of svo balances via animated gauges created by demonnic.
Can be used by Vyzor and Geyser users. It is written in Geyser, but can be displayed on a Vyzor-created user interface.
Here's a short video of the gauges in action: http://youtu.be/4ZLJZLOvLdA
The gauges look a bit choppy in the video but they do work rather smoothly in live action
By default the color of each balance are as follows:
Yellow is Limb
Purple is Equilibrium
Red is Sip
Dark Green is Herb
Green is Tree
Sea Green is Moss
Blue is Salve
Focus is White
All aspects of the gauges can be altered in the eventhandler script where you'll find the demonnic.anitimer:new() function.
This script utilizes svo balances and thus you'll want to pick up a copy of svo if you haven't already. It can be found here
demonnic's original animated timer script and documentation can be found here
Akayan UI
Re: Akayan UI
Wicked. Glad to see someone's putting them to good use =)
Re: Akayan UI
Svo is improving very rapidly and as a result it now raises events when you lose/obtain a defense. So I went ahead and threw this defense tracker together. It works as you would expect, displaying your current defenses. It updates off of the svo got def and svo lost def events.
This script utilizes both svo and Vyzor so be sure to snatch up a copy if you haven't done so already.
Akayan Defense Tracker
In true Akayan fashion, another Defense Tracker. This one uses images to keep track of your defenses.
Here it is in action: http://youtu.be/_AXSPYTK1ek Here's a legend for reference:
Enjoy!
Here it is in action: http://youtu.be/_AXSPYTK1ek Here's a legend for reference:
Enjoy!
Re: Akayan UI
where did you get the various icons from?
Re: Akayan UI
Just a guess, Omni, but I think they came from here. They look amazing, though, Akaya; did you modify them yourself?
Re: Akayan UI
They sure did. And yep. I gave them color via GIMP.
Re: Akayan UI
Here are the Geyser and Vyzor gameboys! Both come with a simple pong game.
I feel this is a great example for both the Vyzor and Geyser frameworks as to what can be done with each.
These scripts are near identical. The only differences between the two are a result of their framework. So if you're looking to try the switch from one to the other, this a great opportunity.
Vyzor Gameboy
Geyser Gameboy
Here's a video of it in action: http://youtu.be/9jYgoVT_k48
Controls
These can be altered if you don't have a numpad
4: move paddle left
6: move paddle right
How to play
Try to get the ball going as fast as you can. Each bounce speeds it up. It *is* possible to win.
I feel this is a great example for both the Vyzor and Geyser frameworks as to what can be done with each.
These scripts are near identical. The only differences between the two are a result of their framework. So if you're looking to try the switch from one to the other, this a great opportunity.
Vyzor Gameboy
Geyser Gameboy
Here's a video of it in action: http://youtu.be/9jYgoVT_k48
Controls
These can be altered if you don't have a numpad
4: move paddle left
6: move paddle right
How to play
Try to get the ball going as fast as you can. Each bounce speeds it up. It *is* possible to win.
Re: Akayan UI
I took the druid guy from Diablo and made a few functions to animate him, or anything really.
When I have a moment tomorrow, I'll package the script.
This was a neat idea I had for hunting purposes in Achaea.
The animation function I made: Druid:Animate(action,direction,frames,pattern)
action is what you want the druid guy do (idle, kick, attack,etc),
direction is the direction the guy is facing,
frames is the number of frames the 'action' has and pattern is how the animation will function (Right now, the arguments for this can be "single","repeat","pulse". Single plays the animagtion once. Repeat loops the animation. Pulse loops the animation back and forth from ascending to descending order. I use this when the guy is idle)
So if you'd want the guy to attack in a southwest direction, you could do this in your attacking trigger line:
Druid:Animate("attack","sw",19,"single")
That would attack facing southwest for 19 frames once.
Don't know how much of that I explained clearly (I'm pretty tired atm) but here it is in action:
http://youtu.be/flXXlcEULtw
When I have a moment tomorrow, I'll package the script.
This was a neat idea I had for hunting purposes in Achaea.
The animation function I made: Druid:Animate(action,direction,frames,pattern)
action is what you want the druid guy do (idle, kick, attack,etc),
direction is the direction the guy is facing,
frames is the number of frames the 'action' has and pattern is how the animation will function (Right now, the arguments for this can be "single","repeat","pulse". Single plays the animagtion once. Repeat loops the animation. Pulse loops the animation back and forth from ascending to descending order. I use this when the guy is idle)
So if you'd want the guy to attack in a southwest direction, you could do this in your attacking trigger line:
Druid:Animate("attack","sw",19,"single")
That would attack facing southwest for 19 frames once.
Don't know how much of that I explained clearly (I'm pretty tired atm) but here it is in action:
http://youtu.be/flXXlcEULtw
Re: Akayan UI
That is very cool. One could trigger this to walking, attacking, and see him doing stuff.