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Category: Action Bars & Main BarSequenceBars
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Name: SequenceBars   Popular!
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Date: 07-21-2020 01:04 AM
Size: 954.09 Kb
Version: 3.49
Rate File: 5 out of 5 with 10 votes  
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The sequence editor window.
 
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Showing a list of bars.
 
Description

Introduction
This plugin lets you make a sequence of skills, and moves them under your cursor one by one, so you can click them in order, without moving the mouse. In action, it looks like this:



This might come in handy if you want to do a long sequence of skills or emotes, without having to remember it all. You can also export a sequence and e-mail it to your friends, to share your favorite skill rotations.

Another way this plugin can be useful is as a gear-swapper. So, for example, you can have one sequence for equipping your DPS items, and another sequence for equipping your tanking items. This is demonstrated in the following brief video:


As shown in the video, you can configure the bars to interact with each other: When one sequence finishes, you can make that bar close and another bar open. You can also make them open or close when combat begins or ends.

Bars can be grouped together hierarchically. You can use the options panel in the plugin manager to see a list of your SequenceBars (and groups of bars). You can right-click on any item for options.

The visual appearance of the bars is highly configurable, using right-click menus.

This plugin is still under active development, so comments and suggestions are appreciated.

Have fun,
Thurallor

User Manual
The User Manual is a work in progress. The following sections are available so far:
Special Slots

Installation and Startup
To install:
  • First, unzip the archive. You will get a folder called "Thurallor". Move this folder into your Documents/The Lord of the Rings Online/Plugins folder. (If you have not previously installed any plugins, you will have to first create the Plugins folder.)
  • Or if you prefer, you may use Plugin Compendium to do the installation.
To load the plugin, use the game's built-in Plugin Manager. This can be found in the "^" menu, at the bottom of the screen. Click the icon, then choose "System" and then "Plugin Manager".

When the Plugin Manager opens, find SequenceBars in the list on the left side, then click "Load" to load the plugin. If you would like the plugin to load automatically each time you login, choose your character's name in the "Automatically Load For" pulldown menu.

