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Category: Unit Frames (Character, Fellowship, Target)PartyFrame
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Name: PartyFrame   Popular!
Date: 01-16-2015 08:17 PM
Size: 65.19 Kb
Version: 0.11
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Line Display (re-arrange mode)
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Grid Display (re-arrange mode)
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Effect Display (missing mode, Line layout)
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Effect Display (existent mode, saved, Line layout)
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.

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.

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.


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 setup name - you can save a specific setup, so if you decided you needed a specific configuration 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 setup name text box, and then hit the "Save" button below. The control will turn light green (or orangeish, if in missing mode) to indicate that it has saved information for the current setup. You can load the entire setup using the "Load" button, and delete the current control's setup using the "Delete" button. You can also load setups by typing "/pf load <name>". Setups are now layout specific - so any setups you make for the Line layout won't be available for the Grid layout.

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.

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
0.11 - 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)
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07-14-2014 03:19 AM
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12-08-2012 10:57 PM
62.19 Kb
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11-24-2012 01:20 PM
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11.00 Kb
02-21-2012 01:36 AM
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Unread 11-06-2013, 06:07 AM  
The Wary

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Still working?

Is this still working for people?

This seems like the perfect add-on for my needs but unfortunately it will not load into the game without giving an error.

Any plans to update in the near future for the realse of helms deep?
would be a shame not to be able to use this as the new expansion hits for raids
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Unread 01-08-2013, 11:31 PM  
The Wary

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Everything solved, name adjustments were much easier once I really dug into the code. If anyone wants to see what I have done here is a video
If you want the code shoot me a pm.

This addon is just almost what I wanted so I have been making adjustments to the lua but I need some help with the rest of the items on my checklist

I've made it so the morale bars in grid mode change based on current HP (IE 75-99 Green, 35-74 Yellow, etc) But when at 100% I want the class color back and I have not figured out how to set that from where I modified the current bar color
I added this code into function PMCMoraleNG:SetMorale the bars change just fine but once the party member gets back to 100% its still green
       local per = (cur / max) * 100;
        if per > 99 then
            --100% HP Set Back to Class Color
            --Health less then 100 show color fade: Green -> Red
            if per >= 75 then
                self:SetBarColor(1, Turbine.UI.Color(1.0, 0.0, 1.0, 0.0)); --Green
            elseif per <= 74 and per >= 69 then
                self:SetBarColor(1, Turbine.UI.Color(1.0, 0.5, 1.0, 0.0));
            elseif per <= 68 and per >= 63 then
                self:SetBarColor(1, Turbine.UI.Color(1.0, 0.7, 1.0, 0.0));
            elseif per <= 62 and per >= 50 then
                self:SetBarColor(1, Turbine.UI.Color(1.0, 1.0, 1.0, 0.0)); --Yellow
            elseif per <= 49 and per >= 43 then
                self:SetBarColor(1, Turbine.UI.Color(1.0, 1.0, 0.7, 0.0));
            elseif per <= 49 and per >= 36 then
                self:SetBarColor(1, Turbine.UI.Color(1.0, 1.0, 0.5, 0.0));
            elseif per <= 35 then
                self:SetBarColor(1, Turbine.UI.Color(1.0, 1.0, 0.0, 0.0)); --Red
I also wish to add level into the name text IE (85) - Hingle or something like that. all my attempts to do this result in either the addon will not load or nothing changes

Any help on where to look for these would be great.

*Edit* Updated color shifting code for more steps
*Edit 2* Figured out how to get the color back to class color, now on to modifying names

Last edited by syfr : 01-12-2013 at 04:33 PM.
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Unread 01-01-2013, 02:50 AM  
The Undying
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Sorry, which five second delay?

If you're talking about the spike damage tracking, go to /pf options, click on the "Morale" button, and then change the seconds field at the top. Setting it to 0 should disable it.
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Unread 12-29-2012, 02:29 PM  
The Wary

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I love the way this looks, the only major issue I have is the 5second delay, if there is some way to get rid of that, then I would have no reason to not use this.
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Unread 11-30-2012, 08:20 PM  
The Undying
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Thanks! Fixed.
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Unread 11-28-2012, 05:00 AM  
The Indomitable
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Information typing error


in file "StringResources.lua" is a typing error in line 344.

