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Unread 10-07-2022, 10:54 AM  
Thurallor
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Re: Re: Re: Re: Re: Re: Re: Re: Re: Disabling sub-sequences

Quote:
Originally Posted by Akourbat
P.S. - question: is it possible at all (in the future) to allow events themselves set LUA variables to avoid the need for extra bars to handle this simple action?
It's certainly possible. It's just a question of design choices (power vs. simplicity) and how much time/effort I have available for the task. Similar and related features have been requested many times, so I will put some more thought into finally doing it.
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Unread 10-06-2022, 10:50 PM  
akourbat
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Re: Re: Re: Re: Re: Re: Re: Re: Disabling sub-sequences

Quote:
Originally Posted by Thurallor
Well, crap. I tried to implement this feature, but it won't work. That's because the decision of whether to include a subsequence is only reevaluated when you edit the sequence. (So, if your subsequence were to change its enabled/disabled status, the bar in which it is included would not be updated.)

I had to make it work this way, not only for efficiency, but also because there is a logical problem with changing the inclusions on-the-fly as you're clicking through a sequence: What if your cursor is currently on an item in a subsequence, when that subsequence suddenly gets disabled? No doubt a coherent strategy for dealing with such events could be devised, but it would increase the code complexity, decrease the efficiency, and probably introduce bugs since I haven't touched that code in a while.

So I'm going to have to revert to showing you how to do it with the existing functionality. I'll post that shortly.
Ok, I see - makes sense. Thanks for the example of doing it via LUA variable, it is pretty clear, so I am going to work with that method. Btw awesome plugin, I used it extensively on Blue Guardian (outstanding), Red Hunter (very good) and Red Minstrel (good). Now I am on to Warden, and it is ... challenging, thus was searching for "out-of-the-box" solutions

P.S. - question: is it possible at all (in the future) to allow events themselves set LUA variables to avoid the need for extra bars to handle this simple action?

Last edited by akourbat : 10-06-2022 at 11:07 PM.
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Unread 10-06-2022, 07:50 PM  
Thurallor
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Re: Re: Re: Re: Re: Re: Re: Re: Disabling sub-sequences

Hotkey example for akourbat:

We will use a Lua variable, buffsEnabled, to decide whether to include your subsequence.

First we will create two bars that do nothing but set this variable to true or false. This is done by inserting a "Lua Script" slot, with the source code as shown:



Note that I have set the activation mode to "Automatic", so the script will execute whenever the bar is reset.

Next, we want to set these bars up so they can be reset by a keypress. That is a simple matter of enabling an event behavior for each: "Reset bar when user event occurs: ...". But before we can add the event behaviors, we need to create the user events. Make a temporary bar that generates the user events:



Call the events "Buff enable key pressed" and "Buff disable key pressed".

Now you can add the event behaviors to the bars:
  1. For the "Enable buffs" bar, add event behavior: "Reset bar when user event occurs: Buff enable key pressed".
  2. For the "Disable buffs" bar, add event behavior: "Reset bar when user event occurs: Buff disable key pressed".
(Be sure the capitalization of the event names is correct.) Now you can delete the temporary bar; it is no longer needed. You can hide the other bars; they do not need to be visible in order to do their job.

Next, create some shortcuts that will generate user events, by entering chat commands:
/shortcut 1 /sb event Buff enable key pressed
/shortcut 2 /sb event Buff disable key pressed
This will create two shortcuts in slots 1 and 2 of your main quickbar:



Now
  • when you press "1", the "Enable buffs" bar will be reset, and the buffsEnabled variable will be set to true;
  • when you press "2", the "Disable buffs" bar will be reset, and the buffsEnabled variable will be set to false.
You can move the shortcuts wherever you want, and assign whatever hotkeys you want to them in the game's settings menu.

The only thing left to do is to add a conditional around your buffing subequence that depends on the buffsEnabled variable:



