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Category: Action Bars & Main BarBevy o' Bars
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Name: Bevy o' Bars   Popular!
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Date: 08-07-2014 01:04 PM
Size: 478.59 Kb
Version: 461
Rate File: 5 out of 5 with 16 votes  
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Description
Bevy O' Bars
bev·y/'beve/Noun
1. A large group of people or things of a particular kind.
2. A group of birds, particularly when closely gathered on the ground.
What is it?
Allows the user to create quickslot bars of any size they want with options to be faded out of combat etc. Different back colours can be added also to help identify bars quickly.
There are a series of videos (with my less than radio quality voice) showing what the plugin can do;

How to use?
Unzip to the Plugins folder.
You will also need Turbines standard code and DeusDictums Dragbar
If you have the DE or FR client the you will also need this.

Note: Now includes the Turbine and Deusdictum code as part of the zip.

How to start
load BevyOBars2 using the inbuilt manager. If you notice missing items in your quickslots then use the auto-loader file instead.
Slash Commands
/BB
Shows a list of slash commands
/BB module
To select optional modules
/BB show
To show all bars regardless of opacity or fade setting. To reset type /BB show again.
/BB nobar
To create a new bar, should you delete them all by accident.
/BB bar
To show a list of all bars.
Snapping
When the UI is unlocked the dragbar can be used to move bars around, holding down Alt will snap the bars to an invisible 16px grid. Bars will snap to each other upon drop, unless shift is held down when moving. (Note: Bars don't snap to each other if you hold alt!)
Options
Most options can be found by unlocking the Ui and clicking on the "+" button at the top left of every bar. Note that this hides the first quickslot (there were layering problems). This allows you to add new bars, delete bars and open the full option dialog. Here you can change the size of a bar, it's padding, icon size, colour and background opacity.
Optional Modules

Key Modifiers
NEW!This module adds the ability to add key modifiers to bars; show on shift/alt/control or show only when none of those are pressed
Build Store
NEW!This module adds a button to the game that allows you to have several bar builds. See the video on YouTube for details.

I expect this to cause some sort of bug - please back up your bevy save if you have one. If you really want to avoid any clashes at all reload all plugins after switching builds. A quick way to do this is to install Reloader and do a /rl after loading a build. This shouldn't be necessary, but I believe in trying to head off any issues!
Monitor
This was a feature request for DreadApex.
Bars will monitor the current buffs and debuffs on a player and if any of a list of buffs is there (or not there) then the bar will show. Spelling must be perfect! The module contains a feature that collects buffs per class and records them to make this easier. I have used this to create bars to remind me to use certain buffs or foods, to stay in certain stances, to pop up my anti-stun skills when stunned etc etc.
This essentially makes the Stance and Proc modules (for everyone except Runekeepers, Hunters and Champions) unnecessary.
Combat
Whereas the fader module, below, will fade a bar dependant on combat status and mouse over it will never hide a bar completely - ie it can still be seen by the mouse even if invisible. This module allows complete bar hiding dependant on combat status.
Stance
Bars that only appear when you are in selected stances. (NOTE: Wardens, according to Turbine, don't have stances)
Fader
Allows you to change the opacity of a bar in and out of combat and on mouse over.
PopUps
Changes the bar so that it collapses when a slot is clicked on, replacing the Base slot with the icon that is clicked on. Right clicking just opens/close and left clicking activates the icon. i.e. the same as my popups plugin!
LPM
Hides the bar till you are low on Power or Morale. Yes, I said I would never add this feature...
Proc
There are proc modules for most classes; for example the Runekeeper module allows you to select bars to only appear when at a certain attunement level, Guardian shows bars on parry/block etc.
Debuff

Shows bars when a certain category of de/buff hits. NOTE: Not well tested yet!
Skin

This module allows you to apply a graphical skin to the bars. You will need to adjust gap/pad to make it display correctly. If you wish to add more skins then add a 64x64 tga to the skins directory in BevyOBars and add its name to the SkinList in there too! NOTE: If you edit a skin you will need to reload the game for the graphic to change, just like the main skins.
Label
Makes the "name" label show on the bar.
NOTE: Certain Proc modules have not been well tested, for example the minstrel module (I don't have a minstrel). The Burglar module didn't work at all - Turbine has not activated the code yet, despite it being in the LUA documentation. Also, these are based NOT on scanning buffs, but the new functions provided in the LUA code. So, be aware that they cannot detect everything.

