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Unread 05-28-2020, 11:11 AM  
akourbat
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Minstrel's Codas

Hi, first of all - brilliant plugin, thanks so much for keeping it developed and updated! If you'll have some time, could you please look into Minstrel's Codas (there are 3, one for each stance - https://lotro-wiki.com/index.php/Coda), whereas the plugin only recognizes Coda of Melody (and one other, which appears to be either obsolete or has to do with mounted combat). I have used the plugin in all stances, hoping it would "pick-up" missing codas, but no joy... That's what I see in the edit window https://1drv.ms/u/s!AkUfQANqQ5Oyt2gO...EXkXK?e=bI2kw3

Thanks in advance

Last edited by akourbat : 05-28-2020 at 11:16 AM.
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Unread 05-28-2020, 03:55 PM  
Thurallor
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Re: Minstrel's Codas

Quote:
Originally Posted by akourbat
If you'll have some time, could you please look into Minstrel's Codas (there are 3, one for each stance - https://lotro-wiki.com/index.php/Coda), whereas the plugin only recognizes Coda of Melody (and one other, which appears to be either obsolete or has to do with mounted combat). I have used the plugin in all stances, hoping it would "pick-up" missing codas, but no joy... That's what I see in the edit window https://1drv.ms/u/s!AkUfQANqQ5Oyt2gO...EXkXK?e=bI2kw3
Hi akourbat,

Just to be clear -- The only problem is that the name of the skill is wrong in the dropdown list. The conditional still works, regardless of stance. Right?

This appears to be another case of a single skill (under the hood) having different names in different circumstances. The alternate names aren't included in moebius92's SkillData database, so I have to add them when I come across them.

Last edited by Thurallor : 05-28-2020 at 03:56 PM.
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Unread 05-28-2020, 04:23 PM  
akourbat
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Codas

re Codas - no, I don't think the conditional works, as a workaround I had to put condition to check if any anthem is castable (codas and anthems share the requirement of 3 ballad buffs present to become invokable). I am not 100% sure though, but my rotation broke a few times on target dummy when I used different stance than Melody while relying on Coda of Melody's avalability conditional. I'll re-check tomorrow to make sure.

Last edited by akourbat : 05-28-2020 at 04:25 PM.
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Unread 05-28-2020, 05:43 PM  
Thurallor
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Re: Codas

Quote:
Originally Posted by akourbat
re Codas - no, I don't think the conditional works, as a workaround I had to put condition to check if any anthem is castable (codas and anthems share the requirement of 3 ballad buffs present to become invokable). I am not 100% sure though, but my rotation broke a few times on target dummy when I used different stance than Melody while relying on Coda of Melody's avalability conditional. I'll re-check tomorrow to make sure.
Remember, there are three conditions related to skill availability. Two of them apply to this skill:
  • "Skill is usable" will be FALSE when combat begins, and true after you've done a few ballads.
  • "Skill is ready" will be TRUE except when the skill is on cooldown.
(The other is "Skill is trained", which should always be true for this skill.)

If you can't get it to work, please PM me an export of your sequence ("Export" in the right-click menu) and describe the exact scenario in which the behavior does not match your expectations.
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Unread 05-29-2020, 11:41 AM  
akourbat
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Minstrel's Codas

Ok, I did some more testing. The rotation I tested is quite simple - since ballads are always "usable" and coda is usable only when there are 3 ballads buffs, and neither of those have a cooldown, I do a shout first, then check is Coda is "usable" and if it is - do Coda, then 3 ballads, then 2 anthems, but only if anthem buffs expired. That's all. It loops, and Coda should fire.

In practice the plugin is unable to pick up the fact that Coda is usable if it is tested right after the third ballad, thus I put it after shout.

In Melody stance all is working more or less as expected, sometimes the rotation gets stuck on shout (does the shout and stops, trying to cast it again, even thought it is on cooldown). Shout is surrounded by "if ready", but that still happens once in a while, but I can live with that.

