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Category: OtherLoTRO Alerts
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Garan's Portal Bug Reports Feature Requests
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Name: LoTRO Alerts   Popular!
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Date: 03-10-2016 06:47 PM
Size: 57.19 Kb
Version: 1.08
Rate File: 5 out of 5 with 13 votes  
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Sample Lm stun break alert
 
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The Trigger settings for the 'Tracked' alert.
 
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The Response settings for the 'Tracked' alert.
 
Description
Ever get blown-up while wandering in stealth just to realize you missed the tracking warning? Ever have some stray arrow break your stun/daze/mez on a critical NPC and not know who to rant at, er I mean provide constructive criticism too?

Well, never miss an important message just because it's burried in a rapidly scrolling mountain of chat. Welcome to Alerter.

This plugin allows you to set specific phrases to watch for in specific chat channels and if any match occurs in a specified channel, a message is displayed prominantly on your screen. You can control the position, size, text, color and duration of the message as well as whether it flashes and how quickly.

See samples of alert setups at http://www.lotrointerface.com/portal.php?id=35&a=faq

You can use the Chat Log Window to determine the channel and text you are trying to match. Click the "Show Log" button or use the "/Alerter Log Show" command to display the Chat Log Window. The chat log will have three columns, the first is the channel (text if recognized, numeric if unknown), the second is the "Sender" which currently seems to always show the current player and the third is the message Text with all hidden XML tags exposed. You can start/stop logging and clear the log from the window. You can also start/stop loggin with the "/Alerter Log Start" and "/Alerter Log Stop" chat commands. The chat log will retain up to 1000 messages before it starts automatically recycling space by dropping the oldest entries.

To install, simply download the file and unzip it into your /Plugins folder. There are no dependancies on 3rd party files, everything you need is in the zip.

To load it, use /Plugins load Alerter.

The "/Alerter setup" command will display the setup/configuration screen. By default the plugin loads hidden, you will have to display the setup screen at least once to define one or more alerts. There is no practical limit to the number of alerts you can set, but you will eventually start to notice a performance hit if you define a hundred or so

To define an Alert, select "New" from the Alert selection list. Then enter a label for the alert (this is what will display in the Alert selection list so you can modify the alert later if you wish. Then enter the text that you want to display - note, if you leave the message text blank, the entire message that triggers the alert will be used for the message (see the stun break example). Enter a Duration in seconds. You can use decimal values to get partial seconds. Select a Color and Font for the message text. Select the flash interval in seconds - by entering 0, the message will not flash but will display for the entire Duration. Select the Chat channel(s) where you wish to trap a message - note in the LM example, the stun break message occurs in the Death channel, not the Combat channel which you might expect, so some experimentation may be required to get the proper channel. Lastly, enter the portion of the message that should trigger the alert - the larger the section of text the better - and click Save. If you want to see how the alert will look, click Test.

Version 1.08
Added custom Lua code snippets for Trigger and Response. The Trigger snippet can be used to provide custom filtering of alerts while the Response snippet can be used to define additional response capabilities or alter the existing responses.
To learn more about the code snippets and their capabilites, read the ReadMe.txt file.
Changed "Show Log" Button to "Show Chat Log" to reflect that it is a log of incomming Chat messages
Changed "Add to Custom Log" Checkbox to "Add to Alert Log" and added "Show Alert Log" Button to view the log of alerts.
Added Log Viewer window. This window will display the history of alerts that had the "Add to Alert Log" check box checked during a specific session. I recommend not logging alerts unless you are trying to debug something as the log viewer doesn't handle large tables very well. However, it does have a couple of handy features:
You can left drag column headings to reorder the columns, you can left drag the header separators to resize columns and you can right click the header to check/uncheck columns to be displayed
You can control the size of the text in the grid by selecting a font and size by clicking the font select button in the upper right corner. You can also increase/decrease the font by simply holding Ctrl and scrolling your mouse wheel while over the grid - note, the font change can take a second or two for large tables so it is best to select a font while reviewing a session with fewer alerts to find a font that is comfortable.
The Response column is the actual text displayed by the Alert while the Message column is the original text from the incomming Chat message that triggered the alert.

