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Category: Unit Frames (Character, Fellowship, Target)PartyFrame
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Name: PartyFrame   Popular!
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Date: 04-13-2015 01:30 AM
Size: 68.31 Kb
Version: 0.12.1
Rate File: 5 out of 5 with 3 votes  
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Line Display (re-arrange mode)
 
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Effect Display (existent mode, saved, Line layout)
 
Description
Note: Version 0.6 will nuke previous version's configurations.
Note: Version 0.7 has changed some of the status names. You may need to erase/restore defaults on your configurations.

This is my attempt to implement fellowship/raid vitals via the lua interface.

This plugin uses the chat handler, which, as always means it doesn't play well with other plugins that use the chat handler.

This is intended to replace fellowship/raid vitals. Due to the limitations of the lua interface, you'll lose access to raid assist indicators. Also, it doesn't quite mimic the only show effects cast by you option.

Buffs/debuffs can be a little laggy - there's an option to set the effect polling interval (/pf poll <seconds>) - it's set to 1 second by default, which seems to have a fairly minimal impact on performance, while still removing effects that no longer exist in a fairly timely manner. Setting the interval to 0 will disable polling. Also, polling is disabled if you're editing a text field in the options panel (i.e., entering an effect name or setup name) - for some reason polling removes the focus from those text boxes. I'm not sure why.

Loading:
Just load the PartyFrame plugin. It should perform a reload if someone joins during a raid (about the only time that it will fail to detect a change in the party). I haven't tested this, really, though.

Display:
There are now three settings - orientation (which way the vitals "grow"), arrangement (Line vs. Grid - Line arranges the vitals in a vertical line, Grid is more free form), and layout (what an individual vital display looks like).

When you enter UI rearrange mode (ctrl-\), you'll be able to move around members, fellowships (in line arrangement), and the display itself. Right clicking on the display tab will let you set the arrangement (Line/Grid) and the orientation (Up/Down/Left/Right). Right clicking on a player's vitals will let you hide/show the pet vitals (if any). (Note: selecting members via click is disabled while you're rearranging the UI - EntityControl doesn't play well with mouse events.) You can also move a member into a new fellowship by dragging them off the left or right end of the member's vital display, and then up or down.

Vitals are completely layout dependent now. You should have things like a ready indicator, effect displays, player name, morale/power display.

Configuration:

You can open the options panel using "/pf options". (For French language clients, the short name is now "/pfr")

At the top, is a drop down menu that lets you select the layout. Changing layout will destroy all of your previous settings.

After that is a set of buttons that lets you select which control in the layout you'd like to configure.

You have three types of configuration controls:

1. Drop down boxes - like the existent/missing drop down box. And that's about it. They work as you'd expect.
2. Fields - you can do things like set the power indicator, morale threat time, effect durations, etc. Power indicator is the bright blue bit on the left of the power bar. Morale threat time is the size of the window when tracking maximum spike damage. Effect durations override the effect's durations when displaying remaining time - if it's non-zero it'll just show the last x seconds of the time, if it's 0 it'll show the duration as normal.
3. Effects/statuses - Each effect or status is as a row, with an icon on the left, and a text box containing the name on the right. You can click on the text box to change the name, or right click on the icon to bring up a context menu with Cut, Copy, Delete, Insert, Paste, Debuff, Save, New Group. The first five work as you'd expect. Debuff toggles whether the effect is a debuff (does nothing for statuses), Save saves the effect or status, and New Group creates a new group starting with that effect/status. You can drag and drop the effects - dragging them to any button control on the top will move it to that control's effects, if it has any. You can also click the drop down triangle on the far right in order to get a list of statuses and some generic debuff names that you can use.

Statuses are states that the party member can be in. They include "[linkdead]", "[connected]", "[voice]", "[morale]", "[power]", etc. The "[morale]" and "[power]" states are special, you'll need to add a comparison - either ">=" or "<=", and then a percentage or a number. So you could write "[morale] <= 50%", which would be active if the party member goes to 50% or less morale. Only the first "[morale]" and the first "[power]" status that holds will be active. So, for example, if your first group has "[morale] <= 100%", no other "[morale]" statuses will activate, since the first one is always active.

Effects are your regular buffs/debuffs - you can enter generic effects, such as "<wound>", "<disease>", "<fear>", "<poison>", "<curable>", "<incurable>" or combine them, such as "<curable wound>".

