Thread: Lua UI Plugins in LOTRO
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Aug 11 2010 01:05 PM #121
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Aug 12 2010 09:49 AM #122
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Aug 12 2010 09:53 AM #123
Re: Lua UI Plugins in LOTRO
<< Co-founder of The Firebrands of Caruja on Landroval >>
Ceolford of Dale, Dorolin, Tordag, Garberend Bellheather, Colfinn Belegorn, Garmo Butterbuckles, Calensarn Nimlos, Langtiriel, Bergteir
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Aug 13 2010 02:05 PM #124
Re: Lua UI Plugins in LOTRO
"Even though I've been a stranger, full of irony and spite, Holding little but contempt for all things beautiful and bright, Something shines around you, and it seems to my delight, To give me, just a little sweetness...Just a little Light”

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Aug 13 2010 04:22 PM #125
Re: Lua UI Plugins in LOTRO
Since this is the only place to talk about this (I dont post on beta forums) I hope nobody minds me asking another question

The "Noob" Plugin, great fun, but me and a kinmate are thinking about a plugin for champs (could be done for hunters/tanks/wardens/WL) That would take some tech for Buffbars, recognize when a stance was off, and instead of NOOB on your screen a really big "Hows that no stance treating ya?" would pop up.
A few of us think that would be great fun and have some actual practical usage.
Thx.
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Aug 13 2010 04:33 PM #126
Re: Lua UI Plugins in LOTRO
Sorry if thats already posted, but is already available the API specification for LUA use?
I am not in the betta, but would like to study it to play with it once released.Ulgadir ~ Hunter :: Welsige ~ Champion :: Feantur ~ LM :: Finuwe ~ Ministrel :: Balawe ~ RKGwaeneth ~ Burglar :: Baraztarag ~ Guardian :: Gothurzaz º War Leader :: Rhaugdûr º Warg

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Aug 13 2010 04:56 PM #127
Re: Lua UI Plugins in LOTRO
I think that's a great idea, and definitely do-able. My minstrel would like the champs in my group have "Thats what ya get for staying in Fervour stance!!! lololol"
Since it's a corollary to other plugins currently in existence, I will defer to those authors to create it.
Sorry, the API is not currently available outside of beta. IIRC, the Lua plugins might not even be released with F2P+V3B2. It could, theoretically, be a long while before they post the API for all players to see.
.Westhalian (75 Hunter), Westibald (75 Minstrel), Westaden (75 Warden), and Westan (70 Capt)
Officer, Protectors of the Free kinship, Firefoot server
Predict In-Game Time plugin
No. I'm not quite 1337, but I'm close... 1336.
"Community is all of us together. As the current community we have a huge opportunity to <transform teh nuubs into our awesomeness>" - Clover (paraphrased)
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Aug 13 2010 05:40 PM #128
Re: Lua UI Plugins in LOTRO
I used to have an addon in WoW that when I was tanking and someone pulled aggro it would send them a class specific whisper;
"I think you've angered the boss, might I suggest casting Earth-Shield now?"
to a Shaman for example.
"Hey that's great DPS, I think the boss is hungry for some Lazer Chicken now"
for a moonkin druid, etc.
You could go in and edit the whispers too, great fun!"Even though I've been a stranger, full of irony and spite, Holding little but contempt for all things beautiful and bright, Something shines around you, and it seems to my delight, To give me, just a little sweetness...Just a little Light”

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Aug 14 2010 05:05 AM #129
Re: Lua UI Plugins in LOTRO
YES! Definitely YES!

