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Category: Raiding & InstancesDebuffVitals
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Name: DebuffVitals   Popular!
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Date: 01-03-2020 11:17 PM
Size: 19.49 Kb
Version: 1.3.4
Rate File: 5 out of 5 with 4 votes  
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DebuffVitals Example
 
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DebuffVitals - effects
 
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DebuffVitals examples
 
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DebuffVitals - options
 
Description
The 1.3.3 version didn't upload properly. Putting it in now at 1.3.3.1. Sorry for any chaos!

DebuffVitals:
DebuffVitals is a tool to provide help tracking debuffs and boss states during raids. This copies DTox's Vitals functionality and extends it to include effects. A huge thanks to DTox for his work!

At a high level, the current functionality is:
- persistent tool-tipping for any number of targets
- track morale and power of targets
- various configuration options like load frames automatically, resize, and lock position
- tracks a whole bunch of player-applied debuffs/effects on targets (too many to list here)
- track corruption counts for specific boss fights (count appears in upper left corner of a frame)

NEW - PERFORMANCE UPDATE
Effects are handled very differently, going from an event handler to a regular scan of effects. This should have a positive impact on performance.

Please consider 1.3.x a performance test version. Please try it out and give me any feedback.

PROBLEMS LOADING?
I changed the savefile format to include configurations. If the plugin doesn't load properly, do one of these things:
1) If the plugin options have loaded in plugins manager, clear the save file by hitting default/accept
2) Delete your debuffvital's plugindata file at ...\Documents\The Lord of the Rings Online\Plugins\Grimmerthan\DebuffVitals\

Functionality:
Accessible through the frame:
1) Lock/unlock a target - click the lock icon
2) Select a previously locked target - click anywhere in the morale/power/effects area.
3) Add a new tracking frame - right click the title bar and select new target
4) Remove a tracking frame - right click the title bar and select remove target. If a frame is locked, it cannot be removed.
5) Hide/show morale, power, and all effects per target
6) Hide/show specific effects per target
7) Keep frame locations - when the plugin is loaded, frames are positioned to saved spots
8) Lock positions - prevent the frames from moving (to move a frame, disable -> move frame -> enable)

Accessible through the options panel in plugins manager (for changes to persist, you need to apply changes here and then save settings through the right-click context menu)
9) Change the height or width of all frame - adjust size via scrollbars
10) Change the set of effects selectable to be shown for a target
11) Performance tuning - throttle based on frames. A check of targets will occur every X frames (default 20). For example, a FPS of 60 will give 3 updates/second.

Accessible through the chat panel are a series of commands:
Quote:
usage: /debuffvitals|dbv [save <name> | list | load <name> | delete <name>] | help | save settings
12) Save settings using the command line (in addition to the context menu)
13) Store and load different configurations, for use in different situations. Switch between setups, rather than manually tweaking everything each time.

Plugin Vision
Where do I think this is going? Let me introduce the following ideas (and also please check 'future work' down below):
1) There's value in a creep-side version
2) There's value in looking at player-caused effects targeted at either NPCs or other players
3) Going to the plugin manager options panel is clumsy (mostly fixed)
4) People sort and consume information in serially unique ways

My current "future version" looks like:
- freep or creep frame
- one can create either an NPC or a player effect frame (and switch between the types. I don't expect it to dynamically switch through a target change though; this seems ugly)
- sort order will be adjustable (not sure drag-n-drop ordering fits here, at least something in the options panel)

Upcoming and possible future work
(up next)- localization
(up next)- initial creep side version
(up next)- font size selection
(up next)- font selection
- customize re-order of effects
- add more effects as requested or apparent
- fix issues (please find some)
- show specific corruptions
- player buff tracking, eg, stun immunity
- creep-side versions
- look into garbage collection for possible memory concerns
- effects above title bar
- CLI toggle to hide effects bars (between raids)
- hide inactive effects
- toggle title bar visibility
- transparency and font/window colours

Installation instructions
1) download the zipfile
2) unzip the zipfile
3) move 'Grimmerthan' into Lotro's plugin folder, commonly at: ...\Documents\The Lord of the Rings Online\Plugins so that the folder structure looks like : ...\Documents\The Lord of the Rings Online\Plugins\Grimmerthan\DebuffVitals\
4) if not already installed, install "Turbine Classes and Examples" from https://www.lotrointerface.com/downl...dExamples.html (Plugin Compendium also)
5) refresh plugins - /plugins refresh
6) load plugin - /plugins load debuffvitals
7) target mobs and try it out!

