lotrointerface.com
Search Downloads


Go Back   LoTROInterface > LotRO Stand-Alone Plugins > Action Bars & Main Bar


Post A Reply
Author Comments Comment Options
Unread 10-28-2012, 11:34 AM  
MrJackdaw
The Undying
 
MrJackdaw's Avatar
Interface Author - Click to view interfaces

Forum posts: 249
File comments: 422
Uploads: 19
Version 431

Quote:
I have updated my patch that fixes those stupid tooltips
I will have a look at this this week and incorporate it... until then...

Version 431

I am trialling a new option dialogue here -I have tested it with my main character as, it has to be said, I deleted all my bars by accident. I suggest you backup your save before trying this version. There are BOUND to be bugs.

The new dialogue is resizeable and automagically includes some of the modules.

It is not foolproof, but as long as you work logically it should be fine.

If there is enough demand I will see if I can add the other modules to it as well.

If you are loading new modules, or unloading them, may I suggest a reload of Bevy before trying anything?

Last edited by MrJackdaw : 10-28-2012 at 11:38 AM.
MrJackdaw is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-28-2012, 09:34 AM  
Stever1388
The Undying
Interface Author - Click to view interfaces

Forum posts: 33
File comments: 122
Uploads: 10
Patches

Quote:
I have a fix for the swopping now, and the multi-dialogue is working well for SOME modules, and non-existent for others. I may leave it at that for now and see how it fares in the wild. (i.e. release an alpha and see what happens...)
I'm pretty sure the bug wasn't there at the start of Rohan since I had made some changes to my bars at that point, so it was probably introduced when you redid a lot of your code. Glad you got that one fixed easily enough!

I have updated my patch that fixes those stupid tooltips, and I eliminated the other fixes that were present in my previous patches (as I hardly ever used them and they were a bit unreliable anyway), so if you'd like to include the code for that in your new build you are free to do so, it's only small additions at the start of function.lua (for class stance changes), and where the quickslot is set (to watch for warden gambit changes), near the bottom of class.lua where the UI lock/unlock handler is, and then in main in the unload function to remove handlers when unloading. And it works 90% of the time (the two new burg stances don't fire but they don't change any tooltips as far as I can tell, and RK/Capts/LM will still have problems when switching skill use or traits)!

As always, I appreciate your hard work on this plugin and I cannot say enough how amazing it is. I really don't know what I'd do without it haha
Stever1388 is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-28-2012, 06:12 AM  
MrJackdaw
The Undying
 
MrJackdaw's Avatar
Interface Author - Click to view interfaces

Forum posts: 249
File comments: 422
Uploads: 19
Re: Fervour-Module: show below...?

Quote:
I read your comment below. Now I'm a kind of worried that I've pushed you in this kind of puzzle work...! Nevertheless I'm looking forward to your results.
Nah, I've been wanting to update that dialogue for a while. The idea was I would tinker with it now and then, because I didn't see the plugin needing any bugfixes

Of course, it did!

I have a fix for the swopping now, and the multi-dialogue is working well for SOME modules, and non-existent for others. I may leave it at that for now and see how it fares in the wild. (i.e. release an alpha and see what happens...)
MrJackdaw is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-28-2012, 04:59 AM  
Balindil
The Wary
 
Balindil's Avatar

Forum posts: 0
File comments: 11
Uploads: 0
Fervour-Module: show below...?

Once again me.. ;O)

I read your comment below. Now I'm a kind of worried that I've pushed you in this kind of puzzle work...! Nevertheless I'm looking forward to your results.

By the way, whille your are still working:
Just an idea - to see f.e. my fervour drink only when fervour below 2 because it would be a waste, maybe you could add the "below" function?

Still thx a lot for your work!

Last edited by Balindil : 10-28-2012 at 05:03 AM.
Balindil is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-28-2012, 03:01 AM  
MrJackdaw
The Undying
 
MrJackdaw's Avatar
Interface Author - Click to view interfaces

Forum posts: 249
File comments: 422
Uploads: 19
Quote:
I noticed that now when you try to swap quickslots instead of them swapping the one you are dragging simply overrides the quickslot in the new location. Is this intended or a bug?
Dammit. It's a bug. No idea when it started cropping up, as I don't swop slots that often.

