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Unread 06-05-2020, 09:11 AM  
Davout
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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.
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Unread 06-08-2020, 03:11 PM  
yoco007
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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?
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Unread 06-08-2020, 06:13 PM  
Thurallor
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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.
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Unread 06-09-2020, 02:57 AM  
yoco007
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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?
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Unread 06-10-2020, 12:11 AM  
Thurallor
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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.
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Unread 06-10-2020, 07:55 PM  
vascoferreira
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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.
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Unread 06-10-2020, 09:07 PM  
Thurallor
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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.
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Unread 06-10-2020, 10:42 PM  
vascoferreira
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Re: Re: Execute Skills

Quote:
No. That is prohibited by the design of the game's Lua API.
Thank you for your reply. The plugin is amazing.
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Unread 06-30-2020, 10:18 PM  
Red Wolf
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Set unequip destination

I have a sequence to load all my tank gear. I use the "remove equipment" action to first unequip the two earrings before I load these pieces. I use Bag 2 to hold all my equipment items so when I remove the equipment, I would like them to go into bag 2 and not bag 1. So I tried adding a "Set unequip destination" before the first unequip action and set the "Preferred Bag slot(s)" to 2. However, when I execute the sequence, removed items are still being put into bag 1. So maybe I need to specify the starting slot number in bag 2? Bag 1 has 70 slots but when I entered 71 for preferred bag slot it still put it into bag 1.

What am I missing in how this unequip destination works?

Thanks for the great plugin.
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Unread 07-01-2020, 01:15 AM  
Thurallor
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Re: Set unequip destination

Quote:
What am I missing in how this unequip destination works?
Please see: https://www.lotrointerface.com/porta...d=64&pageid=33
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Unread 07-03-2020, 02:55 PM  
Red Wolf
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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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Unread 07-05-2020, 06:15 AM  
rerka
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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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Unread 07-05-2020, 12:46 PM  
Thurallor
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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 ?
No. That is prohibited by the design of the game's Lua API.
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Unread 07-05-2020, 04:28 PM  
rerka
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ok thank you
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Unread 07-26-2020, 04:24 PM  
Thurallor
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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.
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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