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06-16-2013, 04:10 PM
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The Undefeated
Forum posts: 6
File comments: 9
Uploads: 0
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BuffBars is also my favourite PlugIn!
But I found something, that could be better:
Today I updated my BuffBars from 1.2.0 to the newest one. Now I can choose more options for combat, not in combat, ever shown and so on. This gave me the idea, to make all greyed-out skills invisible. Especially when I'm mounted, this idea gives me more overview to the landscape, cause I play on an 17"-monitor by using 1280x1024 pixel.
But there are some difficulties:
The first: I tried to make a bar from ingame in a bar from BuffBars. Then I placed it over the old area and saw, that the space between the skills is bigger than from ingame.
The second: The skills are unsorted. There is no way to arrange them in that place I want unless I make one bar for each skill.
The third: Skills can mostly be used when not in combat or in combat, but not mounted. But there is no way to select two or more options. For example the staff-strike by the loremaster: It is greyed-out mounted, but can be used when in combat AND not in combat even though you're immediately in combat after activating it. So you have to activate two options, to get it right.
My idea is, to place some checkboxes instead of the pulldown-menue. So then you can choose more options.
By the way, is it feasible to get the info, if an enemy is targeted? If yes, this could be another option.
But I wonder why you don't let the user choose, if they wanna center, left-justify or right-justify your bars.
Here is an example, if you don't understand what I mean:
The loremaster has really much skills with buffs and debuffs. So if you use all of them in one bar, it could be that there are shown two, three, five, or just one skill. Used in an instance, it could be difficult to hit the right skill, because there are many changes in a short time. If each skill in one bar has its own place, it could be easier.
So far
Riggie1000
Greetings from Germany.
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06-23-2013, 07:16 AM
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The Undefeated
Forum posts: 6
File comments: 9
Uploads: 0
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schieb...
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07-02-2013, 02:14 AM
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The Wary
Forum posts: 0
File comments: 9
Uploads: 0
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Hi,
i really like the Plugin
Can anyone help me with this problem: I often switch the language settings from english to german and back again.
The BuffBars settings get lost every time. Eg. i disable the Effect sliders but when i switch the language it comes back. The same with the Quickslots: I have to add all the potions in the slots.
Is there a way to keep the settings independant of the language the lotro client is running?
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08-20-2013, 04:39 PM
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The Wary
Forum posts: 2
File comments: 8
Uploads: 1
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I've been using this plugin for quite some time and am still experimenting with how to customize it. I really like it.
Today I decided to make a second slider bar and window to show mob CCs because my LM sometimes gets distracted in big battles and lets something wear off that wasn't supposed to.
Unfortunately, I was having some difficulties. When I daze a mob with blinding flash, the daze shows up in the window and slider. Then I pull a few other mobs (lower-level so I won't die while I experiment!). When one of them dies, the daze on the first mob disappears from the slider and window. Is there anything I can do to stop this from happening?
Edit: With a bit more experimenting, it appears that it may be an issue with pulling 2 or more of the same types of mobs. That is, if i pull a Cargaraf and a Troll in Carn Dum there doesn't seem to be any issue; if I pull 2 trolls, then when one dies the program seems to believe the dazed one did as well. :-(
Last edited by bitz_a : 08-20-2013 at 05:34 PM.
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09-14-2013, 07:46 PM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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Options not saving
Hi, awesome plugin!
The settings in the options menu are not saved when I log out. I've tried the solutions as some of you have posted above but to no avail.
Here's what I did:
o I always click the save button located at the bottom of each option.
o I ticked the option to always load the plugin, pre and in-game. But I still have to reload and redo options the next time I log in.
o I use in-game plugin manager, "/plugins load buffbars", bootstrap.
o I tried to use bootstrap to edit the options "/buffbars options" but it's still not saving when I log out.
Thanks!
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10-01-2013, 07:43 AM
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The Indomitable
Forum posts: 10
File comments: 15
Uploads: 3
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Quote:
Is there a way to keep the settings independant of the language the lotro client is running?