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Aug 14 2010 07:06 AM #130
Re: Lua UI Plugins in LOTRO
This is not possible with the current APIs:
- We do not have access to information about a player's target, or target's target, or when those change. (That information may be available as part of the initial release of Lua scripting, but has not yet been implemented.)
- We do not have any information about threat. In the event that a creature switches targets for scripted reasons, the plugin could quickly become annoying. (Information regarding threat is not expected to be made available for the first release of Lua scripting.)
- Plugins cannot send chat messages. (While they can output text to a player's default chat window, the ability to send messages is not expected to be added for the initial release of Lua scripting.)
Founder of the Better Biscuit Bureau, 4 Brookbank Street, Bannockbury, Brandywine.
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Aug 14 2010 08:45 AM #131
Re: Lua UI Plugins in LOTRO
Last edited by Gedachtnis; Aug 14 2010 at 08:48 AM.
"Even though I've been a stranger, full of irony and spite, Holding little but contempt for all things beautiful and bright, Something shines around you, and it seems to my delight, To give me, just a little sweetness...Just a little Light”

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Aug 14 2010 09:20 AM #132
Re: Lua UI Plugins in LOTRO
Plugins can output text to the default chat window using a built-in API method (Turbine.Shell.WriteLine). All this does is print text in the player's window. It does not actually send or receive chat messages.
The NoobDetector plugin doesn't do anything except print a reminder in your own window when you do something noobish.Founder of the Better Biscuit Bureau, 4 Brookbank Street, Bannockbury, Brandywine.
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Aug 14 2010 04:40 PM #133
Re: Lua UI Plugins in LOTRO
There is a 'new' plugin made by someone that wrote it specifically for Hunters. It scans the Hunters active buffs (Strength stance, find the path, ect) and if they aren't active they get a reminder notification.
I've sent a PM to the author to see if he had time to make a champ one. I'll cross my fingers

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Aug 14 2010 08:18 PM #134
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Aug 14 2010 08:35 PM #135
Re: Lua UI Plugins in LOTRO
Pretty basic really. Does a check to see if you've got ANY stance active, if you dont, then you get a notification pop up on screen.
In terms of why? Well, two parts. One its funny, just a running joke in kin, when you see a Champ with zero power we're always like <Name> How's that no stance treating ya? Always good for a few laughs.
Two, obviously Champs need a stance on, so even though there is a new notification when Controlled Burn wears off (F2P) Its a subtle horn animation, specifically when CB runs off, I'd like to know when its time to toggle on a stance again.
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Aug 14 2010 08:44 PM #136
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Aug 16 2010 01:23 PM #137
Re: Lua UI Plugins in LOTRO
Something that reminds you that you aren't in a "stance" would be awesome or if it could tell you didnt have a Track mines/wood/etc on.
I'm constantly forgetting that this game thinks everytime you log in it should clear your active toggles so I regularly spend 10 minutes or so without Guardian's Defence/Parry on.
If it doesn't cost power/morale to maintain it shouldnt turn off when you log out (but thats a different rant)
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Aug 16 2010 01:46 PM #138
Re: Lua UI Plugins in LOTRO
But, if toggles didn't turn off all the time, how would you ever get the deed done for turning it on?
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Aug 16 2010 02:49 PM #139
Re: Lua UI Plugins in LOTRO
I read today that the same author recently released one that tracks stances, food buffs, etc. I am excited to download it tonight and play around with it. Looks pretty cool and helpful
.Westhalian (75 Hunter), Westibald (75 Minstrel), Westaden (75 Warden), and Westan (70 Capt)
Officer, Protectors of the Free kinship, Firefoot server
Predict In-Game Time plugin
No. I'm not quite 1337, but I'm close... 1336.
"Community is all of us together. As the current community we have a huge opportunity to <transform teh nuubs into our awesomeness>" - Clover (paraphrased)
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Aug 18 2010 12:58 PM #140
Re: Lua UI Plugins in LOTRO
So anyone can do a decent logon screen and Ui without the very beautifull and extremly usefull not to mention ME like STORE buttons ?
http://forums.lotro.com/showthread.php?t=348020
I would love to have them but my programming skills are below zero..."Baruk Khazad !" shouts the dwarf at the fallen orc before he hits him with his HAMMER !!!
A sign of all good things to come...

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Aug 18 2010 02:09 PM #141
Re: Lua UI Plugins in LOTRO
LotRO Interface for all your UI/add-on needs
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Account Management Phone Support: (781) 407-4020
Monday - Friday from 12:00 noon -8:45 pm Eastern
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Aug 18 2010 03:08 PM #142
Re: Lua UI Plugins in LOTRO
New forums are coming!! Goto this link for details
Firefoot: Elendale (hunter) Galorlas (champ) Grimlaff (warden) Corny (warg)
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Aug 19 2010 07:22 PM #143
Re: Lua UI Plugins in LOTRO
Can we have some kind of official word as to whether this will be in for F2P (even in it's current form). I have a number of mates hanging out for an answer ... oh, and me too.