Revision History
  • (21-Jul-2020) Version 3.49: Release notes are here.
  • (7-Jun-2020) Version 3.48: Release notes are here.
  • (4-Jun-2020) Version 3.47: Release notes are here.
  • (24-May-2020) Version 3.46: Release notes are here.
  • (18-Feb-2020) Version 3.45: Release notes are here.
  • (29-Oct-2019) Version 3.44: Performance improvement. No save operations should occur during combat.
  • (28-Oct-2019) Version 3.43: Release notes are here.
  • (24-Oct-2019) Version 3.42: Attempting to fix a crash that can occur immediately after a secure trade involving multiple items.
  • (17-Oct-2019) Version 3.41: Release notes are here.
  • (4-Oct-2019) Version 3.39: Fixed a bug that caused a delay slot to be broken if the bar was reset while it was counting down.
  • (3-Oct-2019) Version 3.38: Release notes are here.
  • (1-Oct-2019) Version 3.37: Release notes are here.
  • (21-Sep-2019) Version 3.36: Bug fix: The "Advance when skill is executed" feature should now work for the "Improved Penetrating Shot" and "Improved Quick Shot" skills when fire/light oil is in use.
  • (28-Jan-2019) Version 3.35: Release notes are here.
  • (26-Jan-2019) Version 3.34: Release notes are here.
  • (29-Sep-2018) Version 3.33: Release notes are here.
  • (11-Sep-2018) Version 3.32: Release notes are here.
  • (22-Aug-2018) Version 3.31: Release notes are here.
  • (19-Apr-2018) Version 3.30: Fixes a bug reported by tazwhirlwind: In the previous version, sometimes the right-click menu for bars didn't work.
  • (28-Mar-2018) Version 3.29: Fixes a bug reported by Galphoglas. You can now use special characters (such as , , ) in chat commands.
  • (17-Feb-2018) Version 3.28: Fixed bugs introduced in 3.27.
  • (17-Feb-2018) Version 3.27: Release notes are here.
  • (14-Feb-2018) Version 3.26: Release notes are here.
  • (3-Feb-2018) Version 3.25: Fixed a bug in the color picker.
  • (13-Nov-2017) Version 3.24: Release notes are here.
  • (10-Oct-2017) Version 3.23: Release notes are here.
  • (8-Oct-2017) Version 3.22: Release notes are here.
  • (4-Oct-2017) Version 3.21: Release notes are here.
  • (1-Aug-2017) Version 3.20: Release notes are here.
  • (31-May-2017) Version 3.19: Added Runekeeper conditionals "Runekeeper attunement > x", "Runekeeper attunement < x", "Runekeeper is charged", "Runekeeper is not charged".
  • (19-May-2017) Version 3.18: Forgot to add the "/sb sort" command.
  • (19-May-2017) Version 3.17: Release notes are here.
  • (2-Apr-2017) Version 3.16: Release notes are here.
  • (26-Mar-2017) Version 3.15: Second attempt to fix stance-tracking conditionals for Wardens.
  • (25-Mar-2017) Version 3.14: Release notes are here.
  • (5-Feb-2017) Version 3.13: Release notes are here.
  • (31-Dec-2016) Version 3.12: Release notes are here.
  • (14-Nov-2016) Version 3.11: Release notes are here.
  • (4-Oct-2016) Version 3.10: Release notes are here.
  • (25-Aug-2016) Version 3.09: Release notes are here.
  • (9-Jun-2016) Version 3.08: Release notes are here.
  • (25-Mar-2016) Version 3.07: Bug fix.
  • (23-Mar-2016) Version 3.06: Quick fix for this bug.
  • (22-Mar-2016) Version 3.05: Added "Skill is/not usable" condition.
  • (22-Mar-2016) Version 3.04: Release notes are here.
  • (12-Mar-2016) Version 3.03: Bug fixes.
  • (24-Feb-2016) Version 3.02: Fixed file permissions that caused an error when updating with Plugin Compendium.
  • (23-Feb-2016) Version 3.01: Fixed a problem with upgrading old settings files.
  • (22-Feb-2016) Version 3.00: Release notes are here.
  • (14-Feb-2016) Version 2.26: Release notes are here.
  • (11-Feb-2016) Version 2.25: Release notes are here.
  • (22-Jan-2016) Version 2.24: Release notes are here.
  • (10-Jan-2016) Version 2.23: Release notes are here.
  • (11-Dec-2015) Version 2.22: Release notes are here.
  • (10-Dec-2015) Version 2.21: Release notes are here.
  • (4-Dec-2015) Version 2.20: Release notes are here.
  • (30-Nov-2015) Version 2.19: Release notes are here.
  • (20-Oct-2015) Version 2.18: Release notes are here.
  • (30-Sep-2015) Version 2.17: Release notes are here.
  • (26-Sep-2015) Version 2.16: German translations completed (thanks, Daefareth!)
  • (28-Aug-2015) Version 2.15: Release notes are here.
  • (22-Aug-2015) Version 2.14: Release notes are here.
  • (17-Aug-2015) Version 2.13: Bug fix: SequenceBars will no longer steal focus from the chat window when show/expand event behaviors are executed.
  • (15-Aug-2015) Version 2.12: Screen resize warning now has a "Don't show this message again" checkbox.
  • (11-Aug-2015) Versions 2.10 and 2.11: Release notes are here.
  • (16-Jul-2015) Version 2.09: Release notes are here.
  • (8-Jul-2015) Version 2.07: Release notes are here.
  • (11-Jun-2015) Version 2.06: Release notes are here.
  • (9-Jun-2015) Version 2.05: Release notes are here.
  • (4-Jun-2015) Version 2.04: Release notes are here.
  • (11-May-2015) Version 2.03: Added a mechanism for discovering bag slot numbers: If you move an item from one slot to another within your bag, you will see a message such as "Item moved from bag slot 103 to bag slot 45" in the chat window. This should help in assigning the bag slot in the "Set unequip destination" command.
  • (7-May-2015) Version 2.02: Fixed a bug that caused incorrect scrolling when you "skip ahead" in a sequence. Also added Cyrillic support for the Turbine client.
  • (26-Apr-2015) Version 2.01: Release notes are here.
  • (23-Apr-2015) Version 2.00: Release notes are here.
  • (10-Apr-2015) Version 1.12: Fixed a bug in the sequence editor that caused icons to disappear when you tried to drag them.
  • (3-Apr-2015) Version 1.11: Release notes are here.
  • (12-Jan-2015) Version 1.10: Reorganized the options panel.
  • (7-Jan-2015) Version 1.09:
    • Updated Russian translations.
    • Bug fix: The "Cursor Style" submenu was not displaying properly in the Bar menu.
    • Bug fix: The cursor was not being moved correctly if a bar automatically moved due to a user event during animation.
  • (6-Jan-2015) Version 1.08: Quick fix for a bug I introduced in Version 1.06 which generated an error when you tried to edit the caption of a bar or group.
  • (2-Jan-2015) Version 1.06: Release notes are here.
  • (1-Jan-2015) Version 1.05: Release notes are here.
  • (2-Nov-2014) Version 1.04: Release notes are here.
  • (30-Oct-2014) Version 1.03: Completed Russian translations. Addressed some minor GUI flakiness issues. Added "Directory" option to the Bar menu.
  • (27-Oct-2014) Version 1.02: Oops, I inadvertently messed up the .plugin file in the 1.01 version.
  • (27-Oct-2014) Version 1.01: Updated Russian translations (Thanks, DToX!) and added support for Plugin Compendium.
  • (27-Oct-2014) Version 1.00: Initial release.
  • Beta discussions were here.

