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Unread 01-22-2023, 01:47 PM  
Thurallor
The Undying
 
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Quote:
Originally Posted by Valdacil
Can you add an option at the group level to lock position so I don't have to lock each bar individually, then unlock all individual bars if I want to move the group.
Do you anticipate moving these bars often in the future? The plugin should cope well with screen resolution changes, once you've defined the appropriate "relative position anchor" for each bar. If not, I would like to know the scenario.

I know what you are describing is an annoyance. I will look into ways to mitigate it in the next version. There are several possibilities.

Quote:
The other thing I noticed in the above scenario (Warden), with bars that might be Spear, Spear, Gambit (example). Sometimes if the ability kills the target, it won't add it to the Gambit bar so the sequence is a little off. What this means is sometimes I have to skip parts of the sequence or click the Gambit ability at the end of the SequenceBar. The SequenceBar advances or resets based on where I click on it instead of the left side. So let's say I have position 1 = Spear, position 2 = Spear, position 3 = Gambit. After killing something the Gambit Builder still has a spear held, so next foe I click the Spear skill in Position 1, bar advances left as normal. But now the Gambit skill is available, so I click the Gambit skill now in Position 2. That being the end of the sequence, the bar resets, but now Spear is Position 2, Spear is Position 3, and Gambit is Position 4... position 1 is blank space. I acknowledge that may be desirable under certain circumstances and people are probably used to that behavior... but it would be great to have an option of changing that behavior so it always resets to Position 1 instead of the position clicked.
Have you considered
  • Adding a "reset bar/group when mouse departs" event behavior to these bars or their containing group?
  • Adding a hotkey that resets all bars?
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Unread 01-22-2023, 04:57 AM  
Valdacil
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Couple of things I noticed... I'm using SequenceBars for Warden. So I have multiple bars, one for each gambit. I put those bars in the same Group, then aligned them to stack them on top of each other and set them to move together. I can drag them together where I want them (awesome!). However, if I can only lock position of individual bars, not lock the group. So let's say I have 3 bars, we'll call them Bar1, Bar2, Bar3 stacked on top of each other and set to move together. I lock Bar1 and Bar2 individually. If I try to move them they are locked. But even though Bar3 is supposed to be grouped, it isn't locked and it lets me move it away from the other grouped bars. So the ask: Can you add an option at the group level to lock position so I don't have to lock each bar individually, then unlock all individual bars if I want to move the group.

The other thing I noticed in the above scenario (Warden), with bars that might be Spear, Spear, Gambit (example). Sometimes if the ability kills the target, it won't add it to the Gambit bar so the sequence is a little off. What this means is sometimes I have to skip parts of the sequence or click the Gambit ability at the end of the SequenceBar. The SequenceBar advances or resets based on where I click on it instead of the left side. So let's say I have position 1 = Spear, position 2 = Spear, position 3 = Gambit. After killing something the Gambit Builder still has a spear held, so next foe I click the Spear skill in Position 1, bar advances left as normal. But now the Gambit skill is available, so I click the Gambit skill now in Position 2. That being the end of the sequence, the bar resets, but now Spear is Position 2, Spear is Position 3, and Gambit is Position 4... position 1 is blank space. I acknowledge that may be desirable under certain circumstances and people are probably used to that behavior... but it would be great to have an option of changing that behavior so it always resets to Position 1 instead of the position clicked.
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Unread 01-18-2023, 02:23 PM  
Valdacil
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Quote:
Thanks very much for reporting this. I'll look into it ASAP.

Edit: I found the conflict and have now fixed it in version 2.13 of Reminders. (Since you reinstalled SequenceBars, you don't need to update either plugin.) Thanks again.
Right on. Thanks for your mods (Reminders and SequenceBars). I can't imagine playing without them.
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Unread 01-17-2023, 09:56 PM  
Thurallor
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Quote:
I updated Reminders today and it broke SequenceBars. I could no longer open the Directory. Once I reinstalled SequenceBars it started working again. So I assume you are using a common library between the two that Reminders overwrote.
Thanks very much for reporting this. I'll look into it ASAP.