Known behaviours and issues
1) IMPORTANT: Sometimes, applied effects don't show up in DebuffVitals, especially single effects or initial effects. Also, there is no reliable way to detect when an effect is removed or cleared. This is due to Lotro's Lua interfaces. I repeat. This is due to Lotro's Lua interfaces. The list of effects from Lua is inaccurate (often partial, occasionally duplicated). This means it's hard to differentiate when something is gone versus something is missing, and it's hard to tell when an effect actually appears on a mob.

Changing away and back to the target usually helps. Applying more effects usually helps. This operates surprisingly well in fellowships or raids.

If you want this to improve, please submit bugs to SSG and talk about it on https://www.lotro.com/forums/forumdi...amp-Discussion.
2) Morale, power, new effects, and corruption counts do not update unless it is targeted by yourself or fellowship member. Lotro's Lua interfaces are intentionally limited to what a client reasonably knows. This means active information about one target and one target only.
3) Toggle effects will not disappear when a target goes through some transition or similar situation, eg, a target dummy resetting or boss phase, or a character changing trait trees and resetting marks. Refreshing the target helps.
4) "Stunned" effect occasionally persists after timing down. Refreshing the target helps.
5) When targeting an object (no morale/power) and then targeting nothing, the morale and power bars may not reset properly
6) When multiple effects of the same type are applied, the timer will flip between these multiple effects.

Troubleshooting
1) If an error indicates a problem with loading configuration, delete the DebuffVitals.plugindata file commonly located at ...\Documents\The Lord of the Rings Online\PluginData\<account ser>\<server>\<character>\ folder.
2) If you see the following error:
Code:
...ine\Plugins\Grimmerthan\DebuffVitals\EffectFrame.lua:4: attempt to call global 'class' (a nil value)
...ngs Online\Plugins\Grimmerthan\DebuffVitals\Main.lua:2 1: Failed to import package "Grimmerthan.DebuffVitals.EffectFrame".
then you do not have the Lotro dependency installed. Please refer to installation instructions to handle this

Version List
v0.9.5.beta1 - minimum viable plugin
v0.9.5.beta2 - added effects and fixed some non-working ones, added a lot of warden effects
v0.9.5.beta3 - fixed the non-working warden effects (lotro-wiki *shakesfist*)
v1.0 - release for general public
v1.0.1 - fix for proper dependency in Lotro Compendium
v1.0.2 - corruption counting (for bosses like Sagrog and The Unbroken One)
v1.0.3 - moved most options to context menu, smoothed flickering corruption count, removed pre-load number
v1.0.4 - added more effects
v1.1.0 - effects can be selected uniquely for each frame, and persist with saving and loading
v1.1.1 - fix for errors during some target change and morale change situations (listed as v1.1.9 because I made a mistake when I uploaded the next version)
v1.2.0 - performance tuning
v1.3.0 - performance tuning - changing from updates when effects change to a regular update
v1.3.1 - fix for FPS drop
v1.3.2 - bad fix for load/save, tweaked CLI commands
v1.3.3 - bad upload
v1.3.3.1 - actual fix for load/save
v1.3.4 - fix for 'armour rend' breaking loading

Bugs and feedback
Message me here, Grimmerthan @ Brandywine, or @Grimmerthan#6871 @ Lotro Discord (I'm in lotro-wiki and main unofficial Lotro discord).

