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Unread 11-13-2010, 02:30 AM  
MrJackdaw
The Undying
 
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I am very busy at work right now and hardly get to play the game myself!

Also - as I am in the EU lord knows when we will get updates compared to the US and I can't update errors if I can't see 'em.

I will return, I promise!
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Unread 10-30-2010, 12:46 PM  
ThalianG
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Doesn't work with November update/Bullroarer

Is the author still around and updating? Noticed its not working on Bullroarer, even though I was able to load it.
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Unread 10-28-2010, 02:48 AM  
Xspurt
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Locking of bars

Just recommended this to a friend and they have a problem with dragging items off the bar during combat and relied on locking the bars prior to me recommending them this mod.

I do agree that locking the bars would be a very valuable feature if it was possible to implement, as i saw you mentioned you were looking into the possibility of doing so.

PS. love your work, keep up the good job!
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Unread 09-25-2010, 12:18 PM  
MrJackdaw
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There is a new version of this plugin on the svn only that includes a new component - the hider bar. This allows you to show/hide completely certain bars. The concept is that this will be used to;
  • Hide certain bars during raids - don't need to see those craft skills or maps do we!
  • Switch between bars for different 'stances'
  • etc.

If you want to give it a go check it out of the SVN - warning though - I have not made the quickslot swopping code optional yet, so there is a very small bug that I cannot eradicate.
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Unread 09-20-2010, 10:09 AM  
Valdacil
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Ah gotcha. So you're saying that you're unpublished changes allow you to swap skills within BevyBars, but if you bring in a new skill from off of BevyBar, it will instead put it in the first empty slot? And drag into open space to remove a skill doesn't work? If that's the case, then I think I prefer the current version I have.
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Unread 09-19-2010, 01:26 PM  
MrJackdaw
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Quote:
If you got it to the point where it would only fill empty slots and not drop stuff that I want on there then that's pretty good. When you say swapping, are you refering to swapping skills within the bar or swapping from a non-BevyBar to the BevyBar... because the latter function is working.
No, I mean swopping on a bevy bar itself - currently it just overwrites and that infuriates me!
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Unread 09-19-2010, 11:48 AM  
Valdacil
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With regard to the quickbar locking, I use that A LOT with my turbine bars, but I'm keeping combat stuff on my turbine bars and auxilary stuff on the BevyBar. For instance, I made a crafting bar for each of my characters with the tracking skills and harvest tools up near my minimap. I also made a "buffs" one for like my LM (with pets and buffs), or my champ (with stances and different weapon choices). So I'm mostly using them for things that I don't need to use all the time (so I fade the bars... really like that feature). Therefore, since I'm not in the frantic combat mode I haven't had a problem with dragging things off the bar by accident. However, if locking the bar could also prevent the behavior we saw before where it would overwrite stuff I wanted, then that's good too.

If you got it to the point where it would only fill empty slots and not drop stuff that I want on there then that's pretty good. When you say swapping, are you refering to swapping skills within the bar or swapping from a non-BevyBar to the BevyBar... because the latter function is working.
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Unread 09-17-2010, 12:53 AM  
MrJackdaw
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I now have a version of the quickslot library that allows swopping and clearing *almost* perfectly.

What it cannot do is detect if the user clears a slot by dragging an icon off into space. So, if a user;
Clears a bevy quickslot
Drags a skill from a non-bevy source onto an already filled bevy quickslot

then

the original quickslot will be overwritten but ONLY if it is currently empty.
So, the behaviour I'm talking about is only filling empty slots, and then it should be rarely.

Is this bad enough not to release? I miss being able to swop skills, and suspect some users may as well. Of course, I could make it optional. Opinion?

Having worked through this I may have come up with a way of locking the quickslots as well - is locking quickslots a desired function?

Anyway, I want to more reliably test this before release and I am away this weekend, so it won't be till late next week.