Edit: I found the conflict and have now fixed it in version 2.13 of Reminders. (Since you reinstalled SequenceBars, you don't need to update either plugin.) Thanks again.

Last edited by Thurallor : 01-17-2023 at 10:23 PM.
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Unread 01-17-2023, 09:38 PM  
Valdacil
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I updated Reminders today and it broke SequenceBars. I could no longer open the Directory. Once I reinstalled SequenceBars it started working again. So I assume you are using a common library between the two that Reminders overwrote.
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Unread 12-20-2022, 10:59 PM  
Thurallor
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Quote:
Wondering if the API gives you access to 2 specific detections I'd love to be able to use as conditions:

1) Which specific LM pet is present (bear, lynx, raven, etc). Would help in creating a bar that shows the correct food to feed based on which pet you have summoned.
2) Mounted Yes/No. Most skills are not usable mounted, so I often want to just hide a bar while mounted instead of seeing the skills on the bar greyed out.
The answer to both questions appears to be "yes". I will look into adding these in the next version.
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Unread 12-16-2022, 11:38 PM  
Valdacil
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Wondering if the API gives you access to 2 specific detections I'd love to be able to use as conditions:

1) Which specific LM pet is present (bear, lynx, raven, etc). Would help in creating a bar that shows the correct food to feed based on which pet you have summoned.
2) Mounted Yes/No. Most skills are not usable mounted, so I often want to just hide a bar while mounted instead of seeing the skills on the bar greyed out.
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Unread 12-01-2022, 10:27 PM  
WildCard
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Re: Re: Curable Effect Issue

Quote:
Version 4.08 stops using the cached values. The performance hit should be negligible. Please give it a try and let me know if this solves your issue.
Quick test seems to look good so far!

Edit: After multiple delving runs where this would always pop up, I've had no issues.

Thanks!

Last edited by WildCard : 12-03-2022 at 01:11 AM.
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Unread 11-30-2022, 04:18 PM  
akourbat
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Quote:
Originally Posted by Thurallor
Did you create this slot before U34? If so, you may need to recreate it (drag the skill onto the slot again) to make it work.
Damn, my bad. I was on 4.08 version. Once I updated to 4.09 it is fine. Sorry!



Last edited by akourbat : 11-30-2022 at 04:24 PM.
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Unread 11-30-2022, 02:57 PM  
Thurallor
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Quote:
Originally Posted by Thurallor
That actually is in the skills database. Maybe a bug, I'll look into it.
I currently can't reproduce it. Did you create this slot before U34? If so, you may need to recreate it (drag the skill onto the slot again) to make it work.

If that doesn't fix it, please export that bar and send it to me in a PM.

Last edited by Thurallor : 11-30-2022 at 03:03 PM.
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Unread 11-30-2022, 02:29 PM  
Thurallor
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Quote:
Originally Posted by Akourbat
There is at least another one for Minstrel (changes according to a stance you are in):

(1) https://lotro-wiki.com/index.php/The_Melody_of_Battle
(2) https://lotro-wiki.com/index.php/Tim...hoes_of_Battle
(3) https://lotro-wiki.com/index.php/Echoes_of_Battle

In "Resonance" stance, Major Ballad changes to "Major Ballad - Resonance" and turns into a healing ability. I only have Red spec for Minstrel for now, but will check if anything else is "non-traditional" in Blue, a bit later.
I'll add it.

Quote:
And here's a screenshot of another anthem "Lesser Anthem II - Dissonance" that appears to be missing from the db
Interesting. That actually is in the skills database. Maybe a bug, I'll look into it.
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Unread 11-30-2022, 08:11 AM  
akourbat
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Quote:
Originally Posted by Thurallor
For Minstrel, the only such skill I'm aware of is Coda of Melody / Resonance / Fury.
There is at least another one for Minstrel (changes according to a stance you are in):

(1) https://lotro-wiki.com/index.php/The_Melody_of_Battle
(2) https://lotro-wiki.com/index.php/Tim...hoes_of_Battle
(3) https://lotro-wiki.com/index.php/Echoes_of_Battle

In "Resonance" stance, Major Ballad changes to "Major Ballad - Resonance" and turns into a healing ability. I only have Red spec for Minstrel for now, but will check if anything else is "non-traditional" in Blue, a bit later.

