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10-30-2020, 06:43 AM
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The Wary
Forum posts: 0
File comments: 46
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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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10-29-2020, 02:37 PM
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The Undying
Forum posts: 202
File comments: 458
Uploads: 20
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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.
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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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10-29-2020, 10:24 AM
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The Wary
Forum posts: 0
File comments: 46
Uploads: 0
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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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10-26-2020, 10:26 AM
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The Wary
Forum posts: 0
File comments: 46
Uploads: 0
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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.
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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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10-25-2020, 06:08 PM
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The Undying
Forum posts: 202
File comments: 458
Uploads: 20
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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.
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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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10-23-2020, 12:05 PM
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The Wary
Forum posts: 0
File comments: 46
Uploads: 0
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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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08-12-2020, 06:02 PM
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The Wary
Forum posts: 0
File comments: 2
Uploads: 0
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Re: Re: hid the bar
- Open the Plugin Manager.
- Select SequenceBars in the list.
- Click the "Options" tab.
- Click the "Directory" subtab.
- Right-click on the "Show" button next to the hidden bar.
- If you still don't see the bar, it may be off the screen. Right-click in and choose "Find".
Thank you i will try that tonight
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08-12-2020, 04:52 PM
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The Undying
Forum posts: 202
File comments: 458
Uploads: 20
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Re: hid the bar
Quote:
Hi I am having a problem.
I just installed this plugin and i love it.
I have several characters and have it installed on them.
On one character I accidently hid it some how.
I have tried the shell commands, no go on showing it.
I have gone in the Plugin window and tried showing it in the option window, no go.
I have uninstalled it, deleted the folder in the plugins, and plugin data folder and reinstalled it, no go.
I have tried to copy this accident on my other characters but everything works according to directions and can always show the bar again.
What am i missing to fix this.
Thanks for any help.
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- Open the Plugin Manager.
- Select SequenceBars in the list.
- Click the "Options" tab.
- Click the "Directory" subtab.
- Right-click on the "Show" button next to the hidden bar.
- If you still don't see the bar, it may be off the screen. Right-click in and choose "Find".
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08-12-2020, 03:03 PM
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The Wary
Forum posts: 0
File comments: 2
Uploads: 0
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hid the bar
Hi I am having a problem.
I just installed this plugin and i love it.
I have several characters and have it installed on them.
On one character I accidently hid it some how.
I have tried the shell commands, no go on showing it.
I have gone in the Plugin window and tried showing it in the option window, no go.
I have uninstalled it, deleted the folder in the plugins, and plugin data folder and reinstalled it, no go.
I have tried to copy this accident on my other characters but everything works according to directions and can always show the bar again.
What am i missing to fix this.
Thanks for any help.
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07-26-2020, 04:24 PM
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The Undying
Forum posts: 202
File comments: 458
Uploads: 20
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Re: Hunter Swap Bows
Quote:
Originally Posted by Ondopher
I'm trying to make 2 new bars with specific conditions, but having a hard time.
Basically, I want to make a bar visible when I have a certain Bow equipped, and make it hide when that certain Bow is not equipped.
As there is a lot of Bow swapping for Hunter, this will give a nice visual cue on which Bow is equipped. I hope that makes sense.
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You will need to use a "continuously running" sequence to monitor which bow is equipped and generate user events to show/hide the bars. It will be similar to this example. Let me know if you can't get it to work.
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07-05-2020, 04:28 PM
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The Wary
Forum posts: 0
File comments: 2
Uploads: 0
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ok thank you
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07-05-2020, 12:46 PM
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The Undying
Forum posts: 202
File comments: 458
Uploads: 20
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Quote:
Originally Posted by rerka
I managed to create 2 sequence bars to change my gear. I'd like to know, do there is a way to execute all the sequence from the begining to the end with only one click ?
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No. That is prohibited by the design of the game's Lua API.
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07-05-2020, 06:15 AM
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The Wary
Forum posts: 0
File comments: 2
Uploads: 0
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Hello, Sorry for my approximative english.
I managed to create 2 sequence bars to change my gear. I'd like to know, do there is a way to execute all the sequence from the begining to the end with only one click ?
Thanks for your answers
Last edited by rerka : 07-05-2020 at 09:42 AM.
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07-03-2020, 02:55 PM
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The Wary
Forum posts: 4
File comments: 15
Uploads: 0
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Re: Set unequip destination
Thank you. I provided two slot sequences and it now un-equips to one of those desired slots.
I missed the "User Manual" section as my brain got stuck on looking for "Documentation".
Last edited by Red Wolf : 07-03-2020 at 02:59 PM.
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07-01-2020, 01:15 AM
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The Undying
Forum posts: 202
File comments: 458
Uploads: 20
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Re: Set unequip destination
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