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Unread 04-25-2012, 06:07 AM  
nimlo
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Quote:
grid would be awsome

but anyways...unfortunately partyframe doesn't seem to work with the german client

something about a nil value when ...something...local or so...
will copy the error message the next time
Same problem here. I'd love to have a grid view ingame, but there are 3 errors when trying to load the addon on a german client. Any suggestions?
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Unread 04-26-2012, 11:25 AM  
Cordeval
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Would it be possible to add a response trigger for types of debuffs?

For example, I play a minstrel and would like to help with cures as well as heals. When a curable disease is present on a party member (not me), I'd like a popup I can click to apply the cure item or skill to that member.

Essentially, I am looking for BuffBars Quickslots I can trigger on Fellowship members.
Being LUA illiterate, I wouldn't know the first thing about how to meld PartyFrame and BuffBars to make it happen.
But I am guessing PartyFrame is the most likely hosting code for the functionality.

I envision placing the line list version of PartyFrame for each Fellowship member next to their vitals. Then when a curable effect is present, a popup appears next to the line list so I can apply the curable to that specific party member.
If I'm asking for the Moon here, let me add that triggers for party members should not only be the presence of curables, but also the difference between current morale or power and max value. That way, my minstrel could simply click a heal skill icon popup appropriate to the amount needed to heal.
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Unread 04-26-2012, 07:10 PM  
moebius92
The Undying
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I'm currently in the middle of refactoring everything, because the last build wasn't really intended to handle different member vitals layouts. I'm trying to make it a bit more modular - so I'd ask for the error messages, except they're not likely to be applicable to my current copy.

As for cure pop ups - it's possible with the API we have the moment - I'm not entirely comfortable adding that level of scripting to the game, myself. On the other hand, if someone else wants to start with my code and come up with something that does that (and it shouldn't be hard - you'll need to watch the effects on your party members, pop up an EntityControl to select them when a appropriate curable debuff comes up, and then pop up a quickslot with the action to cure them), I've got no real objections to people borrowing/stealing code from what I've posted.

(Yes, that's a weird line to draw - I'm not comfortable scripting it myself, but I've no problem teaching someone how to script it.)

Edit: Thinking about it further, I suspect my objections are actually more aesthetics than anything else. The big difference between what you're asking and what's possible is that you'd have to click twice - once to target, and then once to use the skill.

Further Edit: Thinking about it even further, there may be a way to stick it in with minimal hassle under the latest build.

Further, Further Edit: Forgot Entity control doesn't play well with mouse events. I'll either have to think about it further or wait for target info to show up.

Last edited by moebius92 : 05-05-2012 at 08:27 PM.
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Unread 05-05-2012, 02:41 AM  
moebius92
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I've added German and French support. The strings were usually gotten by looking at the foreign language clients, foreign language release notes, foreign language versions of Notepad++, and when all else failed, throwing it into an English to German or English to French web translator and wiktionary.org. There'll probably be any number of awkward/incorrect words/phrases.

If you'd like to suggest a different translation of something, it'll really help if you could indicate either the string name or the English language equivalent. All of the strings (excluding the layout control names - like "name", "background", "morale" and "power) are in StringResources.lua. I.e., if you'd like to suggest an alternative translation for Hinzufügen/Insert, let me know that the translated word should replace "Insert" or S.EffectCMInsert.

Couple other notes about effect name translations:

Effect names in layouts will attempt to translate themselves into the proper language - this assumes that the correct effect name shows up in StringResources.lua. For German language clients, since a lot of the Shield-brother/Fellowship Shield-brother effects use the same name/icon, it'll assume that you meant both. I.e., if you have a layout which uses the "Willenskraft", then on the English language client, it'll create entries for both "Strength of Will (Fellowship Shield-brother)" and "Strength of Will (Shield-brother)"

I didn't have a chance to get the effect name of Do Not Fall This Day and Shall Not Fall This Day, so I've just used the skill names. I have no idea if this is correct.

