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  1. #121
    Counter of Stairs Online status: Grampsaz is offline Reputation: Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Gedachtnis View Post
    Not to speak for D_U but the author for BuffBars found a workaround for the pot cd's.

    Basically BuffBars watches for a change in the stack size of the relevent pot. when the stack decreases BuffBars starts it's own 2 min timer. Split a stack of pots in your bags, it sets the timer off

    I know there was some talk with one of the addons at some point about having a timer trigger off of a keystroke. I'm not sure how far that idea got though. Pretty much you would have to define the keystroke, then define the length of cooldown for each one you want to track and change it anytime you changed Quickslots. Also try splitting a stack of pots in your inventory multiple times, it will trigger a cd timer each time, I imagine you'd have the same issue if you tried using the keystroke before the cd was finished.

    EDIT: It doesn't matter which pots are in BuffBars Quickslots, if it's watching potion CD's any stack split or use will trigger it.
    Ahh gotcha. Thanks for clearing that up.

  2. #122
    Grand Member Online status: auximenes is offline Reputation: auximenes the Watcher of Roads auximenes the Watcher of Roads auximenes the Watcher of Roads auximenes the Watcher of Roads auximenes the Watcher of Roads auximenes the Watcher of Roads auximenes the Watcher of Roads auximenes the Watcher of Roads auximenes the Watcher of Roads auximenes the Watcher of Roads auximenes the Watcher of Roads
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by auximenes View Post
    Thanks for the clarification.
    I just got a -Rep for this post. Whatevah.
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  3. #123
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Gedachtnis View Post
    A Graph paper type overlay for the screen. I had one of these in WoW. Pretty much you loaded it up and it placed lines across your screen so it looked just like graph paper. You could then move UI elements around and line them up nice and straight. Just a handy little tool to make the custom UI's nice and neat.
    You can manually edit the location coordinates by loading up the UI save file and tweaking it with a text editor like Notepad. That's how I get my UI elements to line up nicely.
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  4. #124
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by auximenes View Post
    You can manually edit the location coordinates by loading up the UI save file and tweaking it with a text editor like Notepad. That's how I get my UI elements to line up nicely.
    There's a reason I write overviews of addons in action and not actual addons

    I'm one of those people who knows just enough to be dangerous to themselves.

    Text editors and such are mine enimies!
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  5. #125
    Counter of Stairs Online status: Grampsaz is offline Reputation: Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated
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    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.

  6. #126
    Senior Member Online status: Grothaal2 is offline Reputation: Grothaal2 the Wary Grothaal2 the Wary
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    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.
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  7. #127
    Poster of Note Online status: ScrappyTheGreat is offline Reputation: ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Grampsaz View Post
    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.
    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.


    Quote Originally Posted by Grothaal2 View Post
    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.
    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.
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  8. #128
    Poster of Note Online status: Gedachtnis is offline Reputation: Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads
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    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!
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  9. #129
    Junior Member Online status: Malthiel is offline Reputation: Malthiel the Neutral
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    Re: Lua UI Plugins in LOTRO

    YES! Definitely YES!

  10. #130
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Gedachtnis View Post
    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;
    .
    .
    .
    You could go in and edit the whispers too, great fun!
    This is not possible with the current APIs:
    1. 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.)
    2. 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.)
    3. 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.)
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  11. #131
    Poster of Note Online status: Gedachtnis is offline Reputation: Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads Gedachtnis the Watcher of Roads
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Fredelas View Post
    This is not possible with the current APIs:
    1. 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.)
    2. 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.)
    3. 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.)
    Yes I know. Hence I didn't ask for it. Was just mentioning a fun little addon I had at one time in a similar vein as the couple of previous posts.

    I am curious though, since I haven't tried NoobDetector. How do you put a message up w/o being able to write to chat?
    Last edited by Gedachtnis; Aug 14 2010 at 08:48 AM.
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  12. #132
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Gedachtnis View Post
    I am curious though, since I haven't tried NoobDetector. How do you put a message up w/o being able to write to chat?
    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.
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  13. #133
    Counter of Stairs Online status: Grampsaz is offline Reputation: Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated
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    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

  14. #134
    Grand Member Online status: FyreBrand is offline Reputation: FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Grampsaz View Post
    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
    How would you want that to work? I'm just curious what you're looking for in functionality and why. I'm leveling a champ (at 35) and find it fun.
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  15. #135
    Counter of Stairs Online status: Grampsaz is offline Reputation: Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated Grampsaz the Undefeated
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by FyreBrand View Post
    How would you want that to work? I'm just curious what you're looking for in functionality and why. I'm leveling a champ (at 35) and find it fun.
    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.