Thanks
Assistance from the following contributors is gratefully acknowledged:
  • fade2gray, for extensive testing and debugging help
  • DToX for Russian translations, testing, and ContextMenu
  • Galphoglas and Bigdid for French translations
  • Rimeya for German translations (assisted by Elrigh and Riggie1000)
  • Darkytcho for Portuguese translations
  • Elrigh and Riggie1000 for beta testing
  • Galuhad for Drop Down Menu
  • moebius92 for SkillData
  • Many plugin authors whose work I have learned from and emulated
Archive List (Old Versions)
File Name
Version
Size
Author
Date
3.48
953.72 Kb
Thurallor
06-07-2020 06:46 AM
2.26
772.96 Kb
Thurallor
02-14-2016 09:15 AM
File Statistics
User Rating:
5 out of 5 with 10 votes
Downloads: 145046
Views: 316753
Favorites: 53
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Last Modified: 07-21-2020 01:20 AM by Thurallor    

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Unread 11-15-2020, 04:44 PM  
akourbat
The Wary

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Re: Plugin fails to load

Probably would be good idea to make backups of this file... I did end up with plugin putting Lua scripts in some places where effect was not immediately recognized (not observed yet but present in rotation conditionals).

Here's another thing - I am 2-boxing, with plugin active on both characters. If both instances attempt to write to a single file at the same time, bad things can happen. I dont know if internally the plugin is resolving concrurrent writes (I would think not, as boxing is an edge case). But in my case everything was fine combat-wise throughout the day, then I signed off simultaneously on both accounts via /exit, and after that had an error when I logged in again to play.

Last edited by akourbat : 11-15-2020 at 05:09 PM.
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Unread 11-15-2020, 03:32 PM  
Thurallor
The Undying
 
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Re: Plugin fails to load

Quote:
Originally Posted by akourbat
UPDATE: I deleted "Thurallor_GameInfo.plugindata" file from "AllServers" directory and it is now working again. I think it got corrupted when game exited with /exit command. My understanding this file is recreated by plugin after scanning character's abilities (could be wrong, please correct me if so).
That file gets built automatically. The main thing it does it maintain a list of effects (buffs and debuffs) in the game by observing the effects on your character. The plugin uses that list to populate pulldown menus in the Sequence Editor, e.g. for "Effect is present" conditional slots. Those lists will now have to be rebuilt. If you want to add a specific effect, you need to do whatever is necessary to make the effect appear on your character while the plugin is running.

