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Unread 01-02-2019, 10:46 PM  
gelly
The Wary

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Any chance we might be able to adjust font size?
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Unread 12-05-2018, 02:02 PM  
Myrthian
The Wary

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LM:
- Ancient Craft is only properly registered once you cast a spell on the target
- Ice-Lore/Fire Lore: the 2nd Lore spell cast won't be recognized until you cast a spell on the target, or sometimes not at all
- Benediction of the Raven also suffers from the same issue

Hunter:
- Barbed Arrow only showing after hitting an enemy with another attack

Cappy:
- Is it possible to get an approximation for Standard of War e.g. a counter that counts towards 30 once the use of Standard gets logged in the combat log?
- Using Revealing and Telling Mark in succession causes the frame to display both debuffs as ongoing, even though only 1 is active on the target

Warden is the only one I'm not too familiar with, so no information about missing debuffs from me.

For the other classes I should've gotten most if not all missing debuffs.
https://www.sendspace.com/file/pwaw4r

If you want to display most of them in the list you run into the problem of the list becoming massive: maybe you can opt for something like Buffmonitor does with hiding options behind a clickable frame, in this case a separate category if you will for each class, and effects sorted by debuff or dot.

Last edited by Myrthian : 12-05-2018 at 03:00 PM.
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Unread 11-28-2018, 08:55 PM  
Grimmerthan
The Indomitable
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Quote:
Originally Posted by Tekko
When I use Barbed Arrow on my hunter, the debuff does not display.

I have to untarget the mob, then target it again for it to show.

edit: Just to add, if I use Pen Shot afterwards it shows.
Yep, this is how the Lua interface works here. In this situation, the first time there's an effect, the bleed isn't in the list returned through Lua. The next time the list is returned, either by a target refresh or by an effect coming or going, the bleed is in the list.

For solo play, where there are few effects coming and going, it won't shine. Take it into an instance though, and it handles far better.

Last edited by Grimmerthan : 11-29-2018 at 10:25 AM.
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Unread 11-28-2018, 08:49 PM  
Grimmerthan
The Indomitable
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Quote:
Originally Posted by Myrthian
Looking good so far: I see you used my idea to hide health/power to make it similar to buffbars, but for dots/debuffs.

Another round of suggestions from me:
[1] - You're using the title bar to access the context menu which means there is no possibility to completely hide the bar itself to just display debuffs/dots? Would it be possible to minimize the bar + hide the name of the target?
[2] - Quite a few abilities are missing like Trick: Dust in the Eyes from burglar. I you want I can try to compile a list of abilities you're still missing
[3] - Would it be possible to disable the names of the debuffs/dots and just display the icon with the timer, akin to buff monitor?
[4] - How about progress bars like buff monitor, maybe you can borrow the how-to from there?
[5] - I reckon the sorting of effects in the option window is still on your to-do list
[6] - No idea if it's feasible, but a toggle icon/shortcut for the window would be a nice QoL addition: show it while you're in an instance, hide it when you're out

[7] I'm unsure what the lock icon is supposed to do: I though it would be there to lock the frame, which isn't the case, and instead it's used for a target lock.

[8] What is the frame position used for?
My responses are:
[1] Quite possible. This would probably remove right-click context menu interaction with whatever is targeted, to expose the plugin's menu instead. Maybe I can put up a straw poll to get some wider feedback on some of these. I'll think about how to do that.
[2] Absolutely lots are missing. Please make sure these are actually effects on a target though, and not skills or buff. If you could screenshot the tooltip of the effect on the mob, this would be perfect.
[3] Yes, would be small effort. If another layout is also being requested, then not small effort.
[4] I've been thinking about progress bars and flashing. I may lift some more code from BuffBars (thanks a lot!) to speed this along. There's much more infrastructure in that code though, and I'd hope to keep it light, code-wise.
[5] Yes.
[6] Very feasible. I was thinking a CLI command to toggle visibility though, but you're talking about what StatWatch and Epic Battle Plugin have.
[7] It locks onto a target, so one can maintain an easy-click target to multiple different mobs.
[8] It saves the location of all frames, so when reloaded, the same count, positions, and effects come up. Another step towards making instance/boss/situation specific setups, where one saves and loads repeatable used setups.
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Unread 11-28-2018, 08:23 PM  
Grimmerthan
The Indomitable
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@Matsack : you're welcome, and thanks for your appreciation. I consider CA, BuffBars, and this plugin to be complimentary. Each do different and valuable things.
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Unread 11-22-2018, 03:42 PM  
Tekko
The Wary

