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| Category: Action Bars & Main BarBevy o' Bars |
| Interface Information |
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| Name: |
Bevy o' Bars  |
| Author: |
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| Date: |
10-28-2012 11:39 AM |
| Size: |
446.88 Kb |
| Version: |
431 + Dependenc |
| Rate File: |
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| Patch & Add-on List |
File Name |
Version |
Size |
Author |
Date |
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431 |
11.05 Kb |
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11-02-2012 09:17 AM |
Patch |
Basic Options
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Captain (UI Locked)
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Captain (UI Unlocked)
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Bevy O' Bars
bev·y/'beve/Noun
1. A large group of people or things of a particular kind.
2. A group of birds, particularly when closely gathered on the ground.
What is it?
Allows the user to create quickslot bars of any size they want with options to be faded out of combat etc. Different back colours can be added also to help identify bars quickly. How to use?Unzip to the Plugins folder.
You will also need Turbines standard code and DeusDictums Dragbar If you have the DE or FR client the you will also need this.
Note: Now includes the Turbine and Deusdictum code as part of the zip.
How to startload BevyOBars2 using the inbuilt manager. If you notice missing items in your quickslots then use the auto-loader file instead. Slash Commands/BB Shows a list of slash commands /BB module To select optional modules /BB show To show all bars regardless of opacity or fade setting. To reset unlock, then lock the UI, or switch stance/hover over bar etc. /BB nobar To create a new bar, should you delete them all by accident. /BB bar To show a list of all bars. SnappingWhen the UI is unlocked the dragbar can be used to move bars around, holding down Alt will snap the bars to an invisible 16px grid. Bars will snap to each other upon drop, unless shift is held down when moving. (Note: Bars don't snap to each other if you hold alt!) OptionsMost options can be found by unlocking the Ui and clicking on the "+" button at the top left of every bar. Note that this hides the first quickslot (there were layering problems). This allows you to add new bars, delete bars and open the full option dialog. Here you can change the size of a bar, it's padding, icon size, colour and background opacity. Optional Modules
MonitorNEW!This was a feature request for DreadApex.
Bars will monitor the current buffs and debuffs on a player and if any of a list of buffs is there (or not there) then the bar will show. Spelling must be perfect! The module contains a feature that collects buffs per class and records them to make this easier. I have used this to create bars to remind me to use certain buffs or foods, to stay in certain stances, to pop up my anti-stun skills when stunned etc etc.
This essentially makes the Stance and Proc modules (for everyone except Runekeepers, Hunters and Champions) unnecessary. CombatWhereas the fader module, below, will fade a bar dependant on combat status and mouse over it will never hide a bar completely - ie it can still be seen by the mouse even if invisible. This module allows complete bar hiding dependant on combat status. Stance Bars that only appear when you are in selected stances. (NOTE: Wardens, according to Turbine, don't have stances) Fader Allows you to change the opacity of a bar in and out of combat and on mouse over. PopUps Changes the bar so that it collapses when a slot is clicked on, replacing the Base slot with the icon that is clicked on. Right clicking just opens/close and left clicking activates the icon. i.e. the same as my popups plugin! LPMHides the bar till you are low on Power or Morale. Yes, I said I would never add this feature... Proc There are proc modules for most classes; for example the Runekeeper module allows you to select bars to only appear when at a certain attunement level, Guardian shows bars on parry/block etc.
Debuff
Shows bars when a certain category of de/buff hits. NOTE: Not well tested yet! Skin
This module allows you to apply a graphical skin to the bars. You will need to adjust gap/pad to make it display correctly. If you wish to add more skins then add a 64x64 tga to the skins directory in BevyOBars and add its name to the SkinList in there too! NOTE: If you edit a skin you will need to reload the game for the graphic to change, just like the main skins. LabelMakes the "name" label show on the bar.
NOTE: Certain Proc modules have not been well tested, for example the minstrel module (I don't have a minstrel). The Burglar module didn't work at all - Turbine has not activated the code yet, despite it being in the LUA documentation. Also, these are based NOT on scanning buffs, but the new functions provided in the LUA code. So, be aware that they cannot detect everything.