Version 1.07
Restored Shared alerts and Custom Logs that were accidentally removed in 1.06
Added "message" to Custom Logs.
Note, Custom Logs are log files per client session that are stored at the account level, in the AllServers folder, as "Alerter_Log_YYYYMMDD_HHMMSS.plugindata" where YYYYMMDD is Year, Month and Day and HHMMSS is Hours, Minutes and Seconds. A log viewer is planned for a future version.

Version 1.06
Added "World" chat channel
Added support for Emote, Pet and Hobby quickslots in Responses
Changed default behavior of quickslots to display for Duration and added option to "Hide after Clicked"

Version 1.05
Fixed alert position bug for alerts using Mouse Position and a Delay time.
Fixed bug that could generate an error when displaying the "Alert Saved" or "Alert Deleted" message.
Fixed bug in language selection not immediately updating State radio button labels and selection list labels.

Version 1.04
Added separate tabs for Trigger settings and Result settings to help group settings and clean up the cluttered interface
Updated the DE and FR support. The whole interface should now support both German and French (although some translations may still be a bit literal).
Changed channel select boxes to automatically reorder alphabetically when language changes.
Added the new channels from Update 6 (Combat - Player and Combat - Enemy).
Changed Item quickslots to accept item instance IDs instead of generic IDs (the first part of the ID should not be 0). Use drag & drop to generate the ID. Note, for items with more than one stack, only the stack that is actually dragged to the control will work.
Implemented permanent fix for the version 1.03 infinite loop bug caused by ExaminationItemID tags containing byte data.
Added Delay setting for alerts - you can now trigger an alert to go off x number of seconds after the chat message which is great for knowing when to refresh certain skills, etc.
Added States (currently only "In Combat" and "Out of Combat") for triggers. You can choose to delay an alert until the state is no longer true or suppress he alert all together. This way you won't be bothered by social alerts while in combat (but you can choose to have them pop up once combat ends), etc.
Fixed a bug that could allow an alert Quickslot to continue to display even after the alert duration had expired.

Version 1.03
Modified Alerts so that more than one alert can be active simultaneously - alerts no longer override each other.
Added limits to the alert template when resizing with the mouse - you can still override the limits by manually entering lower values.
Re-added the Opacity slider
Added tinting to areas of the setup panel to indicate related fields and help a little with the clutter
Added Quickslot controls to alerts - these let you click on the alert to execute an alias, perform a skill or use an item
Added an option to display alert at the mouse position, overriding the Top and Left coordinates (mostly useful for Quickslot alerts)
Added an option to scroll the text vertically upwards within the defined alert box - the scroll rate is controlled by the duration

Version 1.02
Added Cooldown setting to alerts - allows setting a minimum time between alerts for the same trigger.
Added a graphical frame which is visible when the setup window is visible for graphically moving/resizing the alert panel in addition to left, top, width and height fields that can be manually entered.
Added the ability to use a graphic image with alerts. Save the image in the GaranStuff/Alerter/Resources folder and then just enter the image file name (without path). Alternately, you can use any of the built in resource IDs.
Added a chat log which displays the chat channel, sender and message arguments for the last 1000 incomming chat messages.
Altered the way that channels are selected - you will need to redefine any previously created alerts by reselecting the channels and resaving.
Added a "Custom" channel to allow users to match agains any previously undefined channel that they find in the log. Undefined channels will show up as a number, enter that number in the Custom Channel field. Note, undefined channels will still be matched by the "Any" channel category.
Added the ability to use "captures" in the Pattern which can be reproduced in the alert Message by inserting a %number where "number" is the iteration of the capture.
note that the captures do not need to be reproduced in the order in which they were captured, that is %2 can preceed %1 in the Message.
When creating patterns, note that the incomming message may not be quite what you expect, the built in chat window processes some of the text before adding it to the chat display. For instance, "Tells" do not include the sender's name or the words "tells you," in the message, those are added by the chat window.
The Message field can contain three special fields, %C for the Channel and %S for the Sender and %M for the original Message.
Added a chat command to Start, Stop and Show the Chat Log - "/Alerter Log Start","/Alerter Log Stop","/Alerter Log Show"
Added an "Enabled" checkbox. Clear this to temporarily disable an alert without having to delete the alert definition.

