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07-22-2012, 08:55 AM
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The Wary
Forum posts: 1
File comments: 23
Uploads: 0
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Dragbar error
I have used Bevy for a long time now and it is by far my favorite plugin. All of a sudden, I am getting the error that it won't load because it has a dependency on Deusdictum's dragbar.
It is installed correctly. I made sure there where no updates to it. Still no go. I even removed the dragbar and the Turbine folder and reinstalled from a fresh grab on the dragbar page here. Still no go.
Please advise. I can't LOTRO without Bevy! (okay...that was dramatic...but I really do rely on it heavily)
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07-21-2012, 08:28 AM
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The Undying
Forum posts: 33
File comments: 122
Uploads: 10
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Patch v3
I have posted v3 of the patch, which fixes some additional bugs that I always run into. This will probably be the last patch I post until we see how Rohan breaks plugins, or what additional stuff Rohan adds to the library.
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07-14-2012, 09:18 AM
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The Undying
Forum posts: 33
File comments: 122
Uploads: 10
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When I use the pop-up feature to select an item/skill, it replaces the base icon. Is there any way to avoid this?
This is the way it is suppose to work. There are other popup plugins that may work in a different way, but I'm not sure since I don't use any.
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07-13-2012, 02:58 AM
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The Wary
Forum posts: 0
File comments: 5
Uploads: 0
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When I use the pop-up feature to select an item/skill, it replaces the base icon. Is there any way to avoid this?
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07-11-2012, 11:30 PM
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The Undying
Forum posts: 33
File comments: 122
Uploads: 10
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Posted another patch to fix a bug in my first patch and to add some more features. See the patch above to download it.
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06-26-2012, 09:28 AM
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The Undying
Forum posts: 33
File comments: 122
Uploads: 10
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For those interested, I have uploaded a patch of sorts to fix the potion issue as best it can possibly be fixed (and hopefully for the last time...) and also a attempt to fix the problem with the tooltips displaying the wrong tooltip when stances change (for example, when warden's change the tooltips for the three gambit builders show the old tooltip).
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04-24-2012, 12:06 AM
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The Undefeated
Forum posts: 9
File comments: 1
Uploads: 0
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Has anyone else had an issue with the morale module?
I have couple bars set up with morale recovering potions/skills, and set them to various levels of morale. But when my morale drops below the set percentage, the bars do not trigger. They will trigger at a much lower percentage however (I.E. if i have it set to 90% and below, it won't trigger until i hit 40%(rough estimate, but the difference is very big) and occurs on all my characters). The power portion of the module works fine as far as I can tell though.
Everything else works perfectly fine for me.
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04-22-2012, 12:19 PM
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The Undying
Forum posts: 33
File comments: 122
Uploads: 10
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A quick update:
I've gotten pretty stuck on how to fix the potion issue. I feel I have a very funky way to fix it, but it would require a bit of setup on the users part to do so, and it may not work all that well in the end. The basic idea would be:
A "backup" Quickslot Bar would be created by default by BevyBars. In this bar the user would put any and all backup potion stacks for any potions they use that have more than one stack. They would then detail which normal quickslot (the normal quickslot is the quickslot the user actually uses) it is backing up. When the "GetQuantity" method on the item stack for the normal quickslot returns 1, BevyBars automatically switches the stacks from the backup quickslot to the normal one. It will move the stack of 1 potions back to the backup but should disable that one from being used as a backup until it's filled backup. This way you can carry multiple stacks and use them without much problems and not worry about a stack running out.
This is still just an idea. It'd require a ton of coding and I'm not sure I have the ability to do it and I don't think MrJackdaw would be up to doing it either since I don't think he's working on plugins at the moment. I may try over the next few weeks but most likely Turbine will change or fix something and it won't matter by then anyway!
In other news, I'm pretty sure I have fixed the problem with the tooltips not displaying correctly when you switch stances and skills change depending on stance, since now Champions, Wardens, and Minstrels, and I think even Hunters have stance specific skills, but it works with Burgs and Guardians too. I'll be testing it over the next couple days and I'll either upload it as a patch or see if MrJackdaw wants to upload it as patch.
