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Unread 12-22-2011, 08:38 AM  
Eili
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Re: Halt!

Quote:
In a thread here Narrel states;


So, I am not going to touch Bevy till I see what they do - once burned, twice shy...
Well thought ! until know i can live with it like that no worry ))

Merry christmas to you and your family
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Unread 12-26-2011, 04:00 PM  
Balindil
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PopUp Modul without Collapsing to selected?

Excellent work! I like the bars.

Nevertheless: is there a possibility to select an item on a "popup" bar without collapsing and getting the selected item in the staying field?
The first field is for me a kind of "fast select". I don't want to have it changed while selecting an item.

It would be great to get an option in for selecting like

-collapsing while selecting yes/no
- selected Item in resting field after collapsing yes/no

Sorry for having additional wishes

Greets

Balindil
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Unread 01-17-2012, 01:03 AM  
MizSparrow
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Hi there! Minstrelly type person here, with some feedback! I haven't actually played the game with the bars active, yet... I've been setting up plugins for the first time. I can't wait to play and see how it goes!

First of all... I had a heck of a time figuring out how to add a 2nd bar and where the rest of the options were for the bar I'd already created.

I read the article, but somehow my eyes hazed over during the Options part; I actually found it accidentally while fiddling around in game, and then saw it again when I got back to this page. If anyone as ditzy as me is installing this thing, it might be nice to have that portion of text in bold, and/or red, so that it can't be missed, as it is probably the most important part of the article! A readme.txt wouldn't go astray, either.

For stances, we now have Harmony in addition to War-Speech.

Whoa! So, I just crashed my client.
(a) loaded my shiny new plugins and have been fiddling with them. (LOADED: palantir, bevy, sortpack, altinventory)
(b) had recently unlocked the UI and created a 2nd bar in Bevy
(c) realized I wanted to write feedback here
(d) didn't have any other windows to alt-tab to, so I used options-->windowed mode
(e) opened sticky notes (win7)
(f) in lotro, did not accept changes, so it went back to full screen
(g) alt tabbed, opened firefox, and started writing this comment while lotro was still running, with UI unlocked and one new, unnamed bevy bar with the stance menu "slid out" aka actively showing.


Also while I'm here and thinking of it, it would be SO cool to have a checkbox for "copy bars from other character" where you could set up your bars on one character, load the exact same bars onto another character, and then tweak them after they were loaded in to the second character.
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Unread 02-01-2012, 02:57 AM  
MrJackdaw
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My apologies

For the past few weeks I have been unable to spend any time on Lotro, indeed any game, as work has been too busy.

Unfortunately I foresee this as continuing for the next few weeks as well. Hopefully I will be back on in Late February.
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Unread 02-01-2012, 11:30 AM  
Eili
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Quote:
Also while I'm here and thinking of it, it would be SO cool to have a checkbox for "copy bars from other character" where you could set up your bars on one character, load the exact same bars onto another character, and then tweak them after they were loaded in to the second character.
While we wait for the return of MrJackdaw, you still could use my easy solution to have the same set up.

When my set up bars is created, i log off the game completely, goes into the folder PluginData, C:\Documents and Settings\xxxxxxxx\Mes documents\The Lord of the Rings Online\PluginData\xxxxxxx\Landroval\Moranae)
Then i copy the file BevyOBars2.plugindata and past it in the other characters folders i wish it to go (you can create the character folder if it does not exist).
I do that since the Plugins exist on Lotro and it is working perfectly.

Last edited by Eili : 02-01-2012 at 11:30 AM.
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Unread 02-01-2012, 11:33 AM  
Eili
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Re: My apologies

Quote:
For the past few weeks I have been unable to spend any time on Lotro, indeed any game, as work has been too busy.

Unfortunately I foresee this as continuing for the next few weeks as well. Hopefully I will be back on in Late February.
I hope at least that you like your job
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Unread 03-13-2012, 07:52 PM  
Eili
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quickslots not working properly as of U6

I noticed that items on quickslots appear normally but for some reasons you have to add them each time on their quickslot to be able to use them.

I wonder if we should create from scratch our bar again or if this is a Turbine problem.
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Unread 03-14-2012, 01:31 AM  
MrJackdaw
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Re: quickslots not working properly as of U6

Quote:
I noticed that items on quickslots appear normally but for some reasons you have to add them each time on their quickslot to be able to use them.