NOTES:Many thanks to DeusDictum, D1Hicks, Valdacil, Garan, Ganoderma, Pengoros, Kragen...
Major rep+++ to DreadApex who has been doing stirling work in motivating me to add new modules and playtesting them for me.
This plugin was made by me, for me! I hope you get some good use from it. If not, please be constructive with your comments - I don't get paid for this!
I have NOT tested this with non-English clients. Sorry.
Apart from the core plugin - which I feel is of beta quality, built on the beta turbine code - I consider this to be Alpha work. There WILL be bugs! Known BugsThe Burglar proc module and Hunter Parry response do not work at all and have been disabled.
Sometimes when you delete a bar the plugin throws errors. Reloading the plugin fixes this. Everytime I track one source of this down another appears... Change Log
Code:
17-12-11 Change Log now stored in the comments section below, from now on no more comments here.
14/12/11 Eili took pity on my art skills and provided some better icons!
13/12/11 Due to the Turbine Loader Bug, I have added an alternative load wrapper for those that want to use the Turbine Plugin Manager. This sticks a big ugly (my art skills are poor!) icon in the middle of the screen when the plugin first loads, but stops you losing items. If you are using this then DO NOT select Bevy to autoload as well.
8/12/11 Another attempt at a bug fix! This one with the option sliders - be warned. May be funky.
28/11/11 Attempted bug fix
23/10/11 Skinnable Version Isil: Changed a few lines to allow better skinning. Many thanks to Eili for the work they have done. If you move the file "isil.lua" from the Isil folder to the Bevy2 folder then the hiderbar will be recoloured to better fit the isil scheme. Eili also re-coloured all the skins, so I have uploaded all their work here too...
2/10/11 Minor bugfix in monitor module. What confuses me is it shouldn't have worked *at all* and yet I have had months of happy playtime. Confused? Yes.
3/9/11 Added the spikadelia Label Module (version 1!) Very much untested, but thought I would get it here quick as I am not sure I will use it myself!
8/8/11 Just a change to the text above - but thanks to Egowelt for reminding me about Bootstrap!
3/7/11 Now multi-lingual - I hope! - if you install this. Unlike other patches this does not invalidate the English language saves. Or it shouldn't. This feature is pretty much untested as I only have the English language client!
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| Archive List (Old Versions) |
File Name |
Version |
Size |
Author |
Date |
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425 + Dependenc |
577.97 Kb |
MrJackdaw |
10-19-2012 03:12 PM |
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330 + Dependenc |
578.00 Kb |
MrJackdaw |
10-18-2012 04:10 PM |
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2.321 + Depende |
445.85 Kb |
MrJackdaw |
07-27-2012 12:38 AM |
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2.321 |
329.08 Kb |
MrJackdaw |
12-18-2011 01:42 AM |
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2.320 |
314.49 Kb |
MrJackdaw |
12-17-2011 03:30 PM |
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2.316 |
440.88 Kb |
MrJackdaw |
12-14-2011 12:06 PM |
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2.315 |
348.25 Kb |
MrJackdaw |
12-13-2011 12:37 PM |
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2.314 |
281.72 Kb |
MrJackdaw |
12-08-2011 12:01 PM |
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2.313 |
302.02 Kb |
MrJackdaw |
11-28-2011 01:57 PM |
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2.293 Isil |
157.11 Kb |
MrJackdaw |
10-23-2011 02:32 PM |
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2.272 |
236.88 Kb |
MrJackdaw |
10-02-2011 01:53 AM |
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2.269 |
282.98 Kb |
MrJackdaw |
09-03-2011 03:05 PM |
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2.263 Gilbin |
229.17 Kb |
MrJackdaw |
07-03-2011 01:50 PM |
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2.218 |
273.87 Kb |
MrJackdaw |
06-16-2011 03:48 PM |
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2.204 |
305.44 Kb |
MrJackdaw |
06-12-2011 01:18 AM |
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2.149 |
297.69 Kb |
MrJackdaw |
05-12-2011 11:02 AM |
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2.110 |
163.85 Kb |
MrJackdaw |
02-26-2011 05:01 AM |
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2.98 |
