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Unread 02-03-2023, 12:08 AM  
Thurallor
The Undying
 
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Quote:
Originally Posted by Valdacil
Regarding the bar reset, I was going to experiment today with adding a User Event at the end of each bar after the Gambit skill (ie. Reset Gambits), have it auto-advance then set each bar's event triggers to Reset on "Reset Gambits" user event. That should mean whenever I finish a gambit all bars are reset. I think that will work around the issue.
The way I chose to address this (version 4.12) was by adding a new type of special slot: "Reset bar". It isn't exactly what you requested, but should be a little more convenient than generating a user-event and adding a "reset bar when user event occurs" behavior.

I think I have addressed the rest of your feature ideas and bug reports. If not, please let me know!

Last edited by Thurallor : 02-03-2023 at 12:09 AM.
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Unread 01-22-2023, 06:54 PM  
Valdacil
The Undying
 
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Quote:
Quote:
Originally Posted by Valdacil
Can you add an option at the group level to lock position so I don't have to lock each bar individually, then unlock all individual bars if I want to move the group.
Do you anticipate moving these bars often in the future? The plugin should cope well with screen resolution changes, once you've defined the appropriate "relative position anchor" for each bar. If not, I would like to know the scenario.

I know what you are describing is an annoyance. I will look into ways to mitigate it in the next version. There are several possibilities.

Have you considered
  • Adding a "reset bar/group when mouse departs" event behavior to these bars or their containing group?
  • Adding a hotkey that resets all bars?
With regard to the moving bars thing... right now I have the Gambit bars stacked in the same area where I would normally have my skillbars on other characters... but I left those skillbars blank. Whenever I level and gain new skills the game puts them in those skillbars. So I have to move the SequenceBars out of the way, get the auto skills moved, then put the bars back. So let's say I have 5 bars, align them, tell them to move by group, move them into position, then have to click each one and lock them individually. When I need to move them I have to unlock all 5 bars, move the group, then move them back and lock all 5 bars again. It works, just an inconvenience and seems like if they a set to move together as a group they should also lock/unlock as a group. Nothing breaking... just nice to have.

Regarding the bar reset, I was going to experiment today with adding a User Event at the end of each bar after the Gambit skill (ie. Reset Gambits), have it auto-advance then set each bar's event triggers to Reset on "Reset Gambits" user event. That should mean whenever I finish a gambit all bars are reset. I think that will work around the issue.
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Unread 01-22-2023, 01:47 PM  
Thurallor
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Quote:
Originally Posted by Valdacil
Can you add an option at the group level to lock position so I don't have to lock each bar individually, then unlock all individual bars if I want to move the group.
Do you anticipate moving these bars often in the future? The plugin should cope well with screen resolution changes, once you've defined the appropriate "relative position anchor" for each bar. If not, I would like to know the scenario.

I know what you are describing is an annoyance. I will look into ways to mitigate it in the next version. There are several possibilities.

Quote:
The other thing I noticed in the above scenario (Warden), with bars that might be Spear, Spear, Gambit (example). Sometimes if the ability kills the target, it won't add it to the Gambit bar so the sequence is a little off. What this means is sometimes I have to skip parts of the sequence or click the Gambit ability at the end of the SequenceBar. The SequenceBar advances or resets based on where I click on it instead of the left side. So let's say I have position 1 = Spear, position 2 = Spear, position 3 = Gambit. After killing something the Gambit Builder still has a spear held, so next foe I click the Spear skill in Position 1, bar advances left as normal. But now the Gambit skill is available, so I click the Gambit skill now in Position 2. That being the end of the sequence, the bar resets, but now Spear is Position 2, Spear is Position 3, and Gambit is Position 4... position 1 is blank space. I acknowledge that may be desirable under certain circumstances and people are probably used to that behavior... but it would be great to have an option of changing that behavior so it always resets to Position 1 instead of the position clicked.
Have you considered
  • Adding a "reset bar/group when mouse departs" event behavior to these bars or their containing group?
  • Adding a hotkey that resets all bars?
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Unread 01-22-2023, 04:57 AM  
Valdacil
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Couple of things I noticed... I'm using SequenceBars for Warden. So I have multiple bars, one for each gambit. I put those bars in the same Group, then aligned them to stack them on top of each other and set them to move together. I can drag them together where I want them (awesome!). However, if I can only lock position of individual bars, not lock the group. So let's say I have 3 bars, we'll call them Bar1, Bar2, Bar3 stacked on top of each other and set to move together. I lock Bar1 and Bar2 individually. If I try to move them they are locked. But even though Bar3 is supposed to be grouped, it isn't locked and it lets me move it away from the other grouped bars. So the ask: Can you add an option at the group level to lock position so I don't have to lock each bar individually, then unlock all individual bars if I want to move the group.

The other thing I noticed in the above scenario (Warden), with bars that might be Spear, Spear, Gambit (example). Sometimes if the ability kills the target, it won't add it to the Gambit bar so the sequence is a little off. What this means is sometimes I have to skip parts of the sequence or click the Gambit ability at the end of the SequenceBar. The SequenceBar advances or resets based on where I click on it instead of the left side. So let's say I have position 1 = Spear, position 2 = Spear, position 3 = Gambit. After killing something the Gambit Builder still has a spear held, so next foe I click the Spear skill in Position 1, bar advances left as normal. But now the Gambit skill is available, so I click the Gambit skill now in Position 2. That being the end of the sequence, the bar resets, but now Spear is Position 2, Spear is Position 3, and Gambit is Position 4... position 1 is blank space. I acknowledge that may be desirable under certain circumstances and people are probably used to that behavior... but it would be great to have an option of changing that behavior so it always resets to Position 1 instead of the position clicked.
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Unread 01-18-2023, 02:23 PM  
Valdacil
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Quote:
Thanks very much for reporting this. I'll look into it ASAP.

