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02-23-2012, 07:39 AM
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The Wary
Forum posts: 2
File comments: 10
Uploads: 2
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Hello, I'm playing Lotro using French language, and had an issue while testing MinstrelBuffs. There is an error loading it, if you play a bit with position, and settings unloading and reloading it.
I investigated a bit, and found what happened. Even if I was unable to find what caused this bug, I managed to find a workaround.
The bug is a faulty configuration file:
Quote:
return
{
[1,000000] = 0,000000,
[2,000000] = 0,000000,
[3,000000] = 0,000000,
["EffectWindowOnlyVisibleInCombat"] = false,
["ThemeIndex"] = 7,000000,
["MainPosY"] = 100,000000,
["MainPosX"] = 100,000000
}
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NB: "," is the decimal separator used sometimes in French and so built-in French versions of Microsoft Oss.
There is 3 useless lines in this file, and the comma in the array causes the bug, when loading back configuration. Those three lines are useless, and I wasn't able to figure out the code that produced them. As a workaroud, I add some part of code to remove them at saving time, so the bug will not be noticeable any more.
Quote:
function Settings:Save()
if (self.settingsTable ~= nil) then
-- Add antibug here
-- [1,000000] = 0,000000,
-- [2,000000] = 0,000000,
-- [3,000000] = 0,000000,
Settings2 = {};
Settings2["MainPosX"] = self.settingsTable["MainPosX"];
Settings2["MainPosY"] = self.settingsTable["MainPosY"];
Settings2["EffectWindowOnlyVisibleInCombat"] = self.settingsTable["EffectWindowOnlyVisibleInCombat"];
Settings2["ThemeIndex"] = self.settingsTable["ThemeIndex"];
--Turbine.PluginData.Save(Turbine.DataScope.Characte r, "MinstrelBuff", self.settingsTable);
Turbine.PluginData.Save(Turbine.DataScope.Characte r, "MinstrelBuff", Settings2);
end
end
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02-07-2012, 12:53 PM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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I have been using your plugin for a couple of moths and it is really awesome! Thank you very much!
If you are in the mood to improve it even better, I think that another progress bar or animated indication with the cooldown to fire a new anthem would be very useful.
Keep the good work! ![Smile](//www.lotrointerface.com/images/style_mmoi_lotroi/smilies/smile.gif)
Óscar
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02-03-2012, 02:19 AM
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The Wary
Forum posts: 0
File comments: 30
Uploads: 2
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01-31-2012, 12:41 PM
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The Wary
Forum posts: 0
File comments: 30
Uploads: 2
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Hello Eili.
I tried it out in Lotro. It seems, that even Turbine cannot make invisible parts of windows clickable. Try your compass. You cannot click directly south (where the text appears). I found nothing about it in the internet. If you know a solution, please let me know.
Hello ramboger.
I tried it out, too. The tooltip says: "Active Anthems adds effects to the coda". This means clearly, that anthems, that are not active does not add the effect.
But you are right. The coda-effects are added, even if the anthems are faded out. I tried it out, even if I was out of combat and let the ballads fade out. If I get into combat the next time and play 3 ballads and then directly the coda, I get the effects of the previous played anthems. I think, its a bug.
To your idea:
I know no way to figure out, wich anthems are "active for the coda". Turbine does not tell me, why effects are gone. I know no event, that is fired when the player activates the coda.
It could be possible to track all anthems and to track the effects that are given by the coda-effect and then clear the anthem-storage. But this works only for the ballads, that give you buffs.
I have currently no solution.
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01-27-2012, 06:10 PM
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The Undying
Forum posts: 159
File comments: 177
Uploads: 13
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I have a little question concerning this great plugin.
I noticed that the little window can be a problem sometimes, at least for me.
I like to have it near my eyes, and my fellow names and skills. No problem though it happens that you cant click through the invisible parts (i dont mean clicking on the anthems but the parts around the invisible one).
I had to move it several times to be able to select a something.
I think from my little memory there is an ability to put a priority level on the window (i dont know the name exact) so i wondered if it would be possible to do this or something like this
---
If you dont understand me no worry i will try to find what i mean exactly
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01-27-2012, 03:46 PM
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The Wary
Forum posts: 0
File comments: 3
Uploads: 0
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no, you can active all this athems from non elite mobs, and with Elite mob must go one only a Coda, and you have all this athems spezial buffs, what one before has collected from non elite mobs... with this addon can i see what I lack.
Sorry for my English im not so good in this language.
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01-27-2012, 11:57 AM
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The Wary
Forum posts: 0
File comments: 30
Uploads: 2
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Oh. I missunderstood you.