To the left are grouping indicators - you can right click on them to set the color. Color is broken into color (hue-saturation) and brightness (value). Selecting one will bring up either a color wheel or a brightness bar. If you click on the transparent border around the wheel or bar, either the color or brightness will be set to null. This means that the color will fall through, and the colors of groups after this one can be used. (For an example, see the "R" control in Line layout - specifically the "[not-leader]" and "[talking]" groups.) If the group has a null color or brightness, there will be a black or white square in the middle of the grouping indicator. If both are null, the square will be gray. To the right of the color is a textbox containing the count of a group. This is the number of elements (statuses or effects) that must exist in the group, before the group is considered active. For effects, this count determine which effect will be displayed. Positive numbers count down from the most recently applied effects (1 is the most recently applied effect, 2 is the second most recently applied effect, etc.), while negative numbers count up from the least recently applied effects (-1 is the least recently applied effect, -2 is the second least recently applied effect, etc.)

At the bottom - "Clear" will clear the effects/statuses, "Default" will restore the configuration of the current control to the default state. (Or for the Log, it'll restore all of the saved effects/statuses).

After that is the profile name. Profiles are saved configuration for a subset of the controls. For example, if you decided you needed to track "Static Shock" in the lightning wing, you'd enter (or log) the Static Shock debuffs into a control somewhere, type "lightning" in the profile name text box, and then hit the "Add Control" button below. This would save the configuration of the control with the "Static Shock" debuffs into the "lightning" profile. Then, later on, if you wanted to reload the "Static Shock" debuff configuration for that control, you would simply load the "lightning" profile. Controls which have a saved configuration in the current profile will have their button colored green (or orangeish, if in missing mode). You can load a profile use the "Load Profile" button or by typing "/pf load <profile name>". You can remove the currently selected control's configuration from a profile by using the "Remove Control" button. Profiles are layout specific - so any profiles you make for the Line layout won't be available for the Grid layout.

PartyFrame can toggle between being visible while you're solo using the "/pf solo" command - this should allow you to test out a configuration, even if you don't have a fellowship.

Existing layouts:

Vitals are made up of four parts - a ready state indicator, effect displays, player name, and a morale/power display. In line layout, they appear on a horizontal line, with the five effect displays to the left of the morale/power bars and five to the right. In grid layout, the name moves to the top, the ready state becomes the border, the morale display dominates everything, and there are nine effect displays - one in the center, and eight small colored squares around the edge.

Class is indicated by the background color of the vitals or the morale bar (burglars are black, captains are blue, champions are red, guardians are orange, hunters are green, lore masters are teal, minstrels are yellow, rune keepers are white, and wardens are purple).

Name color changes based on voice and link status (white is no voice, green is voice, red is link dead), and will turn a darker color when the member's morale hits 0.

Ready state is green/red/white for ready/not ready/not checked. The lead will have a brighter indicator. The color will turn blue (or blue-green or purple) when the player is speaking.

There are no numbers on the morale and power bars. In line layout they do get scaled based on the largest maximum morale and maximum power in the fellowship or raid. So you should be able to tell how much morale someone has left relative to their max morale and in absolute terms, fairly easily. Morale bars have a couple colors. Red is the five second spike damage (maximum amount of damage the player has taken within a five second window - disabled in grid layout). Orange is dread. Dark purple to dark red is temporary morale. Dark purple indicates at least 10 seconds remaining for the effect giving the temporary morale, and dark red indicating that the effect is about to expire. The lighter portion of the power bar is 1.4k worth of power.

In line layout, there are five effect slots to the left of the morale/power bars (covering the name) and five effect slots to the right. By default, the left handles debuffs/CC, and the right side handles class specific buffs. For certain classes (Captain, Burglar, Hunter, LM, and Minstrel) debuffs that will be removed by the class's debuff removal skill will also be displayed on the right.

In grid layout, there is a central effect slot, which by default displays curable debuffs based on class (or not if the class doesn't have any cures), and eight surrounding color squares which display buffs. Color and position indicates the buff, intensity of the color indicates duration.

In grid icon layout, the layout is pretty much identical to the grid layout, except the eight surrounding color squares are now effect slots.

