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Unread 10-03-2021, 02:24 PM  
Bigdid
The Wary

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Hi, tks for the qick answer.

This is why I made a blue tree to get the blue mark active

I will redo it, quit and relaoad to let you know..
++
Big
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Unread 10-03-2021, 02:01 PM  
Thurallor
The Undying
 
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Re: Captain mark

Quote:
Originally Posted by Bigdid
Not essential, if you have time to investigate the revealing mark for cpt.
I made a sequence to use red mark (2 conditions) if effect not present and if morale above 60%; same for yellow mark; both works fine.
I would like to incorporate the blue mark in the sequence: if not present and if morale below 60% but I cannot find it in the effect listing..
In french: "marque révélatrice" and revealing mark in english I suppose.

I have even redone my trait tree to have a blue tree (the above being for red or yellow tree) and see if the blue mark appears in the effect listing.. nothing.

Any clue?
Thanks for the good work, I am going to try the aggro plugin.
The plugin only knows about effects that it has previously observed on your character. If you put the effect on your character while the plugin is running, later you should be able to find it in the pulldown menu. If not, then there is a bug (in the plugin or the game client). Let me know, and I will investigate.

-Thurallor
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Unread 10-03-2021, 01:47 PM  
Bigdid
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Captain mark

Hello Thurallor,

Not essential, if you have time to investigate the revealing mark for cpt.
I made a sequence to use red mark (2 conditions) if effect not present and if morale above 60%; same for yellow mark; both works fine.
I would like to incorporate the blue mark in the sequence: if not present and if morale below 60% but I cannot find it in the effect listing..
In french: "marque révélatrice" and revealing mark in english I suppose.

I have even redone my trait tree to have a blue tree (the above being for red or yellow tree) and see if the blue mark appears in the effect listing.. nothing.

Any clue?
Thanks for the good work, I am going to try the aggro plugin.

Big
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Unread 07-01-2021, 09:18 PM  
ghuff07
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Re: Re: Possible Bug?

Quote:
Thanks for reporting the issue. I briefly tried to reproduce the issue, but was unable. Does the problem persist even after unloading/reloading the plugin?
You were totally right. It was just a bug on my side. Works as intended. And really excellent plugin by the way. I use it constantly.
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Unread 06-30-2021, 09:01 PM  
Thurallor
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Re: Possible Bug?

Quote:
I noticed when I use the conditionals "Debuff: Poison (curable)" or "Debuff: Poison" they always evaluate to true even when not poisoned. This is on a Beorning if that matters. The other conditionals work fine.
Thanks for reporting the issue. I briefly tried to reproduce the issue, but was unable. Does the problem persist even after unloading/reloading the plugin?
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Unread 06-27-2021, 05:21 PM  
ghuff07
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Possible Bug?

I noticed when I use the conditionals "Debuff: Poison (curable)" or "Debuff: Poison" they always evaluate to true even when not poisoned. This is on a Beorning if that matters. The other conditionals work fine.
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Unread 06-23-2021, 06:36 PM  
Zyriel
The Undefeated

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Ah, ok. I was misinformed as to the extent of the usage. It is a great plugin and I intend to use it for raids. I completely understand about the botting issue though. Thanks for clearing that up
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Unread 06-16-2021, 02:20 PM  
Garan
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Quote:
Originally Posted by Zyriel
I got this plugin at the recommendation of another raider, but it doesn't do what he says it does.

I was looking for a plugin that would execute a healing skill when my health was low while in combat.

I setup a detector to continuously look at my health and generate a "Health Low" user event when it was less than 50%. Then, I set the main skill bar behavior to start executing when that user event was detected. Problem is, nothing happens...it does not fire off the skill. Is this a bug or did I not set it up correctly?
It sounds as if you are expecting the plugin to automatically execute the actual skill for you. That is not possible. Lua plugins are specifically prohibited from programmatically executing skills. Instead, what plugins can do is present a quickslot control that has the appropriate skill so that the user can then click on the skill without having to search for it. It still requires user interaction. This is to prevent botting.
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Unread 06-16-2021, 02:00 PM  
Zyriel
The Undefeated

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I got this plugin at the recommendation of another raider, but it doesn't do what he says it does.