Edit: I found the conflict and have now fixed it in version 2.13 of Reminders. (Since you reinstalled SequenceBars, you don't need to update either plugin.) Thanks again.
Right on. Thanks for your mods (Reminders and SequenceBars). I can't imagine playing without them.
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Unread 01-17-2023, 09:56 PM  
Thurallor
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Quote:
I updated Reminders today and it broke SequenceBars. I could no longer open the Directory. Once I reinstalled SequenceBars it started working again. So I assume you are using a common library between the two that Reminders overwrote.
Thanks very much for reporting this. I'll look into it ASAP.

Edit: I found the conflict and have now fixed it in version 2.13 of Reminders. (Since you reinstalled SequenceBars, you don't need to update either plugin.) Thanks again.

Last edited by Thurallor : 01-17-2023 at 10:23 PM.
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Unread 01-17-2023, 09:38 PM  
Valdacil
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I updated Reminders today and it broke SequenceBars. I could no longer open the Directory. Once I reinstalled SequenceBars it started working again. So I assume you are using a common library between the two that Reminders overwrote.
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Unread 12-20-2022, 10:59 PM  
Thurallor
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Quote:
Wondering if the API gives you access to 2 specific detections I'd love to be able to use as conditions:

1) Which specific LM pet is present (bear, lynx, raven, etc). Would help in creating a bar that shows the correct food to feed based on which pet you have summoned.
2) Mounted Yes/No. Most skills are not usable mounted, so I often want to just hide a bar while mounted instead of seeing the skills on the bar greyed out.
The answer to both questions appears to be "yes". I will look into adding these in the next version.
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Unread 12-16-2022, 11:38 PM  
Valdacil
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Wondering if the API gives you access to 2 specific detections I'd love to be able to use as conditions:

1) Which specific LM pet is present (bear, lynx, raven, etc). Would help in creating a bar that shows the correct food to feed based on which pet you have summoned.
2) Mounted Yes/No. Most skills are not usable mounted, so I often want to just hide a bar while mounted instead of seeing the skills on the bar greyed out.
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Unread 12-01-2022, 10:27 PM  
WildCard
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Re: Re: Curable Effect Issue

Quote:
Version 4.08 stops using the cached values. The performance hit should be negligible. Please give it a try and let me know if this solves your issue.
Quick test seems to look good so far!

Edit: After multiple delving runs where this would always pop up, I've had no issues.

Thanks!

Last edited by WildCard : 12-03-2022 at 01:11 AM.
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Unread 11-30-2022, 04:18 PM  
akourbat
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Quote:
Originally Posted by Thurallor
Did you create this slot before U34? If so, you may need to recreate it (drag the skill onto the slot again) to make it work.
Damn, my bad. I was on 4.08 version. Once I updated to 4.09 it is fine. Sorry!



Last edited by akourbat : 11-30-2022 at 04:24 PM.
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Unread 11-30-2022, 02:57 PM  
Thurallor
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Quote:
Originally Posted by Thurallor
That actually is in the skills database. Maybe a bug, I'll look into it.
I currently can't reproduce it. Did you create this slot before U34? If so, you may need to recreate it (drag the skill onto the slot again) to make it work.

If that doesn't fix it, please export that bar and send it to me in a PM.

Last edited by Thurallor : 11-30-2022 at 03:03 PM.
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Unread 11-30-2022, 02:29 PM  
Thurallor
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Quote:
Originally Posted by Akourbat
There is at least another one for Minstrel (changes according to a stance you are in):

(1) https://lotro-wiki.com/index.php/The_Melody_of_Battle
(2) https://lotro-wiki.com/index.php/Tim...hoes_of_Battle
(3) https://lotro-wiki.com/index.php/Echoes_of_Battle

In "Resonance" stance, Major Ballad changes to "Major Ballad - Resonance" and turns into a healing ability. I only have Red spec for Minstrel for now, but will check if anything else is "non-traditional" in Blue, a bit later.
I'll add it.

Quote:
And here's a screenshot of another anthem "Lesser Anthem II - Dissonance" that appears to be missing from the db
Interesting. That actually is in the skills database. Maybe a bug, I'll look into it.
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Unread 11-30-2022, 08:11 AM  
akourbat
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Quote:
Originally Posted by Thurallor
For Minstrel, the only such skill I'm aware of is Coda of Melody / Resonance / Fury.
There is at least another one for Minstrel (changes according to a stance you are in):

(1) https://lotro-wiki.com/index.php/The_Melody_of_Battle
(2) https://lotro-wiki.com/index.php/Tim...hoes_of_Battle
(3) https://lotro-wiki.com/index.php/Echoes_of_Battle

In "Resonance" stance, Major Ballad changes to "Major Ballad - Resonance" and turns into a healing ability. I only have Red spec for Minstrel for now, but will check if anything else is "non-traditional" in Blue, a bit later.

And here's a screenshot of another anthem "Lesser Anthem II - Dissonance" that appears to be missing from the db -
Screenshot_3 , on Flickr

Last edited by akourbat : 11-30-2022 at 09:47 AM.
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Unread 11-29-2022, 06:41 PM  
Thurallor
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Version 4.09 should now have a complete, up-to-date skill names database, with data extracted directly from the game client data files.

The only exceptions are skills that can change their names, based on stance or other conditions. Those still have to be added manually, and I still have to wait for players to report their absence to me, since my only high-level character is a Warden. (You can see a list of them in Plugins/Thurallor/Common/SkillData/SkillData.lua.)

For Minstrel, the only such skill I'm aware of is Coda of Melody / Resonance / Fury.
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