90.17 Kb |
MrJackdaw |
02-11-2011 01:15 PM |
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2.84 |
88.46 Kb |
MrJackdaw |
02-05-2011 08:26 AM |
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3.1 Valdacil |
65.38 Kb |
MrJackdaw |
12-06-2010 02:26 PM |
| File Statistics |
| User Rating: |
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| Downloads: |
26726 |
| Views: |
121530 |
| Favorites: |
52 |
| Uploaded By: |
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| Last Modified: |
N/A |
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02-06-2013, 11:03 PM
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The Undying
Forum posts: 21
File comments: 76
Uploads: 7
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Re: Guardian Block/Parry
Quote:
Here is my issue, albeit a minor one, and certainly one I can work around: I've tried setting up two bars, each dependant on Parry and Block instances. Initially, when I would activate my block reaction skill (Shield-swipe), the bar would vanish, leaving me unable to activate one of my follow-up skills. I toyed around with the settings a bit, and here is what I came up with:
I either A) have the bars visible while in combat at all times, regardless if the Block/Parry response buff has been enabled, B) they show up with the proper buff enables, but then vanish until the response buff is re-enabled, or C) they don't show up at all.
Now, I figured I would try to work around this by making a third and fourth bar, one for the block response, one for the parry response, and two more for the appropriate follow-ups. However, regardless of the settings I play with, I still get the same issues as though they were all still in one bar. Is it just my settings and not being wholly experienced with the plugin, or is this an issue that needs to be looked into?
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It depends on exactly you want to do. For example, if you want one bar for Block responses and one bar for Parry responses, you can't use the normal "Show Only When" -> "Block Tier 1" or "Parry Tier 1" or any of the others. Selecting "Block Tier 1" for example will show that bar only when the Block Tier 1 skill is available, and once it is used (and thus moving to Block Tier 2), the bar will disappear.
The easiest way to do this is to set up 3 bars for both Block and Parry (6 bars total), and have one bar have the main Block Tier 1 responses (Shield swipe, Lit of Defiance, and Catch a Breath), have another bar with Block Tier 2 responses (Shield Taunt and Bash) and a 3rd bar with the Block Tier 3 response (Shield Smash). Then do something similar with the 3 tiers of Parry responses. But you must make sure each bar uses a different setting that corresponds to the right tier under the "Show Only When" setting.
You could also watch for the buffs your character gets, but Tier 3 doesn't have a buff as far as I know and it's more work if you ask me, but if you want only one bar for Block and one bar for Parry, this would be how you'd have to do it, and if you didn't use Tier 3s it wouldn't matter.
If you do already have the correct "Show Only When" setting for each bar (make sure to not always select Tier 1), then it might be a conflict with another plugin. If what I have already mentioned doesn't fix it, PM me with the plugins you have running alongside Bevy (or unload all other plugins and then try it out), and if nothing else works, you can PM me your settings file and I will take a look at it to see if we can figure it out.
Hope this helps!
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01-17-2013, 08:01 PM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Guardian Block/Parry
First off, I want to say that I love this plugin. It has made my life so much more simple in tanking. You, sir, have done an excellent job.
Here is my issue, albeit a minor one, and certainly one I can work around: I've tried setting up two bars, each dependant on Parry and Block instances. Initially, when I would activate my block reaction skill (Shield-swipe), the bar would vanish, leaving me unable to activate one of my follow-up skills. I toyed around with the settings a bit, and here is what I came up with:
I either A) have the bars visible while in combat at all times, regardless if the Block/Parry response buff has been enabled, B) they show up with the proper buff enables, but then vanish until the response buff is re-enabled, or C) they don't show up at all.