It is concerning that the "/exit" command corrupted the .plugindata file. If that's a known bug, I wasn't aware of it.
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Unread 11-15-2020, 12:26 PM  
akourbat
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Plugin fails to load

Help, I am now getting this on all my characters - what should I do? I tried to re-install plugin but it did not help (link has a jpg with chat messages shown in-game -> https://1drv.ms/u/s!AkUfQANqQ5Oyw2tc...B-Lsn?e=I3F5bo

Last time I exited the game with /exit command, but I often do that and there were no issues. There's few lines, if you are unable to open the jpg -

Online/PluginData/akourbat66/AllServers/Thurallor_GameInfo.plugindata:798: unfinished string near '",'

...gs Online\Plugins\Thurallor\Common\Utils\Watcher.lua: 509: Unable to parse file!

...s Online\Plugins\Thurallor\SequenceBars\__init__.lua :18: Failed to import package "Thurallor.Common.Utils.Watcher".

UPDATE: I deleted "Thurallor_GameInfo.plugindata" file from "AllServers" directory and it is now working again. I think it got corrupted when game exited with /exit command. My understanding this file is recreated by plugin after scanning character's abilities (could be wrong, please correct me if so).

Last edited by akourbat : 11-15-2020 at 12:54 PM.
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Unread 11-13-2020, 05:20 AM  
akourbat
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Re; Stack Overflow

Yes, each nested "if else" clause is a separate simple sequence with its own "if else", I thought that was the preferred way of structuring it to avoid a mess of "{{{}}}"s in one long sequence. "Eval" events were added after I got the overflow error and is what appeared to solve it for hunter.

I'll see about "unlink" option you suggest.

Meanwhile it occurred to me that maybe I am overcomplicating things in my rotation. The primary goal for me was having something one calls a "priority casting", where an ability with higher priority is always cast next when its conditions evaluate to "true". Normally. you place such abilities in the order of priority starting from the beginning of the rotation, highest priority being first and so on. I attempted to structure this via nested "if else" thus forcing the entire rotation to get re-evaluated each time it yields a result. Now, I am thinking about having a linear structure with "if thens" and just forcing it to go back to beginning after each action (like with "Eval" event for hunter). There'd still be a need for a few "if else" (e.g. when dealing with hunter focus condition), but I think that could at least eliminate deep nested tree. I'll post back when I test this idea. At least this could also help to cut down on API calls, as there'd be no need for some complex LUA condition checks (like "if focus >9 AND skill X is off cooldown"), and rather having outer "if" checking focus > 9, and inner "if" dealing with cooldown, so that inner "if" check can be skipped if outer is false, thus presumably lessening pressure on API (that is unless complex LUA calls also skip second check if first results in "false").

Update: I reworked the sequence for my hunter, essentially getting rid of all "if-else" clauses, and only having "if-then". I trigger the reset via user events after each skill, so that the rotation always resumes from the beginning and works its way through "if" clauses linearly, finding first skill that is available, triggering it, and then resetting back to the beginning again, and so on. No memory issues observed, and I am pretty happy how the priority system works now. Thanks.

Last edited by akourbat : 11-13-2020 at 01:37 PM.
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Unread 11-12-2020, 10:06 PM  
Thurallor
The Undying
 
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Re: Re Stack overlow

Quote:
I was fiddling with my Minstrel the other day and ran into memory issues too, when I went to around 8th degree of nested-ness with "is else". The game started seizing up and turned into a slide-show, however I have not seen "stack overflow" messages this time. I dunno, maybe it is just too many API calls on each click, especially when you are near the bottom of the logical tree, and the engine does not like it.... I guess I should flatten my rotations a bit.
I looked at your hunter setup and it seems you have a deeply-nested "include tree", on top of the nested conditionals. To help isolate the problem, please try eliminating the includes to see if it improves it. Then I'll know which direction to proceed in debugging.
1. Make a backup copy of your bars.
2. In each instance of including another bar, click the "Unlink" button to copy the contents of the included bar.
3. Try it and let me know what happens.