NOTES:
Many thanks to DeusDictum, D1Hicks, Valdacil, Garan, Ganoderma, Pengoros, Kragen...
Major rep+++ to DreadApex who has been doing stirling work in motivating me to add new modules and playtesting them for me.

This plugin was made by me, for me! I hope you get some good use from it. If not, please be constructive with your comments - I don't get paid for this!
I have NOT tested this with non-English clients. Sorry.
Apart from the core plugin - which I feel is of beta quality, built on the beta turbine code - I consider this to be Alpha work. There WILL be bugs!
Known Bugs
The Burglar proc module and Hunter Parry response do not work at all and have been disabled.
Sometimes when you delete a bar the plugin throws errors. Reloading the plugin fixes this. Everytime I track one source of this down another appears...
Change Log
Code:
17-12-11 Change Log now stored in the comments section below, from now on no more comments here. 14/12/11 Eili took pity on my art skills and provided some better icons! 13/12/11 Due to the Turbine Loader Bug, I have added an alternative load wrapper for those that want to use the Turbine Plugin Manager. This sticks a big ugly (my art skills are poor!) icon in the middle of the screen when the plugin first loads, but stops you losing items. If you are using this then DO NOT select Bevy to autoload as well. 8/12/11 Another attempt at a bug fix! This one with the option sliders - be warned. May be funky. 28/11/11 Attempted bug fix 23/10/11 Skinnable Version Isil: Changed a few lines to allow better skinning. Many thanks to Eili for the work they have done. If you move the file "isil.lua" from the Isil folder to the Bevy2 folder then the hiderbar will be recoloured to better fit the isil scheme. Eili also re-coloured all the skins, so I have uploaded all their work here too... 2/10/11 Minor bugfix in monitor module. What confuses me is it shouldn't have worked *at all* and yet I have had months of happy playtime. Confused? Yes. 3/9/11 Added the spikadelia Label Module (version 1!) Very much untested, but thought I would get it here quick as I am not sure I will use it myself! 8/8/11 Just a change to the text above - but thanks to Egowelt for reminding me about Bootstrap! 3/7/11 Now multi-lingual - I hope! - if you install this. Unlike other patches this does not invalidate the English language saves. Or it shouldn't. This feature is pretty much untested as I only have the English language client!
File Statistics
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5 out of 5 with 16 votes
Downloads: 62463
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Last Modified: 08-07-2014 01:08 PM by MrJackdaw    

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Unread 09-09-2010, 09:38 AM  
Sirak
The Wary

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4 questions (I am european, so still have to wait until I can use them):

1) As I have to reload plugins which every game start, does the "system" safe my bars or do I have to start again with each game start (suppose not)?

2) IF I have 2 characters and want to have different setups for those characters (different bars), is this possible)

3) Which of the quickslots can be connected to shortcuts and how?

4) Can I copy files from one computer to another to copy my settings?
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Unread 09-09-2010, 11:55 AM  
MrJackdaw
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Quote:
4 questions (I am european, so still have to wait until I can use them):
I am too. Annoying, isn't it? COME ON CODEMASTERS!

Quote:
1) As I have to reload plugins which every game start, does the "system" safe my bars or do I have to start again with each game start (suppose not)?
It saves on unload, so the only way it will not save is if your system crashes.

Quote:
2) IF I have 2 characters and want to have different setups for those characters (different bars), is this possible)
Save is currently per character. I am thinking of introducing profiles, but this is not a priority for me.

Quote:
3) Which of the quickslots can be connected to shortcuts and how?
If you mean keyboard shortcuts then, sadly, none. Turbine don't let us keybind yet.

Quote:
4) Can I copy files from one computer to another to copy my settings?
Yup, just copy the PluginData folder - once it exists of course!
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Unread 09-09-2010, 01:06 PM  
Sirak
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Yes, its annoying, hope they will manage early next week.

2) IF I have 2 characters and want to have different setups for those characters (different bars), is this possible)

>Save is currently per character. I am thinking of introducing profiles, but >this is not a priority for me.

