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Unread 05-12-2011, 04:05 PM  
Shadra
The Wary

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question

Is there an option to assign moral and power pot clickables below the bars in the same way as the cure ones?
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Unread 05-10-2011, 08:24 PM  
DaemonSambe
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Default Vitals

I don't know if you're adding anything to the current build, but i thought it would be a good idea to add a commandline toggle for displaying/hiding the default vitals frame. I don't keep it visible, but there is sometimes a need for the actual play menu, for instance to leave a skirmish early or something. So instead of loading the options, and toggling the frame for 5s, i would just be able to type a commandline, do what i need, and run the command again to hide it.
.Regards
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Unread 05-05-2011, 10:42 AM  
GodP0w3r
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Quote:
First off, thanks I'm glad you like it!

As far as your question goes - unfortunately it isn't. However, as soon as this (and at least 10 other types of data) is available through the plugin API, I'll be more than happy to add it.

When I'm finished with Palantir 2, the plugin will serve to show exactly how far I would like to take it - in terms of features, options and appearance. (Unless hell freezes over before then) not every bar will be enabled, but that will only be due to the fact that the data isn't available for it. So for instance, you will see options for companion morale and power bars - but until Turbine makes that data available, that choice will be grayed out. The good news is, that as soon as that data is available - it won't take but a couple of minutes for me to make an update that will enable those bars, and upload it here.
Thanks for the quick and clear reply, I'd briefly looked over the documentation myself and was afraid that'd be the reason it wasn't implemented already. Ah well, guess there's not much that can be done but wait for the API to be updated. Still thanks for a great job so far
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Unread 05-05-2011, 02:36 AM  
Digital_Utopia
The Undying
 
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Quote:
I love this plugin!
One question though, is it possible to display another set of bars showing the health and power of a lore-master compagnion? Right now I still find myself having to look away from the action for that.

GodP0w3r
First off, thanks I'm glad you like it!

As far as your question goes - unfortunately it isn't. However, as soon as this (and at least 10 other types of data) is available through the plugin API, I'll be more than happy to add it.

When I'm finished with Palantir 2, the plugin will serve to show exactly how far I would like to take it - in terms of features, options and appearance. (Unless hell freezes over before then) not every bar will be enabled, but that will only be due to the fact that the data isn't available for it. So for instance, you will see options for companion morale and power bars - but until Turbine makes that data available, that choice will be grayed out. The good news is, that as soon as that data is available - it won't take but a couple of minutes for me to make an update that will enable those bars, and upload it here.
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Unread 05-04-2011, 07:09 AM  
GodP0w3r
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I love this plugin!
One question though, is it possible to display another set of bars showing the health and power of a lore-master compagnion? Right now I still find myself having to look away from the action for that.

GodP0w3r
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Unread 04-22-2011, 05:26 AM  
Digital_Utopia
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Quote:
Is there anyway to have options like loot rule or leave instance when you hide game vital ?
Plugins currently do not have access to the options you would get from the right-click menu. Because of this, I originally did not include the option to hide the default vitals, but added it later upon request.

The best option right now would be to use a skin that reduces the size of the vitals down to an icon sized image - to provide access to that menu, without crowding up your screen.

The Old One has already created such a skin - and you can find that here. Of course, if you are already using a custom skin, you will have to merge the two, but otherwise - that should be a fair compromise until that menu can be done in Lua. Note: you will have to allow the default vitals to be shown if you use such a skin.
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Unread 04-19-2011, 07:49 AM  
Konungr
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Is there anyway to have options like loot rule or leave instance when you hide game vital ?
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Unread 04-17-2011, 05:57 AM  
Digital_Utopia
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Re: Goldeneye request

Quote:
I was recently looking through the forums and came across a very old post requesting a HUD almost exactly like yours. I still cannot seem to put pics in my posts, so, the link is. . .

http://www.lotrointerface.com/forums...ight=goldeneye

Yes you posted to this thread and he was referred to Palantir. The question and suggestion I have, is there any way you can put the opponents' vitals on the inside like the pic, or on the outside of our vitals if you prefer to make it a bit more different.

