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Category: Action Bars & Main BarBevy o' Bars
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Name: Bevy o' Bars   Popular!
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Date: 01-02-2014 01:54 AM
Size: 477.89 Kb
Version: 456 - Zalanna
Rate File: 5 out of 5 with 15 votes  
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11.05 Kb
11-02-2012 09:17 AM
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Description
Bevy O' Bars
bevy/'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.
There are a series of videos (with my less than radio quality voice) showing what the plugin can do;

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 start
load 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 type /BB show again.
/BB nobar
To create a new bar, should you delete them all by accident.
/BB bar
To show a list of all bars.
Snapping
When 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!)
Options
Most 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

Key Modifiers
NEW!This module adds the ability to add key modifiers to bars; show on shift/alt/control or show only when none of those are pressed
Build Store
NEW!This module adds a button to the game that allows you to have several bar builds. See the video on YouTube for details.

I expect this to cause some sort of bug - please back up your bevy save if you have one. If you really want to avoid any clashes at all reload all plugins after switching builds. A quick way to do this is to install Reloader and do a /rl after loading a build. This shouldn't be necessary, but I believe in trying to head off any issues!
Monitor
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.
Combat
Whereas 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!
LPM
Hides 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.
Label
Makes 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 Bugs
The 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!
Archive List (Old Versions)
File Name
Version
Size
Author
Date
455 - Zalanna
478.01 Kb
MrJackdaw
12-28-2013 02:08 PM
454
477.74 Kb
MrJackdaw
12-28-2013 11:02 AM
445 "Dwalhin" +
472.14 Kb
MrJackdaw
12-14-2013 12:34 PM
444 + Dependenc
471.77 Kb
MrJackdaw
12-08-2013 02:13 AM
431 + Dependenc
446.88 Kb
MrJackdaw
10-28-2012 11:39 AM
425 + Dependenc
577.97 Kb
MrJackdaw
10-19-2012 03:12 PM
330 + Dependenc
578.00 Kb
MrJackdaw
10-18-2012 04:10 PM
2.321 + Depende
445.85 Kb
MrJackdaw
07-27-2012 12:38 AM
2.321
329.08 Kb
MrJackdaw
12-18-2011 01:42 AM
2.320
314.49 Kb
MrJackdaw
12-17-2011 03:30 PM
2.316
440.88 Kb
MrJackdaw
12-14-2011 12:06 PM
2.315
348.25 Kb
MrJackdaw
12-13-2011 12:37 PM
2.314
281.72 Kb
MrJackdaw
12-08-2011 12:01 PM
2.313
302.02 Kb
MrJackdaw
11-28-2011 01:57 PM
2.293 Isil
157.11 Kb
MrJackdaw
10-23-2011 02:32 PM
2.272
236.88 Kb
MrJackdaw
10-02-2011 01:53 AM
2.269
282.98 Kb
MrJackdaw
09-03-2011 03:05 PM
2.263 Gilbin
229.17 Kb
MrJackdaw
07-03-2011 01:50 PM
2.218
273.87 Kb
MrJackdaw
06-16-2011 03:48 PM
2.204
305.44 Kb
MrJackdaw
06-12-2011 01:18 AM
2.149
297.69 Kb
MrJackdaw
05-12-2011 11:02 AM
2.110
163.85 Kb
MrJackdaw
02-26-2011 05:01 AM
2.98
90.17 Kb
MrJackdaw
02-11-2011 01:15 PM
2.84
88.46 Kb
MrJackdaw
02-05-2011 08:26 AM
3.1 Valdacil
65.38 Kb
MrJackdaw
12-06-2010 02:26 PM
File Statistics
User Rating:
5 out of 5 with 15 votes
Downloads: 36064
Views: 155397
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Old 03-22-2014, 10:07 AM  
kraszus
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Not working

I have the plugin loaded..and the static bars work fine...Proc bars don't work. eg. Guardian can use a parry follow-up, but the proc bar doesn't show.
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Old 03-08-2014, 07:31 AM  
Dwalhin
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Re: just to give you more job... :P

When I enter in monster play (spider), this is the msm that I receive:

...Rings Online\Plugins\JackdawPlugins\Bevy2\stance.lua:58: bad argument #1 to 'pairs' (table expected, got nil)
...ngs Online\Plugins\JackdawPlugins\Bevy2\function.lua:1 83: Failed to import package "JackdawPlugins.Bevy2.stance".

I hope it will be usefull for you.

Mr Jackdawn.... Are you there?? Normally you answer very quick... Everything ok?... I hope so!
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Old 03-03-2014, 01:28 AM  
Dwalhin
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just to give you more job... :P

When I enter in monster play (spider), this is the msm that I receive:

...Rings Online\Plugins\JackdawPlugins\Bevy2\stance.lua:58: bad argument #1 to 'pairs' (table expected, got nil)
...ngs Online\Plugins\JackdawPlugins\Bevy2\function.lua:1 83: Failed to import package "JackdawPlugins.Bevy2.stance".

I hope it will be usefull for you.
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Old 03-01-2014, 09:55 AM  
Styxion
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Problem with Encoding in German Client?