It'll also track rolls (out of 100, only). It'll just display the order at the beginning of the name. Ties will have the same order. #? means a tie where one of the members who has tied has made an additional /roll, but not all of them have. You can clear the rolls with /pf clear.

Version History
0.12.1 - Changed the way the profile UI works a little - relabeled "Save" to "Add Control" and "Delete" to "Remove Control". Options UI should respond to changes in the profile name text box a bit more quickly. Profiles still work the same way.
Re-enabled saving the position of the window. Added the ability to save window position to /ui layout (note: This will actually associate a saved window position with the path name of a UI layout file - if you move your UI/layouts directory, you'll lose your saved window positions.) For French client users who haven't figured out how to use the /iu command (since for some reason they didn't translate the help message), it's /iu [disposition [<sauvegarder|charger> [<filename>]]]. (Seriously, the German client's /ui help message is translated but the layout loaded/saved messages aren't, while the French client's help message is still in English, but the layout loaded saved message are in French. Sorry. Had to vent.)
Updated the German "X has joined the raid" message, so plugin will properly reload if someone joins your raid (and the Party object isn't updated). Thanks to Rafaello and Marloo for the string.

0.12 - Moved layout loading to the layout directory (main will now import the layout directory, and the __init__.lua file in that directory will state which layout files to load). Added comments to the size variables at the top of the layout files. Added "/pf solo" command. Added Grid Icon layout. Changed the default effects in Grid and Grid Icon again. Fixed a memory leak.

0.11.1 - Updated Grid so that it actually works again, changed morale bars of Beornings to brown, added an orange outline to the targeted player.

0.11 - Added support for Beornings. Beornings will always report that they have 1/1 power. (Unfortunately, wrath information for party members is not available.)

0.10 - Added counts to groups (allowing a group to be activated after a specified number of statuses and effects exist, and allowing specific effects to be displayed, not just the most recently applied one). Added an experimental plugin reloader.

0.9.2 - Fixed a bug with loading layout configurations. It should now actually use the last layout configuration you had set up on load, instead of reverting to default. Also changed the default power fill on the Line layout to 0.

0.9.1 - Fixed typo in Turbine.Lenguage.German

0.9 - RoR updates.
Added Improved War-cry, Tale of the Elements, Water-lore, and Resolve of the Hammerhand to the list of known effects.
Using GetLanguage() to determine client language.
Added "[target]" status - based on matching the target's name with fellowship member's name, so it can result in a false positive if there's a mob or pet with the same name as someone in the fellowship.
Changed temporary morale effects so it primarily looks for icon 0x411188D9, instead of searching for temporary morale effects by name. (Unsure how this will interact with temporary power effects. Too few to conveniently test.)

0.8.2 - Fixed a bug with damage threat tracking.

0.8.1 - Font sizes should now be chosen dynamically, so if you want to play with the width/size values in the layouts, it'll mostly look right. Except in Line mode, the triangle for pet displays may be off.

0.8 - Added buff/debuff polling.

0.7.2 - Nope, another dumb bug with [morale] and [power] handling. Hopefully that should be the last of them.
Fixed unknown debuff/buff logging.

0.7.1 - Fixed a dumb bug with [morale] and [power] handling. Should work as documented now.

0.7 - Added language support. Added German and French strings.
Added morale and power comparator statuses.
Added status/generic effect drop down menus.
Added null color/brightness indicators.

0.6.1 - Fixed a bug when moving effects out of the log.

0.6 - Code refactoring. Should be more modular now.
Created Layout directory, added a brief readme.txt on how to write layouts.
Terminology change - orientation is still orientation, but mode has been split into "arrangement" (how the vitals are laid out) and "layout" (what the vitals look like).

0.5.1 - Fixed moving members around in Grid mode.
Changed burglar's color back to black in Grid mode.
Muted colors a bit in Grid mode.
Decreased accuracy of spike damage counter - should be faster though.

0.5.0 - Added groups to existent mode.
Added color controls to effect groups.
Redid Grid mode to be primarily a large morale bar.

0.4.1 - Changed load/saved to work on serialized data. Hopefully should help out with international clients.

0.4 - Added Grid mode.
Added icons to all of the effects that are going to have them (Their Weapons Shall Not Harm Us is still not getting one).
Added effect slot setups.
Changed the effect logging options slightly.
Added duration indicator control.