Here is an export of the bars I created above, so you don't have to recreate them yourself:
Code:
.bLa2^.NXCVR?P3@UB8Ra27c0g3NS_8m74@F3:LVZ2_7URSP4RDg7Z2d8\XIXOPUW1W57KG7XUW52LG?@JBkF/lCC1W6R@`BC/g@?/<WW3_BSAG88/lWP73BRW<@;7:PK?<?X7d6W83BW8<6?7FX8Gg@_C?7\HXRk/IX9\>]6X51V:[email protected]@HHACC39cTX8HALRdVUHQm3FG9[3_XT>gXLJRb_EESKW<WIgAWJG9XW_5_5V7cEZ2k_4HN3;Y[fIDUSfJA?.Nf21dd[;/69BYAFZmfAP>BA6JLP^6250:YL5>Fb4ND?_2Q];N<M?F201Nl:JT01NJaDMSfY_`YU0JC\QMAO0V31O<LFV<=?F2bZS=4H=Z1jJGXAK/65EIk`UiLiBi7CgId7;^51KC[9:@/498LR:@3FiQAFcWNf0Ql?.gaQ[i<NQRlccMMImO<4kYKKYCRJEW8AYbD//FJG`e[AY[4?6Y>@.L:YADfiDO3PMd]:;_18WNGjB6.Qhb@QP<\6D;8jN:8cV3.>8?ffOId8N]NgbC6^P:eZ7_DTVF^V8.1hb@Q[;@>ba[<A6JlS>>49d3fiABR0X1IhOIhQ?RY_BC/2G]fAQdUYRF>J05CNU5<Bd31?_h9.OR1MeI0JJWAk4O_f6..JL8=b5.i9=<JLI864/DX/.gQO8]9La7ch/a<NN>J.a_fIGAMJL0N8;_H>V<SjHZ^U58BeAVZ@/.83AD\J<g>\>f0XYDh@Rhk3N>H7ICLZE?37YCHYePH.VJ?k5P2N>6GWl4TaBC6W5Q8=5H^WgB?jOCgSj>6//^f7fQ^h2]06aL^U2hl:_mMGZG>@0cKT[ViLRPQeO[FBmXV3G3CA9j??C?MgRMO\:j0gB8.XS[eC2T`kYXF]9Fh9=O<<lFFBYm8NN>J;AA[7^N20da;L\iiM]X`d/U_A.?6ZKg_f_]]C65NIP<LWXDfiYO<<lF>@VR@_06h>bkAk;`^U5Ta[GV4>?@9?H<:`@S/63Bm?.g.JJc<1.6W8UeHGY4LCE:C1Q<Zc0W671HcOcSZX`[9XG]k0dR[<RaCmFT54K6@NR0aR?<^63iQN`5]P.^LN]5hL.ammC[GN@/c;X[VIDUPaaP[FBkXF;H3CE7j/KC7:^N/LV]jj;^U4LOBR2N[Hbi`T?GDcc:5O[k;O_UiT`;SR2NEc7K6fCXZE0J6@RS0<A9Q8VM6W5Q85]QVJBS03>852MG4bj75dCm24NfaW0B2NA@>?d<fhH8KSFjkRF3N>95jDg3Y8JB:F7.>l>f[EGYH<eW_L26.N>J`3gi<NPRKXCWj@JJ/a78OR<=/>20QY2c55VZ01@9NjO_5P`55NZ0//amd.>/Oh=gY3`JCjfCQ[:8mKZ7.WB0_`S=bH55NR.hl@SQS=eO<0=c7NPR7\>`5:K;3LdZ/64FZ[h>?6EQL3;QdP1NH1g2Q]=<UNf08CI:Y;.bfAO]HeEHcG53h@Rhk3N>D54J[iBhi?R@8b2N5Q8bc\<cV?FUkYa1J>`XF4M30.6l[2VfQYP3Q@]610[H/>20RL<6DkPV9f<K3@:6Q;i0JCWX4:80N.l[2ViABR;:iAR`5=WB2/PkOL<bc7.XNdlVDlVbG8jC3>?4Il2fkWhg425.OcF7_aS;O>bJLP^6G.ekd^U58Bm?VJL0..55PQk/^<aafAOaG?.V;0ZP_c5P[FBkl?WbANJ/.VfO=[_dX\kF25.b9Re/fK8FCAO<LFV<=?F207m4OHj8/@95BC0cARm?VJL0>9:fcN\CNT=cH>X3@\=:J?>[9R4.F=GW\3SA6?6gQO8]9L_7KF?JGMf3.>6//ihO_f7.i1cVLaW0iR4m96\7UVh>S^iXO>^Gm2EEKhX]O1jJlIX31LSbO9_>g[jPIT318P>9H@I0JAYfa5kkT_S/69CdHdQ[h@8=L4cOAlXNCRCC:]_33FSId7.PMJLDlD2faY;>X@0>d[FKGI8ZY@fTQfbl4ffQIT318P?922QKk]cL4<`Zk<G0bWKHS/6Q54M\I6dD>@/<O6T46mcDVU[_0g[^U02W7>Q2PA1?J<AY3QFOJN6<M2<=/F5FLk1dK6AJNegG3O:k5@2]5K>94A9fPhi]C3j7MaQ`K>ZIb\R6LH5:]bEJ^VGB@/I@A6AQK=0GmmVd:f7.H\eDb;YA??i_dZ8Lc24[PXWRl6ZX2YL^6BEhQPea^e0JGh3@>@0cYA]8G3SIEB^L4ebd52MJ^VGB@7FNR9Y[lic/3L`Zk<G0bWKHS/6Q54M\I6dD>@/<O6T46mcDVU[_0g[^U02W7>Q2PA1?J<AY3QFO2QT<ZQJLDS`0>8E.JG@kjGA^BMF5NFIQ12RW>@.Kc<2fIXWVGjCQIc>>85.JicI2LRV?6^Nb?6gAHiL4cWgL58ZN>:1WV8hhWV6.6ICdHdQ[hDBk=9CdHdQ[hJBS=9CdHdQ[hJE?O8MDINd[=Ibf503`U.gX?JYUS[Yk:XeV6</1XfAQ=3N<=?F201QlZ>R01RMaDIRfYg^Y58JClYJA/0VYQQ;@If7.E;dF0bR]k@0g[;9iWe[VMS[eJ:7_]8R_I?.