There is
elseif l == Turbine.Lenguage.German then

correct is
elseif l == Turbine.Language.German then

Then the German client also works
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Unread 07-01-2012, 01:46 AM  
The Wary
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Try sticking the following code in moebius92/ColorBar/Colorbar.lua, just before line 6.

for k, v in pairs(_G) do
And then post what it prints out.

Theoretically the class function should be in Turbine/Class.lua, which gets added by the import "Turbine"; line, but it's probably worth checking to make sure it shows up in the global environment.

The other thing - make sure Turbine/__init__.lua exists, and that it has the line: import "Turbine.Class";

Okay. So I did what you asked.
And here are the results from my in-game chat box after adding the script and reloading the plugin:
Please tell me or insert links of what I have to do to make it work
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Unread 05-25-2012, 01:26 AM  
The Undying
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Hmm. Thanks for checking that out.

A quick check indicates that obvious bits of my code that would break that aren't. I'll play around with it and see what I can find.

Edit: Okay, seeing the same thing. Now I just need to get an alt on another account to level 20 or so, so I can check out whether it's broken inside instances as well.

Last edited by moebius92 : 05-26-2012 at 11:38 PM.
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Unread 05-24-2012, 08:11 PM  
The Wary
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I've created a new character (Guardian lvl 7) on another account and met with him in Thorins Hall (he was standing next to my lvl 75RK). Readycheck worked with the default party frames, but not with yours. I also tried using the [ready] condition in the corner indicator of grid layout and it didn't work either.
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Unread 05-24-2012, 02:33 PM  
The Undying
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I'll see about the /roll functionality - it'll require separating some things out.

As for the ready check - just to make sure, it will only work if 1) you are the leader of your raid/fellowship, and 2) I think the members have to be sufficiently close - grouped up in an instance seemed to work for me, but halfway across the map didn't.

If you're meeting both requirements - then I don't know. I haven't tested it extensively - I try to avoid leading groups.
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Unread 05-24-2012, 10:00 AM  
The Wary
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I have an issue, the ready check indicators don't work in either mode for me.
Also I don't need the /roll function of this mod, is there any way to disable it?

Thank you for this great addon (and the grid mode especially!)! I don't think I could heal again without it.
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Unread 05-19-2012, 03:24 PM  
The Wary

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Heh ! Thanks. That's enough to do what i would like. I was just about to start playing with fontsize, when i saw your update. Thanks a ton. Will check it out soon.
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Unread 05-19-2012, 02:16 AM  
The Undying
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Not directly - or at least not while running the plugin.

Stuff along those lines is supposed to be handled via new layout files. If you just want to rescale things - go to plugins/moebius92/PartyFrame/Layout. There'll be two .lua files there - Grid.lua and Line.lua. Depending on which layout you use, edit that file. The first two lines should say something like:

local size = 22;
local width = 100;

If you're using Line.lua, size is the size of an effect display (and thus the height), and width is the length of the morale bar. For Grid,lua, size is still the size of an effect display (the colored squares along the border of the display are half that size - a quarter of the area), and the width is the width of the display/morale bar.

Change them around, you'll change the size of everything, although it won't rescale the text. So that doesn't exactly solve your problem.

Edit: Okay, that's fixed.

Last edited by moebius92 : 05-19-2012 at 01:23 PM.
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Unread 05-19-2012, 01:12 AM  
The Wary

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Is there no way to scale the frames? They look great, but are incredibly large. Especially for a non-healer.
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Unread 05-13-2012, 06:16 PM  
The Wary

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Thank You for Your Help

I added that code and it was pointing to some files that were missing so I went back and took a look at what I had in my plugins folder.

I had the Turbine examples already; thanks to you , and then I took a look at my regular Turbine folder and apparently I had an incomplete collection of the Turbine files needed to run plugins. Thanks to you I now also have a complete collection and the plugin is working now.

Thank you very much.

Last edited by foxhound4 : 05-13-2012 at 09:14 PM.
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