0.3.1 - Stupid temporary morale effect bug fixed.
Added Protection By The Sword and Shall Not Fall This Day icons.

0.3 - Added ctrl-\ support to move the display around as well as individual member vitals.
Added an options panel to control which effects show up where.
Minor optimization - apparently resizing the shaded duration indicator is a computationally intensive process. Who knew?
Currently missing icons for - burglar signals, guardian protection and shield wall, Shall/Do Not Fall This Day. Their Weapons Shall Not Harm Us intentionally does not have an icon, since it can change.
Removed the plugins directory from the zip archive to make it play better with LPC.

0.2 - Update six.
Removed Warden 50% morale indicator.
Implemented ready state and speaking indicators.
Added pet support.
Updated to use EntityControl instead of RegisterForClickHandling
RK effects:
Removed Blade Will Not Wound
Removed Fang Will Nout Poison
Added Their Weapons Will Not Harm Us
Added Improved Rune-sign of X
Added Rune-sign of X
Archive List (Old Versions)
File Name
Version
Size
Author
Date
0.12
67.40 Kb
moebius92
02-05-2015 04:34 PM
0.11.1
65.20 Kb
moebius92
02-04-2015 01:38 AM
0.11
65.19 Kb
moebius92
01-16-2015 08:17 PM
0.10
64.64 Kb
moebius92
07-14-2014 03:19 AM
0.9.2
62.19 Kb
moebius92
12-08-2012 10:57 PM
0.9.1
62.19 Kb
moebius92
11-30-2012 08:20 PM
0.9
62.19 Kb
moebius92
11-24-2012 01:20 PM
0.8.2
61.90 Kb
moebius92
05-20-2012 05:00 PM
0.8.1
61.90 Kb
moebius92
05-19-2012 01:23 PM
0.8
60.91 Kb
moebius92
05-11-2012 12:07 AM
0.7.2
59.59 Kb
moebius92
05-10-2012 12:23 AM
0.7.1
59.54 Kb
moebius92
05-05-2012 02:57 AM
0.7
59.57 Kb
moebius92
05-05-2012 02:25 AM
0.6.1
51.97 Kb
moebius92
04-28-2012 09:40 PM
0.6
51.69 Kb
moebius92
04-28-2012 11:37 AM
0.5.1
36.90 Kb
moebius92
04-18-2012 11:53 PM
0.5
36.92 Kb
moebius92
04-18-2012 12:26 PM
0.4.1
22.75 Kb
moebius92
04-15-2012 08:39 PM
0.4
22.40 Kb
moebius92
04-15-2012 03:35 PM
0.3.1
18.75 Kb
moebius92
04-09-2012 02:58 AM
0.3
18.72 Kb
moebius92
04-09-2012 01:26 AM
0.2
11.17 Kb
moebius92
03-20-2012 03:04 AM
0.1
11.00 Kb
moebius92
02-21-2012 01:36 AM
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Unread 06-29-2015, 07:06 AM  
Imiona
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Is it possible to make the Background in Grid Layout not Transparent?
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Unread 06-25-2015, 12:27 PM  
Imiona
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Just wanted to say thanks for Maintaining this plugin
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Unread 04-11-2015, 04:17 AM  
Rafaello
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Thats it! Thanks!

Alright, with that we were able to include some features our team requested:
There is the new field MoralNumber, which is in the middle of a Grid unit per default, and it allows to display the morale as a number in different ways: as morale deficit / morale lost; as a number / an amount of morale points; as current morale vs max morale; and as percentage of max morale.
It will update, just as the colored bars for morale and power are updated.

All of these can be defined via the options, like the other fields. Translated texts are available.

If you, Moebius, or anybody else wants to have the code with the new field available in Grid layout, here it is (sorry for the download portal, I took the first free one I could find, and it has several download buttons, some of which seem to want to install something... dont. Just a zip file.).
@Moebius, feel free to include the changes into the standard version if you like.

A few caveats:
  • Only one of the 4 indicators will be used in the new field (the last one). No point in entering more than one, currently.
  • The color that you can set in the new field will not be considered during runtime (although Id love to do that, but would need a hint from Moebius where to look). Its white, white or ... white at the moment.
  • Death is indicated with "+ + +" currently. Not meaning to hurt anybodys religions feelings, though. Feel free to replace it with any symbol you like.
  • Tests done mostly on a German and English client.

