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04-21-2019, 05:09 PM
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The Wary
Forum posts: 4
File comments: 1
Uploads: 0
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'Buff Removed' How to Identify..
Hi,
To identify Effect removed (buff/debuff), we can get the ID with GetID() function in event "EffectRemoved", dont need to search in a saved table. If this can help, have a nice day.
-- callback function (see link )
GARAN Event handling Tutorial
Code:
import "Turbine";
import "Turbine.Gameplay";
-- callback function
(click link above to get tutorial from GARAN)
-- get unit player
local up = Turbine.Gameplay.LocalPlayer:GetInstance();
-- get effects
local ue = up:GetEffects();
-- create table to save effect control
local saved_effect = {};
-------------------------------------------------------------------------------------------------
-- event effect added
local effectAdded = function(sender, args)
-- get effect added to unit player
local effect = ue:Get(args.Index);
-- save new effect control to table
-- we get a unique id for each new effect, new id for same effect is possible
local id = effect:GetID();
if saved_effect[id] == nil then
(some code to create and save your own custom control to show effect)
end
-- debug
Turbine.Shell.WriteLine("NEW buff name: "..tostring(effect:GetName())); -- localized effect name
Turbine.Shell.WriteLine("GetID(): "..tostring(effect:GetID())); -- unique ID for this new effect added
end
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
-- event effect removed
local effectRemoved = function(sender, args)
-- we get the unique id for effect removed
local id = args.Effect:GetID();
-- after we can directly access to the control saved in 'saved_effect' (the index is the id get with GetID() function)
if saved_effect[id] then
(some code to remove your own custom control saved in a table)
end
-- debug
Turbine.Shell.WriteLine("REMOVED buff name "..tostring(args.Effect:GetName())); -- localized effect name
Turbine.Shell.WriteLine("buff removed ID :"..tostring(args.Effect:GetID())); -- unique ID for this effect removed
end
-------------------------------------------------------------------------------------------------
-- event declaration
AddCallback(ue, "EffectAdded", effectAdded);-- effect added
AddCallback(ue, "EffectRemoved", effectRemoved);-- effect removed
Last edited by Daorven : 04-22-2019 at 06:49 AM.
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01-29-2019, 02:19 PM
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The Wary
Forum posts: 0
File comments: 4
Uploads: 0
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as a hunter there is missing some debuffs (only havin run speed debuffs on mobs) how can i configure buffbars to see another debuffs on mob (like penetrating shots mitigation an critical chance debuff)
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06-20-2018, 07:44 AM
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The Wary
Forum posts: 0
File comments: 22
Uploads: 0
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Would it be possible to have something that put the effect triggers in alphabetical order, or to be able to search them? (in effect windows) Got a lot of blacklists in there, and if I need to remove one, it's a chore to find the one I need....
Edit: also found an interesting thing, if you create a template to be blacklisted, every buff/debuffs containing that name will be filtered; for example, if I want to filter dissonance stance, it will also filter anthem of war - dissonance, because it has that keyword in it too (solution is to change the min time duration above 3 min, and the anthem won't be filtered).
Last edited by Rhanti : 06-20-2018 at 11:19 AM.
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06-05-2018, 01:21 PM
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The Undying
Forum posts: 202
File comments: 457
Uploads: 20
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Re: Effect Triggers
Quote:
Is it possible to have an effect show if it is missing? So say for example I don't have hope buff going I would get a grey bar showing I am missing my hope buff. This is the only thing I can't seem to figure out with this add on.
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No, but you can do it with BuffMonitor.
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06-05-2018, 07:18 AM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Effect Triggers
Is it possible to have an effect show if it is missing? So say for example I don't have hope buff going I would get a grey bar showing I am missing my hope buff. This is the only thing I can't seem to figure out with this add on.
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10-28-2017, 09:21 AM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Having trouble getting all windows working
I am trying to set up individual windows for each trigger.
They either show all triggers or none at all. I have tried deleting all unwanted trigger from each window. Doesn't work. I have tried leaving them all but blacklisting the ones I don't want for each window. Doesn't work. At this point I'm lost.