I am halfway through the request for a multi-bar option dialogue and my code is all over the kitchen floor in pieces now. Sure that some have rolled under the fridge. You always have one screw left over when you finish don't you?

I will tackle this once I have the fader in the new option dialogue, and I have stripped out the old option frame. Could be some time...

Sorry guys!
MrJackdaw is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-26-2012, 11:09 AM  
Stever1388
The Undying
Interface Author - Click to view interfaces

Forum posts: 33
File comments: 122
Uploads: 10
I noticed that now when you try to swap quickslots instead of them swapping the one you are dragging simply overrides the quickslot in the new location. Is this intended or a bug?

I had noticed in previous versions that sometimes if you dragged off an item/skill from a quickslot and then tried to override a different quickslot with a skill/item, the old quickslot item would then get transferred to the quickslot that you had deleted (what I just wrote doesn't even make sense to me so I'll do an example).

You have 2 quickslots, Slot1 and Slot2, doesn't matter what bar they are on. Each has a skill (for simplicity, Skill1 and Skill2, respectively go to Slot1 and Slot2). You decide you no longer want Skill1 on the quickslot, so you drag it off to remove it. You then decide you want to replace Skill2 with Skill3, so you drag Skill3 from the skills panel onto Skill2, which should replace it, and it does. However, Skill2 pops up in Slot1.

That bug seems to be gone now, but now if you want to switch Slot1 and Slot2, you can't just drag Skill1 onto Skill2 and have them switch, since Skill2 will get replaced with Skill1 and Slot1 will then be empty. Not really a big deal but would be nice to see that back since I rearrange my quickslots about once a month.
Stever1388 is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-21-2012, 04:54 AM  
Balindil
The Wary
 
Balindil's Avatar

Forum posts: 0
File comments: 11
Uploads: 0
Multi-Edit

as I know you are doing all this work in your "free" time - for this: just forget what I wrote ...

There is still something more important than the perfect plugin: life itself!

For this once again thanks for your work!
Balindil is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-21-2012, 02:32 AM  
MrJackdaw
The Undying
 
MrJackdaw's Avatar
Interface Author - Click to view interfaces

Forum posts: 249
File comments: 422
Uploads: 19
Quote:
What I'm now missing is a multi-edit feature. As I have about 30 bars its a lot of work to f.e. the same thing as lockin/unlocking or colors or combat visibility to them. Maybe just a selecting box/list for bars over the "other options"
?
Been thinking about this for a while - only that though! Heck of a lot of options to think through.

Personally I think the options dialogue could do with an overhaul. As the number of modules has increased the amount of dropdowns on the dialogue has become a little overwhelming and I would like to put it all into an option box instead.

It's not a trivial change, and I have several ideas about how to implement it, but it is a major change and not one for me to step into lightly when I have little time to even think!

So, I understand your pain, and it is in my mind as something I would like to do. BUT I don't have the time at the moment, sadly.

EDIT: The more I think about this the more I am having a problem - age old - how to lay it out?

Last edited by MrJackdaw : 10-21-2012 at 03:02 AM.
MrJackdaw is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-20-2012, 03:54 PM  
Balindil
The Wary
 
Balindil's Avatar

Forum posts: 0
File comments: 11
Uploads: 0
The mount module seems working fine until now. I faced to get back my "lost" plugin data by just replacing "#" with "" in my old plugin data. That made me very happy while I put a lot of time in configuring my bars :O).

Now it seems I have to double my bars with the new mounting fight options...!

What I'm now missing is a multi-edit feature. As I have about 30 bars its a lot of work to f.e. the same thing as lockin/unlocking or colors or combat visibility to them. Maybe just a selecting box/list for bars over the "other options"
?

