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Unread 05-27-2012, 08:18 PM  
Vald
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Please update this with a way to lock the button in place. At the moment, it is just dragged but there is no way to lock it. Buttons from other plugins either require you to use the traditional CNTRL+\ to unlock the UI and move the button or require you to hold down a specific key while moving the button.

I prefer to lock all buttons in place to avoid accidentally moving them. Thanks!
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Unread 03-03-2012, 07:23 AM  
kiki
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Hi Galuhad,

Here is the Beta FR version.

I think it is backward compatible with EN & DE (some friend of mine are running the EN client but none are using the DE locale).

http://kikibased.free.fr/lotroPlugin...hadPlugins.zip

I updated Rolls.lua & Languages.lua
I don't update the TGA files, because i'm not a graphic designer

Updates are surrounded by -- Kiki

I post a link on several French community websites (http://lotro.fr, http://lotro.jeuxonline.info/#fr, and the Turbine official forum

I 'm waiting for feedbacks

Regards

PS: I have seen that some labels are translated in Fr & DE in instancesDB.lua & skarmishDB.lua, these files are included, but I didn't find where these tranlations are used.

Last edited by kiki : 03-04-2012 at 04:39 AM.
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Unread 02-29-2012, 03:02 AM  
Galuhad
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Perfect Kiki, thank you
I'm also working on the next update for this which should be ready sometime in the next couple of weeks.
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Unread 02-28-2012, 11:54 PM  
kiki
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Hi guys,

I'm working on a french translation....

A beta version will be available as soon as possible (may be next week).
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Unread 12-17-2011, 01:41 PM  
Galuhad
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Thanks for the feedback so far.
I am working on the next update, but because of health problems it's taking me a while. Probably will not be until after the new year unless anyone finds any major bugs.
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Unread 12-11-2011, 06:32 PM  
iuenu
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Roll report button

First off I would like to say great mod I love it for speeding up rolling in 12 man skirmishes.

I have a feature I would love to see added.

A button on the roll window that would allow me to export the text to the chat window in whatever I was last using in chat window. /ra, /f , /say , ectů
So something like:
player_C 56, player_F 43, player_A 20, player_B 1.

Also another button that says
Players Xxxxx, yyyyy, zzzzzz did not roll.

So after leader says open roll and close roll it will let you make one block of text with all info already correct.

Only other thing is can we set an option that can be unchecked for loot tracking? Seems to cause some lag when it tracks 12 people getting awarded skirmish marks, s 4 marks and such after flag is clicked.
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Unread 12-01-2011, 05:46 PM  
DreadApex
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Thanks a lot for the update!
I'm going to be giving the new version a spin right away.


Keep up the good work, this is quickly becoming a *must have* plugin for all raiders.
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Unread 11-27-2011, 07:14 PM  
Galuhad
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Quote:
Nice plugin!
Love some of the ideas here, but I already ran into a bug...
Thank you. I'm not sure why this is happening as the string is only trimmed down for the display, the data in the table itself still should be the full name. I'll have a look more closer at this tomorrow.. I made some changes to the code in this build to a few of the windows so probably did something wrong somewhere


Quote:
I also have a request...
Could you be persuaded to allow /commands to bring up the different modules within raid assistant, as well as the option to hide the menu icon?
There are those among us who prefer not to have forced icons on our screen.

I use bootstrap to consolidate all plugin functions into one menu, I would love to be able to do this with the different modules in RaidAssistant, rather than have to deal with another icon on the screen.

Having the option to choose is always welcomed.
I have thought about this and probably will do soon, it's not too difficult to do. Thank you for the suggestion though, they really do help.
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Unread 11-27-2011, 05:17 PM  
DreadApex
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Nice plugin!
Love some of the ideas here, but I already ran into a bug...

Quote:
Client language:
English

Names and versions of other plugins loaded when the bug occurred:
Bootstrap, Bevy O Bars, Hugebag. all latest builds.

Does the bug still occur with all other plugins unloaded:
Yes

Detailed description of the bug:
For roll monitoring... If the rollers name is truncated (ie: 'floopydoop...' instead of 'floopydoopydoo') then it allows multiple rolls and counts them all, even if 'unique rolls only' is selected. This can easily allow for mistakes or exploits.

Events that occurred on the run-up to the bug:
People join my fellowship, then /roll.


Any other details that may be useful:

The truncating seems to be messing with the way RaidAssistant monitors the names.
Would it be possible to just re-size the window to allow bigger names? truncating shouldn't be needed here honestly, and is kind of annoying to begin with, especially when some people have very similar names.

I also have a request...
Could you be persuaded to allow /commands to bring up the different modules within raid assistant, as well as the option to hide the menu icon?
There are those among us who prefer not to have forced icons on our screen.