I still do more coding than I do playing the game. Too much work not enough game time! Oh well!
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04-04-2012, 08:07 PM
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The Wary
Forum posts: 4
File comments: 35
Uploads: 0
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Hello MrJackdaw, first off I wanna say thanks for making a great plugin, I don't know what I would without it.
I was wondering about the possibility of adding sizing options to the hider button bar. The x's and o's are so small I can't tell you how many times I've accidentally clicked the wrong thing in combat.
Thanks so much for all your hard work it is greatly appreciated.
Angel
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03-16-2012, 10:05 AM
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The Undying
Forum posts: 159
File comments: 177
Uploads: 13
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Quote:
Could a plugin arranging your stacks in your inventory make a turn around of this problem ?
Hmmm. As long you only add additional items onto the stack used to create the quickslot, you should never have any problems with the quickslot. It's when that stacks merges into another one (you take that stack and move it onto another one, not the other way around) or the stack disappears. So a plugin that re-organizes your inventory could help solve the problem.
I am going to be looking for a solution using the quantity of the stack to monitor when it may run out and then see if i can get it to automatically adjust the quickslot to another stack. I won't be able to work too much on it til next week though since I will be working long days until probably Tuesday.
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Oh i am very patient! i was just trying to help so see if we could revert this new bug
For now i check before every important fight that my quickslots are always a stack at 50 so i have nto to suffer of the bug during an instance
Good luck for you work
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03-16-2012, 01:04 AM
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The Undying
Forum posts: 33
File comments: 122
Uploads: 10
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Could a plugin arranging your stacks in your inventory make a turn around of this problem ?
Hmmm. As long you only add additional items onto the stack used to create the quickslot, you should never have any problems with the quickslot. It's when that stacks merges into another one (you take that stack and move it onto another one, not the other way around) or the stack disappears. So a plugin that re-organizes your inventory could help solve the problem.
I am going to be looking for a solution using the quantity of the stack to monitor when it may run out and then see if i can get it to automatically adjust the quickslot to another stack. I won't be able to work too much on it til next week though since I will be working long days until probably Tuesday.
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03-15-2012, 04:20 PM
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The Undying
Forum posts: 159
File comments: 177
Uploads: 13
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Quote:
It's interesting, the problem prior to Update 6 was that if you changed stacks it would cause problems with your quickslots loading/saving since the way the stacks hex number worked. Well they seem to have fixed that, if you don't have an item in your inventory when you load the plugin, instead of the quickslot being blank, it now has the greyed out icon of the item and will still display the tooltip if you hover over it. If you add that item back to your inventory, it will update correctly to allow you to use the quickslot again. The funny thing about all this is the changes I helped MrJackdaw with to make the plugin load correctly are no longer needed (you can revert back to build 2.316 and it still works correctly), but now the bugs that I ran into while trying to fix the loading issues no longer go away because they are now built into the way the quickslots work, which I think is what Eili is running into. Also it seems PCALL to set shortcuts is no longer needed as the SetShortcut() method catches errors automatically, but I haven't tested it thoroughly.
Basically the way it works is the quickslot identifies what is in the quickslot in two ways - an ID number (not really a number but that's besides the point) that identifies the item and an ID number that identifies the stack in your inventory. When the stack ID doesn't match a stack in your inventory, it gets converted to all zeros, and then the quickslot attempts to match to the same item, but a different stack. This requires the user to actually click on the item in the quickslot, and then once it rematches, the user can click the item again in the quickslot to use it, so two clicks total is needed. After that you can just click on it normally to use it.
Let's say you have two stacks of potions, one stack only has one, and the other has 50, on the quickslot the total potions is 51. Whichever stack you used to set up the quickslot is the stack the game takes out when you use the quickslot. So if you setup the quickslot using the stack that only has 1 potion in it, when you click the quickslot the 1 potion disappears and the stack is gone.