Code location
https://github.com/grimmerthan/DebuffVitals
Archive List (Old Versions)
File Name
Version
Size
Author
Date
1.3.3.1
19.47 Kb
Grimmerthan
12-23-2019 12:28 AM
1.3.1
18.42 Kb
Grimmerthan
12-16-2019 01:51 AM
1.2.0
17.63 Kb
Grimmerthan
04-28-2019 10:42 AM
1.1.9
17.27 Kb
Grimmerthan
02-23-2019 01:23 PM
1.1.0
17.23 Kb
Grimmerthan
02-06-2019 10:26 PM
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User Rating:
5 out of 5 with 4 votes
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Views: 120692
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Unread 09-17-2018, 11:20 PM  
Haihe
The Wary

Forum posts: 0
File comments: 2
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Talking Thank you!

Firstly I'd like to thank you for the plugin, I've looking for something like this and I am glad you managed to do it!

I've been testing it on my LM, it works amazingly well (although the cooldowns get a bit messy at some points, you are aware of it so it's ok). I'd like to suggest that you add Signs of Power Command and See All Ends skills.

A few interface suggestions:
- allow us to reorder the debuffs list (I'd like to make it more visual sorting it by priority or according to my rotation, for instance)
- change background transparency
- allow to toggle on and off or minimize window (for instance, if I'm out of instances playing solo red LM I might want to turn it off)

That's it for now,
Thank you again!
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Unread 09-19-2018, 09:42 AM  
Grimmerthan
The Indomitable
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Forum posts: 11
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Thanks Haihe and to everyone who's given feedback on the plugin. Lots of support and positivity, and I'm really happy with this.

Regarding your feature suggestions:
- more buffs - adding in whatever is pointed out (which will drive pressure for improvements in visual layout and interface)
Grimm: I started with a subset of what seemed to be raid-critical effects, and then expanded. Continuing to expand

- allow us to reorder the debuffs list (I'd like to make it more visual sorting it by priority or according to my rotation, for instance)
Grimm: It's in my backlog, so +1. I saw a need for this from near the start of this, and I skipped it as not critical to getting a version out for people to look at.

- change background transparency
Grimm: Also +1. Same as above.

- allow to toggle on and off or minimize window (for instance, if I'm out of instances playing solo red LM I might want to turn it off)
Grimm: Ooh, new idea, and I like it. I didn't add any CLI commands (again, get something out sooner than later). I started with a static config panel, and I think adding CLI command would be very valuable to easily interact with this plugin.

Thanks again!
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Unread 09-21-2018, 08:25 AM  
Aethrilia
The Wary

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Error

Hi, works for every character but for LM (the irony haha).
First it worked but i had my Client in german so the debuffs were not on track obviously. After i changed my Client to english the Plugin would not load for my Loremaster. But every other Class works.

It says this in the Chat log:

[09/21 03:21:02 PM] ...ne/PluginData/XXXXX13/[EN] Evernight/Aethrilia/DebuffVitals.plugindata:6: ']' expected near ','
[09/21 03:21:02 PM] ...nline\Plugins\Grimmerthan\DebuffVitals\Utilitie s.lua:8: Unable to parse file!
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Unread 09-21-2018, 10:47 AM  
Grimmerthan
The Indomitable
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Re: Error

That's interesting, Aethrilia, and I would expect issues like this until I work on localization support. Saved plugin data is not cross-language at all.

If you're interested in using the plugin on English (for now), please delete the plugin data file (troubleshooting tips above).
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Unread 09-21-2018, 03:26 PM  
Garan
The Undying
 
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Re: Re: Error

Quote:
Originally Posted by Grimmerthan
That's interesting, Aethrilia, and I would expect issues like this until I work on localization support. Saved plugin data is not cross-language at all.