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Aug 19 2010 07:27 PM #144
Re: Lua UI Plugins in LOTRO
Founder of the Better Biscuit Bureau, 4 Brookbank Street, Bannockbury, Brandywine.
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Aug 24 2010 03:36 PM #145
Re: Lua UI Plugins in LOTRO
Please be careful what you allow. Addons like dps meters, threat meters, boss mods, raid mods, etc. have the potential to cause a lot of problems.
I, like most other people, used a lot of addons when playing WoW. People couldn't even raid on patch days if all the addons weren't updated. I had so many addons, I had an addon to scan to see when they were updated and then download them (Ace Updater).
Once these type addons become available, any raid member who uses them will have their overall raid performance enhanced. As people see the benefits, more and more people will use the addons, and raids will start requiring it. When that happens, the Devs will tune encounters based on the assumption that raids will use the addons. People/raids, who don't use the addons, will be at a huge disadvantage.
That is why I adding WoW type addons/mods would be a problem in LOTRO. It becomes a slippery slope. When an addon is so useful it makes content easier, then it basically becomes required for everyone. I do not think that is a good thing. I do not want to get to the point where I have to download/update 10-15 addons again just to raid.
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Aug 24 2010 07:34 PM #146
Re: Lua UI Plugins in LOTRO
As someone who has authored and collaborated on some WoW addons, I have some sympathy for your situation.
However, many of the absolute best and most innovative ideas for UI changes have come from third party authors and their addons. Blizzard (the developer) has not been shy about begging, borrowing, or (according to rumor) buying some of these ideas to incorporate into their own stock UI.
In fact, for the entire duration of the Cataclysm alpha and beta, addons have all been disabled (since the UI is undergoing constant and radical changes). When it launches, players should find themselves "needing" fewer of their favorite old addons, because the UI has become so much more intuitive and incorporated many of those ideas.
Without this type of innovation, it's possible WoW could still be stuck with its clunky and deficient UI from 6.5 years ago. I think the same can be said of LOTRO.Founder of the Better Biscuit Bureau, 4 Brookbank Street, Bannockbury, Brandywine.
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Aug 24 2010 08:31 PM #147
Re: Lua UI Plugins in LOTRO
UI changes I support. Addons like grid that help clean up and/or organize the UI are not the problem.
Addons like DPS meters, Threat meters, Boss mods, etc. do more harm than good. Thay make raiding easier, forcing the Devs to make the content harder, which in turn forces players to use the mods or fall behind.
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Aug 24 2010 09:46 PM #148
Re: Lua UI Plugins in LOTRO
If trends continue the same way they have been during the F2P beta testing, you may very well see Turbine employees creating plugins in their spare time.
That is to say, if Turbine provides APIs for accessing combat events, you can bet that they will also provide some of the first examples of DPS meters, threat meters, and boss event parsing plugins. (All of these things can be calculated, estimated, or implied from combat events.)
Also, I think LOTRO would receive a huge boost from anything that makes raiding (or group content in general) more accessible. The alternative to this is dumbing encounters down and removing challenging elements for everyone.
PLEASE NOTE THAT NO FRAMEWORK IS IN PLACE (YET) TO IMPLEMENT ANY OF THE FOLLOWING TYPES OF PLUGINS:
DPS/HPS/Skill Usage meters: Many players appreciate straightforward, intuitive ways to evaluate their own individual performance in a given scenario. Some group leaders may appreciate similar functionality. Due to combat logging being near instantaneous, there are already tools to do some of this analysis outside the game.
The availability of this kind of analysis in game cannot lead to content becoming easier or being made harder. The only deflation or inflation that could result is that of certain players' egos. It might lead to an emphasis on personal accomplishment rather than group accomplishment. This is a social problem that already exists, not a game systems problem.
Threat meters: Threat/hate/aggro is a cloudy topic, currently ruled by intuition, speculation, and trepidation. However, even in the absence of APIs to determine exact threat levels, it's likely that with enough testing, they could be estimated from combat events. This type of plugin would take some of the mystery and risk out of group encounters.