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That's a problem how turbine (LUA) handles numbers. (dot vs. comma as decimal separator when saving numbers)
I have this problem, too. I'll have a look at the code later this week. Maybe I can provide a fix. (There are plugins which handle different client languages correctly, so I hope, I can "borrow" some code lines from there)
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10-01-2013, 05:54 PM
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The Undying
Forum posts: 343
File comments: 981
Uploads: 20
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Quote:
Originally Posted by IceBear
That's a problem how turbine (LUA) handles numbers. (dot vs. comma as decimal separator when saving numbers)
I have this problem, too. I'll have a look at the code later this week. Maybe I can provide a fix. (There are plugins which handle different client languages correctly, so I hope, I can "borrow" some code lines from there)
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This topic is covered on the LotRO forums:
https://www.lotro.com/forums/showthr...97#post5784197
Note that this is a two step solution to the internationalization issue. The first step, implementing the Vindar patch, eliminates issues with special charactes and the second step, defining and using the euroNormalize function, converts decimal numeric values into the correct current format regardless of how they were saved. This means calling the euroNormalize function on any loaded NUMERIC value that might contain a decimal - do NOT call that function on non-numeric (string) values. This allows the plugin to smoothly handle saving and loading values in EN, DE and FR even if the user swaps languages between saving and loading.
Note, you can eliminate the euroFormat variable by using the code:
Code:
if (tonumber("1,000")==1) then
function euroNormalize(value)
return tonumber((string.gsub(value,"%.",",")));
end
else
function euroNormalize(value)
return tonumber((string.gsub(value,",",".")));
end
end
The euroFormat variable is a carryover from an older solution and is not needed since it is no longer referenced outside of this code block but the rest of the solution is valid. Someday I may go back and fix the original post.
Last edited by Garan : 10-01-2013 at 05:59 PM.
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10-01-2013, 06:12 PM
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The Unscathed
Forum posts: 15
File comments: 176
Uploads: 2
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Thanks for the info Garan. I am already doing my own encoding so I think just changing the encoding/decoding routines should do the trick. Replace the EncodeNumbers/DecodeNumbers functions in PengoroPlugins/Utils/Misc.lua with these versions. Make sure you backup your existing plugin data files prior to attempting this. If this works I can release a minor update to the plugin.
Code:
-- encode numbers as strings if necessary for the client to save properly
function EncodeNumbers(object)
local lookup_table = {};
local function _encode(object)
if (type(object) == "number") then
return ("<num>%f</num>"):format(object);
elseif (type(object) ~= "table") then
return object;
elseif (lookup_table[object]) then
return lookup_table[object];
end
local new_table = {};
lookup_table[object] = new_table;
for index, value in pairs(object) do
new_table[_encode(index)] = _encode(value);
end
return setmetatable(new_table, getmetatable(object));
end
return _encode(object);
end
-- decode numbers encoded as strings
function DecodeNumbers(object)
local lookup_table = {};
local function _decode(object)
if (type(object) == "string") then
local match = object:match("<num>(%d+.%d+)</num>");
if (match ~= nil) then
if (tonumber("1,000")==1) then
return tonumber((string.gsub(match,"%.",",")));
else
return tonumber((string.gsub(match,",",".")));
end
else
return object;
end
elseif (type(object) ~= "table") then
return object;
elseif lookup_table[object] then
return lookup_table[object];
end
local new_table = {};
lookup_table[object] = new_table;
for index, value in pairs(object) do
new_table[_decode(index)] = _decode(value);
end
return setmetatable(new_table, getmetatable(object));
end
return _decode(object);
end
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10-06-2013, 01:45 PM
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The Indomitable
Forum posts: 10
File comments: 15
Uploads: 3
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Quote:
Thanks for the info Garan. I am already doing my own encoding so I think just changing the encoding/decoding routines should do the trick. Replace the EncodeNumbers/DecodeNumbers functions in PengoroPlugins/Utils/Misc.lua with these versions.
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This works fine for me. (switching several times between english and german client)
Thanks for the patch.
@Garan
your euronormalize function was in my mind, when writing the last post.
Edit:
I get the message
Code:
...ugins\PengorosPlugins\BuffBars\EffectBarSettings.lua:139: attempt to index field '?' (a nil value)
when using some festival consumables.
Before digging into your code, I just ask, if you have any idea. If you need help, some tests or so, please tell me.
Last edited by IceBear : 10-06-2013 at 02:02 PM.
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10-12-2013, 12:24 PM
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The Undying
Forum posts: 85
File comments: 165
Uploads: 0
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An issue I probably know the answer to...
I probably know the answer here, but thought I'd mention it before I forget yet again...
Simply put, I frequently find that my Sliders and Effect window has "vanished" and I need to re-enable them for a particular character.
