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  1. #1
    Join Date
    May 2007
    Posts
    654
    Quote Originally Posted by Thurallor View Post
    Unfortunately sometimes skills take a long time to fire off after you click them (e.g. if another skill is already being performed), so if I did what you've requested, it would slow down the normal usage scenarios significantly.

    However, I thought of another way to achieve your desired behavior, implemented in version 3.10 (now posted at lotrointerface).

    Version 3.10 release notes

    New feature:

    • Added a new option for Skill quickslots: You can now specify "Requires target" in the sequence editor.

      If you use the "Allow skill buttons to target nearest enemy" option in the game, then this option is for you. If this option is enabled, the slot will not advance if you click on it without having a target selected. The first time you click the slot, the skill will not execute and the bar will not scroll, but the nearest enemy will be selected. You can then click the slot again to execute the skill and scroll the bar.
    Very nice. Thanks!

    One question. If you somehow manage to delete the only bar, how do you get it back without copying over a default pref file?

    IOW. I use the bar for DPS, but it is not that great for healing. When I flipped to heal mode I deleted the bar, then when I flipped back to DPS mode, I could not figure out how to get it back as there is no bar to click on. I probably should have hidden it, but...

    Brit00

  2. #2
    Join Date
    Jun 2011
    Posts
    2,190
    You can always undelete bars by the following procedure:
    1. Open the Plugin Manager
    2. Choose SequenceBars on the left
    3. Select the "Options" tab on the right
    4. Select the "Directory" subtab
    5. Right-click on "Brit00's SequenceBars" and choose "Undelete" from the menu.


    If you want to get rid of a deleted bar (or group) permanently, choose "Empty Trash" from that same menu.

    I use the bar for DPS, but it is not that great for healing. When I flipped to heal mode I deleted the bar,
    Is there any reason you would not create two separate bars, one for healing and one for DPS?

  3. #3
    Join Date
    May 2007
    Posts
    654
    Quote Originally Posted by Thurallor View Post
    You can always undelete bars by the following procedure:
    1. Open the Plugin Manager
    2. Choose SequenceBars on the left
    3. Select the "Options" tab on the right
    4. Select the "Directory" subtab
    5. Right-click on "Brit00's SequenceBars" and choose "Undelete" from the menu.


    If you want to get rid of a deleted bar (or group) permanently, choose "Empty Trash" from that same menu.
    I just had the wife delete the bar (yea, she got to play ginna pig), goto the plugin manager, select sequencebars, but the Options tab on the right is greyed out.


    Quote Originally Posted by Thurallor View Post
    Is there any reason you would not create two separate bars, one for healing and one for DPS?
    Healing isn't really a sequential thing as I never know who will need what heal when.

  4. #4
    Join Date
    Mar 2007
    Posts
    1,590
    Quote Originally Posted by Brit00 View Post
    I just had the wife delete the bar (yea, she got to play ginna pig), goto the plugin manager, select sequencebars, but the Options tab on the right is greyed out.
    Looks like Thurallor left out a step, you have to have the plugin loaded to access Options, so if the plugin isn't already loaded for the current character (either via Autoload or manually), add a new step 3:
    Quote Originally Posted by Thurallor

    You can always undelete bars by the following procedure:
    1.Open the Plugin Manager
    2.Choose SequenceBars on the left
    3. If the plugin isn't already loaded, Click "Load"
    4.Select the "Options" tab on the right
    5.Select the "Directory" subtab
    6.Right-click on "Brit00's SequenceBars" and choose "Undelete" from the menu.
    If you still have a grey Options tab with the plugin loaded, either the plugin doesn't support Options via the manager (this one does) or something else went wrong. Look for chat messages for errors, make sure that the chat tab you are looking at has both the "Standard" and "Error" channels enabled.

  5. #5
    Join Date
    Jun 2011
    Posts
    2,190
    Thanks Garan.

  6. #6
    Join Date
    Oct 2013
    Posts
    46
    Hey Thurallor,

    An observation regarding Caption > Clickable:

    When toggling the option, the effect on the SequenceBars.plugindata file is either to show the entry "["$clickThru"] = true" when clickable checked, or no entry at all when clickable not checked.

    Making the following change to bars.lua causes the entry to toggle between true and false making debugging/testing a little easier.

    FROM
    Code:
    function Bar:SetCaptionClickThru(clickThru)
        if (clickThru == false) then
            clickThru = nil;
        end
        self.settings.caption.clickThru = clickThru;
        self:SaveSettings(false);
        self:Redraw(true);
    end
    TO
    Code:
    function Bar:SetCaptionClickThru(clickThru)
        if (clickThru == nil) then
            clickThru = false;
        end
        self.settings.caption.clickThru = clickThru;
        self:SaveSettings(false);
        self:Redraw(true);
    end
    Oh, and thanks for the mention in the credits - didn't notice that before.

    P.S. Would also be nice if ["$barCaption"]/["$groupCaption"] could be implemented in the plugindata file.

  7. #7
    Join Date
    Jun 2011
    Posts
    2,190
    Hi fade2gray,
    Quote Originally Posted by fade2gray View Post
    An observation regarding Caption > Clickable:

    When toggling the option, the effect on the SequenceBars.plugindata file is either to show the entry "["$clickThru"] = true" when clickable checked, or no entry at all when clickable not checked.
    Yeah, I did this on purpose. The point is to minimize the size of the data that it spits out when you use the "Export" feature. Since "nil" is equivalent to "false" in boolean logic in lua, I can save space by deleting the variable when it's false. Come to think of it, though, it probably would be better to store all of the variables normally in .plugindata, but delete all of the "false" ones during the Export operation.

    P.S. Would also be nice if ["$barCaption"]/["$groupCaption"] could be implemented in the plugindata file.
    I also did this on purpose. Both the "Bar" and "Group" objects are derived from "Node", which contains all of the stuff that is in common between the two. For example, in the OptionsPanel, when it displays the hierarchy of groups/bars, it can treat all of the nodes the same when displaying their names. Or that's the theory, anyway.

    I'm very curious what exactly you are doing with your .plugindata file now.

 

 

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