Hello,

great plugin

2 Questions:
Do I still need to use Vindar Patch before storing Settings?

And is it possible to avoid the existings problems with german special chars?
If I make a shortcut to emote /tschss (or other emotes with ) these chars get messed after saving / reloading:

/tschüss

This seems to be a problem with changing encoding on loading (unicode-chars?).

Settings-Section:

["shortcut"] =
{
["1"] =
{
["Data"] = "/Tsch#195##131##194##188#ss",
["Type"] = "4"
},
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Old 02-15-2014, 01:52 PM  
Aesai
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Awesome Plugin

This is an amazing plugin! I love that you can have MULTIPLE options for the same bar as well as the class proc option and the ability to lock the items on the bar (unlike BuffBars, my other favorite bar plugin). Though I would like to see a couple of additions: one, as a champ I have a couple of personal buff/heal skills (namely, Battle Frenzy, Fight On, and Bracing Attack) that I would like to be able to use at the second the cooldown finishes. I was wondering if it was possible to add a module where you could have the bar pop up at a user-set time interval, then disappear when you click the skill/item and start the countdown again. The problem, though, is it would work better for a bar with only one slot on it than for one that has more. The other addition I would like to see is the ability to have different options set for different slots on the same bar (like buffbars does), though this option might be hard considering how your plugin options is set up.

Well, just my review on a great plugin. Wonderful job!

Aesai
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Old 02-15-2014, 02:00 AM  
Retiarius
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Bug Report

I had great success using Bevy o' Bars with my burglar, hunter, and warden, selecting all the modules for each and having fun playing with the plugin, cleaning up my regular toolbars of travel and milestone skills, muster skills, guide skills and the like. Unfortunately, when I started on my lore-master, my troubles began. First I got a normal message:

Buff Monitor module; Currently collecting buffs for options. Type /cb to stop buff collection. This does not disable the plugin

Followed by these more ominous messages:
...Rings Online\Plugins\JackdawPlugins\Bevy2\stance.lua:58: bad argument #1 to 'pairs' (table expected, got nil)

...ngs Online\Plugins\JackdawPlugins\Bevy2\function.lua:1 83: Failed to import package "JackdawPlugins.Bevy2.stance".

...ngs Online\Plugins\JackdawPlugins\Bevy2\function.lua:1 60: attempt to index global 'KM' (a nil value)


Unloading and reloading the plugin doesn't fix the problem, nor does deselecting the Stance module. I can't get the full options screen to display on any Bevy Bar, getting instead the error message:

... Rings Online\Plugins\JackdawPlugins\Bevy2\class.lua:127: attempt to call field 'Update' (a nil value)

So far, it seems to work with other characters and classes. I haven't loaded all the characters in my stable since installing Bevy o' Bars so I may still encounter problems with them, but I loaded and set up Bevy Bars for the hunter after the lore-master with no difficulties.

Any suggestions or workarounds I haven't tried?

EDIT 1:
I just tried it with the rune-keeper and got the same stance module load error but was able to disable the Stance module before anything further got bollixed and had no further trouble with that character. Recommendation: if necessary, code which classes can use stances and don't load the stance module for those classes, nor display the option to load it in the module load screen. Hopefully the devs included a .hasStances sort of thing in the class modules.

EDIT 2:

Looking over the stance.lua file and it does look like the code attempts to see if the class has stances. I don't know why this is failing so badly for lore-masters, I'll have to run some tests. I still think that the module options panel should not display the stance module as an option if the loaded character's class does not have stances, though. I haven't found that part of the code yet.

EDIT 3 (fix for bug):

Moving lines 62 through 68 in stance.lua up to line 57 fixes this bug enough for lore-masters to be able to use Bevy o' Bars. This moves the code block commented with "Unload if the table is nil" to just after the line starting with "if PlayerClass==194".

Last edited by Retiarius : 02-17-2014 at 02:51 PM.
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Old 02-01-2014, 02:08 AM  
Dwalhin
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Guardian / Skill / Smashing Stab

One question:

Exist, at least, one skill (Smashing Stab) which is triggered/unlocked by Shield-swipe or Retaliation skills, and never locks again if you don't use it.

I know how to make a visible bar (with Smahins Stab skill) after shield-swipe/retaliation, but I don't know how to keep visible after this two effects (when shield-swipe/retaliation effect finishes is goes invisible)!! ...an, ideally, to make invisible after Smashins Stab use...

Can anyone tell me if it is possible?

Last edited by Dwalhin : 02-01-2014 at 02:10 AM.
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Old 01-02-2014, 01:54 PM  
Zalanna
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Re: Version 456 - Zalanna

Version 456 - Zalanna returns!

Quote:
So, here is the new version!
thank you!!! It works perfectly now.
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Old 01-02-2014, 01:54 AM  
MrJackdaw
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Version 456 - Zalanna

Version 456 - Zalanna returns!

Yes, yes I had made a stupid mistake with the last version. However, thinking about this mistake has led to a better version of the "alias bug fixing" code.

So, here is the new version!

