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Unread 12-10-2016, 06:18 AM  
Grimfrithgar
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Quote:
I think version 3.11 will meet your needs. Let me know.
Hi again.
Sorry for late reply.

The new version does exactly what I asked for, really great. Thanks for implementing this!

I don't know Turbine's LUA API too well, so I'm not sure it's even possible, but the best way in my mind would be if it would be possible to reorganise the items after you completed all sequences.
For example if you have filled 130-135 below:
126 127 128 129 130
131 132 133 134 135
For example first sequence is to set unslot destination to 135..1 which will unslot right earring to slot #129, then you equip the earring from slot #133, and finally move the right earring from slot #130 to unslot destination (again), which would now be #133. But it's not a big deal if it's impossible or requires too much work, it's not *that* hard to do manually

Regards
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Unread 11-14-2016, 02:40 PM  
Thurallor
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I think version 3.11 will meet your needs. Let me know.
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Unread 11-13-2016, 08:13 AM  
Thurallor
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Sure, why not? I'll add it in the next version.

Your plugin will be very handy for me to use during debugging.
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Unread 11-08-2016, 01:48 PM  
Grimfrithgar
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Good day!

Thanks for a great plugin.

I have a question regarding removing equipment.

First I got a bit confused about inventory slot numbers since I had my slots out of order. I didn't notice the awesome built in function that shows which slot I move items to, so I built my own simple inventory plugin to show slot numbers to allow for easier rearrangement of the slots.

Now to my question:
I have not read the source code, but from what I can tell it will unslot items to "unequip destination" unless it's taken. If it is taken, it will take the next available slot. If it reaches the last slot without finding a free slot, it will start searching from #1 and upwards. Is this correct?
What I would like to see is an option that makes it so that if the slot is taken, it will instead choose the previous available slot.
E.g. if I choose slot #51 and it's taken, it will instead try #50, #49 etc.

Reason I want this is that I keep my permanent stuff in slots 100-135 or so, and fill in new loot from slot 1. So the last slots are always full, but there is where I want to unequip to, when possible. When it's not possible I'd rather see the item put to e.g. slot #99 to at least keep it close to where it's supposed to, rather than being "lost" in the middle of new loot near slot 1.

Is this something that is possible to implement?

Regards

Last edited by Grimfrithgar : 11-08-2016 at 01:52 PM.
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Unread 08-17-2016, 06:01 AM  
Thurallor
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Re: Key Binds...?

Quote:
I'm wondering if there is a way to set key binds for the sequence bars. For instance, if I wanted to use a certain gambit I could just press the #5 key 4 times.
Sorry, no, that isn't possible.
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Unread 08-12-2016, 03:18 PM  
Endrith
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Key Binds...?

I'm wondering if there is a way to set key binds for the sequence bars. For instance, if I wanted to use a certain gambit I could just press the #5 key 4 times.
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Unread 06-09-2016, 12:15 AM  
Thurallor
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Discussion of chaotic2091's questions continues here.
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Unread 03-09-2016, 08:59 PM  
chaotic2091
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Lightbulb possible parameters

{ Thurallor } That's a very broad question, equivalent to asking
>> "What kind of program is it possible to write?"

I would like to *SEE* what ANYONE has done with their coding in regards to this LUA feature of SequenceBars.
I cannot get the IF/THEN/ELSE to work the way *I* would expect, no matter what I try.

Some EXAMPLES would be appreciated. *meek smile*

From the ''manual'' provided for this plugin:

Quote:
~Lua Script~
The condition is the return value of the specified Lua script. Use this if you want to test a condition that is not listed above (and you know Lua programming). When you select this condition, a Lua script equivalent to the previously-selected condition will be shown, so you can easily modify it. You may use this to build more complex expressions that include "and" and "or" operations.
I do not see any such "script equivalent" which I am supposed to be able to "easily modify."

I believe it would be nice if that little edit field for the LUA SCRIPT actually pointed to a sub-directory that contains *.LUA file(s) for that feature to LOAD/ USE.

Last edited by chaotic2091 : 03-18-2016 at 01:34 PM.
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Unread 01-11-2016, 01:10 AM  
Thurallor
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Thanks fade2gray, I'll add that in the next version. I don't have a hunter character to test it with, but I'll take your word for it that it works.
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Unread 01-10-2016, 10:58 PM  
fade2gray
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Quote:
Originally Posted by Thurallor
Oops, sorry I didn't notice your post on 12-19, or I would have fixed it sooner.
[fade2gray takes a bow]

I've edited the Locale.lua and SequenceEditor.lua files to allow for conditional actions depending on Hunter Focus level being less than or greater than 'x' (I've also made an attempt at de/fr/ru translations for 'Hunter Focus').

They seem to work correctly - wondering if you can test and perhaps include in future versions?

