lotrointerface.com
Search Downloads


Go Back   LoTROInterface > LotRO Stand-Alone Plugins > Action Bars & Main Bar


Post A Reply
Author Comments Comment Options
Unread 06-10-2020, 09:07 PM  
Thurallor
The Undying
 
Thurallor's Avatar
Interface Author - Click to view interfaces

Forum posts: 202
File comments: 457
Uploads: 20
Re: Execute Skills

Quote:
Is it possible to add a shortcut to the sequence so that I can execute all the skills in that sequence?

For example: I put the gambit builders in the sequence and when I press they key 1, it will send all the skills in the sequence.
No. That is prohibited by the design of the game's Lua API.
Thurallor is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-10-2020, 07:55 PM  
vascoferreira
The Wary

Forum posts: 0
File comments: 2
Uploads: 0
Execute Skills

Is it possible to add a shortcut to the sequence so that I can execute all the skills in that sequence?

For example: I put the gambit builders in the sequence and when I press they key 1, it will send all the skills in the sequence.
vascoferreira is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-10-2020, 12:11 AM  
Thurallor
The Undying
 
Thurallor's Avatar
Interface Author - Click to view interfaces

Forum posts: 202
File comments: 457
Uploads: 20
Quote:
Thank you for replaying.
So is this how it's suppose to work?
https://i.imgur.com/S5pVBsx.gifv

Is it possible so that the first clicked skill is shown immediately at the back of fifth skill (like a loop) or must full sequence go though first?
Yes, that is the way it's supposed to work.

You could copy those 5 slots multiple times in your sequence, if you want it to seem like a loop.

I would suggest you use the "Include" feature (Insert special slot -> Include other sequence). Then you only have to define the sequence once, and you can include it many times in another sequence.
Thurallor is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-09-2020, 02:57 AM  
yoco007
The Wary

Forum posts: 0
File comments: 4
Uploads: 0
Quote:
Quote:
Originally Posted by yoco007
Hi! Sorry for my noob question. I started with Captain class, I'm lvl 7, I have 5 combat skills I can use. I add these 5 skills to new bar, and when I use the skills, the first one (battle shout) dissapears and isn't visible for some time. Is this because of the 15s CD? Is it possible to make skills show when the last (fifth) skill is used?
Hi yoco007,

The basic idea of SequencBars is to allow you to click through a sequence of skills without having to remember them, and without having to move the mouse. By default, the bar should scroll to the left, each time you click the highlighted skill:



When you click the last skill in the sequence, the bar should move back to the right, so the first skill is highlighted again. If at any time you want to start the sequence again, you can click the title of the bar to reset it. (There are advanced settings to reset the bar automatically, e.g. when you enter/leave combat, or when the mouse arrives/departs.)

In the settings, the highlight is called the "cursor". You can specify if you want the cursor to be in the first slot, the second, or any other slot. The reason it's usually not in the first slot, is because after you click a skill, it sometimes fails to execute. And you want to be able to re-click that skill without resetting the sequence. If the cursor were in the first slot, then the failed skill would no longer be visible.
Thank you for replaying.
So is this how it's suppose to work?
https://i.imgur.com/S5pVBsx.gifv

Is it possible so that the first clicked skill is shown immediately at the back of fifth skill (like a loop) or must full sequence go though first?
yoco007 is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-08-2020, 06:13 PM  
Thurallor
The Undying
 
Thurallor's Avatar
Interface Author - Click to view interfaces

Forum posts: 202
File comments: 457
Uploads: 20
Quote:
Originally Posted by yoco007
Hi! Sorry for my noob question. I started with Captain class, I'm lvl 7, I have 5 combat skills I can use. I add these 5 skills to new bar, and when I use the skills, the first one (battle shout) dissapears and isn't visible for some time. Is this because of the 15s CD? Is it possible to make skills show when the last (fifth) skill is used?
Hi yoco007,

The basic idea of SequencBars is to allow you to click through a sequence of skills without having to remember them, and without having to move the mouse. By default, the bar should scroll to the left, each time you click the highlighted skill:



When you click the last skill in the sequence, the bar should move back to the right, so the first skill is highlighted again. If at any time you want to start the sequence again, you can click the title of the bar to reset it. (There are advanced settings to reset the bar automatically, e.g. when you enter/leave combat, or when the mouse arrives/departs.)

In the settings, the highlight is called the "cursor". You can specify if you want the cursor to be in the first slot, the second, or any other slot. The reason it's usually not in the first slot, is because after you click a skill, it sometimes fails to execute. And you want to be able to re-click that skill without resetting the sequence. If the cursor were in the first slot, then the failed skill would no longer be visible.