Enjoy!
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Unread 04-09-2015, 06:08 PM  
moebius92
The Undying
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Uploads: 14
It looks like you want "self.options.controls[self.index]" - this will give you the configuration options for the control within the control itself.

Look at the PMCMorale (specifically PMCMorale:SetMorale) and PMCPower (specifically PMCPower:SetPower) controls. Both of them read configuration information directly - PMCMorale reads ".threat" to determine the size of the size of the spike damage window, and PMCPower reads ".fill" to determine how much of the end of the power bar to highlight.
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Unread 04-09-2015, 03:06 PM  
Rafaello
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Hi Moebius,

great, looking forward to the next version then. In the meantime, Ill just provide a version for the kin mates that also use it, and extend it gradually myself. If you are interested, I can share my code changes with you, which might save you some time when you ultimately put in some of the features yourself. Let me know.

Would you be able to throw me a bone on the issue I am still chasing?

In UpdateMorale(), Id like to fill my new field with different texts depending on what has been configured by the user in the options. Ive got the options, their translations and a few other things nailed down. It works for hard-coded versions of the different texts, no problem. But the generic version... That however would require me to know what the configuration was, for a given control / indicator, during runtime. So how can I access the configuration value for an indicator from the control, or the main window?
Is there any way to find out about that? I figured it might be the control.groups property?

Thanks a lot in advance!
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Unread 04-08-2015, 06:38 PM  
moebius92
The Undying
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No worries - I'm not sure it's accurate to say you've been using the profiles wrong, but rather that it's been badly documented, and possibly the current implementation is incorrect. I'm a big believer in the principle of least surprise for UI design.

I'll try to get an updated version uploaded soonish. (Although that'll just cover things that you've gotten working correctly already.)

Beyond that, it looks like I'm going to be fairly busy in a couple weeks, so at the moment my primary focus in LotRO's going to be doing some data collection that's only really convenient to do while Bullroarer's up. Being able to get arbitrarily leveled creeps and freeps (and not having to worry about TPs and MCs) makes some skill testing a lot simpler on Bullroarer. So, unfortunately, anything beyond bug fixing will probably take a while.
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Unread 04-08-2015, 07:41 AM  
Rafaello
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Hi Moebius,

thanks a bunch for the hints, I was able to achieve what our healers requested: a new label n the middle of each Grid element indicating how much morale has been lost, or if someone is dead - and it wont display anything if morale is full.

What I am struggling with now is making it generic.

I am able to add several indicators into the options context menu, for instance one for "morale lost", one for "morale percentage", and one for "morale actual vs max". Each of them would be one way how this new label is filled during runtime.

The problem I face is that I am unable to find the place where I can get that information in UpdateMorale(). I think I would need some kind of if..else to determine how exactly to calculate the text that is displayed in my new field, depending on whether this is a percentage value, or the amount of morale points missing, etc. So how can I get from a control to the configuration (the indicators selected by the user in the options)?
I assume you are doing something similar already for the name field (which seems to carry multiple indicators), like changing its color depending on the status, but I am too stupid to find where you do this.

Any help would be greatly appreciated!

As for the profile thing: thanks for clarifying, indeed I have been using it incorrectly. Following your steps I am able to save a specific list for one indicator (or more than one) - so about the only thing left is that this new profile seems to be in the selection list only after the plugin was reloaded. This is only a minor issue, so my apologies for bothering you.

Best regards,
Rafaello

Edit: if you want to have a look at my code, let me know.

Last edited by Rafaello : 04-08-2015 at 09:16 AM.
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Unread 04-07-2015, 08:52 PM  
moebius92
The Undying
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Hmm. Let me hold off on thinking about the upgrades you'd need. Although, I will say, your best bet is to make a bunch of new controls in whichever layout you're working with, and then get them to display the correct text.

So, like in layout/Grid.lua, add a new element in the layout table - make it a copy of the Name element or something, give it an appropriate name, location, size, and then change the element to MyElement (or whatever you want to call it), and then go to LayoutInit.lua, and say make a copy of the PMCName class, change it to the MyElement class, and then remove the :SetName function, and add a :SetMorale function (see PMCMorale for an example of the arguments a :SetMorale function should expect to receive).

