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Unread 05-13-2012, 09:32 AM  
foxhound4
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Party Frame Lua Errors

I have the Turbine files in my plugins folder and all my other plugins work fine. In fact I have no trouble loading Party Effects, I only get those errors when loading the Party Frame plugin.
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Unread 05-13-2012, 01:08 AM  
moebius92
The Undying
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Hmm. Try grabbing the Turbine example files. I never bothered to make my own copy of their OO/Class implementation, so if you don't have Turbine/Class.lua, I think you'll get the errors you're seeing.
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Unread 05-13-2012, 12:09 AM  
foxhound4
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lua errors relating to Colorbar

Everytime I try to load PartyFrame, I get a string of lua errors relating to Colorbar. Here is the error I get:

Rings Online\Plugins\moebius92\ColorBar\ColorBar.lua:6: attempt to call global 'class' (a nil value)
Rings Online\Plugins\moebius92\ColorBar\__init__.lua:1: Failed to import package "moebius92.ColorBar.ColorBar".
Rings Online\Plugins\moebius92\PartyFrame\Main.lua:5: Failed to import package "moebius92.ColorBar".
Rings Online\Plugins\moebius92\ColorBar\ColorBar.lua:6: attempt to call global 'class' (a nil value)
Rings Online\Plugins\moebius92\ColorBar\__init__.lua:1: Failed to import package "moebius92.ColorBar.ColorBar".
Rings Online\Plugins\moebius92\PartyFrame\Main.lua:5: Failed to import package "moebius92.ColorBar".

Any ideas?
Thanks
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Unread 05-05-2012, 02:41 AM  
moebius92
The Undying
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I've added German and French support. The strings were usually gotten by looking at the foreign language clients, foreign language release notes, foreign language versions of Notepad++, and when all else failed, throwing it into an English to German or English to French web translator and wiktionary.org. There'll probably be any number of awkward/incorrect words/phrases.

If you'd like to suggest a different translation of something, it'll really help if you could indicate either the string name or the English language equivalent. All of the strings (excluding the layout control names - like "name", "background", "morale" and "power) are in StringResources.lua. I.e., if you'd like to suggest an alternative translation for Hinzufügen/Insert, let me know that the translated word should replace "Insert" or S.EffectCMInsert.

Couple other notes about effect name translations:

Effect names in layouts will attempt to translate themselves into the proper language - this assumes that the correct effect name shows up in StringResources.lua. For German language clients, since a lot of the Shield-brother/Fellowship Shield-brother effects use the same name/icon, it'll assume that you meant both. I.e., if you have a layout which uses the "Willenskraft", then on the English language client, it'll create entries for both "Strength of Will (Fellowship Shield-brother)" and "Strength of Will (Shield-brother)"

I didn't have a chance to get the effect name of Do Not Fall This Day and Shall Not Fall This Day, so I've just used the skill names. I have no idea if this is correct.

French effect names sometimes have odd characters in them. For example, "\194\160" (unicode 0x00A0 - no break space) will show up before ":", for some reason. Also the LM signs of power effect names have a line feed (\n) in the middle of them - layouts using those effect names will need to copy the exact string (including no break spaces and line feeds) exactly in order to be recognized. (If you're not making a layout, just capture the effect name and icon via logging.)
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Unread 04-26-2012, 07:10 PM  
moebius92
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I'm currently in the middle of refactoring everything, because the last build wasn't really intended to handle different member vitals layouts. I'm trying to make it a bit more modular - so I'd ask for the error messages, except they're not likely to be applicable to my current copy.

As for cure pop ups - it's possible with the API we have the moment - I'm not entirely comfortable adding that level of scripting to the game, myself. On the other hand, if someone else wants to start with my code and come up with something that does that (and it shouldn't be hard - you'll need to watch the effects on your party members, pop up an EntityControl to select them when a appropriate curable debuff comes up, and then pop up a quickslot with the action to cure them), I've got no real objections to people borrowing/stealing code from what I've posted.

(Yes, that's a weird line to draw - I'm not comfortable scripting it myself, but I've no problem teaching someone how to script it.)

Edit: Thinking about it further, I suspect my objections are actually more aesthetics than anything else. The big difference between what you're asking and what's possible is that you'd have to click twice - once to target, and then once to use the skill.

Further Edit: Thinking about it even further, there may be a way to stick it in with minimal hassle under the latest build.

Further, Further Edit: Forgot Entity control doesn't play well with mouse events. I'll either have to think about it further or wait for target info to show up.

Last edited by moebius92 : 05-05-2012 at 08:27 PM.
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Unread 04-26-2012, 11:25 AM  
Cordeval
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Would it be possible to add a response trigger for types of debuffs?

For example, I play a minstrel and would like to help with cures as well as heals. When a curable disease is present on a party member (not me), I'd like a popup I can click to apply the cure item or skill to that member.