I wonder if we should create from scratch our bar again or if this is a Turbine problem.
I've not noticed this problem yet - I have noticed that one device keeps changing size. Annoying!

At a loss to fix it if I can't see it. Do you know if this effects the other bar plugins too?
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Unread 03-14-2012, 03:43 AM  
Eili
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Re: Re: quickslots not working properly as of U6

I've not noticed this problem yet - I have noticed that one device keeps changing size. Annoying!

At a loss to fix it if I can't see it. Do you know if this effects the other bar plugins too?


No i use only your plugins for my bars -

I went to test again and here what happened :

I have a total of 84 potions
in order for the number to update correctly on the bar, i have to stack 4 times each of the stack onto each other.
Then i drink a power potion, and rather than have 83, the number is only 33 soit 1 stack. If i move the stack of 50 onto the stack of 33, then the bar update for 50 potions.

Before U6, the number was always the stack total of potions i had in my inventory.

May be this cause a problem at some time if you finish a stack, then it may considerer that you have no more potions : i guess that is what happened to me, i had over 100 potions and when it came to use another stack i could not use the quickslot

I hope i was clear enough i am pretty sleepy and my brain is humm dead

I can send you my .data i fyou think that could help you

INFORMATION
After reading some information from Garan for her own plugin Alerter here what she said :

Quote:
Turbine for some reason disabled the ability to "use" generic items, even though they display correctly they can not actually be "used". This is sad since it means we can only use item quickslots for specific instances of items so, for instance, users with mutiple stacks of pots will have to specify a distinct stack - when used up it can't automatically use the next stack even if they are of the same type of item. If I set the quickslot to a distinct instance, it will show the full quantity for all instances but stops working once the distinct instance it is set to (one stack) is used up which is just as undesirable.

Unfortunately, there doesn't seem to be any good workaround for this and I will have to make Item quickslots only work for specific instances in the next version. I sincerely hope this is not "working as intended" on Turbine's end.
Here my problem! grrrrr Turbine

Last edited by Eili : 03-14-2012 at 10:41 AM.
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Unread 03-15-2012, 01:22 PM  
Stever1388
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It's interesting, the problem prior to Update 6 was that if you changed stacks it would cause problems with your quickslots loading/saving since the way the stacks hex number worked. Well they seem to have fixed that, if you don't have an item in your inventory when you load the plugin, instead of the quickslot being blank, it now has the greyed out icon of the item and will still display the tooltip if you hover over it. If you add that item back to your inventory, it will update correctly to allow you to use the quickslot again. The funny thing about all this is the changes I helped MrJackdaw with to make the plugin load correctly are no longer needed (you can revert back to build 2.316 and it still works correctly), but now the bugs that I ran into while trying to fix the loading issues no longer go away because they are now built into the way the quickslots work, which I think is what Eili is running into. Also it seems PCALL to set shortcuts is no longer needed as the SetShortcut() method catches errors automatically, but I haven't tested it thoroughly.

Basically the way it works is the quickslot identifies what is in the quickslot in two ways - an ID number (not really a number but that's besides the point) that identifies the item and an ID number that identifies the stack in your inventory. When the stack ID doesn't match a stack in your inventory, it gets converted to all zeros, and then the quickslot attempts to match to the same item, but a different stack. This requires the user to actually click on the item in the quickslot, and then once it rematches, the user can click the item again in the quickslot to use it, so two clicks total is needed. After that you can just click on it normally to use it.

Let's say you have two stacks of potions, one stack only has one, and the other has 50, on the quickslot the total potions is 51. Whichever stack you used to set up the quickslot is the stack the game takes out when you use the quickslot. So if you setup the quickslot using the stack that only has 1 potion in it, when you click the quickslot the 1 potion disappears and the stack is gone.

If you setup the quickslot with the stack of 50, one is removed from that stack, resulting in a stack of 49 and a stack of 1, but the quickslot will show that you have 50 potions left.

The problem comes about when you run out of the stack that is used to setup the quickslot. The next time you click, nothing appears to happen. However, if you click again, you'll be able to use the quickslot normally. I had run into this problem before and couldn't find a way around it.

