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12-08-2010, 03:58 AM
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The Wary
Forum posts: 0
File comments: 2
Uploads: 0
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November Update Fix
Until the author updates this plugin, the following will fix Vitalbars for the November Update.
Go to the plugins folder:
My Documents\The Lord of the Rings Online\Plugins\Faflaf\VitalBars\
(Your path may differ)
Edit the folling two files (you can use notepad):
Filename: VitalsMenu.lua
Change Line 5 from:
local NameItem = Turbine.UI.MenuItem(Turbine.Gameplay.LocalPlayer() :GetName(), false );
To:
local NameItem = Turbine.UI.MenuItem(Turbine.Gameplay.LocalPlayer.G etInstance():GetName(), false );
Filename: VitalsWindow.lua
Change Line 49 from:
self.player = Turbine.Gameplay.LocalPlayer()
To:
self.player = Turbine.Gameplay.LocalPlayer.GetInstance()
You should now find that Vitalbars works fine with the November update.
Edit: Ignore the space in 'G etInstance' for some reason it won't go away, it should be 'GetInstance' of course.
Last edited by Feanixxx : 12-08-2010 at 04:03 AM.
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12-07-2010, 05:19 AM
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The Wary
Forum posts: 0
File comments: 17
Uploads: 0
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Would be awesome if this could be fixed to work with the new Nov. patch
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12-03-2010, 09:07 PM
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The Wary
Forum posts: 0
File comments: 3
Uploads: 0
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cool
looking forward to the updates and to getting back working i use this over the standard vitals just cause i am a raider and to have health and power show as big as i can with out taking up to much space is nice mostly i place it the whole way across the top like your one pic and i love this addon and can't wait to get it back
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12-03-2010, 07:46 PM
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The Wary
Forum posts: 0
File comments: 64
Uploads: 0
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November Patch
Will your update include a fix to the Nov. Patch? It seems to have b04k3d your plugin ... this is actually the last one I use that hasn't been fixed yet LOL.
Code:
...nline\Plugins\TurbinePlugins\Vitals\VitalsWindow.lua:112: attempt to call field 'LocalPlayer' (a table value)
...ngs Online\Plugins\Faflaf\VitalBars\VitalsWindow.lua:51: attempt to call field 'LocalPlayer' (a table value)
From what I understood from other plugin authors is that this is due to the base plugin code from Turbine has changed. I just don't know how to fix it as I don't know LUA at all lol (python is my thing)
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11-22-2010, 02:00 PM
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The Indomitable
Forum posts: 14
File comments: 26
Uploads: 1
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Apologies for the delays
Sorry I haven't got a new version uploaded yet. I actually haven't had time to work on it with the holidays upon us. I'm hoping I can carve out some "me" time over the next couple weeks to get the next version complete.
Here's what I'm planning on having in the next version:[list][*]Morale added by a buff will be shown in a different color.[*]Morale affected by a debuff will be shown in a different color.[*]Colors of all things will be adjustable.[*]Height of all backgrounds will have some type of height adjustment.
Last edited by Faflaf : 11-22-2010 at 02:00 PM.
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11-22-2010, 12:44 PM
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The Indomitable
Forum posts: 14
File comments: 26
Uploads: 1
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Quote:
Hi there, this addons looks great
However every time I try to load it I get the following error:
...f the Rings Online\Plugins\Faflaf\VitalBars\Main.lua:2: Unable to resolve package "Turbine.Animation".
Can you help me?
Thx!
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This is caused by one of the dependancies I have listed above not being available. All the Turbine dependacies I've listed are part of the plugin sample pack provided by Turbine. I will post the url to these in the Dependancies section above.
Last edited by Faflaf : 11-22-2010 at 01:53 PM.
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11-20-2010, 05:45 PM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Hi there, this addons looks great
However every time I try to load it I get the following error:
...f the Rings Online\Plugins\Faflaf\VitalBars\Main.lua:2: Unable to resolve package "Turbine.Animation".
Can you help me?
Thx!
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11-19-2010, 09:42 PM
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The Indomitable
Forum posts: 14
File comments: 26
Uploads: 1
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Quote:
Dread is showed as green on the morale bar so when you are at full morale you can't see if you have dread but when you get lower morale you see it, like in the screenshot below. So I was wondering if it's possible to turn the green dread into red dread?
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hrmmm, I will look into it. It should show all debuff that that lower morale as a seperate color. Obviously, it's not doing that so I will get it fixed and uploaded in the next day or so.
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11-19-2010, 04:12 PM
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The Wary
Forum posts: 0
File comments: 17
Uploads: 0
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Just want to report a small bug
Dread is showed as green on the morale bar so when you are at full morale you can't see if you have dread but when you get lower morale you see it, like in the screenshot below. So I was wondering if it's possible to turn the green dread into red dread?
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11-16-2010, 05:20 AM
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The Wary
Forum posts: 0
File comments: 17
Uploads: 0
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Very nice work, love it
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11-15-2010, 05:54 PM
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The Undying
Forum posts: 249
File comments: 422
Uploads: 19
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Superb work! Many, many thanks!
Now, if I can just get the time to play the game for more the 1/2 hr...
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11-13-2010, 04:25 AM
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The Indomitable
Forum posts: 14
File comments: 26
Uploads: 1
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Quote:
Feature request:
If OOC Opacity is not set to 1 then the bar to remain on IC opacity if OOC and not at 100%
(I keep forgetting to heal myself...)
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I got a similar request from Movn to have the opacity adjust based on Morale %. I think I can smash Movn's request and your request into one. It would work something like this...If health is not 100% or IC then opacity would be health percentage of IC opacity. If health is 100% then opacity would be whatever OOC opacity is set to. So if IC opacity is set to .5 and OOC opacity is set to 0 in the options window and your character is at 50% health the opacity would be (50% * .5) or .25. As health increases opacity would increase to a maximum of .5 that is set in the options window. Once health hits 100% and character is OOC then bars disappear because OOC opacity is set to 0 in options window. I think there would be 2 more options required in the options window. 1.) Maintain IC opacity if health not 100%. 2.) Automagically adjust opacity based on health %.
Does that make sense and would it give you what you are asking for?
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11-13-2010, 02:56 AM
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The Undying
Forum posts: 249
File comments: 422
Uploads: 19
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Feature request:
If OOC Opacity is not set to 1 then the bar to remain on IC opacity if OOC and not at 100%
(I keep forgetting to heal myself...)
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11-12-2010, 06:57 PM
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The Wary
Forum posts: 0
File comments: 17
Uploads: 0
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I'm just glad you are working on it as this vitalbar is so much better then the HUGE normal vitalbar that is filling up half the screen...
I just think it strange why no one have said anything before really...
Again very nice work and I love the simple vitalbar you made
One thing tho, is it possible to make the vitalbars show as long as you are not on 100% morale/power and disappear after that instead of just out of combat?
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11-12-2010, 02:24 PM
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The Indomitable
Forum posts: 14
File comments: 26
Uploads: 1
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Quote:
...ngs Online\Plugins\Faflaf\VitalBars\VitalsWindow.lua:1 : Unable to resolve package "TurbinePlugins.Vitals".
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d'oh, that will certainly create a dependency. I will take a hammer to it this evening to get rid of it and get a new copy uploaded.
Now I feel stupid. Just downloaded the zip (not at home currently so I don't have the game or any of the plugin code installed) and line 1 of VitalsWindow.lua is " import "TurbinePlugins.Vitals"; " I'll yank this line out tonight and get a new copy uploaded.
Last edited by Faflaf : 11-12-2010 at 02:30 PM.
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