I was looking for a plugin that would execute a healing skill when my health was low while in combat.

I setup a detector to continuously look at my health and generate a "Health Low" user event when it was less than 50%. Then, I set the main skill bar behavior to start executing when that user event was detected. Problem is, nothing happens...it does not fire off the skill. Is this a bug or did I not set it up correctly?
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Unread 05-18-2021, 11:14 PM  
Red Wolf
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Re: Re: Select Target - Raid member by name

> Did you try moving the mouse out of the window and back in?

I don't recall if I have done that or not. I'll try next time I'm in raid as LM.
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Unread 05-13-2021, 08:03 PM  
Thurallor
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Re: Select Target - Raid member by name

Quote:
Is there a special action (other than pressing return) you need to do for it to recognize the member name you just typed in? 99% of the time, I still get "None" (in red) displayed.
Not sure, and I don't have time to test it now. If the person is currently in your raid, their name should appear in green.
Did you try moving the mouse out of the window and back in?
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Unread 05-13-2021, 06:55 PM  
Red Wolf
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Select Target - Raid member by name

Is there a special action (other than pressing return) you need to do for it to recognize the member name you just typed in? 99% of the time, I still get "None" (in red) displayed.
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Unread 05-04-2021, 06:06 PM  
Thurallor
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Re: Echoes of Battle

Quote:
Originally Posted by Candy
Hi! Great plugin. I rely on it more than I probably should and have built some reasonably complex sequences.

I have one thing I can't figure out yet: Some skills (like Echoes of Battle or Track Mines) become active when used.

Echoes places an effect on the target which I don't think I can use in a sequence. Is there a way to detect if the skill is running (i.e. has a crawling border)?
Unfortunately, no. The Lua API doesn't support it. The only way to possibly support it in a plugin would be by watching the chat log and remembering the last "activated" message (if any). Such a feature is on my to-do list, but I don't have much time these days for working on my plugins. Maybe that will change in a few months.
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Unread 05-04-2021, 01:24 PM  
Candy
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Echoes of Battle

Hi! Great plugin. I rely on it more than I probably should and have built some reasonably complex sequences.

I have one thing I can't figure out yet: Some skills (like Echoes of Battle or Track Mines) become active when used.

Echoes places an effect on the target which I don't think I can use in a sequence. Is there a way to detect if the skill is running (i.e. has a crawling border)?
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Unread 04-09-2021, 01:27 PM  
Thurallor
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Re: Hide descriptions on mouseover

Tappo: Sorry for the delay in replying to you. I hope to have some time this weekend to look into your issue.

Quote:
Originally Posted by lord_magister
First of all: amazing job. I'm a new player to LotRO, so I'm still learning the gameplay, but this addon worth everything. I simply set up my rotation, and only have to execute it, without searching the skills on the action bars. Really amazing!
Thanks!

Quote:
I want to ask about one thing only. Is it possible to hide the description of the spells in the addon's bars? I've positioned my two sequences to the center above the quickslot bars, and the descriptions displayed on mouseover during execution are covering quite a big surface from the screen. I was trying to find an option for that, but I didn't manage to do so.
There is no SeqenceBars option, because tooltips are not handled by the plugin. The options relating to "tooltips" are in the main Options window of the game.

You can adjust the "Tooltip Delay" (amount of time you have to hover your mouse over something before the tooltip appears) in the "UI Settings" panel of the Options window.

In that same panel, there is an option to "Enable static placed tooltips", which will cause the tooltips to display somewhere else on the screen (configurable with Ctrl+\) instead of near the mouse cursor.
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