But the real problem happens when you use up an item stack that you used to set up the quickslot while the plugin isn't loaded. This breaks the quickslot even if you have another stack of the same item, it won't update correctly to the new stack. The only thing you can do to fix it is either setup the quickslot again with the new stack or use an item from the new stack from your inventory, and then use the quickslot, it will start working after 2 clicks on it. So while this problem isn't a big deal for BevyObars as long as the quickslot containing a potion is always showing, for plugins that use quickslots that appear and disappear (or are built only when needed, and I'm pretty sure TonicBars and Alerter use this system, plus I think you can have BevyBars do it, though I'm not sure the quickslot is actually "destroyed" and then "rebuilt" but instead is just completely hidden so I feel it should be ok after you click it a few times), the quickslot won't work if you run out of the item and don't have it updated correctly before it disappears.

Unfortunately, as I found out previously, there isn't a really good fix for this. The quickslots don't throw any events when the last item in a stack is used, so you can't be sure when it will happen. There is a way to know how big the stack is, but I'm not sure how to do it yet (Palantir displays stack sizes even if you have multiple stacks), so there may be some way to reset the quickslot once you know the stack is empty.

So my best advice is to only keep one stack of an item and when it gets low refill it asap, and also never use items when the quickslot isn't up so that it won't break the shortcut.

Work has taken up a good part of my time the last 2 months so I feel for you MrJackdaw, but I wanted to check out the new region and new stuff so I'm going to try to play a bit more.
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Unread 03-15-2012, 04:20 PM  
Eili
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Quote:
It's interesting, the problem prior to Update 6 was that if you changed stacks it would cause problems with your quickslots loading/saving since the way the stacks hex number worked. Well they seem to have fixed that, if you don't have an item in your inventory when you load the plugin, instead of the quickslot being blank, it now has the greyed out icon of the item and will still display the tooltip if you hover over it. If you add that item back to your inventory, it will update correctly to allow you to use the quickslot again. The funny thing about all this is the changes I helped MrJackdaw with to make the plugin load correctly are no longer needed (you can revert back to build 2.316 and it still works correctly), but now the bugs that I ran into while trying to fix the loading issues no longer go away because they are now built into the way the quickslots work, which I think is what Eili is running into. Also it seems PCALL to set shortcuts is no longer needed as the SetShortcut() method catches errors automatically, but I haven't tested it thoroughly.

Basically the way it works is the quickslot identifies what is in the quickslot in two ways - an ID number (not really a number but that's besides the point) that identifies the item and an ID number that identifies the stack in your inventory. When the stack ID doesn't match a stack in your inventory, it gets converted to all zeros, and then the quickslot attempts to match to the same item, but a different stack. This requires the user to actually click on the item in the quickslot, and then once it rematches, the user can click the item again in the quickslot to use it, so two clicks total is needed. After that you can just click on it normally to use it.

Let's say you have two stacks of potions, one stack only has one, and the other has 50, on the quickslot the total potions is 51. Whichever stack you used to set up the quickslot is the stack the game takes out when you use the quickslot. So if you setup the quickslot using the stack that only has 1 potion in it, when you click the quickslot the 1 potion disappears and the stack is gone.

If you setup the quickslot with the stack of 50, one is removed from that stack, resulting in a stack of 49 and a stack of 1, but the quickslot will show that you have 50 potions left.

The problem comes about when you run out of the stack that is used to setup the quickslot. The next time you click, nothing appears to happen. However, if you click again, you'll be able to use the quickslot normally. I had run into this problem before and couldn't find a way around it.

But the real problem happens when you use up an item stack that you used to set up the quickslot while the plugin isn't loaded. This breaks the quickslot even if you have another stack of the same item, it won't update correctly to the new stack. The only thing you can do to fix it is either setup the quickslot again with the new stack or use an item from the new stack from your inventory, and then use the quickslot, it will start working after 2 clicks on it. So while this problem isn't a big deal for BevyObars as long as the quickslot containing a potion is always showing, for plugins that use quickslots that appear and disappear (or are built only when needed, and I'm pretty sure TonicBars and Alerter use this system, plus I think you can have BevyBars do it, though I'm not sure the quickslot is actually "destroyed" and then "rebuilt" but instead is just completely hidden so I feel it should be ok after you click it a few times), the quickslot won't work if you run out of the item and don't have it updated correctly before it disappears.