JW
If I had a nickel for every time someone asked this....I'd be a rich, rich man by now.

Is it a good idea? It's a great idea!
Is it something I've wanted to do since last June, when the plugin system was introduced? Yes it has been.
Can I do it yet? No.

Unfortunately, the only vitals information available to the plugin system right now, is the player's character. As soon as target vitals (or any other vitals for that matter) becomes available, you've got yourself a deal
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Unread 04-15-2011, 10:03 PM  
jeredwolffe
The Unscathed
 
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Goldeneye request

I was recently looking through the forums and came across a very old post requesting a HUD almost exactly like yours. I still cannot seem to put pics in my posts, so, the link is. . .

http://www.lotrointerface.com/forums...ight=goldeneye

Yes you posted to this thread and he was referred to Palantir. The question and suggestion I have, is there any way you can put the opponents' vitals on the inside like the pic, or on the outside of our vitals if you prefer to make it a bit more different.

JW
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Unread 04-14-2011, 10:37 AM  
Digital_Utopia
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Re: New Version?

Quote:
I notice your instruction page and change log hasn't been updated since December, yet you have a new uploaded version as of this month. What gives? Did you change anything on it?
The order of the changelog was changed to go from newest to oldest, and for a short period of time immediately before, and shortly after the latest update - there was a message warning that due to an issue with my ISP, I wasn't able to test Palantir with the changes coming in that update. Since that time, I have been able to test it with no issues, so I removed that message.

Unfortunately, any changes to the page counts as an update as well, even though there have been no real changes to the instructions, or the plugin itself. I apologize for any confusion.

At this point, unless Turbine releases an API update that breaks Palantir - or a new bug somehow surfaces, 1.093 is the final release of v1. v2 is currently quite far along in the planning stage, with the actual writing starting within the next few weeks.

For more information about what's coming with Palantir 2, please check out this thread

Last edited by Digital_Utopia : 04-14-2011 at 10:52 AM.
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Unread 04-12-2011, 01:49 AM  
Felgercarb
The Wary

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New Version?

I notice your instruction page and change log hasn't been updated since December, yet you have a new uploaded version as of this month. What gives? Did you change anything on it?
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Unread 04-08-2011, 10:13 AM  
Digital_Utopia
The Undying
 
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Quote:
I've been using it through up the recent update, everything's working as expected as far as I can tell. I can still move elements around to customize the view, potions tied to effects are still working..

Kudos to building a plugin that's FORWARD compatible.
ha! If only I could seriously take credit for that
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Unread 04-06-2011, 02:35 PM  
Johkar
The Wary

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Quote:
Well...I did manage to log into the game, and first glance it seems everything is still working, and since I haven't gotten any bug reports yet - I'm going to just assume it's fine. At least until someone informs me differently
I've been using it through up the recent update, everything's working as expected as far as I can tell. I can still move elements around to customize the view, potions tied to effects are still working..

Kudos to building a plugin that's FORWARD compatible.
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Unread 03-23-2011, 04:02 AM  
Digital_Utopia
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Well...I did manage to log into the game, and first glance it seems everything is still working, and since I haven't gotten any bug reports yet - I'm going to just assume it's fine. At least until someone informs me differently
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Unread 03-21-2011, 03:59 AM  
Digital_Utopia
The Undying
 
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Re: Versions

Quote:
Is it possible to see the version number on the palantir options menu, like on the top right or bottom right, so I can better know if I have the most current one?

Also, could you order your version history from newest to oldest, with the newest at the top. I think that's the standard method and it helps people to see things easier.

All in all, an outstanding plugin. Probably among the top 5 in the game. You rock.
Possible? sure - when I work on the next update (to fix the issues the new patch will cause) I'll find a spot on the options panel to put it - until then, you can always see what version you have by taking a look at your chat box when Palantir loads - you'll see something like

Palantir v1.09.3 by Digital_Utopia

As far as the order above, again - no problem I'll work on that lol
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