Nevertheless: still the best bar plugin for Lotro
Balindil is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-19-2012, 03:13 PM  
MrJackdaw
The Undying
 
MrJackdaw's Avatar
Interface Author - Click to view interfaces

Forum posts: 249
File comments: 422
Uploads: 19
Version 425

Bug fix - I had put a line in Mount.Lua to allow me to carry on using it on live, and forgotten to remove it.
MrJackdaw is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-19-2012, 12:54 AM  
Stever1388
The Undying
Interface Author - Click to view interfaces

Forum posts: 33
File comments: 122
Uploads: 10
Quote:
Oh bugger. Well, I will work on it when I get some time!
I was about to reply saying that I didn't think the GetMount() function was working because I was always getting "nil" returned when calling this function, whether I was on a war-steed, regular mount, goat, or not on any mount. I spent about 2 hours just messing back and forth with it and using Dump and Here Be Dragons to watch events and dump tables to see what was going on... and nothing worked.

Then about halfway through writing the comment it started working even though I felt like I hadn't changed anything, yet I (thought I was at least) was still getting nil returned for GetMount(). Then I spent another hour trying to figure out how it was working if GetMount() was always returning nil.

I then put back in your normal code for Mount.lua and tried to replicate my findings, and finally I starting getting non-nil results (actually, I was dumping the wrong thing which is why I was getting nil) for GetMount().

If you comment out the first line of code in Mount.lua (or just delete it completely)

Code:
if Player.IsMounted==nil then Player.GetMount=function() end Player.IsMounted=function() end Player.IsCombatMounted=function() end end
it should make the Mount module work (yeah after all my work that's all that seems to be needed). I think the reason why this code breaks it is because it sets the player's "Get Mount" function to always return nil.

I haven't tested it very thoroughly, but at this time it seems to be working with all the options.

Very nice update MrJackdaw! Definitely seems like you have gotten that deleting bug out of there. I'm working on updating my patch to work with the new version, and to stream line it a bit (and also remove the item fix, mostly just looking to fix the tooltips) by using stance events instead of watching debuffs. Don't work too hard!

Last edited by Stever1388 : 10-19-2012 at 12:55 AM.
Stever1388 is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-18-2012, 11:13 PM  
MrJackdaw
The Undying
 
MrJackdaw's Avatar
Interface Author - Click to view interfaces

Forum posts: 249
File comments: 422
Uploads: 19
Quote:
Thanks for the update JD!
Unfortunately, the mount module doesn't appear to work.
Oh bugger. Well, I will work on it when I get some time!
MrJackdaw is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-18-2012, 07:09 PM  
DreadApex
The Wary

Forum posts: 0
File comments: 18
Uploads: 0
Thanks for the update JD!
Unfortunately, the mount module doesn't appear to work.

Last edited by DreadApex : 10-18-2012 at 07:10 PM.
DreadApex is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-18-2012, 04:11 PM  
MrJackdaw
The Undying
 
MrJackdaw's Avatar
Interface Author - Click to view interfaces

Forum posts: 249
File comments: 422
Uploads: 19
Version 330

Dear Users,

Version 330 is experimental at best - I have had no time to really work on the plugin. May I suggest you back up your settings before use.

Will hopefully deal with all the bugs. *Fingers crossed*

I have only had minutes, and I mean minutes, to test this.

Hoping to get some real time in before the end of the month.

Sorry for the inconvenience.

Includes a mount module that worked on Beta, but has NOT been tested on live - at all!
MrJackdaw is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 10-16-2012, 09:38 PM  
Vreejack
The Wary
 
Vreejack's Avatar

Forum posts: 0
File comments: 21
Uploads: 0
Quote:
Normally they will upload the API to LotroInterface or the Plugins subforum of the LOTRO official websites, but it sometimes takes them awhile to post new ones after an update.
Idiotic. Considering how many people will not be able to play as they want until their favorite addons are working, the least these people could do is let the authors know how they can fix their own tools. I mean, IT'S NOT LIKE TURBINE DOESN'T KNOW HOW IT ALL WORKS, IS IT?

I suppose if they have to fiddle around and ask their own programmers, after the fact, "hey, did you change the lua api?" then I guess we will just have to wait and make do.
Vreejack is offline Report comment to moderator   Reply With Quote Reply With Quote
Post A Reply

 
Category Jump:
Search this Category:
 

All times are GMT -5. The time now is 10:39 PM.


Our Network
EQInterface | EQ2Interface | Minion | WoWInterface | ESOUI | LoTROInterface | MMOUI | Swtorui