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12-20-2022, 10:59 PM
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The Undying
Forum posts: 201
File comments: 449
Uploads: 20
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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.
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The answer to both questions appears to be "yes". I will look into adding these in the next version.
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12-16-2022, 11:38 PM
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The Undying
Forum posts: 26
File comments: 138
Uploads: 2
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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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12-01-2022, 10:27 PM
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The Wary
Forum posts: 0
File comments: 3
Uploads: 0
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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.
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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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11-30-2022, 04:18 PM
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The Wary
Forum posts: 0
File comments: 44
Uploads: 0
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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.
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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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11-30-2022, 02:57 PM
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The Undying
Forum posts: 201
File comments: 449
Uploads: 20
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Quote:
Originally Posted by Thurallor
That actually is in the skills database. Maybe a bug, I'll look into it.
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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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11-30-2022, 02:29 PM
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The Undying
Forum posts: 201
File comments: 449
Uploads: 20
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Quote:
Originally Posted by Akourbat
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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
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Interesting. That actually is in the skills database. Maybe a bug, I'll look into it.
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11-30-2022, 08:11 AM
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The Wary
Forum posts: 0
File comments: 44
Uploads: 0
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Last edited by akourbat : 11-30-2022 at 09:47 AM.
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11-29-2022, 06:41 PM
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The Undying
Forum posts: 201
File comments: 449
Uploads: 20
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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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11-28-2022, 10:44 PM
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The Wary
Forum posts: 0
File comments: 44
Uploads: 0
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Quote:
Originally Posted by Thurallor
Added "Anthem of the Free Peoples" in version 4.08.
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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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11-27-2022, 08:16 PM
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The Undying
Forum posts: 201
File comments: 449
Uploads: 20
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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.
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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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11-27-2022, 04:40 PM
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The Undying
Forum posts: 201
File comments: 449
Uploads: 20
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Quote:
Originally Posted by akourbat
Unfortunately "Anthem of the Free Peoples" still only has "require target" as a single option, while slotted on bar.
HTML Code:
https://1drv.ms/u/s!AkUfQANqQ5Oy0n9U1TFn3b5aMDT9?e=h6XhN8
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I'm confused. My test minstrel doesn't seem to have that skill. According to lotro-wiki, that skill is obsolete (removed in Update 12)...?
https://lotro-wiki.com/index.php/Ant...e_Free_Peoples
Edit: Never mind, I figured it out. Added "Anthem of the Free Peoples" in version 4.08.
Last edited by Thurallor : 11-27-2022 at 08:16 PM.
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11-24-2022, 06:38 AM
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The Wary
Forum posts: 0
File comments: 44
Uploads: 0
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Quote:
Originally Posted by Thurallor
Akourbat, the skills database has now been updated. Please let me know of any remaining problems that you find
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Unfortunately "Anthem of the Free Peoples" still only has "require target" as a single option, while slotted on bar.
HTML Code:
https://1drv.ms/u/s!AkUfQANqQ5Oy0n9U1TFn3b5aMDT9?e=h6XhN8
Last edited by akourbat : 11-24-2022 at 07:51 AM.
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11-24-2022, 12:31 AM
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The Undying
Forum posts: 201
File comments: 449
Uploads: 20
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Wildcard, I am currently away from home during Thanksgiving, but I will try to isolate your issue when I get back.
Akourbat, the skills database has now been updated. Please let me know of any remaining problems that you find.
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11-23-2022, 09:45 PM
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The Wary
Forum posts: 0
File comments: 3
Uploads: 0
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Curable Effect Issue
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.
Last edited by WildCard : 11-23-2022 at 09:48 PM.
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11-21-2022, 11:04 PM
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The Wary
Forum posts: 0
File comments: 44
Uploads: 0
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Re: Re: Re: Re: Minstrel - Anthem of the Free Peoples
Quote:
Originally Posted by Thurallor
I would not anticipate seeing any such errors in your "If" scripts, unless you're doing something a lot more advanced than what we previously discussed.
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No, my LUA scripts are simple one-liners setting a variable to boolean value and returning it in the "Ifs" as a check condition. So likely something else was causing it then. I will post exact error message if I encounter it again. Thx for clarification.
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