Version 1.01
Added a Delete button
Added French and German translations for most of the interface, Chat channels are not yet translated
Fixed incorrect label for the Font selection list
Fixed the mouse click-though bug (reported by Eldarian on LoTROInterface).
Archive List (Old Versions)
File Name
Version
Size
Author
Date
1.07
40.33 Kb
Garan
02-19-2016 11:23 AM
1.06
38.09 Kb
Garan
02-15-2016 10:25 PM
1.05
34.49 Kb
Garan
09-25-2012 02:19 PM
1.04
32.82 Kb
Garan
03-30-2012 10:42 AM
1.03a
28.21 Kb
Garan
02-29-2012 05:17 PM
1.02
21.70 Kb
Garan
02-22-2012 01:51 AM
1.01
13.12 Kb
Garan
10-01-2011 12:30 PM
1.0
11.79 Kb
Garan
09-30-2011 10:07 PM
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Unread 10-01-2011, 03:49 AM  
Eldarian
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Wow interesting, gonna try this ASAP.

EDIT:
Tried it and I see an inherent problem, and its a big one at that.
Whenever message is being displayed you cant use any skill.
Which is unacceptable in combat.
Making it useless.

Last edited by Eldarian : 10-01-2011 at 08:21 AM.
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Unread 10-01-2011, 09:36 AM  
MrJackdaw
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Great idea! Will give it a go later.
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Unread 10-01-2011, 11:50 AM  
Garan
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Quote:
Originally Posted by Eldarian
Wow interesting, gonna try this ASAP.

EDIT:
Tried it and I see an inherent problem, and its a big one at that.
Whenever message is being displayed you cant use any skill.
Which is unacceptable in combat.
Making it useless.
Thanks for reporting that bug. It wasn't that skills weren't usable, it was that mouse clicks weren't getting past the message (I use keys from most of my skills which is why I didn't spot that glitch immediately). The message window was not mouse visible but the message itself was, an oversight that is corrected in version 1.01.

Last edited by Garan : 10-01-2011 at 12:10 PM.
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Unread 10-02-2011, 06:50 AM  
X672
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Thanks, have been waiting for something like this
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Unread 10-02-2011, 05:27 PM  
Eldarian
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Thanks, works perfect now.

Wish list:
* Integrate wraparound text so the text does not display in one line, but when it hits the screens edge it continues in 2nd line.

* Wish <RGB... values would get parsed, but I believe that is inherent lotro problem with the api supplied.

* Some more filter control.
Instead of having message option, add something like: Filters.
Meaning when a certain word (which you supply) gets picked up in chat, it displays it in a certain way, or triggers the message that you write.

*More font options (not sure if this is tied to lotro itself or if system fonts can be used.

* More ideas pending,...

Last edited by Eldarian : 10-02-2011 at 05:28 PM.
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Unread 10-02-2011, 07:17 PM  
Garan
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Quote:
Originally Posted by Eldarian
Thanks, works perfect now.

Wish list:
* Integrate wraparound text so the text does not display in one line, but when it hits the screens edge it continues in 2nd line.

* Wish <RGB... values would get parsed, but I believe that is inherent lotro problem with the api supplied.

* Some more filter control.
Instead of having message option, add something like: Filters.
Meaning when a certain word (which you supply) gets picked up in chat, it displays it in a certain way, or triggers the message that you write.

