council-of-eriador.com
September 04, 2010, 04:59:46 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Be sure to check the Calendar for new events!
 
   Home   Help Search Calendar Login Register  
Pages: 1 [2] 3
  Print  
Author Topic: LotRO to allow Lua Mods, ala WoW  (Read 283 times)
Amonceleb
Wabbit Wangler
Leadership
Banter of the Bandito
***
Posts: 2162


Benificent Ruler of the Permanewbies


WWW
« Reply #15 on: July 14, 2010, 02:21:42 PM »

Here's a response from Frelorn (Turbine Blue-name on their forums):  http://forums.lotro.com/showpost.php?p=4811387&postcount=66

Quote
We wanted to clarify a few things about the potential implementation of LUA scripting. As it stands right now, the LUA scripting ability is completely controlled by us and its use is limited.

The Framework API, which controls what can and cannot be done, is separated into two main functional areas. The Framework API provides the basic structure of the scripts (classes), UI creation (windows, buttons, images, etc.), and a controlled setting to receive input, events, and actions generated by the game. The Gameplay API provides access to internal gameplay systems. The first pass of the gameplay API includes access to your own character's vitals, the ability to interface with quickslots, and the methods for interacting with items in your inventory.

So what does this all mean? Right now, given the limitations we have in place, the “plugins” players can create are restricted to the above Gameplay API areas. They can change some of your UI elements, add built in HUDS and allow for things like a travel panel or a single window inventory bag. Our intent is to not allow players to make “plugins” that will give them any kind of advantage over other players. The main idea here is that LUA allows the players the ability to customize their user interface the way they want to.

We are going to handle things very carefully as we move forward; to be very clear, LUA Scripting is still in the early stages of testing and we don’t yet have a date for when the system will go live.
Logged



Maggwin
Member
Councilor
*
Posts: 283



« Reply #16 on: July 14, 2010, 07:48:39 PM »

Must admit I'm a bit ambivalent about this. Done badly this will cause major problems, but done well (i.e. well structured api, object model with restricted access etc) then this could remove a lot of work items from the devs for UI changes etc since these are among the most contentious changes any game can make.
Logged





Sgrath - Man Champion - SM Metalsmith
Maggwin Runningwolf - Hobbit Hunter - SM Woodworker
Taggwin - Hobbit Warden - SM Cook'n'Farmer
Dodiwin - Hobbit Minstrel
Rodiwin - Hobbit Burglar
Seenit - Elf Loremaster - SM Scholar

-----------------------------------
Baragu - Stalker
Smiling Bandit
Bandit the Punk
Core Leadership
The Novelist
****
Posts: 5620


The knife is quiet. The noise? The collapsing mob.


« Reply #17 on: July 18, 2010, 06:59:05 PM »

This might not be a bad deal. Given enough control by the devs we could see some very cool and incredibly useful tools coming down the pipe. I will look on with hopeful expectations.

:)SB
Logged

smilingbandit:strikesagain/heh/heh/heh:)

Durindain
Member
Newberstone
*
Posts: 43


« Reply #18 on: July 26, 2010, 10:15:42 PM »

I must admit, having been a "user" of some mods in the past (I will not mention the particular popular evil game name here), I did enjoy using an aggro meter mod. LOTRO is a clean game and I can understand how some folks want to keep it that way. Maybe a little bit will be OK.

Durin
Logged
Smiling Bandit
Bandit the Punk
Core Leadership
The Novelist
****
Posts: 5620


The knife is quiet. The noise? The collapsing mob.


« Reply #19 on: July 26, 2010, 10:42:57 PM »

Yeah I watched over the shoulder of a friend playing the evilness that shall not be named and saw this aggro meter... that would be a huge advantage and something that for big raids and delicate fights.  The only problem being when it becomes an expectation for everyone to have it.  Undecided

:)SB
Logged

smilingbandit:strikesagain/heh/heh/heh:)

Rhaknor
Mr. 10k
Leadership
Word-Hewer
***
Posts: 1689


The Hunter of Clubs


« Reply #20 on: July 27, 2010, 01:05:50 AM »

Yeah I watched over the shoulder of a friend playing the evilness that shall not be named and saw this aggro meter... that would be a huge advantage and something that for big raids and delicate fights.  The only problem being when it becomes an expectation for everyone to have it.  Undecided

:)SB

Direthreatmeter?
Logged


Rhaknor ~ Elf Hunter Rhakky ~ Hobbit MiniRhakora ~ Man Guardian Freiki ~ R5 Warg Grimmoire 65 - Bunny-Dorf RK

10k!


The future is predetermined by the character of those who shape it.
Latte
Lawn Gnome Herder
Member
Postaholic
*
Posts: 1309



« Reply #21 on: July 28, 2010, 02:58:29 PM »

LOL Rhaknor  Cheesy

When we played FFXI, the end-game guild we joined used fraps to monitor many things, including the damage output of members. Yup, if your output wasn't high enough you were out. They wanted everyone to load and use it and would not share the info they gained from it (get yer own! Angry). BTW, it was illegal to use 3rd party programs in game, and was strictly enforced. That's just an example of how bad it can get among the elitist types.
Logged


Latte Toothfairy -Lvl 65 Hobbit Burglar
Graywing -Lvl 65 Elven Hunter
Liramaer -Lvl 65 Elven Rune-Keeper
Pinks -Lvl 60 Hobbit Warden
Wrenwen -Lvl 54 Woman Champion
Oofda -Dwarf Guardian
Larksoar -Woman Minstrel
Creepish Alts: Slapstick-Black Arrow, Gnashnort-Warg
The Key to Understanding
Smiling Bandit
Bandit the Punk
Core Leadership
The Novelist
****
Posts: 5620


The knife is quiet. The noise? The collapsing mob.