Locale.lua
Code:
text.SequenceEditor.ConditionTypes["HunterFocus < x"] = {
    [en] = "Hunter Focus < x";
    [de] = "Jäger Fokus < x";
    [fr] = "Focalisation Chasseur < x";
    [ru] = "Охотник Фокус < x"
}
text.SequenceEditor.ConditionTypes["HunterFocus > x"] = {
    [en] = "Hunter Focus > x";
    [de] = "Jäger Fokus > x";
    [fr] = "Focalisation Chasseur > x";
    [ru] = "Охотник Фокус > x"
}
SequenceEditor.lua
Code:
                ["HunterFocus < x"] =             {  arg = "x";
                                                    expr = "local _, player = ...; local attribs = player:GetClassAttributes(); return attribs.GetFocus and (attribs:GetFocus() < <x>);" };
                ["HunterFocus > x"] =             {  arg = "x";
                                                    expr = "local _, player = ...; local attribs = player:GetClassAttributes(); return attribs.GetFocus and (attribs:GetFocus() > <x>);" };

Last edited by fade2gray : 01-10-2016 at 11:02 PM.
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Unread 01-10-2016, 08:11 PM  
Thurallor
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Oops, sorry I didn't notice your post on 12-19, or I would have fixed it sooner.
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Unread 01-10-2016, 11:53 AM  
Bigdid
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Getskillinfo problem

Hey Thurallor,

Nice, Getskillinfo seems to be working again for my hunters with the 2.23 rev.

Happy new year, all the best.

Bigdid
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Unread 12-19-2015, 12:56 PM  
Bigdid
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Getskillinfo problem

Hello Thurallor,

Seems there is a new problem occuring only with hunters related to the getskillinfo condition:
...ne\Plugins\Thurallor\SequenceBars\SequenceEdito r.lua:746: attempt to call method 'GetSkillInfo' (a nil value)

Old getskill sequences continues to work for the gardian but stopped working for 1 of my hunter and could not be programmed for the other.
I wanted to expand a heal sequence with conditions : is 1st heal ready? use; if not use 2nd etc...
When I try, it gives the error msg above and revert to the default 1st get info in the list.
It happened 2 days ago but I don't know if it is related to the latest Turbine patch or the 2.22 SB rev...

Any clues?

Continue the good work and my best regards.

Big
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Unread 12-11-2015, 07:50 PM  
Thurallor
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Re: Re: Re: ISO: 'conditional slot' technical info

Quote:
<Athraive> "And once again you made my day, Thurallor. Everything up and working again. Thank you so much!"

I second, third *AND* FOURTH what Athraive said!! Thurallor is among the very best here, if for no other reason, his responsiveness to his coding fanbase!! *wild smirk* THANK YOU x1,000,000,...,*infinity*!!!
It's my pleasure.

Quote:
[2] Yes, yes.... but WHAT LUA code blocks are available to 'insert'!? I have no clue what is possible in relation to what else I might want to accomplish within the game's interface.
That's a very broad question, equivalent to asking "What kind of program is it possible to write?" A few of examples of what you might do:
  • Combine multiple existing conditionals together to create more complicated expressions with "and" and "or".
  • Evaluate some condition that I haven't added support for yet, such as checking the player's class.
  • Incrementing a variable, and doing something different based on the value of the variable.
Lua is a full-featured programming language, in which all kinds of programs can be written. The version provided by the LOTRO client is Lua 5.1.

To interact with the game client, you need to use APIs provided by Turbine. There is a somewhat outdated version of the documentation in this site's wiki, or you can get the last (still incompletely documented) version released by Turbine, which I think is here.

If you're going to learn all of that, then you are probably inclined to start writing your own plugins. In that case, check out Garan's guide.
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Unread 12-11-2015, 06:37 PM  
chaotic2091
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Cool Re: Re: ISO: 'conditional slot' technical info

<Athraive> "And once again you made my day, Thurallor. Everything up and working again. Thank you so much!"

I second, third *AND* FOURTH what Athraive said!! Thurallor is among the very best here, if for no other reason, his responsiveness to his coding fanbase!! *wild smirk* THANK YOU x1,000,000,...,*infinity*!!!

<Thurallor> [1] "Please try version 2.2'2, which should fix the "attempt to compare number with nil" problem." ; [2] "You can put any block of Lua script code you want."

[1] seq.bars loaded right up and my newest (and the rest) showed up flawlessly!! This allowed me to figure out what particular 'button' (that I cloned/copied over from another bar) was NOT showing up in the first position... it was set to auto-hide, which is fine on the original bar, but not the secondary! *rollseyes @ self*

[2] Yes, yes.... but WHAT LUA code blocks are available to 'insert'!? I have no clue what is possible in relation to what else I might want to accomplish within the game's interface.
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