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When I use Barbed Arrow on my hunter, the debuff does not display.

I have to untarget the mob, then target it again for it to show.

edit: Just to add, if I use Pen Shot afterwards it shows.

Last edited by Tekko : 11-23-2018 at 04:25 PM.
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Unread 11-21-2018, 02:32 PM  
Myrthian
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Looking good so far: I see you used my idea to hide health/power to make it similar to buffbars, but for dots/debuffs.

Another round of suggestions from me:
- You're using the title bar to access the context menu which means there is no possibility to completely hide the bar itself to just display debuffs/dots? Would it be possible to minimize the bar + hide the name of the target?
- Quite a few abilities are missing like Trick: Dust in the Eyes from burglar. I you want I can try to compile a list of abilities you're still missing
- Would it be possible to disable the names of the debuffs/dots and just display the icon with the timer, akin to buff monitor?
- How about progress bars like buff monitor, maybe you can borrow the how-to from there?
- I reckon the sorting of effects in the option window is still on your to-do list
- No idea if it's feasible, but a toggle icon/shortcut for the window would be a nice QoL addition: show it while you're in an instance, hide it when you're out

I'm unsure what the lock icon is supposed to do: I though it would be there to lock the frame, which isn't the case, and instead it's used for a target lock.

What is the frame position used for?

Last edited by Myrthian : 11-21-2018 at 02:53 PM.
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Unread 11-18-2018, 06:01 AM  
Matsack
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Sorry for absence..

To be honest, i liked the plugin functions, but didn't install the plugin to test it when i wrote first post.
Now i have, and sure it's doing, what CA and Buffbars have a hard time doing. GREAT WORK !!
Haven't tried this out in raid, but sure work flawlessly in instances.

Thank you for your effort
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Unread 10-18-2018, 12:31 AM  
Haihe
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I love the improvements you've been making, thank you!
About "hiding inactive effects", I suggest it to be optional, because for debuffs the grey "inactive" skill is the reminder to refresh it!
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Unread 10-17-2018, 11:48 AM  
Grimmerthan
The Indomitable
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Hi Matsack,

The plugin doesn't parse the combat log. Rather it looks at lists of effects currently applied to a target. This effect list is mostly broken but works enough of the time that this is still useful.

Do you have any specific screen captures of the effects that aren't being shown (showing the tool tip from the effect on the mob)? When I find a bit of time from the new content, I'll take a look.

Grimm
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Unread 10-17-2018, 09:31 AM  
Matsack
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Very nice plugin.

About bleeds. Having trouble tracking hunter bleeds in CA+BB, not sure it's possible to track a bleed from ex. Heartseeker, without making a user option to make a duration setting. Heartseeker has different duration caused by traitline settings, and what is worse.. The initial shot state something like this in combat log:

someone made a hit for x amount of damage with Heartseeker on "targetname".

The bleeds from Heartseeker state excactly the same line in combat log. In CA the Heartseeker bleeds are included in Heartseeker listing and showing a lot of heartseeker hit

The Warden Dots are fairly easy to track, as they have a initial damage, with a unique name.
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Unread 09-30-2018, 12:11 PM  
Grimmerthan
The Indomitable
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Quote:
Originally Posted by Myrthian
Several Beorning abilities that offer debuffs are missing: Bee Swarm, Armour Crush, Grisly Cry and Piercing Roar.

[1]On what basis did you include Warden and Hunter bleeds, but not Guardian/Burg/Beorning bleeds?