By the way, the .plugindata you sent me for your hunter has the "EVAL" user events being generated in many places. Is that the version that caused stack overflow? (In a message below, you indicated that you solved the stack overflow by adding this event, which triggers a reset of the bar(s).)

Last edited by Thurallor : 11-12-2020 at 10:10 PM.
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Unread 11-12-2020, 09:13 AM  
akourbat
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Re Stack overlow

I was fiddling with my Minstrel the other day and ran into memory issues too, when I went to around 8th degree of nested-ness with "is else". The game started seizing up and turned into a slide-show, however I have not seen "stack overflow" messages this time. I dunno, maybe it is just too many API calls on each click, especially when you are near the bottom of the logical tree, and the engine does not like it.... I guess I should flatten my rotations a bit.
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Unread 10-31-2020, 03:07 PM  
Thurallor
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Re: Re Stack overlow

Quote:
Originally Posted by akourbat
I sent the file as suggested. There was quite a bit of experimentation going on on that day, so I am not sure there is a easy way to single out which rotation was blowing up, but there we are.

My thought was if you have nested if-elses and nothing else in your rotation, i.e. the rotation on execution is supposed to end up yielding a single ability on each pass-through, then it somehow causes memory leak, i.e. not resetting when you click that single ability and the system keeps the original frame in memory, and keeps pushing new frames with each click. When I added events resetting the whole sequence after each ability used in if-else tree, the issue went away. Just my two cents.
Thanks, I'll take a look.
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Unread 10-31-2020, 05:37 AM  
akourbat
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Re Stack overlow

I sent the file as suggested. There was quite a bit of experimentation going on on that day, so I am not sure there is a easy way to single out which rotation was blowing up, but there we are.

My thought was if you have nested if-elses and nothing else in your rotation, i.e. the rotation on execution is supposed to end up yielding a single ability on each pass-through, then it somehow causes memory leak, i.e. not resetting when you click that single ability and the system keeps the original frame in memory, and keeps pushing new frames with each click. When I added events resetting the whole sequence after each ability used in if-else tree, the issue went away. Just my two cents.
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Unread 10-30-2020, 02:13 PM  
Thurallor
The Undying
 
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Re: Re; Stack Overflow

Quote:
Originally Posted by akourbat
I did some re-shufflings in the rotation and settled on using user events within the sequence resetting the rotation after each skill that has influence on generating/consuming hunter's focus (which is the main predicate used throughout the if-else tree). Before that I tried to use small delays instead of user events, that's when I got hit with stack overflow, but could be other things too. Sadly I did not save the problematic sequence, so the debug opportunity is lost... Current rotation appears to be working quite well too, as I cut down its depth to 7 and moved some stuff to their own bars, so I switch over to them when I need (user triggered via events), like AoE, Cure etc.
I'm glad it's working for you. SequenceBars automatically backs up its data, though. You should have backup files for the past 7 days, such as
Documents/The Lord of the Rings Online/PluginData/<account>/<server>/<character>/SequenceBars_backupn.plugindata
where n is a number between 1 and 7. So if you did want me to debug the issue, you could send me your backup file from yesterday. It's up to you.
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Unread 10-30-2020, 06:43 AM  
akourbat
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Re; Stack Overflow

I did some re-shufflings in the rotation and settled on using user events within the sequence resetting the rotation after each skill that has influence on generating/consuming hunter's focus (which is the main predicate used throughout the if-else tree). Before that I tried to use small delays instead of user events, that's when I got hit with stack overflow, but could be other things too. Sadly I did not save the problematic sequence, so the debug opportunity is lost... Current rotation appears to be working quite well too, as I cut down its depth to 7 and moved some stuff to their own bars, so I switch over to them when I need (user triggered via events), like AoE, Cure etc.
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Unread 10-29-2020, 02:37 PM  
Thurallor
The Undying
 
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Re: Stack Overflow!