Unfortunately, as I found out previously, there isn't a really good fix for this. The quickslots don't throw any events when the last item in a stack is used, so you can't be sure when it will happen. There is a way to know how big the stack is, but I'm not sure how to do it yet (Palantir displays stack sizes even if you have multiple stacks), so there may be some way to reset the quickslot once you know the stack is empty.

So my best advice is to only keep one stack of an item and when it gets low refill it asap, and also never use items when the quickslot isn't up so that it won't break the shortcut.

Work has taken up a good part of my time the last 2 months so I feel for you MrJackdaw, but I wanted to check out the new region and new stuff so I'm going to try to play a bit more.
THanks great explanation.

I will just add that i have the problem on the Quiclsot bar from Turbine not only plugins. I thought to move my skills on the Bevy and put the potions on the Turbine quickslot but that does not work either.

But i will try while we wait the little solution you indicated.

Could a plugin arranging your stacks in your inventory make a turn around of this problem ?
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Unread 03-16-2012, 01:04 AM  
Stever1388
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Could a plugin arranging your stacks in your inventory make a turn around of this problem ?

Hmmm. As long you only add additional items onto the stack used to create the quickslot, you should never have any problems with the quickslot. It's when that stacks merges into another one (you take that stack and move it onto another one, not the other way around) or the stack disappears. So a plugin that re-organizes your inventory could help solve the problem.

I am going to be looking for a solution using the quantity of the stack to monitor when it may run out and then see if i can get it to automatically adjust the quickslot to another stack. I won't be able to work too much on it til next week though since I will be working long days until probably Tuesday.
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Unread 03-16-2012, 10:05 AM  
Eili
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Quote:
Could a plugin arranging your stacks in your inventory make a turn around of this problem ?

Hmmm. As long you only add additional items onto the stack used to create the quickslot, you should never have any problems with the quickslot. It's when that stacks merges into another one (you take that stack and move it onto another one, not the other way around) or the stack disappears. So a plugin that re-organizes your inventory could help solve the problem.

I am going to be looking for a solution using the quantity of the stack to monitor when it may run out and then see if i can get it to automatically adjust the quickslot to another stack. I won't be able to work too much on it til next week though since I will be working long days until probably Tuesday.
Oh i am very patient! i was just trying to help so see if we could revert this new bug

For now i check before every important fight that my quickslots are always a stack at 50 so i have nto to suffer of the bug during an instance

Good luck for you work
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Unread 04-04-2012, 08:07 PM  
MrsAngelD
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Hello MrJackdaw, first off I wanna say thanks for making a great plugin, I don't know what I would without it.

I was wondering about the possibility of adding sizing options to the hider button bar. The x's and o's are so small I can't tell you how many times I've accidentally clicked the wrong thing in combat.

Thanks so much for all your hard work it is greatly appreciated.

Angel
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Unread 04-22-2012, 12:19 PM  
Stever1388
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A quick update:

I've gotten pretty stuck on how to fix the potion issue. I feel I have a very funky way to fix it, but it would require a bit of setup on the users part to do so, and it may not work all that well in the end. The basic idea would be:

A "backup" Quickslot Bar would be created by default by BevyBars. In this bar the user would put any and all backup potion stacks for any potions they use that have more than one stack. They would then detail which normal quickslot (the normal quickslot is the quickslot the user actually uses) it is backing up. When the "GetQuantity" method on the item stack for the normal quickslot returns 1, BevyBars automatically switches the stacks from the backup quickslot to the normal one. It will move the stack of 1 potions back to the backup but should disable that one from being used as a backup until it's filled backup. This way you can carry multiple stacks and use them without much problems and not worry about a stack running out.

This is still just an idea. It'd require a ton of coding and I'm not sure I have the ability to do it and I don't think MrJackdaw would be up to doing it either since I don't think he's working on plugins at the moment. I may try over the next few weeks but most likely Turbine will change or fix something and it won't matter by then anyway!

In other news, I'm pretty sure I have fixed the problem with the tooltips not displaying correctly when you switch stances and skills change depending on stance, since now Champions, Wardens, and Minstrels, and I think even Hunters have stance specific skills, but it works with Burgs and Guardians too. I'll be testing it over the next couple days and I'll either upload it as a patch or see if MrJackdaw wants to upload it as patch.

I still do more coding than I do playing the game. Too much work not enough game time! Oh well!
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