However, if I go into any of the other two stances - Coda starts acting up - it does execute, but often it gets stuck on itself - it is greyed-out (since it consumed all ballads buffs) and just refuses to move on. My guess would be it misses the fact that is successfully executed. I tried both options for determining the execution - with and without "secondary method", but the bug still happens.

Again, I did not observe this behaviour in Melody stance, only in Dissonance and Resonance.

Last edited by akourbat : 05-29-2020 at 11:47 AM.
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Unread 05-29-2020, 05:22 PM  
Thurallor
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Re: Minstrel's Codas

Quote:
In practice the plugin is unable to pick up the fact that Coda is usable if it is tested right after the third ballad, thus I put it after shout.
Try adding a short "Delay Slot" before the "If Coda is usable" conditional. This conditional is immediately evaluated after you click the previous slot, which may be too soon to detect the change.

Quote:
In Melody stance all is working more or less as expected, sometimes the rotation gets stuck on shout (does the shout and stops, trying to cast it again, even thought it is on cooldown). Shout is surrounded by "if ready", but that still happens once in a while, but I can live with that.
Again -- if "Shout" is made ready by clicking the previous slot, you may need a short delay before doing the test.

Quote:
However, if I go into any of the other two stances - Coda starts acting up - it does execute, but often it gets stuck on itself - it is greyed-out (since it consumed all ballads buffs) and just refuses to move on. My guess would be it misses the fact that is successfully executed. I tried both options for determining the execution - with and without "secondary method", but the bug still happens.
This is the part that I think will be fixed by adding the alternate names to the SkillData database.

Here is a new SkillData.lua file. Place it at
Plugins/Thurallor/Common/Utils/SkillData.lua
Then you should be able to use the "secondary method" for detecting skill execution.
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Unread 05-30-2020, 06:45 AM  
akourbat
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Minstrel's Codas

Excellent! I have run another test with updated database file and everything runs smoothly now, regardless of the stance I am in . Thanks for the quick fix.

Re inserting delay before the skill that relies on some condition granted by the preceeding skill - yeah, I tried that, but instead prefer inserting another "neutral" skill in between, like "piercing cry" (I referred to it as "shout" earlier), that gives time for a condition to be properly registered. Since "piercing cry" has a cooldown and is not always available, I just wrap it in "if else", and put spam ballad after "else", so if cry is not ready, I throw a another ballad. That makes sure Coda, which comes after, is good and ready to fire.

Question - my spec grants me a chance to acquire 3 ballad buffs immediately, thus making Coda available in the rotation earlier (without actually casting 3 ballads). I am thinking about putting checks for Coda's "skill is usable" throughout my rotation to catch such boons as they occur. Would that hurt performance much?

Last edited by akourbat : 05-30-2020 at 07:06 AM.
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Unread 05-30-2020, 08:06 AM  
Davout
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Burglar Improved Feint Attack "Useable"

Hello Thurallor

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.

"Skill is Ready" is working as intended.
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Unread 05-31-2020, 07:26 PM  
Thurallor
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Re: Burglar Improved Feint Attack

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.
Quote:
Originally Posted by akourbat
Re inserting delay before the skill that relies on some condition granted by the preceeding skill - yeah, I tried that, but instead prefer inserting another "neutral" skill in between, like "piercing cry" (I referred to it as "shout" earlier), that gives time for a condition to be properly registered. Since "piercing cry" has a cooldown and is not always available, I just wrap it in "if else", and put spam ballad after "else", so if cry is not ready, I throw a another ballad. That makes sure Coda, which comes after, is good and ready to fire.
Cool, I'm glad you found a solution.

Quote:
Originally Posted by akourbat
Question - my spec grants me a chance to acquire 3 ballad buffs immediately, thus making Coda available in the rotation earlier (without actually casting 3 ballads). I am thinking about putting checks for Coda's "skill is usable" throughout my rotation to catch such boons as they occur. Would that hurt performance much?
In general, making sequences longer shouldn't affect performance at all, unless you are doing "continuous execution", which not many people do.
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Unread 06-02-2020, 12:02 PM  
lefty
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Saved Targets

Hi Thurallor, excellent plugin!