I thought you only want to hide the time controls.
I'm not sure why you want to show the anthems, even if they are not active.
The game tells the plugin, when an anthem is active and when the anthem goes. There is no way to figure out, why effects are gone (time's out or dispelled by coda). Even if you find a way, that the plugin shows this "dead" anthems, these anthems are not active and your character won't have any benefit from these.
Your coda will apply all benefits from active anthems, not from the anthems you played but are gone by timeout.
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01-27-2012, 10:11 AM
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The Wary
Forum posts: 0
File comments: 3
Uploads: 0
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thank you for this script, but this not working. Plugin starts perfectly, no errors.
But the Athems disappear if cooldown has run off.
however, I might then Athems disappear, when I use a Coda, is this possibly?
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01-26-2012, 12:53 PM
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The Wary
Forum posts: 0
File comments: 30
Uploads: 2
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A build-in support for hiding only the anthem times is not available.
But you can insert it with the following changes:
BuffWindow.lua - line 224
change
Code:
timeWnd:SetVisible(true);
to
Code:
if (self.settings:GetShowAnthemTime()) then
timeWnd:SetVisible(true);
end
Settings.lua - after line 89
Insert:
Code:
function Settings:GetShowAnthemTime()
local theme = self:GetTheme();
if (theme.showAnthemTime ~= nil) then
return theme.showAnthemTime;
else
return true;
end
end
In your theme-file insert
Code:
self.showAnthemTime = false;
Not testet, but it should work and should not affect the other themes.
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01-20-2012, 07:44 PM
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The Wary
Forum posts: 0
File comments: 3
Uploads: 0
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can you help me to make a new anthem function, i wants anthem bars without the Cooldown, they only should leave, if I them Coda uses.
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12-21-2011, 09:54 AM
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The Wary
Forum posts: 0
File comments: 30
Uploads: 2
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12-18-2011, 06:57 AM
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The Wary
Forum posts: 0
File comments: 30
Uploads: 2
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Last edited by Melida : 12-18-2011 at 06:57 AM.
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12-16-2011, 02:14 AM
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The Wary
Forum posts: 0
File comments: 13
Uploads: 0
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for the update of the German language plus the mixed indexes:
Code:
ValidHymnEffectsDe = {
["Hymne des Mitgefühls"] = 1,
["Hymne des Dritten Zeitalters"] = 4,
["Hymne des Dritten Zeitalters (Kriegsrede)"] = 4,
["Hymne des Dritten Zeitalters (Harmonie)"] = 4,
["Hymne der freien Völker"] = 5,
["Hymne des Krieges"] = 2,
["Hymne der Selbstbeherrschung"] = 6,
["Hymne der Tüchtigkeit"] = 3
}
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12-07-2011, 05:13 AM
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The Wary
Forum posts: 2
File comments: 38
Uploads: 2
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In DragBar.lua you may want to add the following line:
Code:
function DragBar:Layout()
local width, height = self.target:GetSize();
width = width * 0.8;
local x, y = self.target:GetPosition();
in addition to the changes in BuffWindow.lua:
Code:
self.window:SetSize( 300, 115 );
self.window:SetStretchMode( 1 );
self.window:SetSize( 240*0.8, 92*0.8 );
You can than replace 0.8 with 0.x for any other stretch factor.
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12-06-2011, 08:16 PM
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The Wary
Forum posts: 1
File comments: 3
Uploads: 0
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EDIT: nevermind!
Thanks for providing that option ![Smile](//www.lotrointerface.com/images/style_mmoi_lotroi/smilies/smile.gif) actually decreasing the dragbox was one of the reasons i asked for a smaller window, because of the way i have my UI setup the potions bar are behind the minstrelbuff dragbox, which makes it a bit hard to click on the potions in the middle of a fight.
If i wanted to decrease the size of the drag box to fit with the new 80% plugin layout, what should i do?
Quote:
For those who'd like a smaller window, here's a Do-It-Yourself version:
- Open "MinstrelBuffs/MinstrelBuffWindow/BuffWindow.lua" in a text editor
- Find the line "self.window:SetSize( 300, 115 );" in function BuffWindow:Start (should be at line 79 in version 1.2)
- Reolace that line with the following code
Code:
self.window:SetSize( 300, 115 );
self.window:SetStretchMode( 1 );
self.window:SetSize( 240,92);
That'll set the size of the plugin display to 80% of what it is normally. You can of course alter the size to what you like instead.
Note: the drag box for placing the window in UI positioning mode (CTRL + \) will display at the wrong size, although that shouldn't be a problem.
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Last edited by Planeswalker : 12-07-2011 at 05:07 AM.
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