« Reply #22 on: July 28, 2010, 10:02:13 PM »

Direthreatmeter?

MWAH HA HA HAAAA! And so shall it be named!  Grin

.... That's just an example of how bad it can get among the elitist types.

Well, thankfully, we know we can keep ourselves and the kin from going down that road.  There have been times when others tried to push over the top hardcore and L337 behavior and it has always been put in its place. Basically, there is no place for it here.  But pugging will take on a whole new meaning of "Prozac required" for Lin.  Lips sealed

:)SB
Logged

smilingbandit:strikesagain/heh/heh/heh:)

Amonceleb
Wabbit Wangler
Leadership
Banter of the Bandito
***
Posts: 2162


Benificent Ruler of the Permanewbies


WWW
« Reply #23 on: July 28, 2010, 11:24:12 PM »

The one thing they've mentioned in the public Lua scripting thread that I find myself looking forward to is the extended skinning options.  In my case, I'm looking forward to re-skinning the "parchment" background and/or text used in the Deed Log.  I don't know who thought yellow text on a yellow-tan background was a good idea, but my aging eyes have a heck of a time trying to read stuff on that log, and that's on a 40" HD screen for Pete's sake!  Undecided
Logged



Chordz
Honorary Member
Elite UberStone
*
Posts: 713



« Reply #24 on: July 29, 2010, 02:52:35 PM »

I dislike the mods that tell you what to do and when to do it IE Boss Mods, Threatmeters etc. They dumb down the experience that was meant to purely based upon skill, knowing your class and kinmates, and learning the encounters. I believe in honing raiding/instance skills without certain mods and being able to learn through trial-and-error by watching specific boss emotes, reading buffs and debuffs, and learning how to react to them and discussing them amongst the people you run with.  

I am looking forward to possibly having a Bigger Buff/Debuff window mod though.
« Last Edit: July 29, 2010, 02:54:35 PM by Chordz » Logged
Maliki
Punk
Core Leadership
The Novelist
****
Posts: 4064



« Reply #25 on: July 29, 2010, 03:28:58 PM »

Coming strictly from an ettens raiding background, I look forward to a mod that puts a large red button on the middle of the screen for LM's and Hunters whenever a party member gets hit with a curable poison or wound that they have to push to autotarget/cast. Its apparently very difficult for them to see the 12 or so fire/poison dots stacked on party members
Logged

Maliki LVL65 Mini - Kin leader - R10
Barzan LVL6 Guardian -Kin Banker
Buttmonkey Warleader -R1
Buttmonkeytwo Black arrow -R6
Kin Leader
Kin Banker
10 McLove points
McFarlane
Kin Coordinator
motor-mouth
*
Posts: 3549


The Vishus Celtic Procrastinator


« Reply #26 on: July 29, 2010, 03:59:11 PM »

You mean I should do something about those poison icons?  You mean when someone says, "Poison on Mal!" they are referring to me to actually DO something about that???

LOL Mal!
Logged

Iseultwyn
Kin Coordinator
Postaholic
*
Posts: 1101


Whatever....


« Reply #27 on: July 29, 2010, 07:12:41 PM »

You mean I should do something about those poison icons?  You mean when someone says, "Poison on Mal!" they are referring to me to actually DO something about that???

LOL Mal!

ROFL!!!! I have to admit tho that sometimes those little teeny green icons can be hard to see ;p
Logged


Iseultwyn Swordsong- Woman Champion~ Lisannel Brightstar- Elven Huntress~ Amaryllisa- Hobbit Burglar~ Lisarielle- Elven Minstrel~ Elwyneth-Elven RK~ Moonchildd- Woman Captain~ Slobbergotz Droolbucket- R3 Warg~ Shingshingaramus- Noob Reaver
 

"I can ride and wield blade, and I do not fear either pain or death."  ~Eowyn
Maliki
Punk
Core Leadership
The Novelist
****
Posts: 4064



« Reply #28 on: July 30, 2010, 09:58:26 AM »

yep, when there's one or two of them sure, but when someone has TWO ROWS OF THEM!!!!!!!!!!

./rageoff
Logged

Maliki LVL65 Mini - Kin leader - R10
Barzan LVL6 Guardian -Kin Banker
Buttmonkey Warleader -R1
Buttmonkeytwo Black arrow -R6
Kin Leader
Kin Banker
10 McLove points
McFarlane
Kin Coordinator
motor-mouth
*
Posts: 3549


The Vishus Celtic Procrastinator


« Reply #29 on: July 30, 2010, 10:05:52 AM »

Maybe they are trying to tell you something Mal.  Tongue
Logged

Pages: 1 [2] 3
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 :: SMF hosting by SiteGround :: SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!