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Unread 02-15-2014, 03:27 PM  
Aesai
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Smile Best. Plugin. Ever.

This plugin has to be the most all around useful plugin I have found! Great job!
First off, the buffs/debuffs/cooldowns bars are flawless! Exactly what the game was in dire need of in order to know what's effecting you and what's not. The only thing I can think of that would add to your great work on this is that I would like to have the ability to add my own cooldowns (like for skills or consumables) instead of it being only for pots as well as the ability to have those cooldowns as triggers for items/skills on the quickslot bars.
For the quickslot bars, they are some of the most useful quickslots I have been able to find in plugins. Just wonderful! Though I would like to see a couple of additions: one, the ability to proc on things like champion fervor and hunter focus. Two, the option to be able to lock the item/skill on the slot so it doesn't get accidentally dragged off. Three, the ability to have multiple triggers for the same slot. And four, as I said earlier, being able to have cooldowns as triggers (or even just a user-set timer as a trigger which counts down again when you click the item/skill in the slot).

All in all, this is an AWESOME plugin. I highly recommend it to anyone.

Aesai
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Unread 12-21-2013, 01:35 AM  
Velozz
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Would it be at all possible for those players that play creepside PvP to add the tactical preset for pots (not sure if im describing this correctly) because for the last 2 years I have had to manually add in every debuff which is tactical in nature debuff by debuff. physical, song, and cry work correctly, just no option for tactical when creating a new quickslot.

Last edited by Velozz : 12-21-2013 at 01:37 AM.
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Unread 11-22-2013, 07:57 AM  
Pulse
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want to remind about useful feature - multiply conditions for one Quickslot trigger

thanks
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Unread 11-04-2013, 02:08 PM  
Hollywood
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@Hollywood The MobCC/Debuff items require you to have CombatAnalysis running. Is that plugin loaded?

Combat Analysis was playing up so reset it and it's playing nice to some degree. Thanks for helping me thinking on it.
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Unread 11-04-2013, 12:10 PM  
Pengoros
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@IceBear You mostly had all the code needed for the festival stuff. I've tweaked it a little and will release a minor update later today.

@magill BuffBars only writes out options when you click Accept on the options panel or on plugin unload. I'm not sure why the files would get corrupted. Lotro doesn't allow us direct access to the files so there isn't much I can do here to diagnose or fix the problem .
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Unread 11-04-2013, 11:57 AM  
Pengoros
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@Hollywood The MobCC/Debuff items require you to have CombatAnalysis running. Is that plugin loaded?
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Unread 11-03-2013, 12:35 PM  
Hollywood
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I feel a bit confused about what exactly the options are and why some things work and others do not.

I found that firstly the initial buffbars template wasn't very accommodating as it wouldn't show when set to 'only' states such as in combat or out of combat.
Therefore I made a new custom one which for the most part seemed to do what I ask.

My understanding is the following :

Buffs = anything beneficial casted on you by you or another player
Debuff = a status that reduces an aspect or stat of your character
Mob debuff = an ability you have used that's currently debuffing an enemy
Mob CC = an ability that you have used that's currently controlling or affecting an enemy miscellaneously.
Cool down = ??

I wanted the following setup :

One window set that would show me when I have been debuff or temporarily self buffed by an ability I have used, or permanent buffed by a group member.

In the other window set I want to see the abilities I've used to debuff or CC a mob.


However on the second and third custom, it gets muddled and nothing seems to work either way. I initially though to simply disable all effects and play trial and error however my third window - no matter what I put in it (other than buffs), refuses to show on screen; thus I cannot test either way.


Suggestions?

Also, I used the manager window to let Buffbars manage and autoload other plugins however Vital Bars will not take hold?