Quote:
Originally Posted by akourbat
Whoa "...s Online\Plugins\Thurallor\Common\Utils\Utils_11.lua :61: stack overflow"!

I am trying a deep nested sequence of "if-else's" and here's what I get . The game kinda reacts to it negatively too bu micro-freezing. Any idea what my cause it? So it goes like "if hunter focus = this? -> do this, else do subsequence "A" which basically is also "if-else" but testing for different condition, and so on, about 10 degree of deepness all-in all.
Ha, nice going, you broke it.

Just kidding. 10 levels of nesting shouldn't be anywhere near enough to overflow the stack. That normally indicates infinite recursion, which shouldn't be possible, so there's a bug somewhere.

Please send me your .plugindata file at [email protected], and if you can, describe the exact scenario of how I can reproduce the problem.

The .plugindata file is usually at
Documents/The Lord of the Rings Online/PluginData/<account>/<server>/<character>/SequenceBars.plugindata
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Unread 10-29-2020, 10:24 AM  
akourbat
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Stack Overflow!

Whoa "...s Online\Plugins\Thurallor\Common\Utils\Utils_11.lua :61: stack overflow"!

I am trying a deep nested sequence of "if-else's" and here's what I get . The game kinda reacts to it negatively too bu micro-freezing. Any idea what my cause it? So it goes like "if hunter focus = this? -> do this, else do subsequence "A" which basically is also "if-else" but testing for different condition, and so on, about 10 degree of deepness all-in all.
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Unread 10-26-2020, 10:26 AM  
akourbat
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Re: Re: Morale checks

Quote:
Originally Posted by Thurallor
Your guess is as good as mine. My plugin merely exposes the IsUsable() function that is built into the API. Sometimes it works; sometimes it doesn't. It isn't documented anywhere, so we don't even really know what it is supposed to do. Use at your own risk.
I see. Yeah, I was lulled by IsUsable() because for the most part it does what I assumed it was supposed to do. For example any other response skill aside from "Catch a Breath" work as expected when enclosed in "if usable". I figure just need more open world testing to verify my assumptions when building rotation chains. I dunno, maybe having a health check prevents any other api calls within the same "click" and is intended feature.

I also wondered if "usable" will return false if the skill is lit, but has a red dot on it, indicating that you could be at wrong distance or face in the wrong direction, but this appears not to be the case, unfortunately. Could be useful in some scenarios.

Regardless - super useful plugin. thanks!

Last edited by akourbat : 10-26-2020 at 10:33 AM.
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Unread 10-25-2020, 06:08 PM  
Thurallor
The Undying
 
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Forum posts: 182
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Re: Morale checks

Quote:
Originally Posted by akourbat
I made it work by removing "skill is usable" check from "Catch a Breath", but am curious why it prevented the use of the skill in the first place. It lights up when there is a parry response ans I assumed this is what "usable" is. I works for me still, as this whole subsequence is predicated on parry response check, but would be good to learn if there is an explanation to the "usable" which I may have missed.
Your guess is as good as mine. My plugin merely exposes the IsUsable() function that is built into the API. Sometimes it works; sometimes it doesn't. It isn't documented anywhere, so we don't even really know what it is supposed to do. Use at your own risk.
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Unread 10-23-2020, 12:05 PM  
akourbat
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Morale checks

Hi, for some reason on my guardian self-health based triggers never fire in combat. For example "Catch a Breath" is always skipped even though the conditions for its use could all be all true. Surprisingly morale checks for enemy targets work just fine, I use it on "Hammer Down" skill and it works as expected. Has there been some changes made recently to game's API that prevent such checks now? Or should I now target myself to check my own morale?
Regards,
Alex

UPDATE: I made it work by removing "skill is usable" check from "Catch a Breath", but am curious why it prevented the use of the skill in the first place. It lights up when there is a parry response ans I assumed this is what "usable" is. I works for me still, as this whole subsequence is predicated on parry response check, but would be good to learn if there is an explanation to the "usable" which I may have missed.

Last edited by akourbat : 10-23-2020 at 12:20 PM.
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