If you setup the quickslot with the stack of 50, one is removed from that stack, resulting in a stack of 49 and a stack of 1, but the quickslot will show that you have 50 potions left.
The problem comes about when you run out of the stack that is used to setup the quickslot. The next time you click, nothing appears to happen. However, if you click again, you'll be able to use the quickslot normally. I had run into this problem before and couldn't find a way around it.
But the real problem happens when you use up an item stack that you used to set up the quickslot while the plugin isn't loaded. This breaks the quickslot even if you have another stack of the same item, it won't update correctly to the new stack. The only thing you can do to fix it is either setup the quickslot again with the new stack or use an item from the new stack from your inventory, and then use the quickslot, it will start working after 2 clicks on it. So while this problem isn't a big deal for BevyObars as long as the quickslot containing a potion is always showing, for plugins that use quickslots that appear and disappear (or are built only when needed, and I'm pretty sure TonicBars and Alerter use this system, plus I think you can have BevyBars do it, though I'm not sure the quickslot is actually "destroyed" and then "rebuilt" but instead is just completely hidden so I feel it should be ok after you click it a few times), the quickslot won't work if you run out of the item and don't have it updated correctly before it disappears.
Unfortunately, as I found out previously, there isn't a really good fix for this. The quickslots don't throw any events when the last item in a stack is used, so you can't be sure when it will happen. There is a way to know how big the stack is, but I'm not sure how to do it yet (Palantir displays stack sizes even if you have multiple stacks), so there may be some way to reset the quickslot once you know the stack is empty.
So my best advice is to only keep one stack of an item and when it gets low refill it asap, and also never use items when the quickslot isn't up so that it won't break the shortcut.
Work has taken up a good part of my time the last 2 months so I feel for you MrJackdaw, but I wanted to check out the new region and new stuff so I'm going to try to play a bit more.
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THanks great explanation.
I will just add that i have the problem on the Quiclsot bar from Turbine not only plugins. I thought to move my skills on the Bevy and put the potions on the Turbine quickslot but that does not work either.
But i will try while we wait the little solution you indicated.
Could a plugin arranging your stacks in your inventory make a turn around of this problem ?
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03-15-2012, 01:22 PM
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The Undying
Forum posts: 33
File comments: 122
Uploads: 10
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It's interesting, the problem prior to Update 6 was that if you changed stacks it would cause problems with your quickslots loading/saving since the way the stacks hex number worked. Well they seem to have fixed that, if you don't have an item in your inventory when you load the plugin, instead of the quickslot being blank, it now has the greyed out icon of the item and will still display the tooltip if you hover over it. If you add that item back to your inventory, it will update correctly to allow you to use the quickslot again. The funny thing about all this is the changes I helped MrJackdaw with to make the plugin load correctly are no longer needed (you can revert back to build 2.316 and it still works correctly), but now the bugs that I ran into while trying to fix the loading issues no longer go away because they are now built into the way the quickslots work, which I think is what Eili is running into. Also it seems PCALL to set shortcuts is no longer needed as the SetShortcut() method catches errors automatically, but I haven't tested it thoroughly.
Basically the way it works is the quickslot identifies what is in the quickslot in two ways - an ID number (not really a number but that's besides the point) that identifies the item and an ID number that identifies the stack in your inventory. When the stack ID doesn't match a stack in your inventory, it gets converted to all zeros, and then the quickslot attempts to match to the same item, but a different stack. This requires the user to actually click on the item in the quickslot, and then once it rematches, the user can click the item again in the quickslot to use it, so two clicks total is needed. After that you can just click on it normally to use it.
Let's say you have two stacks of potions, one stack only has one, and the other has 50, on the quickslot the total potions is 51. Whichever stack you used to set up the quickslot is the stack the game takes out when you use the quickslot. So if you setup the quickslot using the stack that only has 1 potion in it, when you click the quickslot the 1 potion disappears and the stack is gone.
If you setup the quickslot with the stack of 50, one is removed from that stack, resulting in a stack of 49 and a stack of 1, but the quickslot will show that you have 50 potions left.