French effect names sometimes have odd characters in them. For example, "\194\160" (unicode 0x00A0 - no break space) will show up before ":", for some reason. Also the LM signs of power effect names have a line feed (\n) in the middle of them - layouts using those effect names will need to copy the exact string (including no break spaces and line feeds) exactly in order to be recognized. (If you're not making a layout, just capture the effect name and icon via logging.)
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Unread 05-13-2012, 12:09 AM  
foxhound4
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lua errors relating to Colorbar

Everytime I try to load PartyFrame, I get a string of lua errors relating to Colorbar. Here is the error I get:

Rings Online\Plugins\moebius92\ColorBar\ColorBar.lua:6: attempt to call global 'class' (a nil value)
Rings Online\Plugins\moebius92\ColorBar\__init__.lua:1: Failed to import package "moebius92.ColorBar.ColorBar".
Rings Online\Plugins\moebius92\PartyFrame\Main.lua:5: Failed to import package "moebius92.ColorBar".
Rings Online\Plugins\moebius92\ColorBar\ColorBar.lua:6: attempt to call global 'class' (a nil value)
Rings Online\Plugins\moebius92\ColorBar\__init__.lua:1: Failed to import package "moebius92.ColorBar.ColorBar".
Rings Online\Plugins\moebius92\PartyFrame\Main.lua:5: Failed to import package "moebius92.ColorBar".

Any ideas?
Thanks
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Unread 05-13-2012, 01:08 AM  
moebius92
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Hmm. Try grabbing the Turbine example files. I never bothered to make my own copy of their OO/Class implementation, so if you don't have Turbine/Class.lua, I think you'll get the errors you're seeing.
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Unread 05-13-2012, 09:32 AM  
foxhound4
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Party Frame Lua Errors

I have the Turbine files in my plugins folder and all my other plugins work fine. In fact I have no trouble loading Party Effects, I only get those errors when loading the Party Frame plugin.
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Unread 05-13-2012, 11:28 AM  
moebius92
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Try sticking the following code in moebius92/ColorBar/Colorbar.lua, just before line 6.

Code:
for k, v in pairs(_G) do
	Turbine.Shell.WriteLine(k);
end
And then post what it prints out.

Theoretically the class function should be in Turbine/Class.lua, which gets added by the import "Turbine"; line, but it's probably worth checking to make sure it shows up in the global environment.

The other thing - make sure Turbine/__init__.lua exists, and that it has the line: import "Turbine.Class";
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Unread 05-13-2012, 06:16 PM  
foxhound4
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Thank You for Your Help

I added that code and it was pointing to some files that were missing so I went back and took a look at what I had in my plugins folder.

I had the Turbine examples already; thanks to you , and then I took a look at my regular Turbine folder and apparently I had an incomplete collection of the Turbine files needed to run plugins. Thanks to you I now also have a complete collection and the plugin is working now.

Thank you very much.

Last edited by foxhound4 : 05-13-2012 at 09:14 PM.
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Unread 05-19-2012, 01:12 AM  
DaemonSambe
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Scaling?

Is there no way to scale the frames? They look great, but are incredibly large. Especially for a non-healer.
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Unread 05-19-2012, 02:16 AM  
moebius92
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Not directly - or at least not while running the plugin.

Stuff along those lines is supposed to be handled via new layout files. If you just want to rescale things - go to plugins/moebius92/PartyFrame/Layout. There'll be two .lua files there - Grid.lua and Line.lua. Depending on which layout you use, edit that file. The first two lines should say something like:

local size = 22;
local width = 100;

If you're using Line.lua, size is the size of an effect display (and thus the height), and width is the length of the morale bar. For Grid,lua, size is still the size of an effect display (the colored squares along the border of the display are half that size - a quarter of the area), and the width is the width of the display/morale bar.

Change them around, you'll change the size of everything, although it won't rescale the text. So that doesn't exactly solve your problem.

Edit: Okay, that's fixed.

Last edited by moebius92 : 05-19-2012 at 01:23 PM.
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Unread 05-19-2012, 03:24 PM  
DaemonSambe
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Heh ! Thanks. That's enough to do what i would like. I was just about to start playing with fontsize, when i saw your update. Thanks a ton. Will check it out soon.
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Unread 05-24-2012, 10:00 AM  
kwiat_w
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I have an issue, the ready check indicators don't work in either mode for me.
Also I don't need the /roll function of this mod, is there any way to disable it?

Thank you for this great addon (and the grid mode especially!)! I don't think I could heal again without it.
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Unread 05-24-2012, 02:33 PM  
moebius92
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I'll see about the /roll functionality - it'll require separating some things out.

As for the ready check - just to make sure, it will only work if 1) you are the leader of your raid/fellowship, and 2) I think the members have to be sufficiently close - grouped up in an instance seemed to work for me, but halfway across the map didn't.

If you're meeting both requirements - then I don't know. I haven't tested it extensively - I try to avoid leading groups.
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Unread 05-24-2012, 08:11 PM  
kwiat_w
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I've created a new character (Guardian lvl 7) on another account and met with him in Thorins Hall (he was standing next to my lvl 75RK). Readycheck worked with the default party frames, but not with yours. I also tried using the [ready] condition in the corner indicator of grid layout and it didn't work either.
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