I use bootstrap to consolidate all plugin functions into one menu, I would love to be able to do this with the different modules in RaidAssistant, rather than have to deal with another icon on the screen.

Having the option to choose is always welcomed.


Thanks again for the great plugin!
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Unread 11-26-2011, 09:13 AM  
Equendil
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Right, didn't have time until now to look into the problem that was also reported on Bootstrap's page. Thank you Garan for taking care of it. Doesn't seem there is anything in Boostrap that requires change, so I'll leave it at that.
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Unread 11-25-2011, 08:59 PM  
Galuhad
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Updated to v1.02. This update mainly provides German translations thanks to Noirolgam and Pesti. There probably will be some bugs if you're using a German client so please let me know.
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Unread 11-22-2011, 10:23 PM  
Garan
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I was off slightly in my initial guess, it wasn't that the event handler was getting overwritten, but rather, as you found out, that it was getting fired for every plugin that loaded into that apartment and the multiple executions was causing your problem. Moving it to it's own apartment as you did should certainly fix the problem. Since you are in a separate apartment, you also will not need to worry about the Party object getting corrupted as quickly (it will continue to get corrupted until Turbine fixes it) or other plugins' event handlers overwriting your Party event handlers so it is probably the best solution, at least for now. Anyway, glad to hear it got sorted out, it looks like a nice plugin with a lot of possibility for growth.
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Unread 11-22-2011, 07:35 PM  
Galuhad
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Updated to v1.01. I've ended up moving the plugin to it's own apartment, this should clear up any bugs caused through clashes with BootStrap or any other plugins. Please let me know if any bugs persist
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Unread 11-22-2011, 06:37 PM  
Galuhad
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Quote:
Quote:
Originally Posted by Galuhad
So two plugins can't call a load event at the same time? Or have I coded something wrong? I'm not really an experienced programmer, all these plugins I make for fun. I don't really understand this whole apartment thing.
It's not so much that two plugins can't call a load event "at the same time", but rather, by assigning your event handler to the same event that their handler would use, they overwrite each other. I don't use the load event at all, so I'm not sure if it supports using table entries the way that the other events do, but I would suspect it would. You can try implementing your event handler that way (but if the other party doesn't also implement it as a table entry they will still stomp on your entry).

Alternately, you can simply not use the .load event and simply perform the code that opens your window at the end of your main.lua file. The only code you couldn't reference at that point would be any code that needs to access the current Plugin[] object which is why the majority of developers put that into an Update event handler of their main window (like assigning the Plugin[].Unload event handler). With Update 5, this will no longer be an issue since Turbine provided us the "plugin" variable which is a reference to our Plugin[].
Thanks for the tip. I think you're right. When I load RaidAssistant from BootStrap the problems seem to be coming from the Load event getting recalled a few times. I've done as you suggested in removing the event and appending the function calls to the bottom of the main.lua file. Going to give it some testing and see how it goes
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Unread 11-22-2011, 06:29 PM  
Garan
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Quote:
Originally Posted by Galuhad
So two plugins can't call a load event at the same time? Or have I coded something wrong? I'm not really an experienced programmer, all these plugins I make for fun. I don't really understand this whole apartment thing.
It's not so much that two plugins can't call a load event "at the same time", but rather, by assigning your event handler to the same event that their handler would use, they overwrite each other. I don't use the load event at all, so I'm not sure if it supports using table entries the way that the other events do, but I would suspect it would. You can try implementing your event handler that way (but if the other party doesn't also implement it as a table entry they will still stomp on your entry).

Alternately, you can simply not use the .load event and simply perform the code that opens your window at the end of your main.lua file. The only code you couldn't reference at that point would be any code that needs to access the current Plugin[] object which is why the majority of developers put that into an Update event handler of their main window (like assigning the Plugin[].Unload event handler). With Update 5, this will no longer be an issue since Turbine provided us the "plugin" variable which is a reference to our Plugin[].

Another option would be to use a separate Apartment - an Apartment is the environment in which your plugin runs. However, by using a separate Apartment, you are creating a completely separate global environment which will use a lot more memory. This eliminates the threat of anyone else's plugin overwriting anything you define and vice-versa, but can be a performance issue for people with limited memory. One nice benefit of running in your own Apartment is that your plugin can be unloaded without unloading anything else since the "/plugins unload " command can specify an Apartment (i.e. "/plugins unload moormap" will unload the MoorMap main plugin Apartment). This can be quite beneficial for any plugin that needs realtime access to data (like MoorMap), but isn't normally needed.

Last edited by Garan : 11-22-2011 at 06:35 PM.
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