The problem comes about when you run out of the stack that is used to setup the quickslot. The next time you click, nothing appears to happen. However, if you click again, you'll be able to use the quickslot normally. I had run into this problem before and couldn't find a way around it.
But the real problem happens when you use up an item stack that you used to set up the quickslot while the plugin isn't loaded. This breaks the quickslot even if you have another stack of the same item, it won't update correctly to the new stack. The only thing you can do to fix it is either setup the quickslot again with the new stack or use an item from the new stack from your inventory, and then use the quickslot, it will start working after 2 clicks on it. So while this problem isn't a big deal for BevyObars as long as the quickslot containing a potion is always showing, for plugins that use quickslots that appear and disappear (or are built only when needed, and I'm pretty sure TonicBars and Alerter use this system, plus I think you can have BevyBars do it, though I'm not sure the quickslot is actually "destroyed" and then "rebuilt" but instead is just completely hidden so I feel it should be ok after you click it a few times), the quickslot won't work if you run out of the item and don't have it updated correctly before it disappears.
Unfortunately, as I found out previously, there isn't a really good fix for this. The quickslots don't throw any events when the last item in a stack is used, so you can't be sure when it will happen. There is a way to know how big the stack is, but I'm not sure how to do it yet (Palantir displays stack sizes even if you have multiple stacks), so there may be some way to reset the quickslot once you know the stack is empty.
So my best advice is to only keep one stack of an item and when it gets low refill it asap, and also never use items when the quickslot isn't up so that it won't break the shortcut.
Work has taken up a good part of my time the last 2 months so I feel for you MrJackdaw, but I wanted to check out the new region and new stuff so I'm going to try to play a bit more.
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03-14-2012, 03:43 AM
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The Undying
Forum posts: 159
File comments: 177
Uploads: 13
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Re: Re: quickslots not working properly as of U6
I've not noticed this problem yet - I have noticed that one device keeps changing size. Annoying!
At a loss to fix it if I can't see it. Do you know if this effects the other bar plugins too?
No i use only your plugins for my bars -
I went to test again and here what happened :
I have a total of 84 potions
in order for the number to update correctly on the bar, i have to stack 4 times each of the stack onto each other.
Then i drink a power potion, and rather than have 83, the number is only 33 soit 1 stack. If i move the stack of 50 onto the stack of 33, then the bar update for 50 potions.
Before U6, the number was always the stack total of potions i had in my inventory.
May be this cause a problem at some time if you finish a stack, then it may considerer that you have no more potions : i guess that is what happened to me, i had over 100 potions and when it came to use another stack i could not use the quickslot
I hope i was clear enough i am pretty sleepy and my brain is humm dead
I can send you my .data i fyou think that could help you
INFORMATION
After reading some information from Garan for her own plugin Alerter here what she said :
Quote:
Turbine for some reason disabled the ability to "use" generic items, even though they display correctly they can not actually be "used". This is sad since it means we can only use item quickslots for specific instances of items so, for instance, users with mutiple stacks of pots will have to specify a distinct stack - when used up it can't automatically use the next stack even if they are of the same type of item. If I set the quickslot to a distinct instance, it will show the full quantity for all instances but stops working once the distinct instance it is set to (one stack) is used up which is just as undesirable.
Unfortunately, there doesn't seem to be any good workaround for this and I will have to make Item quickslots only work for specific instances in the next version. I sincerely hope this is not "working as intended" on Turbine's end.
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Here my problem! grrrrr Turbine
Last edited by Eili : 03-14-2012 at 10:41 AM.
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03-14-2012, 01:31 AM
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The Undying
Forum posts: 249
File comments: 422
Uploads: 19
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Re: quickslots not working properly as of U6
Quote:
I noticed that items on quickslots appear normally but for some reasons you have to add them each time on their quickslot to be able to use them.
I wonder if we should create from scratch our bar again or if this is a Turbine problem.
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I've not noticed this problem yet - I have noticed that one device keeps changing size. Annoying!
At a loss to fix it if I can't see it. Do you know if this effects the other bar plugins too?
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