Now, I figured I would try to work around this by making a third and fourth bar, one for the block response, one for the parry response, and two more for the appropriate follow-ups. However, regardless of the settings I play with, I still get the same issues as though they were all still in one bar. Is it just my settings and not being wholly experienced with the plugin, or is this an issue that needs to be looked into?
Again, thank you *so* much for this awesome plugin!
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01-08-2013, 11:52 AM
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The Wary
Forum posts: 1
File comments: 1
Uploads: 0
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time based appearing buttons
Hello there, thank you so much for this wonderfull plugin :-)
A feature I was thinking about, would it be possible to add a timer to disappearing buttons ?
For example, some buff/debuffs/mezz whatever last for some times, it would be great to have a button disappear when it is cast, and reappear after a set amount of time.
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12-22-2012, 01:15 AM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Fullscreen/Window
Hello,
wonderfull plugin.
Is it possible to let the bars recognize the position in the two states of Fullscreen and Windows mode seperatly or if I save the UI over the chat commando to save the positions with it?
This would be wonderful
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11-02-2012, 04:29 AM
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The Wary
Forum posts: 0
File comments: 11
Uploads: 0
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Multi edit sizing
i'm using the checkbox...did not recognize that I could select it directly until now :O) ... but: clicking on the bars buttons just makes me using them, not selecting. For this, yes, i'm just using the checkbox on top of the option menue
Last edited by Balindil : 11-02-2012 at 04:33 AM.
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11-01-2012, 05:54 AM
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The Undying
Forum posts: 247
File comments: 403
Uploads: 19
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Re: multi edit option: Just a great thing...
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One thing I noticed ntil now: sizing seems just to work for one of the selected bars.
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Odd, I tested this extensively. How are you selecting the bars - by using the checkboxes, or clicking on the bars buttons?
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11-01-2012, 04:30 AM
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The Wary
Forum posts: 0
File comments: 11
Uploads: 0
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multi edit option: Just a great thing...
I tested a little the multi edit options....great stuff.
Actually I'm playing my main char. There is no big need for multiediting.. ;O)
But after LV85 I'm starting a new twink. There I will use it for shure much more and I will be able to get a bigger feedback on it.
One thing I noticed ntil now: sizing seems just to work for one of the selected bars.
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10-28-2012, 04:14 PM
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The Undying
Forum posts: 247
File comments: 403
Uploads: 19
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Quote:
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A switch to display bars when mounted or unmounted.
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Already done!
/bb module and select "Mount"!
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10-28-2012, 03:41 PM
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The Wary
Forum posts: 0
File comments: 7
Uploads: 0
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Just small suggestions:
A switch to display bars when mounted or unmounted.
Execution of aliases with the buttons of a bar (like emotions or commands)
I love this bar! 
Last edited by SilentSpace : 10-28-2012 at 03:42 PM.
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10-28-2012, 11:34 AM
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The Undying
Forum posts: 247
File comments: 403
Uploads: 19
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Version 431
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I have updated my patch that fixes those stupid tooltips
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I will have a look at this this week and incorporate it... until then...
Version 431
I am trialling a new option dialogue here -I have tested it with my main character as, it has to be said, I deleted all my bars by accident. I suggest you backup your save before trying this version. There are BOUND to be bugs.
The new dialogue is resizeable and automagically includes some of the modules.
It is not foolproof, but as long as you work logically it should be fine.
If there is enough demand I will see if I can add the other modules to it as well.
If you are loading new modules, or unloading them, may I suggest a reload of Bevy before trying anything?
Last edited by MrJackdaw : 10-28-2012 at 11:38 AM.
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10-28-2012, 09:34 AM
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The Undying
Forum posts: 21
File comments: 76
Uploads: 7
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Patches
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I have a fix for the swopping now, and the multi-dialogue is working well for SOME modules, and non-existent for others. I may leave it at that for now and see how it fares in the wild. (i.e. release an alpha and see what happens...)
