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11-03-2011, 08:55 AM
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The Undying
Forum posts: 343
File comments: 984
Uploads: 21
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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.
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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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11-03-2011, 06:21 AM
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The Wary
Forum posts: 1
File comments: 4
Uploads: 0
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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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10-12-2011, 02:08 AM
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The Wary
Forum posts: 0
File comments: 5
Uploads: 0
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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
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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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10-11-2011, 09:20 AM
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The Undying
Forum posts: 343
File comments: 984
Uploads: 21
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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
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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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10-11-2011, 04:12 AM
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The Wary
Forum posts: 0
File comments: 5
Uploads: 0
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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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10-03-2011, 04:59 PM
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The Wary
Forum posts: 0
File comments: 10
Uploads: 0
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Uuuu much thanks, you saved my bacon yet again.
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10-03-2011, 07:21 AM
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The Undying
Forum posts: 343
File comments: 984
Uploads: 21
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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 "!$!#%.
I surmise that is your solution to mouse click through? Please find another solution, I rather have non click through text for 1 second displayed than have it blink on me.
I cant read the text like that, it is unnatural.
Then again, this bug may be showing only on my end.
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Use the "/alerter setup" command to open the setup screen, select the alert you had already created and make sure the Interval is still set at 0. If the interval is blank or set to any other value, it will flash. I will have to double check the saving and loading to be sure it is preserving the 0, there may be a bug due to the need to force the format to accomodate european formatting.
EDIT: I got a chance to verify that Interval is saving/loading correctly. Perhaps you have accidentally altered yours?
Last edited by Garan : 10-03-2011 at 10:45 AM.
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10-03-2011, 03:01 AM
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The Wary
Forum posts: 0
File comments: 10
Uploads: 0
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Thank you, made the modification.
Now, I have another gripe to report.
Not sure why, but the text is blinking now. Its annoying like "!$!#%.
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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10-02-2011, 07:17 PM
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The Undying
Forum posts: 343
File comments: 984
Uploads: 21
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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,...
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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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10-02-2011, 05:27 PM
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The Wary
Forum posts: 0
File comments: 10
Uploads: 0
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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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10-02-2011, 06:50 AM
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The Wary
Forum posts: 0
File comments: 17
Uploads: 0
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Thanks, have been waiting for something like this
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10-01-2011, 11:50 AM
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The Undying
Forum posts: 343
File comments: 984
Uploads: 21
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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.
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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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10-01-2011, 09:36 AM
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The Undying
Forum posts: 249
File comments: 422
Uploads: 19
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Great idea! Will give it a go later.
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10-01-2011, 03:49 AM
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The Wary
Forum posts: 0
File comments: 10
Uploads: 0
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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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