Is this a "Yes", means I can have different bars on different characters?

3) Which of the quickslots can be connected to shortcuts and how?

>If you mean keyboard shortcuts then, sadly, none. Turbine don't let us >keybind yet.

Yeah, ment keyboard shortcuts (like 1 - 0). The "original" bars will still exist and I can use keyboard shortcuts and for the additional ones not? Would be stll fine.
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Unread 09-09-2010, 11:57 PM  
MrJackdaw
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All you can have is different bars per character at the moment - this will upset some people which is why I have profiles in my mind. And yes, the default Turbine ones are still there.

I intend to use 1-5 and f1-f5 as Turbine quickslots and have everything else on colour-coded bevy bars WHEN THEY FINALLY LET US...

*slinks off into a corner moaning to himself about codemasters "I mean... it's like saying Christmas will be late this year..."*

EDIT:

I can confirm this appears to work just fine. I downloaded the US client to test - and it seems good.

By the way... if you don't like Bevy o' bars may I recommend TonicBars by NuclearTonic? We have had different perspectives on what to do with Quickslot bars and have produced very different plugins. D.H1cks also did a good one, but it looks like hasn't uploaded it here yet.

And... If anyone has any feature requests please make them here and I will give it a think. What I am going to avoid is any "Easy Mode" changes. I am beginning to think that bars only appearing on certain buffs/debuffs falls into that category - it would turn the game into one almighty whack-a-mole contest. Thoughts?

Last edited by MrJackdaw : 09-10-2010 at 12:47 AM.
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Unread 09-10-2010, 08:19 AM  
daimon
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Excellent job. Can't wait to test it properly
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Unread 09-12-2010, 02:41 AM  
MrJackdaw
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Opinion wanted;

As I add more options to the option screen the dialogue is going to get bigger.

I dislike its size now, so am going to break it up into tabs. The opinion I am after is; do people think a dialogue half the width, or half the height would be better. ie a thin box or a wide box? I can't decide and there are BIG differences!

Last edited by MrJackdaw : 09-12-2010 at 02:42 AM.
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Unread 09-14-2010, 10:23 AM  
Valdacil
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Excellent work. I'm now using multiple products by you and I must say I appreciate your work and the quality you put into your designs.

With regard to Bevy'o Bars, I noticed 2 bugs; both of which I've been able to work around.

1) I am using 2 bars right now and sometimes when I drag a skill from my skillbook to an empty slot in bar 2 (say it is a 2x2, I put it in the bottom left box)... the skill properly shows up in bar 2; but whatever I had in the same spot in bar 1 disappears (so if bar 1 is a 2x2, then the bottom left slot is now empty). I've even gone back and forth on this for a bit when adding the skill that got lost in bar 1 back to bar 1; then the same slot in bar 2 gets cleared again. I worked around it by putting the skill into a slot that is empty in both bars, then moving it within that same bar to the spot I want it in.

2) I can't clear a slot easily. So lets say I put a skill in the bar and I no longer want it there at all. For the normal Turbine bars I would just drag that skill off the bar and drop it anywhere in the open space (middle of the screen). If I do that with a skill on Bevy'O Bars, it still shows up. I've had to drag the skill from a BevyBar to my Turbine quickslot; this removes it from BevyBar. Then I'm able to clear the skill completely by removing it from the Turbine bar.

The second is no big deal because that's an easy workaround; but the first is problematic sometimes and quite annoying.
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Unread 09-14-2010, 11:57 PM  
garnetrising
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Given that you're using sliders, it might be best to try doing a wider layout rather than a taller one?

And you're doing awesome, keep up the fantastic work. ^^
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Unread 09-15-2010, 12:41 AM  
MrJackdaw
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Quote:
1) I am using 2 bars right now and sometimes when I drag a skill from my skillbook to an empty slot in bar 2 (say it is a 2x2, I put it in the bottom left box)... the skill properly shows up in bar 2; but whatever I had in the same spot in bar 1 disappears (so if bar 1 is a 2x2, then the bottom left slot is now empty).