Thanks for the input guys!
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Unread 09-16-2010, 10:02 AM  
Valdacil
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Tested the new version last night MrJackDraw and it seems to run much better. I haven't seen the behavior I described before AND I can not remove items from the bar simply by dragging into free space just like Turbine's bars (if I remember correctly; I thought I remembered doing that last night w/ the new version).

Thank you for your hard work and for your swift response to a stange bug
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Unread 09-16-2010, 12:25 AM  
MrJackdaw
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Quote:
A likely stupid question, but: Does this plug-in perform essentially the same function as TonicBars?
Yes, with fading and I think Tonic doesn't have colours.

When I started developing Bevy Tonic couldn't do 2d bars - so I started writing my own, got addicted, and spent my summer holidays in my living room coding instead of enjoying the sunshine.

I needed the 'rest' anyway!

Of course, there are differences - I really like the way Tonic does many things, but don't want to just copy NuclearTonic's code block for block. I like that you can create new bars from a dialogue box for example. I keep thinking about adding that - then get distracted by something else *grin*.
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Unread 09-15-2010, 10:59 PM  
garnetrising
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For the most part, I think the answer would probably be yes. That being said, Bevy 'O Bars does allow you to change positions of your bars via ctrl+\ and allows you to change opacity based on whether or not you're in-combat, out of combat, and whether or not your mouse is over the bar in both situations. Additionally, MrJackdaw has stated that he would like to eventually include pop-up support for his Bevy 'O Bars as well. (It is currently available in a separate pop-up quickslots plugin.) ^^

So, short answer: yes.
Long answer: Kind of, but different.
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Unread 09-15-2010, 09:17 PM  
myskaal
The Undefeated

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A likely stupid question, but: Does this plug-in perform essentially the same function as TonicBars?
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Unread 09-15-2010, 01:23 PM  
MrJackdaw
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Update 3.1b

Changes the library to remove the swopping behaviour.

This was necessary due to the serious bug below.

Be warned that I only had 20mins to test the plugin today, but it should be fine.

I am struggling to see how to re-introduce the swopping behaviour and will work on it as I can this week, but it may have to wait for Turbine to fix the DragDrop event.
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Unread 09-15-2010, 12:41 AM  
MrJackdaw
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Quote:
1) I am using 2 bars right now and sometimes when I drag a skill from my skillbook to an empty slot in bar 2 (say it is a 2x2, I put it in the bottom left box)... the skill properly shows up in bar 2; but whatever I had in the same spot in bar 1 disappears (so if bar 1 is a 2x2, then the bottom left slot is now empty).

2) I can't clear a slot easily.
Okies, it may be tonight, or it may take a few days for me to be able to look at this. I have a good idea what is causing this. I was trying to work out an easy way to duplicate Turbines "swop shortcut" behaviour as this does not exist on normal bars. The solution I came up took me many hours of skull scratching, and it seems it isn't perfect. More than I can do in the ten mins before I go to work!

EDIT: The same behaviour should happen to popups as well - they are based on the same bar code.
EDIT: When Turbine fix DragDrop this will be so *easy*
EDIT: Been playing for a bit now and have reproduced the behaviour - but only when I am not looking. It is so sporadic. Massively irritating. I *think* I have a way of fixing this - but will not be sure if it will work as the bug is intermittent. I will try some more tonight if I can get on. Again, my greatest apologies.

EDIT: If you want a quick fix for today open up Libs/Quickslots.lua in a text editor and remove the lines from "--Right swopping code!" to just before "self.DragDrop= function(sender,args)"
The plugin will now not swop slots or clear slots - but bug (1) won't happen either.

EDIT: I have been thinking about this at work today and think I have come up with something that will work. However, as it is an experiment I will first release a version that only fixes behaviour 2 and does not allow swopping slotted skills. I will work on a fully fixed version and release it when I am comfortable it works accurately.

Last edited by MrJackdaw : 09-15-2010 at 11:01 AM.
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Unread 09-14-2010, 11:57 PM  
garnetrising
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Given that you're using sliders, it might be best to try doing a wider layout rather than a taller one?

And you're doing awesome, keep up the fantastic work. ^^
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