^8e`65<LK=?b2FY6_dGOZ^U529D_J>DGFb@V626NJ?ka0?UbGi8^F>J05CNU5lME[Z\XH0N626ZKWXD260^6l[2VfaW0B2NA`hk[SP/`UcTf;YAdkY.J/.NgRYabK/[email protected]/V<=?F2TZC/g1N=SR<=/>20QUkZNV11bE_D9ZfYg^Y5HFEli>@/@V5QS8MVb4;/67ejS158mU0JREVA/=7SZ9=@Kk]eCAP<T`YHD>R0:DDk6FR8_m4T_Y?/^;3jP/aUUAbK/;6b_FWkPVEQ]8eCHCK53XLUh;/Q>D13JKiDhY?U@8^2NEQ6b3X=cfGHU;Qa1ZJ_X68K3@:6l;.XfAQP3QH\61<ZH/B20.>Jl6FL0^7?F]bLk:\`T<PCD9ml4S2`W7;TVNm5:B>kAJ\O_f7.cVP@hA\VLlkDD9lCh3iJ^XHmkiGDkM\hiM\k:;OGhJd3W0lc80C4<:gcYWJe>@/8Y9l>6F<mh=W<G9g\FD:@D[]/Ghg67`bJGaAkMk3/65EIke[OZ9=@T^[7EdW?@V^>P?_5e:74M?UZY/O/F=>DQ[;@^_.D/5_VSE0JSOWPHZl?fK0UNZ1V9?`UWFGB4E_1eC8U6E\[X0.^LN]5ZMM:_>N0=Y?8<:gW8TaNb4;/64]VebffAUT81QbD/.NfC]^7.TFMGffaC^H/@T4K`54BL4cOAif4UK;/N6/QP.leULVi3N>JQB[AJ9NbGOD<BghP>fj3.J98dFCEP/_5>KBh=BD55NZ0aL7F;c\G\AP]cN\YKGJ=_c4b\.>/N[TUfGE0PRQR<2Xj[Y.Uc?3`SMRE/.N25=P45NZ0hII]X`l1U?DQ/meV9@I0JL0L6j<O9^P:eZ7_<]Q:MedI4B2N[EGYH<eW6VkfID3=hX/D?CB`m2BCd>dElD2faY;>X@0>d[FKGI8ZY@fTQfbl4ffaKiG4``.>b_]dUXKW<L2f>c7826QW1Ac=be70756JGDjj[9N2NBX/f`Oif`UOVl^[email protected]:;_e3A?aVY5eXNNB<.feXd6kG>P?O/VP/`UcTf;YAdk\.>/.NgRYabK/[email protected]/V<=?F2TZC/g1N=SR<=/>20QUkZNV11bE_D9ZfYg^Y5HFEli>@/@V5QS8MVb4;/67ejS158mU0JREVA/<6HCI0abUMIkcBfQWZXdSR7.Q3S]@470ZM_WZHb>J1?M6NJggbk5>?@8<I`;KD2fi`[cDSE?_HUWlQ>Fb3N_E5Lc\XbGbPZ/63f`;/HQkL4DWaFj^i5:HP0U?BQ0=Q>8\2ffOFdYP.aY4NC/.N25=P45NZ0BD9k5]A9ZWQVSCPmmOW?:X@AGX6=_a32=Be9VJL0>;H6R\RiX5]]CSPmSLOLe:8T]mLdC]Ei\\ei]B2Ci8abgR9@ScXB2P:JgaYE`gZN20EDEjP>^CkbM@J`EiL^:>T[iL.aCh@A3VfaT]hmh00>\\ei]B2Ci8abgR9@ScXB2P;26ZJ?[i/?E^Fi8bF>49d3fiAB:6>3.?kH7?`UWFHFdU;R<=@W61/h0jKWX@3C/[k>[k?W`3fY8NP:eZ7_i1ca:F8.1hb@QU<H0OZfk3N>`/Yh[_<<BghP>fj3.>8<3El0N;UU^e5T`P/NcQNA<Ff@Y`eZ`KLNJaV625.:jL4dBee5NV0QJDR81WM4Y:7_`S;bh92N>10Y<=;=OJO_33@[bc;bh92Nb0`<kB8Sf3OkTR8ObQOa52D9@_.NT5bHEPTZP2@<Vj?Y0e[@5@3ETEk/N21.NDmVZ@0>I]\llQ9FDA3hb=]>8Q2?QN=e5/R<MB3Nk/H<bj3Um\]Ia.N0XICI>d[=3eU2H^[iBNLc8XX@f@lX`4hfa.m1JGh3@ND/c9I\87;SIEB_LDabdE0J\I:cDNH/T;h^ka_;`^U54G7@NR/:IlOgTWFA6W5Q85]QVJBS03>852MG4bj75dCm24NfaW0B2NA@>?d<fhH8KSFjkRF3N>95jDg3Y8JB:F7.>`>0
You can import them by right-clicking any group in the directory, choosing "Import...", and pasting the text into the window.