The reason, I believe, is that I frequently "hang" and need to force quit the client.
That is to say - I play using the Mac Client and/or the PC Client via Crossover (WINE). Frequently, like every 45 minutes or so with the Mac Client, I find that the Client has "hung" -- on the Mac, that is the infamous "spinning beach ball" effect. With the PC client it simply "freezes."
At that point, I assume, If I have effects 'in progress" that Buff Bars is attempting to write an update in such a way that it corrupts the database.
Since I only use the Effect Sliders and window, I cannot say if the quickslots are impacted or not.
Other than that annoyance... everything works well.
I should add... I only have this issue with Buff Bars.
Alt Inventory, Tonic Bars, Travel are the others I use all the time.
Last edited by magill : 10-12-2013 at 12:26 PM.
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11-02-2013, 05:31 PM
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The Indomitable
Forum posts: 10
File comments: 15
Uploads: 3
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Fix for Festival Consumables
Pengoros, I'm not sure, if I fully understand your code. Here's what I did:
Utils/Constants.lua
add at end:
Code:
CoolDownCategory.Consumable = 16384;
Buffbars/Constans.lua
add (line 61)
Code:
Colors.Consumable = 16384;
Buffbars/EffectBarSettings.lua
add (line 134)
Code:
col = PengorosPlugins.Utils.CoolDownCategory.Consumable;
self.colors[col] = {};
self.colors[col].remaining = {a=255, r=128, g=128, b=128};
self.colors[col].elapsed = {a=102, r=128, g=128, b=128};
Buffbars/CharacterSettings.lua
modify line 69 (change 12 to 13)
add at end of CharacterSettings:CheckMigration() (line 687)
Code:
if (self.version == 12) then
for i = 1, table.getn(self.windows) do
local win = self.windows[i];
win.colors[Colors.Consumable] = {};
win.colors[Colors.Consumable].remaining = {a=255, r=128, g=128, b=128};
win.colors[Colors.Consumable].elapsed = {a=102, r=128, g=128, b=128};
end
self:Migrate(13);
save = true;
end
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11-03-2013, 12:35 PM
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The Undefeated
Forum posts: 9
File comments: 12
Uploads: 2
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I feel a bit confused about what exactly the options are and why some things work and others do not.
I found that firstly the initial buffbars template wasn't very accommodating as it wouldn't show when set to 'only' states such as in combat or out of combat.
Therefore I made a new custom one which for the most part seemed to do what I ask.
My understanding is the following :
Buffs = anything beneficial casted on you by you or another player
Debuff = a status that reduces an aspect or stat of your character
Mob debuff = an ability you have used that's currently debuffing an enemy
Mob CC = an ability that you have used that's currently controlling or affecting an enemy miscellaneously.
Cool down = ??
I wanted the following setup :
One window set that would show me when I have been debuff or temporarily self buffed by an ability I have used, or permanent buffed by a group member.
In the other window set I want to see the abilities I've used to debuff or CC a mob.
However on the second and third custom, it gets muddled and nothing seems to work either way. I initially though to simply disable all effects and play trial and error however my third window - no matter what I put in it (other than buffs), refuses to show on screen; thus I cannot test either way.
Suggestions?
Also, I used the manager window to let Buffbars manage and autoload other plugins however Vital Bars will not take hold?
Last edited by Hollywood : 11-03-2013 at 01:06 PM.
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11-04-2013, 11:57 AM
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The Unscathed
Forum posts: 15
File comments: 176
Uploads: 2
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@Hollywood The MobCC/Debuff items require you to have CombatAnalysis running. Is that plugin loaded?
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11-04-2013, 12:10 PM
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The Unscathed
Forum posts: 15
File comments: 176
Uploads: 2
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@IceBear You mostly had all the code needed for the festival stuff. I've tweaked it a little and will release a minor update later today.
@magill BuffBars only writes out options when you click Accept on the options panel or on plugin unload. I'm not sure why the files would get corrupted. Lotro doesn't allow us direct access to the files so there isn't much I can do here to diagnose or fix the problem .
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11-04-2013, 02:08 PM
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The Undefeated
Forum posts: 9
File comments: 12
Uploads: 2
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@Hollywood The MobCC/Debuff items require you to have CombatAnalysis running. Is that plugin loaded?
Combat Analysis was playing up so reset it and it's playing nice to some degree. Thanks for helping me thinking on it.
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