Last edited by Hollywood : 11-03-2013 at 01:06 PM.
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Unread 11-02-2013, 05:31 PM  
IceBear
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Fix for Festival Consumables

Pengoros, I'm not sure, if I fully understand your code. Here's what I did:

Utils/Constants.lua
add at end:
Code:
CoolDownCategory.Consumable = 16384;
Buffbars/Constans.lua
add (line 61)
Code:
Colors.Consumable = 16384;
Buffbars/EffectBarSettings.lua
add (line 134)
Code:
    col = PengorosPlugins.Utils.CoolDownCategory.Consumable;
    self.colors[col] = {};
    self.colors[col].remaining = {a=255, r=128, g=128, b=128};
    self.colors[col].elapsed = {a=102, r=128, g=128, b=128};
Buffbars/CharacterSettings.lua
modify line 69 (change 12 to 13)
Code:
self.version = 13;
add at end of CharacterSettings:CheckMigration() (line 687)
Code:
    if (self.version == 12) then
        for i = 1, table.getn(self.windows) do
            local win = self.windows[i];
            win.colors[Colors.Consumable] = {};
            win.colors[Colors.Consumable].remaining = {a=255, r=128, g=128, b=128};
            win.colors[Colors.Consumable].elapsed = {a=102, r=128, g=128, b=128};
		end

        self:Migrate(13);
        save = true;
    end
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Unread 10-12-2013, 12:24 PM  
magill
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An issue I probably know the answer to...

I probably know the answer here, but thought I'd mention it before I forget yet again...

Simply put, I frequently find that my Sliders and Effect window has "vanished" and I need to re-enable them for a particular character.

The reason, I believe, is that I frequently "hang" and need to force quit the client.

That is to say - I play using the Mac Client and/or the PC Client via Crossover (WINE). Frequently, like every 45 minutes or so with the Mac Client, I find that the Client has "hung" -- on the Mac, that is the infamous "spinning beach ball" effect. With the PC client it simply "freezes."

At that point, I assume, If I have effects 'in progress" that Buff Bars is attempting to write an update in such a way that it corrupts the database.

Since I only use the Effect Sliders and window, I cannot say if the quickslots are impacted or not.

Other than that annoyance... everything works well.

I should add... I only have this issue with Buff Bars.
Alt Inventory, Tonic Bars, Travel are the others I use all the time.

Last edited by magill : 10-12-2013 at 12:26 PM.
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Unread 10-06-2013, 01:45 PM  
IceBear
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Quote:
Thanks for the info Garan. I am already doing my own encoding so I think just changing the encoding/decoding routines should do the trick. Replace the EncodeNumbers/DecodeNumbers functions in PengoroPlugins/Utils/Misc.lua with these versions.
This works fine for me. (switching several times between english and german client)

Thanks for the patch.

@Garan
your euronormalize function was in my mind, when writing the last post.



Edit:
I get the message
Code:
...ugins\PengorosPlugins\BuffBars\EffectBarSettings.lua:139: attempt to index field '?' (a nil value)
when using some festival consumables.

Before digging into your code, I just ask, if you have any idea. If you need help, some tests or so, please tell me.

Last edited by IceBear : 10-06-2013 at 02:02 PM.
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Unread 10-01-2013, 06:12 PM  
Pengoros
The Unscathed
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Thanks for the info Garan. I am already doing my own encoding so I think just changing the encoding/decoding routines should do the trick. Replace the EncodeNumbers/DecodeNumbers functions in PengoroPlugins/Utils/Misc.lua with these versions. Make sure you backup your existing plugin data files prior to attempting this. If this works I can release a minor update to the plugin.

Code:
-- encode numbers as strings if necessary for the client to save properly
function EncodeNumbers(object)
    local lookup_table = {};
    local function _encode(object)
        if (type(object) == "number") then
            return ("<num>%f</num>"):format(object);
        elseif (type(object) ~= "table") then
            return object;
        elseif (lookup_table[object]) then
            return lookup_table[object];
        end
        local new_table = {};
        lookup_table[object] = new_table;
        for index, value in pairs(object) do
            new_table[_encode(index)] = _encode(value);
        end
        return setmetatable(new_table, getmetatable(object));
    end
    return _encode(object);
end