Last edited by Thurallor : 10-06-2022 at 07:51 PM.
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Unread 10-06-2022, 06:40 PM  
Thurallor
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Re: Re: Re: Re: Re: Re: Re: Disabling sub-sequences

Quote:
Originally Posted by akourbat
Quote:
Originally Posted by Thurallor
Now I see what you mean. You would like to enable/disable the inclusion into another bar. Interesting idea; I'll think about it. I'll put together an example and post it here soon.
Yes, absolutely this is exactly what I meant, sorry if my post was confusing!
Well, crap. I tried to implement this feature, but it won't work. That's because the decision of whether to include a subsequence is only reevaluated when you edit the sequence. (So, if your subsequence were to change its enabled/disabled status, the bar in which it is included would not be updated.)

I had to make it work this way, not only for efficiency, but also because there is a logical problem with changing the inclusions on-the-fly as you're clicking through a sequence: What if your cursor is currently on an item in a subsequence, when that subsequence suddenly gets disabled? No doubt a coherent strategy for dealing with such events could be devised, but it would increase the code complexity, decrease the efficiency, and probably introduce bugs since I haven't touched that code in a while.

So I'm going to have to revert to showing you how to do it with the existing functionality. I'll post that shortly.
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Unread 10-05-2022, 09:22 AM  
akourbat
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Re: Re: Re: Re: Re: Re: Disabling sub-sequences

Quote:
Originally Posted by Thurallor
Now I see what you mean. You would like to enable/disable the inclusion into another bar. Interesting idea; I'll think about it. I'll put together an example and post it here soon.
Yes, absolutely this is exactly what I meant, sorry if my post was confusing!
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Unread 10-04-2022, 09:32 PM  
Thurallor
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Re: Re: Re: Re: Re: Disabling sub-sequences

Quote:
Originally Posted by akourbat
Quote:
Originally Posted by Thurallor
If this sounds convoluted or you need help with the Lua syntax, let me know and I can try to make an example.
I think I understand the concept, but I have zero experience with LUA... So, a simple example would be appreciated. I learn fast

To be honest first thing I did was to check event behaviors, hoping to see there "disable/enable", alas it not there in the list. I am curious if it would be difficult to implement on the addon level (time and inclination permitting ofc).
I'm not quite sure what additional functionality would be gained by a "disable/enable" event behavior, beyond what "show/hide" gives you. However, event behaviors only apply to bars (or groups), not subsequences. Enabling/disabling subsequences has to be done with conditionals. (Edit: Now I see what you mean. You would like to enable/disable the inclusion into another bar. Interesting idea; I'll think about it.)