Unless you consistently group with the same players with the same classes, same builds, same equipment, and same playstyle, knowing your limits as DPS or healer, or maintaining situational control as a tank can be extremely stressful. For players who level to 65 with limited exposure to groups (an easier task now than ever before), this can be a serious impediment to experiencing the "end-game" content. These are the types of players (and group leaders) who would benefit the most from threat meters. Other players who enjoy the added risk can continue without them.
Boss mods/Scripted encounter guides: Turbine will not intentionally create an encounter that cannot be completed using the stock UI. (I say intentionally because they seem to have designed quite a few buggy encounters in the past that could not be completed at all.) If you consistently group with players who are willing to learn encounters for weeks on end before meeting any measure of success, then you and your friends will not enjoy or benefit from these types of plugins.
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To sum up, most of the fears, apprehensions, and doomsday foretelling about these types of plugins are a really a result of the inherent social inadequacies they expose in a lot of us. We all share these same shortcomings. For some players, these types of plugins will be the social lubricant that facilitates their experience of content that would otherwise be unavailable to them. For others like yourself and the people you group with, you'll simply gain an additional challenge and mark of pride for choosing not to use these plugins.Founder of the Better Biscuit Bureau, 4 Brookbank Street, Bannockbury, Brandywine.
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Aug 24 2010 10:08 PM #149
Re: Lua UI Plugins in LOTRO
The apprehension many of us have is based in our experience using similiar addons in other games. We have seen first hand what they will do. People will play to the meters instead of playing smart, raids will force people to use certain addons, and the Devs will make encounters harder and harder based on the assunption that people are using the addons. It will pit player against player, and overall diminish the play experience for many of us.
If Turbine goes down that slippery slope, I am not one of the people who will refuse to use the addons. I do not enjoy beating my head against the wall. I do not want to face encounters I have no chance of completing because I don't have the addons the Devs assume I have.
So, if Turbine makes the mistake of allowing those type addons:
I will download them ...
wait to play after patches until the mods are updated...
let the mod tell me what to do and when to do it so I don't have to think ...
and play to the meters (refusing to use any skill that is not measured)...
just like everyone else will be forced to do.Last edited by Bradd; Aug 25 2010 at 08:13 AM.
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Aug 25 2010 08:03 AM #150
Re: Lua UI Plugins in LOTRO
Truth
Maybe Blizzard has changed in the year or so since I left WoW, but when I was there the encounters were getting more and more difficult as the mods became more sophisticated and refined. It had simply become nearly impossible to complete raid content without mods.
- If raiding mods were available in LOTRO...
- (big) IF Turbine kept encounter difficulty at a level that didn't require those mods...
- (big) IF raiders didn't complain the content was easy because the mods made it easy thus forcing Turbine to increase encounter difficulty...
I frankly don't trust Turbine to keep encounter difficulty at a level where us normal humans can complete it. All I have to do is look at current content (and how that content is tested/tweaked) to see that isn't going to happen. It'll just get worse with the availability of raid-focused mods.
I'd bet it's going to happen though.
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Aug 25 2010 09:01 AM #151
Re: Lua UI Plugins in LOTRO
One thing to keep in mind is that Turbine has a ripcord feature for the plugin system.
I can't find an exact quote, but I do believe I saw somewhere that they can disable individual parts of the plugin system if they find there is a problem.
What does this mean? Well, IF they give us access to some aspect of the game that allows folks to trivialize content, they can disable that system very easily, and those plugins would no longer work.
Now, I have no idea if the following would work, but maybe that have a way to disable parts of the plugin system when you are in an instance? That would be great if they did cause they could then allow things like DPS meters (which I am not fond of) to work in the normal landscape, but not during raids.
This would allow folks to try different things to find the best DPS rotation for themselves, but not when in a raid. Maybe we could get a dev response if this is possible.
