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03-09-2016, 08:59 PM
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The Wary
Forum posts: 0
File comments: 9
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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.
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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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01-11-2016, 01:10 AM
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The Undying
Forum posts: 202
File comments: 457
Uploads: 20
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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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01-10-2016, 10:58 PM
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The Wary
Forum posts: 2
File comments: 15
Uploads: 0
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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.
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[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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01-10-2016, 08:11 PM
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The Undying
Forum posts: 202
File comments: 457
Uploads: 20
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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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01-10-2016, 11:53 AM
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The Wary
Forum posts: 0
File comments: 23
Uploads: 0
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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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12-19-2015, 12:56 PM
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The Wary
Forum posts: 0
File comments: 23
Uploads: 0
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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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12-11-2015, 07:50 PM
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The Undying
Forum posts: 202
File comments: 457
Uploads: 20
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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*!!!
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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.
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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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12-11-2015, 06:37 PM
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The Wary
Forum posts: 0
File comments: 9
Uploads: 0
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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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12-11-2015, 02:11 PM
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The Wary
Forum posts: 0
File comments: 4
Uploads: 0
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Re: Re: ISO: 'conditional slot' technical info
And once again you made my day, Thurallor. Everything up and working again. Thank you so much!
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12-11-2015, 01:37 PM
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The Undying
Forum posts: 202
File comments: 457
Uploads: 20
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Re: ISO: 'conditional slot' technical info
chaotic2091:
- Please try version 2.22, which should fix the "attempt to compare number with nil" problem.
- For an overview of the conditional slots, please see Special Slots.
- You can put any block of Lua script code you want. If it returns a true value (nonzero and non-nil), the condition is deemed true; otherwise, the condition is deemed false. It receives two arguments: the bar object (from which all other SequenceBars objects can be reached), and the player object (returned by Turbine.Gameplay.LocalPlayer:GetInstance()). For examples, select one of the existing conditions, then change the condition to "~Lua Script~", and you will see the Lua code for evaluating that existing condition.
Athraive:
Please try version 2.22. If you still have problems, please send me your .plugindata file.
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12-11-2015, 03:53 AM
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The Wary
Forum posts: 0
File comments: 9
Uploads: 0
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ISO: 'conditional slot' technical info
RE: conditional slots*(referenced in release notes)
- please provide at least an overview of the "conditional slots" [IF/THEN] feature.
- also, I am looking for what exactly can be copy/pasted(??) into the "LUA SCRIPT" feature.
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12-10-2015, 04:33 PM
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The Undying
Forum posts: 202
File comments: 457
Uploads: 20
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Re: Error message
Athraive, please check your PMs.
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12-10-2015, 02:54 PM
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The Wary
Forum posts: 0
File comments: 4
Uploads: 0
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Error message
Hi Thurallor,
since the last biger update (could have been on tuesday or wednesday) I keep getting the following error message:
"... Rings Online\Plugins\Thurallor\SequenceBars\Bar.lua:740: attempt to index field 'optionsPanel' (a nil value)"
Edit: When unloading and reloading plugin I receive the following error:
"... Rings Online\Plugins\Thurallor\SequenceBars\Bar.lua:1145 : attempt to compare number with nil"
Also at startup only 3 bars (out of roughly 15-20) are loaded.
Do you have any advice on how to fix this issue?
Thanks in advance!
Last edited by Athraive : 12-10-2015 at 03:26 PM.
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12-10-2015, 09:54 AM
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The Undying
Forum posts: 202
File comments: 457
Uploads: 20
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Re: Bar.lua:1145: attempt to compare number with nil
Thanks for reporting the error. I intend to release a new version with bug fixes in the next couple of days. If you export that bar and send it to me in a PM (or better yet, just send me your SequenceBars.plugindata file) it will help me to isolate the problem. For now, please make a backup of your SequenceBars.plugindata file, and then delete the broken bar (if you can).
Edit: Also, please try with version 2.21. I fixed a stack overflow bug that may or may not be related to your problem.
Last edited by Thurallor : 12-10-2015 at 01:03 PM.
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12-10-2015, 03:25 AM
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The Wary
Forum posts: 0
File comments: 9
Uploads: 0
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Bar.lua:1145: attempt to compare number with nil
After an extensive session of building, reconfiguring and tweaking my plugin set up, one of my newer 'seq.bars' stopped (visually) updating as changes were being made to it within the "Edit Sequence" window. So now when I try unloading then reloading this plugin, or have it automatically load, that is the error that I see:
Quote:
***\The Lord of the Rings Online\Plugins\Thurallor\SequenceBars\Bar.lua:1145 : attempt to compare number with nil
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Line # 1145 is contained within this 'block' of code in: Bar.lua
Code:
-- If advanced past the end of the sequence, start over at the beginning.
if (slot > #self.slots) then
slot = 1;
end
NOTE: This happened after updating to version 2.20
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