There are also some changes to the way the context menu is handled within the plugin. You *should* notice no difference - it is purely there for my own benefit.
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Old 01-01-2014, 06:24 PM  
MrJackdaw
The Undying
 
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Re: Re: Version 455 - Zalanna

Version 455 - Zalanna


Quote:
I think I am going to have to roll back to the previous version. While you did fix the issue that I mentioned, the bug you pointed out completely eliminates the option of creating new bevy bars or adding to existing ones.

Now, when creating a new bar or adding to an existing one, it doesn't matter what I am trying to drag to the bar, I always get the last alias shortcut that I removed there instead. :-(
That's... weird. If I get a chance tomorrow I will have a look at this.

UPDATE: I had made a very silly mistake...

Last edited by MrJackdaw : 01-02-2014 at 01:51 AM.
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Old 01-01-2014, 03:57 PM  
Zalanna
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Re: Version 455 - Zalanna

Version 455 - Zalanna
Quote:
This can cause a small but irritating bug if you are disposing of Alias' by dragging them off bars and then replacing them with things from Turbine bars. I can't fix that - this is the best of a bad choice!
I think I am going to have to roll back to the previous version. While you did fix the issue that I mentioned, the bug you pointed out completely eliminates the option of creating new bevy bars or adding to existing ones.

Now, when creating a new bar or adding to an existing one, it doesn't matter what I am trying to drag to the bar, I always get the last alias shortcut that I removed there instead. :-(
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Old 12-29-2013, 12:42 AM  
Zalanna
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Re: Version 455 - Zalanna

Quote:
Version 455 - Zalanna

This is an update that will only effect those of you who use alias type shortcuts. Zalanna discovered that these did not work correctly on Bevy bars - Turbines fault actually! - but I have come up with a workaround. This can cause a small but irritating bug if you are disposing of Alias' by dragging them off bars and then replacing them with things from Turbine bars. I can't fix that - this is the best of a bad choice!

Many thanks to Zalanna for giving me something to think about - I love a challenge!

((That didn't sound sarcastic did it? I wasn't being sarcastic... I love little problems to play with...))
Wow! With my name and everything! Thanks for finding a workaround so quickly!
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Old 12-28-2013, 02:11 PM  
MrJackdaw
The Undying
 
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Version 455 - Zalanna

Version 455 - Zalanna

This is an update that will only effect those of you who use alias type shortcuts. Zalanna discovered that these did not work correctly on Bevy bars - Turbines fault actually! - but I have come up with a workaround. This can cause a small but irritating bug if you are disposing of Alias' by dragging them off bars and then replacing them with things from Turbine bars. I can't fix that - this is the best of a bad choice!

Many thanks to Zalanna for giving me something to think about - I love a challenge!

((That didn't sound sarcastic did it? I wasn't being sarcastic... I love little problems to play with...))
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Old 12-28-2013, 12:55 PM  
MrJackdaw
The Undying
 
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Re: Re: Re: Moving contents of bar

Quote:
I noticed on the brand new update that there is a reference to shortcut in the bevyobars2.plugindata file, which I think is new. Is there any connection to the issue I am seeing?
Not that I know of - I have been programming whilst under the influence of Christmas though...

Quote:
I did some more experimenting and can provide additional info. I see this happening on a single bar. It does NOT seem to affect skills. Skills and milestones work fine. What is affected are shortcuts. I have a whole bevy bar devoted to emotes and toggling other plugins.
Interesting! I will have to look at this.

Confirmed as an issue!
Thanks for giving me something to engage my mind... working!

This is the most curious thing. All of the shortcut assignment is using turbines internal codes. I have never needed to do anything custom to it really, except for swopping slots. And the behaviour you state occurs - there is no way I can see why!

Update

I have a fix but...
This does cause an interesting error if they are drag dropped of a bar though!
As it is now if you take an alias and drag it off, then drag something from a turbine bar to a bevy bar you get the alias back!

Is this enough of a worry? Do many people use aliases? I am loathe to release a fix that causes other problems... However... It is just a small problem, and unlikely to come up often...

Last edited by MrJackdaw : 12-28-2013 at 02:03 PM.
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Old 12-28-2013, 11:13 AM  
Zalanna
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Re: Re: Moving contents of bar

Quote:
Nope, this should work. Swopping with skills on bars has been an important facility from the word go.

Do you mean on one bevy bar, between bevy bars, or between Turbine and Bevy bars?
I did some more experimenting and can provide additional info. I see this happening on a single bar. It does NOT seem to affect skills. Skills and milestones work fine. What is affected are shortcuts. I have a whole bevy bar devoted to emotes and toggling other plugins.

I created these by doing /shortcut 12 /bow (for instance) and then dragging the shortcut from the 12 position of the main bar to the bevy bar for emotes. This works great. Where it has trouble is if I want to shuffle around the order on the existing bevy bar. I unlock them and drag them from one spot to another and they disappear. I have to redo the shortcut again onto the main bar and replace it on the bevy bar.

I noticed on the brand new update that there is a reference to shortcut in the bevyobars2.plugindata file, which I think is new. Is there any connection to the issue I am seeing?
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