I do have combat analysis running btw
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10-20-2016, 01:42 PM
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The Wary
Forum posts: 0
File comments: 22
Uploads: 0
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Where are the buffbars effect windows configurations located? Lost connection, closed down the game, and now it seems my configuration got deleted :/
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07-25-2016, 06:37 AM
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The Wary
Forum posts: 0
File comments: 4
Uploads: 0
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"Trick: Dust In The Eyes" configuration for cooldown:
Trick: Dust In The Eyes
"Improved Addle" configuration for tracking duration:
Improved Addle
PS: I edited these with CombatAnalysis Plugin. That screens are in CombatAnalysis.
Last edited by gencagaer : 07-25-2016 at 06:41 AM.
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11-30-2015, 04:49 AM
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The Undefeated
Forum posts: 6
File comments: 85
Uploads: 3
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An icon for the plugin
Hey peeps
I made an icon for the plugin since its the only one of the plugins i use and it was missing one ;p I wanna share it here if anyone wants to use.
A small preview
http://www.mediafire.com/download/j0...ez6ka/Icon.tga
If you like it throw it in the C:\Users\yourPCname\Documents\The Lord of the Rings Online\Plugins\PengorosPlugins\UI folder
and then open BuffBars.plugin file located in the plugin and add this red line after the green lines like below
<?xml version="1.0"?>
<Plugin>
<Information>
<Name>BuffBars</Name>
<Author>Pengoros</Author>
<Image>PengorosPlugins/Ui/Icon.tga</Image>
<Version>2.1.1</Version>
Enjoy
Last edited by Tangaar : 11-30-2015 at 04:56 AM.
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10-09-2015, 03:54 PM
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The Wary
Forum posts: 0
File comments: 11
Uploads: 0
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could use a update but everything works fine someone could probably take over development if they feel the need to really update it
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09-09-2015, 06:53 PM
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The Wary
Forum posts: 0
File comments: 14
Uploads: 0
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Was wondering if anyone knew how to disable buffs coming from other players, without disabling those you do yourself......can lag a lot on raids, while you don't need to know every heals or buffs other would put during combats.
Edit: only way I found is not to show any buffs that lasts for less than 3 minutes.
Last edited by Plague : 09-09-2015 at 07:18 PM.
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07-10-2015, 01:07 AM
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The Wary
Forum posts: 0
File comments: 32
Uploads: 0
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> The last update by the author was 11-04-2013, is this plugin officially dead? Is there a replacement?
Works fine here, why replace what everyone uses and works well? It's the standard, and integrates with Combat Analysis.
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05-23-2015, 07:04 AM
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The Wary
Forum posts: 0
File comments: 64
Uploads: 0
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The last update by the author was 11-04-2013, is this plugin officially dead? Is there a replacement?
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02-01-2015, 05:32 PM
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The Wary
Forum posts: 1
File comments: 47
Uploads: 2
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patch
Hi all
Just because the developer does not enable to upload patch, here is a small one for beorning, who hate to see the power box just like me. You must be do it yourself
Open the QuickslotBar.lua file, somewhere here:
"c:\Users\ [your windows username here]\Documents\The Lord of the Rings Online\plugins\PengorosPlugins\BuffBars\QuickslotB ar.lua"
Search the PowerChanged function (line 269) and just add the 3 line that I colored RED.
function QuickslotBar:PowerChanged(player)
if (self.locked == false) then
return;
end
if player:GetClass()==Turbine.Gameplay.Class.Beorning then
return;
end
local maxPower = player:GetMaxPower();
local power = player:GetPower();
local percent = power / maxPower;
Last edited by bunny : 02-02-2015 at 08:34 AM.
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01-31-2015, 02:55 PM
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The Wary
Forum posts: 3
File comments: 20
Uploads: 0
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Would it be possible to track Class Specific Cooldowns on the Effect Slider? It only tracks Potions and Debuffs, or do i miss something here?
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