And while the above might be a solution to what you want, I'd like to avoid make a bunch of special purpose text string element classes, and see if I can generalize one appropriately.

Okay, next, onto profiles - are you hitting the "enter" key after naming the new profile or just clicking on the save button? Because the way every single text field in PartyFrames should work is - "enter" is the commit button - once you hit this, whatever value you've entered into the text field will become the new value for that text field. On the other hand, clicking outside of the text field (and causing it to lose focus) is the cancel option - this indicates that you don't want to save whatever you've entered into that text field, and instead you'd like get the value that was in that was stored in that field before you started messing with it to be restored. Most of the time that makes sense - but it is kinda screwy in this case.
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Unread 04-07-2015, 12:46 PM  
Rafaello
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Hi Moebius,

We really appreciate that youll take our suggestions for corrections and put them into the plugin - thanks! By "we" I refer to some folks in our kin on the Gwaihir server, and a few others as well - over the last few weeks us folks have discovered this plugin and started to use it, gradually discovering issues and fixing them where possible (with our somewhat limited knowledge on Plugins, API, and LUA in general). Still, its actually a lot of fun - some of us have raiding background in other MMOs, where a certain plugin named GRID and PartyFrame have some similarities , and ve set out to see how much we can close the gap.

As for the profile thing:
Thanks for clarifying how profiles are supposed to work. Turns out we have been using them not quite as intended, although even with the explanation we are not able to make them work:
In my (German) client, when I enter a Name, say "Test", into the profile field and hit save, it does not seem to be really saved. Neither does it show up in teh dropdown list (which remains empty), nor does it restore the state of a control when you manually enter the profile name and hit load. Not sure if this helps you to idenfity the issue.

For German translations, well see what we can do :-), but no promises. Let me talk to one of the guys who has been going over these texts anyway.

With regards to a few extensions to the current code, would you be able to point me into the right direction?
Coming from Grid (in WOW), what wed like to achieve is that the bars (in Grid or Grid Icon mode) fill vertically instead of horizontally. Any hints how this might be possible?
Also, Ive been adding a few lines of code so that the amount of morale lost on any given raid member will show instead of the name if morale isnt topped off, to assist our healers to choose the appropriate heal spell (simply extending UpdateMorale(), basically). However, Ive had people ask for an extension, which I am not quite sure how to tackle: instead of replacing the name with number of morale points lost, they ask for the name to be displayed and the morale loss to be visible separately. Ive tried to write it all into the same string (still abusing the name field), but that can easily consume too much space. So Ive been thinking: would it be possible to have a new field for the morale lost (or, as some would prefer, the current morale vs the max value)?Like:
<Player name>
<something else, like icons for curable debuffs>
<current morale / max morale>
instead of just the player name tag.

If this is not something you think can be added into the standard plugin, would you be able to point me into the right direction: where would I need to add such a new field, where would I add the configuration, and how do I hook into the existing events to make it work?

Would really appreciate any suggestions.

Keep up the awesome work!

Best regards, Rafaello
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Unread 04-06-2015, 01:32 PM  
moebius92
The Undying
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Wow. Thank you for finding the fix for that. (Either Turbine changed the join string, or I just guessed using Google translate. I'm thinking it might be the Google translate case, but I somehow managed to get the French join string correct...)

The setting position lines are commented out because I don't want my copy to move around - the default position is my preferred position. So it's great if you're me, and not so great otherwise. I've uncommented them and added some code so that the position will also be linked to the /ui layout command.

Okay, now I'm trying to track down the profile bug you're seeing. I've found a couple bugs in the way that the profiles/setups work that weren't intended, but the entire thing is so badly documented, no one may have noticed. That said, here's what I'm trying/seeing:

Start up the german client, and log in. Do a /pf optionen. I'm in Line mode, using the default control options. I select the "L1" control. Create a new effect "test" in the L1 control. Go to the setup name bar at the bottom of the window, and type "blah" as the name. And then I hit the "Speichern" button. Afterwards, I hit the down triangle at the right of the setup name bar, and I see "blah" is on the list of saved setups, and that the L1 button is now greenish.

So everything seems to be working okay in the above test case for me - what exactly are you seeing?

(Also, if you've got any suggestions for the German strings, let me know. I basically wrote them by stealing strings from the German version of Notepad++, the LotRO client, and using Google translate.)