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Aug 25 2010 10:21 AM #152
Re: Lua UI Plugins in LOTRO
These type mods would be a huge boost to the people who make them, and to the sites that you download them from - because of the money making potential. For the general playerbase, they will do much more harm than good.
A lot of people will judge people based on what they do on the meter (even though it is not an accurate measure of contribution to the raid). Human nature being what it is, people will blow the meter results out of proportion - it has happened time and time again.
There are numerous examples of how the meters can negatively affect raiding. They lead to people denegrating other players. People insult other players if they do not meet some arbitrary standard of DPS (which often does not take into account the none dps aspects of the class). Meters cause friction between people who should be working together.
This can lead to people playing to the meters instead of playing smart. I recall Pallies in WoW who refused to cleanse because it caused their numbers to be lower on the heal meter. In LOTRO a RK who removes corruption, casts Do Not Fall to XXX, etc. will be lower on the meter than one who DPSes exclusively. If the RK who exclusively DPSes is praised because of his high DPS, the better RK (who uses all of his skills) will have an incentive to only DPS as well. Meters cause bad play.
Human nature is what it is. People want the big numbers and judge people based on the big numbers. Comparing epeen is a time honored tradition in MMOs. The only way to keep the tools from being abused is to control them.
(If people want to merely tweak their own rotation or gear, they can use some of the tools already present in LOTRO. There is no reason to allow implementation of group meters.)
I used a Threat Meter when raiding in WoW. Having a working threat meter allowed me to pump out the maximum amount of healing, while staying just below the tank in aggro. Groups who use threat meters will have their overall dps and healing output increased (since you know exactly how much you can do without getting aggro). You don't have to think about controling your aggro, the mod does all the thinking for you. This will trivialize content for raids that use the meters and potentially force the Devs to increase the difficulty to compensate. Groups that do not use the meters will then be facing content with little chance of success.
Boss Mods basically take the thought out of playing. You have a mod telling you what to do and when to do it. You have a computer running the raid and you are in effect merely a drone. There are several negative effects of these type mods. First, it takes a lot of the fun out of raiding. You feel like an automaton obeying the instructions of a computer. Secondly, and more serious, they trialize content. Boss Mods compensate for not paying attention. Using Boss Mods, you can eat supper, watch TV, and raid at the same time. Raids that were once challenging become boring (for people using the boss mods), which will potentially force the Devs to increase the difficulty to compensate.
_____
When any addon is so useful it makes content easier, then it basically becomes required for everyone. Raids will require people to have certain addons to come. People will get so used to having the mods they can't play without them. I have seen it time and time again in WoW. People would not even bother to log in on patch days until all their addons were updated. I do not want to get to the point where I have to download/update 10-15 addons again just to raid.
Once these type addons are implemented and become comman, one of two things will happen:
Either the Devs will make raids more difficult (or more gimmicky) under the assumption that most people are using them, or
People will quickly become bored because the instances are easy with the mods, and demand more and more end-game content as a result.Last edited by Bradd; Aug 25 2010 at 11:22 AM.
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Aug 25 2010 11:00 AM #153
Re: Lua UI Plugins in LOTRO
+rep for speaking your mind and making some valid points!
These will all be important things to bring up again if (when?) Lua scripting actually goes live and if (when?) additional APIs are considered for implementation in future updates.
The developers have shown themselves to be refreshingly receptive to critical feedback (framed constructively, of course) on how these types of things actually get implemented. I look forward to much empassioned debate in the future!
Founder of the Better Biscuit Bureau, 4 Brookbank Street, Bannockbury, Brandywine.
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Aug 26 2010 02:56 PM #154
Re: Lua UI Plugins in LOTRO
My thoughts are that Turbine opened the ports to hell