[2]The list itself should be sorted by common debuffing states, actual debuffs from abilities and damaging effects to make it more legible.

[3]Does a fear effect like Grisly Cry fall under common - rooted?

[4]The frame itself has no option to disable the target bar: it should offer such an option so it can be used like Buffbars/Buffmonitor, but in this case to track debuffs/dots on your current target/targets.

[5]The effect list offers no possibility to customise the order in which the effects are shown: right now it would be impossible to show Warden bleeds + LDots at the top and debuffing effects below that.

[6]The frame gets spammed really quickly once you display Warden LDots: there should be an option to either hide the default description to just have the icon of the effect + the timer, or the option to customise the displayed name of a predetermined effect.
https://img1.picload.org/image/dcgaprii/001.jpg
Hi Myrthian, oh boy, lots of points Yay!

1) The basis is prioritization of what seems valuable, as influenced by my experiences and by what my beta testers asked for. My operational priority has generally been debuffing effects, common effects, and damage effects.

More effects will be added, and this will go more quickly, if information about the effect were made available for me (the class that can generate it, the case-sensitive name of the effect as seen on the mob, and whether it has a timer or not).

2) List order is subjective. As noted in "Upcoming and future work" above, I will add the possibility to re-order effects as desired.

3) I don't know. What effect does "Grisly Cry" generate on the mob? Please note, this doesn't look at class skills from the player; this looks at effects on the mob.

4) Hmm, interesting. I'm not sure I feel about that, as the title bar is the connection point for menus as well as target level and name. When I put in a corruption counter for bosses, the counter may end up there too. Let me think about that. I've noted it down explicitly.

5) Please see 2)

6) An option for hiding inactive effects has been thought about, and it was lower priority to getting current functionality released. I've noted it down explicitly.
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Unread 09-30-2018, 10:48 AM  
Grimmerthan
The Indomitable
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Re: Just a suggestion

Quote:
Originally Posted by grawpy
Currently this plugin will not adjust its display of health, power, or effects unless you are selected on that mob. So in order to check for mobs that are broken from a daze or have one of the lore skills refreshed, you have to cycle though each mob.
That said. Thank you very much for your work on this plugin, it is extremely useful.
Yes, grawpy, this is limitation of the client. The Lua interface is limited to what the client knows. In this case, your client gets direct information from the target (also when in fellowship or raid, some information is shared between players).

The outcome is that morale and power cannot be actively updated unless the mob is targeted by you. Effect timers have their own individual timers, and will continue to expire (although I do need to reconsider how I handle toggle effects).

And thanks

Last edited by Grimmerthan : 09-30-2018 at 10:55 AM.
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Unread 09-30-2018, 10:41 AM  
Grimmerthan
The Indomitable
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Quote:
Originally Posted by bornfight
I get the following error messages in the German client:
...ine\Plugins\Grimmerthan\DebuffVitals\EffectFram e.lua:4: attempt to call global 'class' (a nil value)
...ngs Online\Plugins\Grimmerthan\DebuffVitals\Main.lua:2 1: Failed to import package "Grimmerthan.DebuffVitals.EffectFrame".

at all Chars where I log in. In the current version.
Hi bornfight, your system doesn't have "Turbine Classes and Examples" installed, which is a dependency.

If you use Plugin Compendium to install the plugin, the dependency is handled automatically. Please look at step 4) in "Installation Instructions" in plugin info above, to do this manually.

Last edited by Grimmerthan : 09-30-2018 at 10:55 AM.
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Unread 09-30-2018, 06:10 AM  
bornfight
The Wary

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I get the following error messages in the German client:
...ine\Plugins\Grimmerthan\DebuffVitals\EffectFram e.lua:4: attempt to call global 'class' (a nil value)
...ngs Online\Plugins\Grimmerthan\DebuffVitals\Main.lua:2 1: Failed to import package "Grimmerthan.DebuffVitals.EffectFrame".

at all Chars where I log in. In the current version.
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