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I'm pretty sure the bug wasn't there at the start of Rohan since I had made some changes to my bars at that point, so it was probably introduced when you redid a lot of your code. Glad you got that one fixed easily enough!
I have updated my patch that fixes those stupid tooltips, and I eliminated the other fixes that were present in my previous patches (as I hardly ever used them and they were a bit unreliable anyway), so if you'd like to include the code for that in your new build you are free to do so, it's only small additions at the start of function.lua (for class stance changes), and where the quickslot is set (to watch for warden gambit changes), near the bottom of class.lua where the UI lock/unlock handler is, and then in main in the unload function to remove handlers when unloading. And it works 90% of the time (the two new burg stances don't fire but they don't change any tooltips as far as I can tell, and RK/Capts/LM will still have problems when switching skill use or traits)!
As always, I appreciate your hard work on this plugin and I cannot say enough how amazing it is. I really don't know what I'd do without it haha 
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10-28-2012, 06:12 AM
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The Undying
Forum posts: 247
File comments: 403
Uploads: 19
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Re: Fervour-Module: show below...?
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I read your comment below. Now I'm a kind of worried that I've pushed you in this kind of puzzle work...! Nevertheless I'm looking forward to your results.
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Nah, I've been wanting to update that dialogue for a while. The idea was I would tinker with it now and then, because I didn't see the plugin needing any bugfixes
Of course, it did!
I have a fix for the swopping now, and the multi-dialogue is working well for SOME modules, and non-existent for others. I may leave it at that for now and see how it fares in the wild. (i.e. release an alpha and see what happens...)
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10-28-2012, 04:59 AM
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The Wary
Forum posts: 0
File comments: 11
Uploads: 0
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Fervour-Module: show below...?
Once again me.. ;O)
I read your comment below. Now I'm a kind of worried that I've pushed you in this kind of puzzle work...! Nevertheless I'm looking forward to your results.
By the way, whille your are still working:
Just an idea - to see f.e. my fervour drink only when fervour below 2 because it would be a waste, maybe you could add the "below" function?
Still thx a lot for your work! 
Last edited by Balindil : 10-28-2012 at 05:03 AM.
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10-28-2012, 03:01 AM
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The Undying
Forum posts: 247
File comments: 403
Uploads: 19
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Quote:
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I noticed that now when you try to swap quickslots instead of them swapping the one you are dragging simply overrides the quickslot in the new location. Is this intended or a bug?
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Dammit. It's a bug. No idea when it started cropping up, as I don't swop slots that often.
I am halfway through the request for a multi-bar option dialogue and my code is all over the kitchen floor in pieces now. Sure that some have rolled under the fridge. You always have one screw left over when you finish don't you?
I will tackle this once I have the fader in the new option dialogue, and I have stripped out the old option frame. Could be some time...
Sorry guys!
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10-26-2012, 11:09 AM
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The Undying
Forum posts: 21
File comments: 76
Uploads: 7
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I noticed that now when you try to swap quickslots instead of them swapping the one you are dragging simply overrides the quickslot in the new location. Is this intended or a bug?
I had noticed in previous versions that sometimes if you dragged off an item/skill from a quickslot and then tried to override a different quickslot with a skill/item, the old quickslot item would then get transferred to the quickslot that you had deleted (what I just wrote doesn't even make sense to me so I'll do an example).
You have 2 quickslots, Slot1 and Slot2, doesn't matter what bar they are on. Each has a skill (for simplicity, Skill1 and Skill2, respectively go to Slot1 and Slot2). You decide you no longer want Skill1 on the quickslot, so you drag it off to remove it. You then decide you want to replace Skill2 with Skill3, so you drag Skill3 from the skills panel onto Skill2, which should replace it, and it does. However, Skill2 pops up in Slot1.
That bug seems to be gone now, but now if you want to switch Slot1 and Slot2, you can't just drag Skill1 onto Skill2 and have them switch, since Skill2 will get replaced with Skill1 and Slot1 will then be empty. Not really a big deal but would be nice to see that back since I rearrange my quickslots about once a month. 
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