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01-08-2013, 11:31 PM
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The Wary
Forum posts: 0
File comments: 3
Uploads: 0
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Adjustments
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
http://www.youtube.com/watch?v=jI1nwmZCRuk
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
Code:
local per = (cur / max) * 100;
if per > 99 then
--100% HP Set Back to Class Color
else
--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
end
end
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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01-01-2013, 02:50 AM
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The Undying
Forum posts: 51
File comments: 44
Uploads: 15
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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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12-29-2012, 02:29 PM
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The Wary
Forum posts: 0
File comments: 4
Uploads: 0
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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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11-30-2012, 08:20 PM
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The Undying
Forum posts: 51
File comments: 44
Uploads: 15
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*facepalm*
Thanks! Fixed.
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11-28-2012, 05:00 AM
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The Indomitable
Forum posts: 12
File comments: 18
Uploads: 5
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Information typing error
Hallo,
in file "StringResources.lua" is a typing error in line 344.
There is
elseif l == Turbine.L enguage.German then
correct is
elseif l == Turbine.L anguage.German then
Then the German client also works
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07-01-2012, 01:46 AM
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The Wary
Forum posts: 0
File comments: 3
Uploads: 0
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Try sticking the following code in moebius92/ColorBar/Colorbar.lua, just before line 6.
Code:
for k, v in pairs(_G) do
Turbine.Shell.WriteLine(k);
end
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:
Screenshot
Please tell me or insert links of what I have to do to make it work
Thanks!
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05-25-2012, 01:26 AM
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The Undying
Forum posts: 51
File comments: 44
Uploads: 15
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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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05-24-2012, 08:11 PM
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The Wary
Forum posts: 4
File comments: 13
Uploads: 1
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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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05-24-2012, 02:33 PM
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The Undying
Forum posts: 51
File comments: 44
Uploads: 15
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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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05-24-2012, 10:00 AM
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The Wary
Forum posts: 4
File comments: 13
Uploads: 1
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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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05-19-2012, 03:24 PM
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The Wary
Forum posts: 0
File comments: 15
Uploads: 0
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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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05-19-2012, 02:16 AM
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The Undying
Forum posts: 51
File comments: 44
Uploads: 15
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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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05-19-2012, 01:12 AM
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The Wary
Forum posts: 0
File comments: 15
Uploads: 0
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Scaling?
Is there no way to scale the frames? They look great, but are incredibly large. Especially for a non-healer.
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05-13-2012, 06:16 PM
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The Wary
Forum posts: 0
File comments: 3
Uploads: 0
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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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05-13-2012, 11:28 AM
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The Undying
Forum posts: 51
File comments: 44
Uploads: 15
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Try sticking the following code in moebius92/ColorBar/Colorbar.lua, just before line 6.
Code:
for k, v in pairs(_G) do
Turbine.Shell.WriteLine(k);
end
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";
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