Essentially, I am looking for BuffBars Quickslots I can trigger on Fellowship members.
Being LUA illiterate, I wouldn't know the first thing about how to meld PartyFrame and BuffBars to make it happen.
But I am guessing PartyFrame is the most likely hosting code for the functionality.

I envision placing the line list version of PartyFrame for each Fellowship member next to their vitals. Then when a curable effect is present, a popup appears next to the line list so I can apply the curable to that specific party member.
If I'm asking for the Moon here, let me add that triggers for party members should not only be the presence of curables, but also the difference between current morale or power and max value. That way, my minstrel could simply click a heal skill icon popup appropriate to the amount needed to heal.
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Unread 04-25-2012, 06:07 AM  
nimlo
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Quote:
grid would be awsome

but anyways...unfortunately partyframe doesn't seem to work with the german client

something about a nil value when ...something...local or so...
will copy the error message the next time
Same problem here. I'd love to have a grid view ingame, but there are 3 errors when trying to load the addon on a german client. Any suggestions?
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Unread 04-20-2012, 01:28 AM  
moebius92
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Yes. Assuming you're talking about Grid mode, you'd open up the options with /pf options, and then there should be a 3x3 set of grey boxes at the top of the options panel. In Grid mode, only the center one is an actual effect display (with icon, tooltip, etc.), so you'd want to edit that one.

You can type in the names of effects manually, or drag effects from the log. So in this case, if you wanted it to display poison icons, you'd add "<poison>" or "<poison-curable>" or "<poison-incurable>" depending on if you wanted all poisons, curable poisons, or non-curable poisons. After that, you'd need to right click on the black box to the left of the effect name (normally that'd be an effect icon, but since you're manually adding the effect, it doesn't let you assign it an icon - not that you'd want to in this case), and select the debuff option - make sure that's checked, so it knows that you're talking about a debuff effect.
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Unread 04-19-2012, 11:25 PM  
Thaodan
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woud i be possible to make an option to display icons of auras?
For example target is poisoned than display icon of the posion on the player
box.

Last edited by Thaodan : 04-19-2012 at 11:27 PM.
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Unread 04-19-2012, 11:43 AM  
moebius92
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I was going to say there's no scripting way to disable the party vitals (and I've been shrinking them and hiding them behind the minimap for the moment), but apparently they did add a way to disable the party vitals and then never documented it. Or at least, there's an ID for the party elements that you can use with the enable/disable UI element function. (There's also an ID for the target vitals UI element - looks like someone's planning to include target information at some point in time.)

In Grid mode, the morale bar is currently the larger class colored bar. There's no spike damage indicator, because I couldn't figure out a way to display that as well in a way that made sense. And the power bar's the thin blue bar at the bottom.

I'll have to think about what the Grid mode layout should be like. (Actually, I suspect, I'll have to think about how to make the vitals layout configurable.)
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Unread 04-19-2012, 04:55 AM  
iceteazz
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- I have to say : Awesome !

- If you don't mind, can u make colour more colourful ? those are just too simple colours n look boring
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Unread 04-19-2012, 02:44 AM  
Plinius
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wow!

thank you very much for the colored grid!
already looking awesome

but could you implement a seperate green/morale and blue/power bar?
at the moment it seems like power and morale are merged into two overlaying bars

and i've only tested it with one other person in my group...but is there an option to hide the standard party display?
and is it possible to scale partyframe in size? because for my personal taste i would only need small squares with either bars or percentages

and many many thanks! I've been waiting for ages for a plugin like this!
awesome
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Unread 04-17-2012, 12:51 AM  
Plinius
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oh excuse me...my post was a quickshot...i misunderstood "so I don't know what a good or bad setup for it is"...
should read more carefully in the future xD

as far as i remember grid, the most usability came from it especially in raids
what i personally really liked about grid was, that you had neither names nor buffs displayed...just a percentage for the health and the individual squares were color coded, each color for one class

so my personal feedback/wish would be:
a grid with color coded squares, only displaying a percentage value for morale and power

that would make things so much easier in raids!
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Unread 04-16-2012, 01:51 PM  
moebius92
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Well, in this case, grid layout means, there's an implied grid, lay the vitals out on the grid however you want.

So not only can you lay them out like:
1 2 3
4 5 6

or
1 2
3 4
5 6

but you can also lay them out like
_ 1
2 _
_ 3
4 _
_ 5
6 _

or:
_ 1 _ 3 _ 5
2 _ 4 _ 6 _

or just about anything else that fits on a grid.

In the example case, I've done a 1x6 layout.
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Unread 04-16-2012, 01:15 PM  
Plinius
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grid layout would be something like a "square"
so having party members:
1 2 3
4 5 6

or
1 2
3 4
5 6

etc etc
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