*More font options (not sure if this is tied to lotro itself or if system fonts can be used.

* More ideas pending,...
Thanks for the feedback/suggestions.

1) Multiline wrapping will be in version 1.02 (not sure when that will get released). If you want to implement it in your current version, simply edit the main.lua file and instert the line:
self.Message:SetMultiline(true);

at line 139, immediately after the line that reads:
" self.Message:SetMouseVisible(false);"

2) I have to do some more exploring with the embedded <RGB tags as well as the <Examine tags.

3) Additional filter controls / triggering criteria will most likely be available in a future release.

4) Fonts are limited to those that Turbine rendered for use in the game. The TimesRoman and Calibri fonts are fonts that I located that are not in the standard API documentation, but I haven't found any others than those (I haven't had a chance to look since RoI released, but I doubt that they added any fonts).

Last edited by Garan : 10-02-2011 at 07:22 PM.
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Unread 10-03-2011, 03:01 AM  
Eldarian
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Thank you, made the modification.

Now, I have another gripe to report.
Not sure why, but the text is blinking now. Its annoying like "!$!#%.
I surmise that is your solution to mouse click through? Please find another solution, I rather have non click through text for 1 second displayed than have it blink on me.
I cant read the text like that, it is unnatural.

Then again, this bug may be showing only on my end.
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Unread 10-03-2011, 07:21 AM  
Garan
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Quote:
Originally Posted by Eldarian
Thank you, made the modification.

Now, I have another gripe to report.
Not sure why, but the text is blinking now. Its annoying like "!$!#%.
I surmise that is your solution to mouse click through? Please find another solution, I rather have non click through text for 1 second displayed than have it blink on me.
I cant read the text like that, it is unnatural.

Then again, this bug may be showing only on my end.
Use the "/alerter setup" command to open the setup screen, select the alert you had already created and make sure the Interval is still set at 0. If the interval is blank or set to any other value, it will flash. I will have to double check the saving and loading to be sure it is preserving the 0, there may be a bug due to the need to force the format to accomodate european formatting.

EDIT: I got a chance to verify that Interval is saving/loading correctly. Perhaps you have accidentally altered yours?

Last edited by Garan : 10-03-2011 at 10:45 AM.
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Unread 10-03-2011, 04:59 PM  
Eldarian
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Uuuu much thanks, you saved my bacon yet again.
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Unread 10-11-2011, 04:12 AM  
Kylina
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Arrow Rgb code for combat log

Here the Rgb code i managed to find to help set the alterter for the combat channel

Kylina scored a <rgb=#FF0000>hit</rgb> : Regular player/mob hit

Kylina scored a <rgb=#B22222>critical hit</rgb> : Player critical hits/supposed the same for mobs

Kylina applied a <rgb=#00FF00>heal</rgb> : Regular player heal

Kylina applied a <rgb=#008000>critical heal</rgb> : Player critical heal

Training Dummy tried Dummy swing on Kylina but she <rgb=#FF4500>blocked</rgb> the attempt : Player block

Kylina applied a <rgb=#FFFF00>benefit</rgb> with Tale of Heroism : This is player buffing


Training Dummy tried Dummy swing on Kylina but she <rgb=#DAA520>evaded</rgb> the attempt : Player Evade/ suppose the same for mob


Training Dummy tried Dummy swing on Kylina but she <rgb=#C71585>parried</rgb> the attempt : Player Parry /supposed the same for mob

The Blackvenom Spider scored a <rgb=#DB7093>partially parried hit</rgb> with a weak melee attack on Kylina : Mob Partial Parry

Kylina tried to use Minor Ballad on the Training-dummy but it <rgb=#BC8F8F>resisted</rgb> the attempt : Mob resist, i suppose it is the same for player resist

The Training-dummy <rgb=#FFEBCD>missed</rgb> trying to use DNT - Training Dummy Swing on Kylina.
Kylina <rgb=#FFEBCD>missed</rgb> trying to use a melee attack on the Training-dummy. : Player/Mob miss

Kylina scored a <rgb=#9400D3>devastating hit</rgb> with Coda of Fury : Player Devastate/ supposed the same for mobs

*
*
If someone can find the code for when mobs are absorbing damage, it may be a simple benefit from the mob...
Also i have a hard time getting the partial block and partial evade code.