I'll put together an example and post it here soon.

Last edited by Thurallor : 10-04-2022 at 09:43 PM.
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Unread 10-04-2022, 01:46 PM  
akourbat
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Re: Re: Re: Re: Disabling sub-sequences

Quote:
Originally Posted by Thurallor
If this sounds convoluted or you need help with the Lua syntax, let me know and I can try to make an example.
I think I understand the concept, but I have zero experience with LUA... So, a simple example would be appreciated. I learn fast

To be honest first thing I did was to check event behaviors, hoping to see there "disable/enable", alas it not there in the list. I am curious if it would be difficult to implement on the addon level (time and inclination permitting ofc).

Last edited by akourbat : 10-04-2022 at 01:50 PM.
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Unread 10-04-2022, 01:34 PM  
Thurallor
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Re: Re: Re: Disabling sub-sequences

Quote:
Originally Posted by akourbat
Quote:
Originally Posted by Thurallor
Quote:
Originally Posted by akourbat
Hi, is there any method, via events or otherwise, to disable/enable a sub-sequence? Let's say I have a main sequence, which contains several sub-sequences that hold actual abilities and some conditionals, and I want to be able to deactivate one or more of those sub-sequences so that they don't show up in the main bar until re-enabled (via triggering user events). Is this something that can be done? Cheers.
It might be possible with Lua script conditionals. How would you want to trigger the changes... with a keypress?
Correct, via keypress in most scenarios - e.g. I'd like certain buff to apply as part of the sequence, but only when I decide it is needed, or single-target vs. aoe etc. (and, if possible - via an event generated by auto-running sequence - e.g. health drops below x%)
Currently there is only one way to use key bindings in SequenceBars: Create a shortcut to the chat command/sb event eventName. This will generate a user event, which you can use in an "event behavior" for bars/groups.

You could use this event to reset a bar which contains only a Lua script conditional. The Lua script would simply set a variable. You can then check this variable in a Lua script conditional in your main bar to decide whether certain skills are shown.

If this sounds convoluted or you need help with the Lua syntax, let me know and I can try to make an example.
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Unread 10-04-2022, 12:51 PM  
akourbat
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Re: Re: Disabling sub-sequences

Quote:
Originally Posted by akourbat
Hi, is there any method, via events or otherwise, to disable/enable a sub-sequence? Let's say I have a main sequence, which contains several sub-sequences that hold actual abilities and some conditionals, and I want to be able to deactivate one or more of those sub-sequences so that they don't show up in the main bar until re-enabled (via triggering user events). Is this something that can be done? Cheers.
It might be possible with Lua script conditionals. How would you want to trigger the changes... with a keypress?

Correct, via keypress in most scenarios - e.g. I'd like certain buff to apply as part of the sequence, but only when I decide it is needed, or single-target vs. aoe etc. (and, if possible - via an event, as I would likely want the enabled sub-sequence to disable itself after running, via triggering an "off" event).

Last edited by akourbat : 10-04-2022 at 01:22 PM.
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Unread 10-04-2022, 12:40 PM  
Thurallor
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Quote:
Originally Posted by Valdacil
I wanted to say thank you for the plugin. My wife sucked me in again after literal years away and a lot of the plugins I used before don't work anymore... and I don't plan on taking up LUA coding again to resurrect KragenBars

SequenceBars has a bit of a learning curve and a few quirks to figure out, but I'm really happy with some of the automation I've tinkered with. Playing a Beorning (they weren't in the game last time I played... that's how long ago) and got a single button for switching Man/Bear form and one for the run speed buff (which puts into Bear form). Unfortunately, Man-Form doesn't advance when activated, so I've had to monkey around with frequent resets to check which form is active. It annoyed me that I could see my delay flash before the refresh (a workaround I needed because Man-Form and Wanderlust don't advance themselves). So I ended up creating a hidden "Timer" bar. It just has a 1 second Delay then User Event "Timer Reset". Timer resets on it's own Timer Reset so it continuously runs. But I can then also set Man/Bear Form and Wanderlust to reset on Timer Reset so they recalculate regularly removing the need for complexity within the logic of those bars.