  16. #136
    Grand Member Online status: FyreBrand is offline Reputation: FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable FyreBrand the Indomitable
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Grampsaz View Post
    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.
    I see, thanks.
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  17. #137
    Junior Member Online status: ellrion is offline Reputation: ellrion the Neutral
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    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)

  18. #138
    Senior Member Online status: forceofnone is offline Reputation: forceofnone the Bounders-friend forceofnone the Bounders-friend forceofnone the Bounders-friend forceofnone the Bounders-friend forceofnone the Bounders-friend forceofnone the Bounders-friend forceofnone the Bounders-friend forceofnone the Bounders-friend forceofnone the Bounders-friend
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    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?

  19. #139
    Poster of Note Online status: ScrappyTheGreat is offline Reputation: ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte ScrappyTheGreat the Neophyte
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    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
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  20. #140
    Century Member Online status: Krakenheim is offline Reputation: Krakenheim the Neutral
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    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...
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  21. #141
    Fashion Hero 2010 Online status: Darej is offline Reputation: Darej the Neutral
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Krakenheim View Post
    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...
    AFAIK those cannot be re-skinned by us..at least i have heard of no one being able to do so since i started playing in '06.


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  22. #142
    Counter of Stairs Online status: sirwillow is offline Reputation: sirwillow Protector of the Shire sirwillow Protector of the Shire sirwillow Protector of the Shire sirwillow Protector of the Shire sirwillow Protector of the Shire sirwillow Protector of the Shire sirwillow Protector of the Shire sirwillow Protector of the Shire sirwillow Protector of the Shire sirwillow Protector of the Shire sirwillow Protector of the Shire
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Krakenheim View Post
    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...
    Login screen can't be changed, adjusted, or skinned by players. Only the in-game UI can.
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  23. #143
    Senior Member Online status: Lichbane is offline Reputation: Lichbane the Wary Lichbane the Wary Lichbane the Wary
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    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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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Lichbane View Post
    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.
    While Turbine has been replying to other threads in the Beta Lua Scripting forum, they have specifically avoided answering this question so far. It probably won't be announced until the final beta build has been tested in the next 2 weeks.
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  25. #145
    Senior Member Online status: Bradd is offline Reputation: Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte
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    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.

  26. #146
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Bradd View Post
    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.
    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.
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  27. #147
    Senior Member Online status: Bradd is offline Reputation: Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte Bradd the Neophyte
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Fredelas View Post
    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.
    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.

  28. #148
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Bradd View Post
    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.
    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.

    -----------

    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.
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  29. #149
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Fredelas View Post
    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.
    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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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Bradd View Post
    The apprehension many of us have are 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.
    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...
    Then I'd be fine with them. However, those are a lot of If's.

    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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    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.

  32. #152
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Fredelas View Post
    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
    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.


    Quote Originally Posted by Fredelas View Post
    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.
    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.)


    Quote Originally Posted by Fredelas View Post
    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.
    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.


    Quote Originally Posted by Fredelas View Post
    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.
    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.

  33. #153
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    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!
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  34. #154
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    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.
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  35. #155
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    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?

  36. #156
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Grampsaz View Post
    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?
    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.

  37. #157
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by D.H1cks View Post
    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.
    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.
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  38. #158
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    Re: Lua UI Plugins in LOTRO

    FYI: the unannounced dev diary can be found here...

    http://www.lotro.com/gameinfo/devdia...-lua-scripting
    .
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by ScrappyTheGreat View Post
    FYI: the unannounced dev diary can be found here...

    http://www.lotro.com/gameinfo/devdia...-lua-scripting
    .
    YES!!!

    It's getting released!!!

    Thanks Scrappy!
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    Re: Lua UI Plugins in LOTRO

    Quote Originally Posted by Grampsaz View Post
    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?
    I have a plugin finished that is very similar to this for Guards, Burgs, Champs and Captains. May be adding more classes. Right now my kin and I are bug testing it, but it should be available soon.

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