Edit: I suppose I should describe how setups/profiles (I'm going to refer to them as profiles from here on) are supposed to work. You pick a profile name, and then for each control whose configuration you want to save, you go to that control, and hit the save button. That'll turn the control button green, and will mean that any time you load the profile, those controls' configurations will be restored to whatever was saved in the profile. When you hit the delete button, it's supposed to change the profile so it no longer saves the current control's configuration - at the moment it just deletes the profile.

Also when you switch profiles using the drop down menu, the control button colors should change to reflect the currently selected control.

Last edited by moebius92 : 04-06-2015 at 03:00 PM.
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Unread 04-04-2015, 08:55 AM  
Rafaello
The Wary

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Raid member added (in German client) - what now?

Hello Moebius,

first of all, let me say THANK YOU for this great plugin - I really appreciate the time and effort going into this, and I would love to use it. When I played around with it, there are so many things that this does bettern than the default UI.

As you write, the plugin does not seem to detect when someone joins the raid (Update: party works, but not raid). It does detect it (and refresh) when someone leaves the group / raid.

What can I do when someone joins, so that I get the correct display?
-> Complete reload of this plugin (and all others) works, yes, but is not very nice, of course.

Edit3: After extensive testing with some of my kin mates we come to the conclusion that it does not work on a German client, whereas the English client seems to work. Everything else is identical. A kin mate actually switched from German client (not working) to English, kept all settings for all plugins, and saw that it worked.
Edit4: Thanks to Marloo on our Server, here is the fix for that (simple translation issue.
in \Plugins\moebius92\PartyFrame\StringResources.lua row 76 should be
Code:
S.JoinMessage	= { en = "^.* has joined your Raid%.", de = "^.* hat sich Eurem Schlachtzug angeschlossen%.", fr = "^.* a rejoint votre raid%." };
Thanks!

Edit1: also, it seems that there is a problem with saving a profile, at least on the German client. When entering a name and hitting save, that name is not in the profile list afterwards, and the next time you load the plugin, the position will be default again.
Here is the workaround / fix for the position reset of the window: in \Plugins\moebius92\PartyFrame\PartyFrameWindow.lua , remove the comments in row 168 and 169:
Code:
--self.x = settings.x;
--self.y = settings.y;
so that it works.
I dont know of any side effects, havent noticed any, but I assume these comments were there for a reason.

Edit2: updated text to indicate only raid is affected, not party

Edit3: clarified that German client is involved.

Edit4: solution proposed.

Last edited by Rafaello : 04-06-2015 at 04:12 AM.
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Unread 03-20-2015, 08:05 PM  
Synsear
The Wary

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Thank you for getting me on the right path to making this work. I am now able to use the addon which helps when playing on a laptop and I don't have the luxury of a large monitor to fit all the UI frames in nicely.
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Unread 03-19-2015, 03:55 AM  
moebius92
The Undying
Interface Author - Click to view interfaces

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You're missing the basic Turbine Lua files. You can get them here. (And probably a couple other places.)
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Unread 03-09-2015, 02:31 PM  
Synsear
The Wary

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Hello

Really hoping you can help me with this. When I go to load the addon I get these error messages. I play on a laptop so I really hope to get this working to make my ui space for efficient. I would appreciate any help, thank you.

...Rings Online\Plugins\moebius92\ColorBar\ColorBar.lua:8: attempt to call global 'class' (a nil value)
...Rings Online\Plugins\moebius92\ColorBar\__init__.lua:1: Failed to import package "moebius92.ColorBar.ColorBar".
...e Rings Online\Plugins\moebius92\PartyFrame\Main.lua:5: Failed to import package "moebius92.ColorBar".
...Rings Online\Plugins\moebius92\ColorBar\ColorBar.lua:8: attempt to call global 'class' (a nil value)
...Rings Online\Plugins\moebius92\ColorBar\__init__.lua:1: Failed to import package "moebius92.ColorBar.ColorBar".
...e Rings Online\Plugins\moebius92\PartyFrame\Main.lua:5: Failed to import package "moebius92.ColorBar".
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Unread 02-18-2015, 08:58 AM  
Red Baron
The Wary

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Thank you very much, this helped. We update come out much later. you already have the U14, and we only U13.

Last edited by Red Baron : 02-18-2015 at 08:58 AM.
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