Hope this will help
*
*

Little suggestion, is it possible to preset where the alert message will appear, and not always in the right middle of screen ?


Anyway thanks for the plugins, i can see lots of possibilities

Last edited by Kylina : 10-11-2011 at 04:37 AM.
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Unread 10-11-2011, 09:20 AM  
Garan
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Re: Rgb code for combat log

Quote:
Originally Posted by kylina
Here the Rgb code i managed to find to help set the alterter for the combat channel

Kylina scored a <rgb=#FF0000>hit</rgb> : Regular player/mob hit

Kylina scored a <rgb=#B22222>critical hit</rgb> : Player critical hits/supposed the same for mobs

Kylina applied a <rgb=#00FF00>heal</rgb> : Regular player heal

Kylina applied a <rgb=#008000>critical heal</rgb> : Player critical heal

Training Dummy tried Dummy swing on Kylina but she <rgb=#FF4500>blocked</rgb> the attempt : Player block

Kylina applied a <rgb=#FFFF00>benefit</rgb> with Tale of Heroism : This is player buffing


Training Dummy tried Dummy swing on Kylina but she <rgb=#DAA520>evaded</rgb> the attempt : Player Evade/ suppose the same for mob


Training Dummy tried Dummy swing on Kylina but she <rgb=#C71585>parried</rgb> the attempt : Player Parry /supposed the same for mob

The Blackvenom Spider scored a <rgb=#DB7093>partially parried hit</rgb> with a weak melee attack on Kylina : Mob Partial Parry

Kylina tried to use Minor Ballad on the Training-dummy but it <rgb=#BC8F8F>resisted</rgb> the attempt : Mob resist, i suppose it is the same for player resist

The Training-dummy <rgb=#FFEBCD>missed</rgb> trying to use DNT - Training Dummy Swing on Kylina.
Kylina <rgb=#FFEBCD>missed</rgb> trying to use a melee attack on the Training-dummy. : Player/Mob miss

Kylina scored a <rgb=#9400D3>devastating hit</rgb> with Coda of Fury : Player Devastate/ supposed the same for mobs

*
*
If someone can find the code for when mobs are absorbing damage, it may be a simple benefit from the mob...
Also i have a hard time getting the partial block and partial evade code.

Hope this will help
*
*

Little suggestion, is it possible to preset where the alert message will appear, and not always in the right middle of screen ?


Anyway thanks for the plugins, i can see lots of possibilities
Thanks for tracking those all down. I could have saved you a lot of trouble by noting that the "Pattern" field accepts Lua patterns, so anything that has color in the message can be enclosed in ".*" patterns which will match any and all characters (like embedded color codes). You can also use the patterns to match names and such. For instance,
".* applied a .*benefit.* with Tactic: Relentless Attack on .*"
(withouth the starting and ending quotes) will match the message:
"Garan applied a benefit with Tactic: Relentless Attack on Garan"

If you really want find the rgb color code in a specific message, try using .* in the pattern and leave the message blank - the alert will display the original message but with the source rgb code.

As to repositioning or changing the type of alert, I will probably play with that at a later date, I have several other plugin updates already on the To Do list. I've also considered expanding on the use of the pattern to capture parts of the original message and allow them to be embedded in the alert. Lua has some really nice pattern matching capabilities.