Last edited by Thurallor : 06-08-2020 at 06:22 PM.
Thurallor is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-08-2020, 03:11 PM  
yoco007
The Wary

Forum posts: 0
File comments: 4
Uploads: 0
Hi! Sorry for my noob question. I started with Captain class, I'm lvl 7, I have 5 combat skills I can use. I add these 5 skills to new bar, and when I use the skills, the first one (battle shout) dissapears and isn't visible for some time. Is this because of the 15s CD? Is it possible to make skills show when the last (fifth) skill is used?
yoco007 is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-05-2020, 09:11 AM  
Davout
The Wary

Forum posts: 0
File comments: 2
Uploads: 0
Re: Re: Burglar Improved Feint Attack

Hello Thurallor

I PMd you the uncompressed export to you. Not sure if you wanted it compressed or not?

I also noted that there is a similar issue with Burglar skill, "Quite a Snag" (enhanced from "A Small Snag")

The issue seems the same. Both are enhanced from trait tree changes. Both only become available in certain trait trees, enhanced versions when points are pumped into the trait.

Quote:
Originally Posted by Davout
I am having an issue with the "Skill is Useable" option for "Improved Feint Attack". The skill is available to use as standard but, in SequenceBars, "Skill is Useable" is showing as false constantly, even though the skill is useable.
Hi Davout,

I think this is another case of the SkillData database being incomplete. I can add the necessary info, but I don't have a high-level burglar to test with.

To provide the necessary info to me, please do the following:
  1. Create a new bar
  2. Add only the "Improved Feint Attack" skill to it
  3. Export the bar (it's in the right-click menu) and send the data to me in a PM.
Davout is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-04-2020, 11:14 PM  
Red Wolf
The Wary
 
Red Wolf's Avatar

Forum posts: 4
File comments: 15
Uploads: 0
Re: Re: recycle icon when using 1-slot width

> Okay, I see the problem. This is a bug, introduced in version 3.46. I will upload a fixed version shortly. Thanks for taking the time to report it.
> Meanwhile, as a workaround, after you set the bar width to 1 slot, go back to the right-click menu and choose Settings -> Cursor -> Home Position -> Slot 1.

Yup, that workaround fixes the issue. Thanks for the quick response!
Red Wolf is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-04-2020, 10:37 PM  
Thurallor
The Undying
 
Thurallor's Avatar
Interface Author - Click to view interfaces

Forum posts: 202
File comments: 457
Uploads: 20
Re: recycle icon when using 1-slot width

Quote:
Hi. I just started using this plugin today (well deserved kudos for your effort) and intend to use it for gear swapping and skill rotations. I watched the very helpful video as well before I started. So i was able to setup tank and dps bars but when I set the bar width to 1 slot, all I see is a recycle icon. Clicking on it does nothing. Switch it back to 2 slots and it works fine. The first slot in the sequence is to remove equipment - left earring.
That's weird. I'll take a look.

Edit: Okay, I see the problem. This is a bug, introduced in version 3.46. I will upload a fixed version shortly. Thanks for taking the time to report it.

Meanwhile, as a workaround, after you set the bar width to 1 slot, go back to the right-click menu and choose Settings -> Cursor -> Home Position -> Slot 1.

Last edited by Thurallor : 06-04-2020 at 10:42 PM.
Thurallor is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-04-2020, 06:06 PM  
Red Wolf
The Wary
 
Red Wolf's Avatar

Forum posts: 4
File comments: 15
Uploads: 0
recycle icon when using 1-slot width

Hi. I just started using this plugin today (well deserved kudos for your effort) and intend to use it for gear swapping and skill rotations. I watched the very helpful video as well before I started. So i was able to setup tank and dps bars but when I set the bar width to 1 slot, all I see is a recycle icon. Clicking on it does nothing. Switch it back to 2 slots and it works fine. The first slot in the sequence is to remove equipment - left earring.

I pretty much followed what you did in your video but haven't added the events yet. I'm using 3.47.
Red Wolf is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-04-2020, 09:48 AM  
lefty
The Wary

Forum posts: 0
File comments: 2
Uploads: 0
Re: Re: Saved Targets

Thank you Thurallor, I'm looking forward to the next update!

----

Lefty,

Thanks for the detailed bug report. I was able to quickly reproduce the incorrect behavior on my setup. Unfortunately the problem is due to a limitation in the game client's Lua API, but I think I have found a couple of kludgy workarounds. Your example should work properly in the next release.