For those activatable abilities that are toggles, and therefore SequenceBars reads them with no advancement criteria it would be helpful to allow configuring a custom advancement criteria. In the example of Man-Form, I would configure it to advance if the Man-Form effect was present. So while in Bear-Form the bar would display the Man-Form skill, then when click Man-Form (which takes .5-1 sec to activate) it would advance the bar once the Man-Form effect shows up. As of right now the bar never advances past Man-Form and I've had to program numerous reset criteria (User Events, End Combat, Mouse In, Mouse Out, etc) to recalculate the If...Then...Else for which skill to display.
Glad to hear that you like the plugin, and are having fun with advanced configuration. Just another game within the game. A couple of more ideas:
  • Have you tried using the "alternate detection method" for skill activation? If you enable this option, the plugin will look in the chat log for activation messages, rather than using the Lua API to detect them. Some skills don't properly notify of activation through the Lua API, but as long as a corresponding message is displayed in the chat log, they can still be detected. I think this should work for Beorning stances, but haven't actually tested it recently. Let me know if it doesn't work and I'll look into it further. It may or may not be a bug that I can fix. Otherwise we may be able to kludge over it with a "Lua script" conditional.
  • The way you have done a "continuously running" sequence is fine, but there is also the "standard" method that has certain advantages, such as being able to be stopped/started based on events. See this video if you're interested.
I agree that "custom advancement criteria" would be useful. However, so far, I have always figured out how to do what is needed by another (sometimes clunky) method.
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Unread 10-04-2022, 12:14 PM  
Thurallor
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Re: Disabling sub-sequences

Quote:
Originally Posted by akourbat
Hi, is there any method, via events or otherwise, to disable/enable a sub-sequence? Let's say I have a main sequence, which contains several sub-sequences that hold actual abilities and some conditionals, and I want to be able to deactivate one or more of those sub-sequences so that they don't show up in the main bar until re-enabled (via triggering user events). Is this something that can be done? Cheers.
It might be possible with Lua script conditionals. How would you want to trigger the changes... with a keypress?
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Unread 10-04-2022, 11:29 AM  
akourbat
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Disabling sub-sequences

Hi, is there any method, via events or otherwise, to disable/enable a sub-sequence? Let's say I have a main sequence, which contains several sub-sequences that hold actual abilities and some conditionals, and I want to be able to deactivate one or more of those sub-sequences so that they don't show up in the main bar until re-enabled (via triggering user events). Is this something that can be done? Cheers.
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Unread 10-04-2022, 01:55 AM  
Valdacil
The Undying
 
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I wanted to say thank you for the plugin. My wife sucked me in again after literal years away and a lot of the plugins I used before don't work anymore... and I don't plan on taking up LUA coding again to resurrect KragenBars

SequenceBars has a bit of a learning curve and a few quirks to figure out, but I'm really happy with some of the automation I've tinkered with. Playing a Beorning (they weren't in the game last time I played... that's how long ago) and got a single button for switching Man/Bear form and one for the run speed buff (which puts into Bear form). Unfortunately, Man-Form doesn't advance when activated, so I've had to monkey around with frequent resets to check which form is active. It annoyed me that I could see my delay flash before the refresh (a workaround I needed because Man-Form and Wanderlust don't advance themselves). So I ended up creating a hidden "Timer" bar. It just has a 1 second Delay then User Event "Timer Reset". Timer resets on it's own Timer Reset so it continuously runs. But I can then also set Man/Bear Form and Wanderlust to reset on Timer Reset so they recalculate regularly removing the need for complexity within the logic of those bars.

For those activatable abilities that are toggles, and therefore SequenceBars reads them with no advancement criteria it would be helpful to allow configuring a custom advancement criteria. In the example of Man-Form, I would configure it to advance if the Man-Form effect was present. So while in Bear-Form the bar would display the Man-Form skill, then when click Man-Form (which takes .5-1 sec to activate) it would advance the bar once the Man-Form effect shows up. As of right now the bar never advances past Man-Form and I've had to program numerous reset criteria (User Events, End Combat, Mouse In, Mouse Out, etc) to recalculate the If...Then...Else for which skill to display.
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Unread 08-27-2022, 02:43 PM  
Thurallor
The Undying
 
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Re: Ability to Right Click Slots

Thanks, WildCard, I have included that feature in version 3.54.

Last edited by Thurallor : 08-31-2022 at 07:24 PM.
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Unread 08-25-2022, 03:51 AM  
WildCard
The Wary
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Ability to Right Click Slots

Hi, love this plugin!

I use the right button to click the standard buttons, but SequenceBars has right bound to the context menu.

I added an option (Right Click Slots) in the ZIP below - if you want to review/translate/include.

https://www.strokesplus.net/files/ot...ClickSlots.zip

Thanks for making this plugin! I can't live without it.
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