For more on Lua Patterns, see:
http://www.lua.org/manual/5.1/manual.html#5.4.1

Last edited by Garan : 10-11-2011 at 09:29 AM.
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Unread 10-12-2011, 02:08 AM  
Kylina
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Cool Re: Re: Rgb code for combat log

Quote:
Thanks for tracking those all down. I could have saved you a lot of trouble by noting that the "Pattern" field accepts Lua patterns, so anything that has color in the message can be enclosed in ".*" patterns which will match any and all characters (like embedded color codes). You can also use the patterns to match names and such. For instance,
".* applied a .*benefit.* with Tactic: Relentless Attack on .*"
(withouth the starting and ending quotes) will match the message:
"Garan applied a benefit with Tactic: Relentless Attack on Garan"

If you really want find the rgb color code in a specific message, try using .* in the pattern and leave the message blank - the alert will display the original message but with the source rgb code.

As to repositioning or changing the type of alert, I will probably play with that at a later date, I have several other plugin updates already on the To Do list. I've also considered expanding on the use of the pattern to capture parts of the original message and allow them to be embedded in the alert. Lua has some really nice pattern matching capabilities.

For more on Lua Patterns, see:
http://www.lua.org/manual/5.1/manual.html#5.4.1
Indeed, didn't know that your pattern field was accepting some kind of 'regEx' :P

It will indeed help find the missing code if it is even needed now

Although, your idea of using part of the captured message to embed it in the alert is the next thing i would have suggested.

For example you make a crit or a devastate: and the alert is showing "Nice Critical 4853 !!" instead of the complete "Player scored a devastate hit on Mob with skill lambda dealing 4853 damage on morale"

Thanks anyway for the nice plugins and idea

Last edited by Kylina : 10-12-2011 at 02:09 AM.
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Unread 11-03-2011, 06:21 AM  
Tairom
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Buged plugin

I do not know anything about lua coding, but with the help of another plugin author we have traced an issue with the lotro client crashing to LotRO Alerter. To replicate the problem, load LotRO clean and manually load your addon. then type /plugins refresh . With those two steps completed, try to mount any mount. You will immediately crash to the desktop. I know your plugin has nothing to do with mounts, but after hours of testing, we were able to replicate this issue every time we replicated the above conditions. A link to the entire testing process I performed is in the following post.

NOTE THAT REFRESHING THE PLUGINS IS THE KEY HERE.

Forum Post Here

Thanks and look forward to being able to use your plugin again soon.

Last edited by Tairom : 11-03-2011 at 06:26 AM.
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Unread 11-03-2011, 08:55 AM  
Garan
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Re: Buged plugin

Quote:
Originally Posted by tairom
I do not know anything about lua coding, but with the help of another plugin author we have traced an issue with the lotro client crashing to LotRO Alerter. To replicate the problem, load LotRO clean and manually load your addon. then type /plugins refresh . With those two steps completed, try to mount any mount. You will immediately crash to the desktop. I know your plugin has nothing to do with mounts, but after hours of testing, we were able to replicate this issue every time we replicated the above conditions. A link to the entire testing process I performed is in the following post.

NOTE THAT REFRESHING THE PLUGINS IS THE KEY HERE.

Forum Post Here

Thanks and look forward to being able to use your plugin again soon.
Thanks for the comments and research. This is a bug in the Turbine Chat object. Hopefully you filed a bug report with Turbine showing exactly how to reproduce the crash as a number of people have reported the same symptoms with the Chat object (in other plugins such as Raid Rolls) but without the details on reliably reproducing the error. I can not access the game currently due to an early winter storm, so I can't perform any additional testing at this time (or file bug reports ) Hopefully with your details on reproducing the error, Turbine will be able to isolate and fix whatever is causing the crashes.
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Unread 11-04-2011, 11:01 AM  
moebius92
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Okay, attempt to reproduce the bug:

1. Download the plugin in its current state.
2. Start client, login, go to a mount usable area.
3. /plugins load Alerter
4. /plugins refresh
5. mount via hotkey, or by selecting a mount skill from the skill window.

Not reproducing the crash - should it have?
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