2) I can't clear a slot easily.
Okies, it may be tonight, or it may take a few days for me to be able to look at this. I have a good idea what is causing this. I was trying to work out an easy way to duplicate Turbines "swop shortcut" behaviour as this does not exist on normal bars. The solution I came up took me many hours of skull scratching, and it seems it isn't perfect. More than I can do in the ten mins before I go to work!

EDIT: The same behaviour should happen to popups as well - they are based on the same bar code.
EDIT: When Turbine fix DragDrop this will be so *easy*
EDIT: Been playing for a bit now and have reproduced the behaviour - but only when I am not looking. It is so sporadic. Massively irritating. I *think* I have a way of fixing this - but will not be sure if it will work as the bug is intermittent. I will try some more tonight if I can get on. Again, my greatest apologies.

EDIT: If you want a quick fix for today open up Libs/Quickslots.lua in a text editor and remove the lines from "--Right swopping code!" to just before "self.DragDrop= function(sender,args)"
The plugin will now not swop slots or clear slots - but bug (1) won't happen either.

EDIT: I have been thinking about this at work today and think I have come up with something that will work. However, as it is an experiment I will first release a version that only fixes behaviour 2 and does not allow swopping slotted skills. I will work on a fully fixed version and release it when I am comfortable it works accurately.

Last edited by MrJackdaw : 09-15-2010 at 11:01 AM.
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Unread 09-15-2010, 01:23 PM  
MrJackdaw
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Update 3.1b

Changes the library to remove the swopping behaviour.

This was necessary due to the serious bug below.

Be warned that I only had 20mins to test the plugin today, but it should be fine.

I am struggling to see how to re-introduce the swopping behaviour and will work on it as I can this week, but it may have to wait for Turbine to fix the DragDrop event.
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Unread 09-15-2010, 09:17 PM  
myskaal
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A likely stupid question, but: Does this plug-in perform essentially the same function as TonicBars?
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Unread 09-15-2010, 10:59 PM  
garnetrising
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For the most part, I think the answer would probably be yes. That being said, Bevy 'O Bars does allow you to change positions of your bars via ctrl+\ and allows you to change opacity based on whether or not you're in-combat, out of combat, and whether or not your mouse is over the bar in both situations. Additionally, MrJackdaw has stated that he would like to eventually include pop-up support for his Bevy 'O Bars as well. (It is currently available in a separate pop-up quickslots plugin.) ^^

So, short answer: yes.
Long answer: Kind of, but different.
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Unread 09-16-2010, 12:25 AM  
MrJackdaw
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Quote:
A likely stupid question, but: Does this plug-in perform essentially the same function as TonicBars?
Yes, with fading and I think Tonic doesn't have colours.

When I started developing Bevy Tonic couldn't do 2d bars - so I started writing my own, got addicted, and spent my summer holidays in my living room coding instead of enjoying the sunshine.

I needed the 'rest' anyway!

Of course, there are differences - I really like the way Tonic does many things, but don't want to just copy NuclearTonic's code block for block. I like that you can create new bars from a dialogue box for example. I keep thinking about adding that - then get distracted by something else *grin*.
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Unread 09-16-2010, 10:02 AM  
Valdacil
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Tested the new version last night MrJackDraw and it seems to run much better. I haven't seen the behavior I described before AND I can not remove items from the bar simply by dragging into free space just like Turbine's bars (if I remember correctly; I thought I remembered doing that last night w/ the new version).

Thank you for your hard work and for your swift response to a stange bug
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Unread 09-17-2010, 12:53 AM  
MrJackdaw
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I now have a version of the quickslot library that allows swopping and clearing *almost* perfectly.

What it cannot do is detect if the user clears a slot by dragging an icon off into space. So, if a user;
Clears a bevy quickslot
Drags a skill from a non-bevy source onto an already filled bevy quickslot

then

the original quickslot will be overwritten but ONLY if it is currently empty.
So, the behaviour I'm talking about is only filling empty slots, and then it should be rarely.

Is this bad enough not to release? I miss being able to swop skills, and suspect some users may as well. Of course, I could make it optional. Opinion?

Having worked through this I may have come up with a way of locking the quickslots as well - is locking quickslots a desired function?

Anyway, I want to more reliably test this before release and I am away this weekend, so it won't be till late next week.

Thanks for the input guys!
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