And here's a screenshot of another anthem "Lesser Anthem II - Dissonance" that appears to be missing from the db -
Screenshot_3 , on Flickr

Last edited by akourbat : 11-30-2022 at 09:47 AM.
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Unread 11-29-2022, 06:41 PM  
Thurallor
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Version 4.09 should now have a complete, up-to-date skill names database, with data extracted directly from the game client data files.

The only exceptions are skills that can change their names, based on stance or other conditions. Those still have to be added manually, and I still have to wait for players to report their absence to me, since my only high-level character is a Warden. (You can see a list of them in Plugins/Thurallor/Common/SkillData/SkillData.lua.)

For Minstrel, the only such skill I'm aware of is Coda of Melody / Resonance / Fury.
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Unread 11-28-2022, 10:44 PM  
akourbat
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Quote:
Originally Posted by Thurallor
Added "Anthem of the Free Peoples" in version 4.08.

Thanks, I'll check it out. My concern though is that with the rework, they changed ALL of anthems on minstrel. For one, they now share cooldown, some changed names (like Anthem of War is now "Greater Anthem II - War"). What I am saying is likely they would all be "new" spells, maybe even different Ids. I mentioned in previous post that "Greater Anthem II - War" does not react to "spell executed" options.



I realize its a PITA to maintain the skills database, so I guess I will not press for a fix unless you decide it is worth it for the plugin. I can deal with these issues by selecting "left click" and adding some delay to allow for an anthem to execute, as long as "left click" is in the options. I am not currently playing actively on minstrel, only occasionally, anyhow.
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Unread 11-27-2022, 08:16 PM  
Thurallor
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Re: Curable Effect Issue

Quote:
Originally Posted by WildCard
So I've been having a somewhat annoying issue with one of my bars not going away when it should (but not all of the time).

I have a continuous run bar that basically looks at curable effects (IF/ELSE/IF... for all fear, disease, poison, wound). If a curable effect is present, it triggers a custom event to show a CURE bar, otherwise sends another event to hide it.

It also has a separate check for health level, and sends events to show or hide the HEALTH bar.

However, sometimes (it seems like a race condition), the CURE bar will not go away and I have to unload SB, wait a few seconds for the apartment to tear down, then load SB and all is well.

Unfortunately, this is most likely to happen during busy fights with lots of things happening (hence race condition) and I rely on the visibility of the CURE bar to let me know I need to pot something. But if it stays visible, I end up wasting skills/pots and don't have them ready when I actually do need it.

I've been going through the plugin code and I've narrowed it down to fear (at least, it seems that way most of the time). I added some script logging entries ("+" on AddPlayerEffect, "-" on RemovePlayerEffect) and captured this:

Code:
44284647.653096: + True Face of Fear - Category: 64 - Curable: true
...
44284650.342745: - True Face of Fear - Category: 64 - Curable: true
So I know the event is firing fine. I made some functions to print out current and cached player effects, and those are generally in-sync, but when this situation presents itself:

Code:
Thurallor.Utils.Watcher.playerEffectsObject.activeCategories[64] == 0
while:
Thurallor.Utils.Watcher.playerEffectsObject.activeCurableCategories[64] == 1
So it thinks I still have an active, curable fear effect which was already removed.

Nothing is jumping out at me in the code, unless it's some race condition which won't stand out. I've made some methods to debug print as well as clear all activeCurableCategories as a workaround, since it's much easier to do that than a full reload - but I'd like to have this permanently fixed.

I'll keep poking around in the code as well.
Thanks for investigating. After examing the code again, I don't see any possibility for a race condition. All changes to activeCategories and activeCurableCategories are performed atomically, and one right after the other. The other possibility that strikes me is that there could be more than one effect with the same name, but with different categories, or different curability. In that case, using the cached values for these would be an error.

Version 4.08 stops using the cached values. The performance hit should be negligible. Please give it a try and let me know if this solves your issue.
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