If you're interested in using the plugin on English (for now), please delete the plugin data file (troubleshooting tips above).
FWIW, you are correct, that's due to saving decimal values (in FR/DE client decimals save as "," and in EN they save as "."). Vindar created a patch for the save and load routines but it doesn't automatically force numbers to the current client format when reloading, an improved version which also handles automatically coercing numbers to the current client format can be found in my Anthology plugin (copy the vindar.lua file to your project and call the wrapper functions instead of the built-in functions). You just have to watch out for complex objects like colors where you will still have to coerce the individual values (Anthology also includes samples of how to do that using my euroNormalize function - see main.lua for the function definition and usage). When properly implemented, users can load plugin data regardless of which version of the client they were saved with (the way we all wish it worked using the built-in functions).
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Unread 09-21-2018, 03:57 PM  
Grimmerthan
The Indomitable
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Re: Re: Re: Error

Thanks Garan for explaining more fully. I've been re-reading posts on locale and skimming through code, to see what code I can steal, I mean lift, I mean borrow, I mean leverage. I'll head directly to your Anthology plugin.
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Unread 09-30-2018, 02:54 AM  
grawpy
The Wary

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Just a suggestion

Currently this plugin will not adjust its display of health, power, or effects unless you are selected on that mob. So in order to check for mobs that are broken from a daze or have one of the lore skills refreshed, you have to cycle though each mob.
That said. Thank you very much for your work on this plugin, it is extremely useful.
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Unread 09-30-2018, 04:53 AM  
Myrthian
The Wary

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Several Beorning abilities that offer debuffs are missing: Bee Swarm, Armour Crush, Grisly Cry and Piercing Roar.

On what basis did you include Warden and Hunter bleeds, but not Guardian/Burg/Beorning bleeds?

The list itself should be sorted by common debuffing states, actual debuffs from abilities and damaging effects to make it more legible.

Does a fear effect like Grisly Cry fall under common - rooted?

The frame itself has no option to disable the target bar: it should offer such an option so it can be used like Buffbars/Buffmonitor, but in this case to track debuffs/dots on your current target/targets.

The effect list offers no possibility to customise the order in which the effects are shown: right now it would be impossible to show Warden bleeds + LDots at the top and debuffing effects below that.

The frame gets spammed really quickly once you display Warden LDots: there should be an option to either hide the default description to just have the icon of the effect + the timer, or the option to customise the displayed name of a predetermined effect.
https://img1.picload.org/image/dcgaprii/001.jpg

Last edited by Myrthian : 09-30-2018 at 05:18 AM.
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Unread 09-30-2018, 06:10 AM  
bornfight
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I get the following error messages in the German client:
...ine\Plugins\Grimmerthan\DebuffVitals\EffectFram e.lua:4: attempt to call global 'class' (a nil value)
...ngs Online\Plugins\Grimmerthan\DebuffVitals\Main.lua:2 1: Failed to import package "Grimmerthan.DebuffVitals.EffectFrame".

at all Chars where I log in. In the current version.
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Unread 09-30-2018, 10:41 AM  
Grimmerthan
The Indomitable
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Quote:
Originally Posted by bornfight
I get the following error messages in the German client:
...ine\Plugins\Grimmerthan\DebuffVitals\EffectFram e.lua:4: attempt to call global 'class' (a nil value)
...ngs Online\Plugins\Grimmerthan\DebuffVitals\Main.lua:2 1: Failed to import package "Grimmerthan.DebuffVitals.EffectFrame".

at all Chars where I log in. In the current version.
Hi bornfight, your system doesn't have "Turbine Classes and Examples" installed, which is a dependency.

If you use Plugin Compendium to install the plugin, the dependency is handled automatically. Please look at step 4) in "Installation Instructions" in plugin info above, to do this manually.

Last edited by Grimmerthan : 09-30-2018 at 10:55 AM.
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Unread 09-30-2018, 10:48 AM  
Grimmerthan
The Indomitable
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Re: Just a suggestion

Quote:
Originally Posted by grawpy
Currently this plugin will not adjust its display of health, power, or effects unless you are selected on that mob. So in order to check for mobs that are broken from a daze or have one of the lore skills refreshed, you have to cycle though each mob.
That said. Thank you very much for your work on this plugin, it is extremely useful.
Yes, grawpy, this is limitation of the client. The Lua interface is limited to what the client knows. In this case, your client gets direct information from the target (also when in fellowship or raid, some information is shared between players).