-- decode numbers encoded as strings
function DecodeNumbers(object)
    local lookup_table = {};
    local function _decode(object)
        if (type(object) == "string") then
            local match = object:match("<num>(%d+.%d+)</num>");
            if (match ~= nil) then
                if (tonumber("1,000")==1) then
                    return tonumber((string.gsub(match,"%.",",")));
                else
                    return tonumber((string.gsub(match,",",".")));
                end
            else
                return object;
            end
        elseif (type(object) ~= "table") then
            return object;
        elseif lookup_table[object] then
            return lookup_table[object];
        end
        local new_table = {};
        lookup_table[object] = new_table;
        for index, value in pairs(object) do
            new_table[_decode(index)] = _decode(value);
        end
        return setmetatable(new_table, getmetatable(object));
    end
    return _decode(object);
end
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Unread 10-01-2013, 05:54 PM  
Garan
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Quote:
Originally Posted by IceBear
That's a problem how turbine (LUA) handles numbers. (dot vs. comma as decimal separator when saving numbers)

I have this problem, too. I'll have a look at the code later this week. Maybe I can provide a fix. (There are plugins which handle different client languages correctly, so I hope, I can "borrow" some code lines from there)
This topic is covered on the LotRO forums:
https://www.lotro.com/forums/showthr...97#post5784197

Note that this is a two step solution to the internationalization issue. The first step, implementing the Vindar patch, eliminates issues with special charactes and the second step, defining and using the euroNormalize function, converts decimal numeric values into the correct current format regardless of how they were saved. This means calling the euroNormalize function on any loaded NUMERIC value that might contain a decimal - do NOT call that function on non-numeric (string) values. This allows the plugin to smoothly handle saving and loading values in EN, DE and FR even if the user swaps languages between saving and loading.

Note, you can eliminate the euroFormat variable by using the code:
Code:
if (tonumber("1,000")==1) then
    function euroNormalize(value)
        return tonumber((string.gsub(value,"%.",",")));
    end
else
    function euroNormalize(value)
        return tonumber((string.gsub(value,",",".")));
    end
end
The euroFormat variable is a carryover from an older solution and is not needed since it is no longer referenced outside of this code block but the rest of the solution is valid. Someday I may go back and fix the original post.

Last edited by Garan : 10-01-2013 at 05:59 PM.
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Unread 10-01-2013, 07:43 AM  
IceBear
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Quote:
Is there a way to keep the settings independant of the language the lotro client is running?
That's a problem how turbine (LUA) handles numbers. (dot vs. comma as decimal separator when saving numbers)

I have this problem, too. I'll have a look at the code later this week. Maybe I can provide a fix. (There are plugins which handle different client languages correctly, so I hope, I can "borrow" some code lines from there)
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Unread 09-14-2013, 07:46 PM  
Linwien
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Options not saving

Hi, awesome plugin!

The settings in the options menu are not saved when I log out. I've tried the solutions as some of you have posted above but to no avail.

Here's what I did:
o I always click the save button located at the bottom of each option.
o I ticked the option to always load the plugin, pre and in-game. But I still have to reload and redo options the next time I log in.
o I use in-game plugin manager, "/plugins load buffbars", bootstrap.
o I tried to use bootstrap to edit the options "/buffbars options" but it's still not saving when I log out.

Thanks!
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Unread 08-20-2013, 04:39 PM  
bitz_a
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I've been using this plugin for quite some time and am still experimenting with how to customize it. I really like it.

Today I decided to make a second slider bar and window to show mob CCs because my LM sometimes gets distracted in big battles and lets something wear off that wasn't supposed to.

Unfortunately, I was having some difficulties. When I daze a mob with blinding flash, the daze shows up in the window and slider. Then I pull a few other mobs (lower-level so I won't die while I experiment!). When one of them dies, the daze on the first mob disappears from the slider and window. Is there anything I can do to stop this from happening?

Edit: With a bit more experimenting, it appears that it may be an issue with pulling 2 or more of the same types of mobs. That is, if i pull a Cargaraf and a Troll in Carn Dum there doesn't seem to be any issue; if I pull 2 trolls, then when one dies the program seems to believe the dazed one did as well. :-(

Last edited by bitz_a : 08-20-2013 at 05:34 PM.
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