If something can be built even as a basic metter, they will develop a metter. This metter will spread. The clamour for more API interfaces will come.
Turbine 'could' close the API and make it invalid IF they wish.
But, seriously, will they? lol, sure they will... (j/k)
They say it to make the changes more acceptable, saying they would roll some changes back, but my bet is that they will never do it.
If a metter is made, it will endure.
Some plugins are nice, but we have already a plugin that pops in your face what pot you need to use. Convenience, clean the bars...sure.... (the thinkless game has already arived).
Its a trend thats likelly to be more and more present.Ulgadir ~ Hunter :: Welsige ~ Champion :: Feantur ~ LM :: Finuwe ~ Ministrel :: Balawe ~ RKGwaeneth ~ Burglar :: Baraztarag ~ Guardian :: Gothurzaz º War Leader :: Rhaugdûr º Warg

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Sep 02 2010 03:59 AM #155
Re: Lua UI Plugins in LOTRO
Two thoughts or requests, how ever they come off

Buff bars tech with a reversed AmIbuffed.
So amIbuffed does a check to see if Glory is active (example) if it isn't you get a reminder.
Buffbars obviously shows buffs and debuffs, which I think is great, what I'm interested in is the UI bar that pops up when a debuff/pwr/morale threshold is met.
So take the viewer tech from amIbuffed and mix it with a ver. of buffbars.
What I'd like the end result to be is, if your a guard and you get a parry response a UI will pop up with your parry skills, get a block, UI pops up with your block response skills.
Burg same thing, get a crit, UI pops up with crit response skills.
Mins, tier 1 ballad played, UI pops up with tier 2 ballads.
Champs, defeat response skills pop up in a custom UI
Hunters, parry response.
Capts, defeat responses
Warden, when at <50% morale, a UI with five slots pops up with Dark before Dawn gambit being the end result
RK's only show skills on several UIs that will only show up when your at the right attunement (might be out of the scope of this suggestion) Or if/when a RK has certain buffs up (Closing remarks ect) then EC pops up.
Loremasters, cant think of a thing for them
But ya, see where I'm going with this? Is this at all possible?
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Sep 02 2010 07:15 AM #156
Re: Lua UI Plugins in LOTRO
I played around with a plugin for Mini that more or less did exactly what you are saying. For example, 3 skills only show up when WS is active, and T2, T3 and Anthems would appear as you play the required ballads. I am sure the same type of thing could be done for other classes as long as there is an effect (buff/debuff) applied to the character.
Personally, having played with my Mini for a while with this type of thing on the beta server, I did not find I liked it very much. I can't really explain why, it may just be I am so used to playing with my hotbars set a certain way that it is an adjustment thing.
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Sep 02 2010 12:05 PM #157
Re: Lua UI Plugins in LOTRO
I haven't played with the plug-in either, but I'm also very picky about my hotbars for both my minstrel and my lore-master. I have a scheme where certain kinds of skills are on certain bars. I am a keyboard + clicker so a purely click oriented interface doesn't appeal to me, and I'm not a fan of pop-ups.
I have watched a you-tube video gramps linked in the dps meter thread about the buff bars and I like the look of the plug-in. It looks well written and designed. I will likely use this, but probably only for displaying debuffs. I really hate having tons of pots and clickies on my main bars, even when I have room. When I get a debuff is the time I would rather have an icon pop up that allows me to pop a potion if my curative skill is still on cooldown.The Bees have chosen.
Order Through Chaos
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Sep 02 2010 12:30 PM #158
Re: Lua UI Plugins in LOTRO
FYI: the unannounced dev diary can be found here...
http://www.lotro.com/gameinfo/devdia...-lua-scripting
.Westhalian (75 Hunter), Westibald (75 Minstrel), Westaden (75 Warden), and Westan (70 Capt)
Officer, Protectors of the Free kinship, Firefoot server
Predict In-Game Time plugin
No. I'm not quite 1337, but I'm close... 1336.
"Community is all of us together. As the current community we have a huge opportunity to <transform teh nuubs into our awesomeness>" - Clover (paraphrased)
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Sep 02 2010 12:42 PM #159
Re: Lua UI Plugins in LOTRO
Gedachtnis - 65 Guardian / Cianero - 65 Lore Master
Leader Irony and Spite Landroval
"Even though I've been a stranger, Full of Irony and Spite, Holding little but contempt for all things beautiful and bright, Something shines around you and it seems to my delight, To give me just a little sweetness, Just a little light."
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Sep 15 2010 09:02 AM #160
Re: Lua UI Plugins in LOTRO

kragenwar / krali / monkis / aldared / gorthawn
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