However, it doesn't seem to work for selecting foes -- only your pet and allies. I feel sure that that used to work. Could be that SSG broke something.

-Thurallor
lefty is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-03-2020, 12:12 AM  
Thurallor
The Undying
 
Thurallor's Avatar
Interface Author - Click to view interfaces

Forum posts: 202
File comments: 457
Uploads: 20
Re: Saved Targets

Lefty,

Thanks for the detailed bug report. I was able to quickly reproduce the incorrect behavior on my setup. Unfortunately the problem is due to a limitation in the game client's Lua API, but I think I have found a couple of kludgy workarounds. Your example should work properly in the next release.

However, it doesn't seem to work for selecting foes -- only your pet and allies. I feel sure that that used to work. Could be that SSG broke something.

-Thurallor

Last edited by Thurallor : 06-03-2020 at 05:06 AM.
Thurallor is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 06-02-2020, 12:02 PM  
lefty
The Wary

Forum posts: 0
File comments: 2
Uploads: 0
Saved Targets

Hi Thurallor, excellent plugin!

I can't seem to get the saved targets to function.

The following sequence works fine:

1) Select Target: Self
2) Save Target: #1
3) Select Target: Pet
4) Execute a skill
5) Select Target: Saved Target 1
It saves your initial target, switches targets then returns to the original target that was saved.

But the following sequence doesn't work:

1) Select Target: Pet
2) Save Target: #1
3) Select Target: Self
4) Execute a skill
5) Select Target: Saved Target 1

Step #5 results in "none" when you hover over the final step. It's like the pet target was never saved. The debug output of the 2 sequences are the same and everything advances.

It doesn't seem to matter if step 1 (the inital select) has the "require target" checked or not.

Attempting to save the "Current Target" instead of the "pet" has the same behaviour - it's like it isn't being saved. Only 'self' seems to get saved.

Any thoughts?

Thankyou for all the hard work on this plugin!
lefty is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 05-31-2020, 07:26 PM  
Thurallor
The Undying
 
Thurallor's Avatar
Interface Author - Click to view interfaces

Forum posts: 202
File comments: 457
Uploads: 20
Re: Burglar Improved Feint Attack

Quote:
Originally Posted by Davout
I am having an issue with the "Skill is Useable" option for "Improved Feint Attack". The skill is available to use as standard but, in SequenceBars, "Skill is Useable" is showing as false constantly, even though the skill is useable.
Hi Davout,

I think this is another case of the SkillData database being incomplete. I can add the necessary info, but I don't have a high-level burglar to test with.

To provide the necessary info to me, please do the following:
  1. Create a new bar
  2. Add only the "Improved Feint Attack" skill to it
  3. Export the bar (it's in the right-click menu) and send the data to me in a PM.
Quote:
Originally Posted by akourbat
Re inserting delay before the skill that relies on some condition granted by the preceeding skill - yeah, I tried that, but instead prefer inserting another "neutral" skill in between, like "piercing cry" (I referred to it as "shout" earlier), that gives time for a condition to be properly registered. Since "piercing cry" has a cooldown and is not always available, I just wrap it in "if else", and put spam ballad after "else", so if cry is not ready, I throw a another ballad. That makes sure Coda, which comes after, is good and ready to fire.
Cool, I'm glad you found a solution.

Quote:
Originally Posted by akourbat
Question - my spec grants me a chance to acquire 3 ballad buffs immediately, thus making Coda available in the rotation earlier (without actually casting 3 ballads). I am thinking about putting checks for Coda's "skill is usable" throughout my rotation to catch such boons as they occur. Would that hurt performance much?
In general, making sequences longer shouldn't affect performance at all, unless you are doing "continuous execution", which not many people do.
Thurallor is offline Report comment to moderator   Reply With Quote Reply With Quote
Unread 05-30-2020, 08:06 AM  
Davout
The Wary

Forum posts: 0
File comments: 2
Uploads: 0
Burglar Improved Feint Attack "Useable"

Hello Thurallor

I am having an issue with the "Skill is Useable" option for "Improved Feint Attack". The skill is available to use as standard but, in SequenceBars, "Skill is Useable" is showing as false constantly, even though the skill is useable.

"Skill is Ready" is working as intended.
Davout is offline Report comment to moderator   Reply With Quote Reply With Quote
Post A Reply

 
Category Jump:
Search this Category:
 

All times are GMT -5. The time now is 08:17 PM.


Our Network
EQInterface | EQ2Interface | Minion | WoWInterface | ESOUI | LoTROInterface | MMOUI | Swtorui