The outcome is that morale and power cannot be actively updated unless the mob is targeted by you. Effect timers have their own individual timers, and will continue to expire (although I do need to reconsider how I handle toggle effects).

And thanks

Last edited by Grimmerthan : 09-30-2018 at 10:55 AM.
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Unread 09-30-2018, 12:11 PM  
Grimmerthan
The Indomitable
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Forum posts: 11
File comments: 21
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Quote:
Originally Posted by Myrthian
Several Beorning abilities that offer debuffs are missing: Bee Swarm, Armour Crush, Grisly Cry and Piercing Roar.

[1]On what basis did you include Warden and Hunter bleeds, but not Guardian/Burg/Beorning bleeds?

[2]The list itself should be sorted by common debuffing states, actual debuffs from abilities and damaging effects to make it more legible.

[3]Does a fear effect like Grisly Cry fall under common - rooted?

[4]The frame itself has no option to disable the target bar: it should offer such an option so it can be used like Buffbars/Buffmonitor, but in this case to track debuffs/dots on your current target/targets.

[5]The effect list offers no possibility to customise the order in which the effects are shown: right now it would be impossible to show Warden bleeds + LDots at the top and debuffing effects below that.

[6]The frame gets spammed really quickly once you display Warden LDots: there should be an option to either hide the default description to just have the icon of the effect + the timer, or the option to customise the displayed name of a predetermined effect.
https://img1.picload.org/image/dcgaprii/001.jpg
Hi Myrthian, oh boy, lots of points Yay!

1) The basis is prioritization of what seems valuable, as influenced by my experiences and by what my beta testers asked for. My operational priority has generally been debuffing effects, common effects, and damage effects.

More effects will be added, and this will go more quickly, if information about the effect were made available for me (the class that can generate it, the case-sensitive name of the effect as seen on the mob, and whether it has a timer or not).

2) List order is subjective. As noted in "Upcoming and future work" above, I will add the possibility to re-order effects as desired.

3) I don't know. What effect does "Grisly Cry" generate on the mob? Please note, this doesn't look at class skills from the player; this looks at effects on the mob.

4) Hmm, interesting. I'm not sure I feel about that, as the title bar is the connection point for menus as well as target level and name. When I put in a corruption counter for bosses, the counter may end up there too. Let me think about that. I've noted it down explicitly.

5) Please see 2)

6) An option for hiding inactive effects has been thought about, and it was lower priority to getting current functionality released. I've noted it down explicitly.
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Unread 10-17-2018, 09:31 AM  
Matsack
The Wary

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Very nice plugin.

About bleeds. Having trouble tracking hunter bleeds in CA+BB, not sure it's possible to track a bleed from ex. Heartseeker, without making a user option to make a duration setting. Heartseeker has different duration caused by traitline settings, and what is worse.. The initial shot state something like this in combat log:

someone made a hit for x amount of damage with Heartseeker on "targetname".

The bleeds from Heartseeker state excactly the same line in combat log. In CA the Heartseeker bleeds are included in Heartseeker listing and showing a lot of heartseeker hit

The Warden Dots are fairly easy to track, as they have a initial damage, with a unique name.
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Unread 10-17-2018, 11:48 AM  
Grimmerthan
The Indomitable
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Hi Matsack,

The plugin doesn't parse the combat log. Rather it looks at lists of effects currently applied to a target. This effect list is mostly broken but works enough of the time that this is still useful.

Do you have any specific screen captures of the effects that aren't being shown (showing the tool tip from the effect on the mob)? When I find a bit of time from the new content, I'll take a look.

Grimm
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Unread 10-18-2018, 12:31 AM  
Haihe
The Wary

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I love the improvements you've been making, thank you!
About "hiding inactive effects", I suggest it to be optional, because for debuffs the grey "inactive" skill is the reminder to refresh it!
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