I can't seem to get the saved targets to function.

The following sequence works fine:

1) Select Target: Self
2) Save Target: #1
3) Select Target: Pet
4) Execute a skill
5) Select Target: Saved Target 1
It saves your initial target, switches targets then returns to the original target that was saved.

But the following sequence doesn't work:

1) Select Target: Pet
2) Save Target: #1
3) Select Target: Self
4) Execute a skill
5) Select Target: Saved Target 1

Step #5 results in "none" when you hover over the final step. It's like the pet target was never saved. The debug output of the 2 sequences are the same and everything advances.

It doesn't seem to matter if step 1 (the inital select) has the "require target" checked or not.

Attempting to save the "Current Target" instead of the "pet" has the same behaviour - it's like it isn't being saved. Only 'self' seems to get saved.

Any thoughts?

Thankyou for all the hard work on this plugin!
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Unread 06-03-2020, 12:12 AM  
Thurallor
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Re: Saved Targets

Lefty,

Thanks for the detailed bug report. I was able to quickly reproduce the incorrect behavior on my setup. Unfortunately the problem is due to a limitation in the game client's Lua API, but I think I have found a couple of kludgy workarounds. Your example should work properly in the next release.

However, it doesn't seem to work for selecting foes -- only your pet and allies. I feel sure that that used to work. Could be that SSG broke something.

-Thurallor

Last edited by Thurallor : 06-03-2020 at 05:06 AM.
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Unread 06-04-2020, 09:48 AM  
lefty
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Re: Re: Saved Targets

Thank you Thurallor, I'm looking forward to the next update!

----

Lefty,

Thanks for the detailed bug report. I was able to quickly reproduce the incorrect behavior on my setup. Unfortunately the problem is due to a limitation in the game client's Lua API, but I think I have found a couple of kludgy workarounds. Your example should work properly in the next release.

However, it doesn't seem to work for selecting foes -- only your pet and allies. I feel sure that that used to work. Could be that SSG broke something.

-Thurallor
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Unread 06-04-2020, 06:06 PM  
Red Wolf
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recycle icon when using 1-slot width

Hi. I just started using this plugin today (well deserved kudos for your effort) and intend to use it for gear swapping and skill rotations. I watched the very helpful video as well before I started. So i was able to setup tank and dps bars but when I set the bar width to 1 slot, all I see is a recycle icon. Clicking on it does nothing. Switch it back to 2 slots and it works fine. The first slot in the sequence is to remove equipment - left earring.

I pretty much followed what you did in your video but haven't added the events yet. I'm using 3.47.
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Unread 06-04-2020, 10:37 PM  
Thurallor
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Re: recycle icon when using 1-slot width

Quote:
Hi. I just started using this plugin today (well deserved kudos for your effort) and intend to use it for gear swapping and skill rotations. I watched the very helpful video as well before I started. So i was able to setup tank and dps bars but when I set the bar width to 1 slot, all I see is a recycle icon. Clicking on it does nothing. Switch it back to 2 slots and it works fine. The first slot in the sequence is to remove equipment - left earring.
That's weird. I'll take a look.

Edit: Okay, I see the problem. This is a bug, introduced in version 3.46. I will upload a fixed version shortly. Thanks for taking the time to report it.

Meanwhile, as a workaround, after you set the bar width to 1 slot, go back to the right-click menu and choose Settings -> Cursor -> Home Position -> Slot 1.

Last edited by Thurallor : 06-04-2020 at 10:42 PM.
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Unread 06-04-2020, 11:14 PM  
Red Wolf
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Re: Re: recycle icon when using 1-slot width

> Okay, I see the problem. This is a bug, introduced in version 3.46. I will upload a fixed version shortly. Thanks for taking the time to report it.
> Meanwhile, as a workaround, after you set the bar width to 1 slot, go back to the right-click menu and choose Settings -> Cursor -> Home Position -> Slot 1.

Yup, that workaround fixes the issue. Thanks for the quick response!
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