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Updated:05/07/23 05:44 PM
Created:12/11/20 03:03 AM
Monthly downloads:1,830
Total downloads:89,381
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LibSkillBlocker  Popular! (More than 5000 hits)
Version: 1.0.8
by: Jarva, Baertram
LibSkillBlocker allows you to register a callback to determine when a skill should be blocked from casting.

RegisterSkillBlock
customBlockHandler can be a custom function that you pass in, with parameters "slotNum, abilityId"
If function customBlockHandler is missing, the skill will always be blocked. Return true from the block handler to block, false to allow.
If boolean noErrorMessage is left empty the blocked skill will raise an error message at the top right screen edge. If it is set to true there won't be
any error message (silent fail).
Lua Code:
  1. LibSkillBlocker.RegisterSkillBlock(addonName, abilityId, customBlockHandler, noErrorMessage)
  2. LibSkillBlocker.RegisterSkillBlock(addonName, abilityId)

UnregisterSkillBlock
Lua Code:
  1. LibSkillBlocker.UnregisterSkillBlock(addonName, abilityId)

GetRegisteredAbilityIds
Lua Code:
  1. LibSkillBlocker.GetRegisteredAbilityIds() -> {}[abilityId][addonName] = callback

GetRegisteredAbilityId
Lua Code:
  1. LibSkillBlocker.GetRegisteredAbilityId(abilityId) -> {}[addonName] = callback

GetRegisteredAbilityIdsByAddon
Lua Code:
  1. LibSkillBlocker.GetRegisteredAbilityIdsByAddon(addonName) -> {}[abilityIds] = callback

Example
Lua Code:
  1. if (IsPlayerInAvAWorld() or IsActiveWorldBattleground()) then
  2.   LibSkillBlocker.UnregisterSkillBlock("NoInnerLight", 40478)
  3. else
  4.   LibSkillBlocker.RegisterSkillBlock("NoInnerLight", 40478)
  5. end
---------- Maintained by Baertram
1.0.8 2023-05-08
Fixed API functions
Thanks to notnear for the tests and help!



1.0.7 2023-04-30
Now that Skill Blocker was updated and added evetn filters, improved code etc. it should not impact the performance anymore to use the LibSkillBlocker with version 1.0.7
If you still notice FPS drops please tell me the addon that uses this lib and how to rebuild the FPS drops and I'll have a look.

Added boolean parameter "showError" to function RegisterSkillBlock, default is "true".
If set to false during register there won't be any warning/error that the skill is blocked (silent fail).
LibSkillBlocker.RegisterSkillBlock(blockName, abilityId, customBlockHandler, showError)


1.0.6 2023-04-14
Reverted to 1.0.4 version as 1.0.5 seems to produce FPS drops somehow.
Investigating this to fix it. Thanks for your feedback!

1.0.5
-Updated API and version
-Added support for Gamepad mode
-Added assert error messages if parameters passed in to LibSkillBlocker.(Un)RegisterSkillBlock API functions were wrong/missing

[Performance improvements]
-Fixed skillblocks debugTrace function called if not needed (no skill blocks registered)
-Local speed-up ref. variables

---------- Maintained by Jarva
1.0.4
  • Ensure loading after FancyActionBar+

1.0.3
  • Added metadata for when the skill was pressed

1.0.2
  • Added utility functions to fetch registered callbacks

1.0.1
  • Added gamepad support
Archived Files (8)
File Name
Version
Size
Uploader
Date
1.0.7
2kB
Baertram
04/30/23 11:41 AM
1.0.6
1kB
Baertram
04/14/23 03:40 AM
1.0.5
2kB
Baertram
04/13/23 11:00 AM
1.0.4
1kB
Jarva
12/20/21 08:04 PM
1.0.3
1kB
Jarva
12/15/20 08:03 PM
1.0.2
1kB
Jarva
12/14/20 01:01 AM
1.0.1
1kB
Jarva
12/13/20 12:14 AM
1.0.0
1kB
12/11/20 03:03 AM


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Unread 12/11/20, 07:05 AM  
Baertram
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Sounds nice thanks for the lib.
One idea:

Don't you think an additional parameter "AddonName" would be nice to specify which addon has added the skillblock + an API function to read the table of blocked abilityIds per addon / get all blocked ones.

And what if several addons register the same abilityId, but with different customBlockHandler functions for the block? Is the lib just overwriting it then and always using "the last added"'s customBlockHandler?

Maybe I'm thinking to complicated here, but at best all customBlockHandlers registered to the same ailityId should be taken into account then, like if customBlockHandler1 or customBlockHandler2 or customBlockHandler3 then block else unblock end
Last edited by Baertram : 12/11/20 at 07:07 AM.
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Unread 12/11/20, 02:57 PM  
Jarva
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Originally Posted by Baertram
Sounds nice thanks for the lib.
One idea:

Don't you think an additional parameter "AddonName" would be nice to specify which addon has added the skillblock + an API function to read the table of blocked abilityIds per addon / get all blocked ones.

And what if several addons register the same abilityId, but with different customBlockHandler functions for the block? Is the lib just overwriting it then and always using "the last added"'s customBlockHandler?

Maybe I'm thinking to complicated here, but at best all customBlockHandlers registered to the same ailityId should be taken into account then, like if customBlockHandler1 or customBlockHandler2 or customBlockHandler3 then block else unblock end
AddonName is currently a parameter, I can add a function to read the table of blocked abilityIds per addon if needed, however it is available under LibSkillBlocker.blockedSkills[addonName]

If several addons register the same abilityId the lib will iterate over them until one returns true or they all return false.
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Unread 12/12/20, 08:23 AM  
Baertram
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Whoops, my bad eyes
Thanks for the clarification.

Originally Posted by Jarva
Originally Posted by Baertram
Sounds nice thanks for the lib.
One idea:

Don't you think an additional parameter "AddonName" would be nice to specify which addon has added the skillblock + an API function to read the table of blocked abilityIds per addon / get all blocked ones.

And what if several addons register the same abilityId, but with different customBlockHandler functions for the block? Is the lib just overwriting it then and always using "the last added"'s customBlockHandler?

Maybe I'm thinking to complicated here, but at best all customBlockHandlers registered to the same ailityId should be taken into account then, like if customBlockHandler1 or customBlockHandler2 or customBlockHandler3 then block else unblock end
AddonName is currently a parameter, I can add a function to read the table of blocked abilityIds per addon if needed, however it is available under LibSkillBlocker.blockedSkills[addonName]

If several addons register the same abilityId the lib will iterate over them until one returns true or they all return false.
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Unread 02/10/22, 01:40 PM  
Baertram
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Hey Jarva, is this library able to block skills without the abilityId, e.g. usage of quickslots too?
or would this be an addition you want to add? Quickslots also are action buttons like the skill ones, just handled a bit differently.
But maybe it would be possible to define a callback function that is called as a quickslot is used, where we can check the quickslot's slot data for our needs and if we return "true" the call to teh quickslot will be blocked?

it also uses ZO_ActionBar_CanUseActionSlots and fires the quickslot usage with ZO_ActionBar_OnActionButtonUp, so one shouldbe able to provide such a block feature for quickslots, right?

You are able to detect the quickslot slot via the slotNum. It should be 9 (ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1)

Lua Code:
  1. local quickslotSlotNum = ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1
  2. function LibSkillBlocker.RecordButtonUp(slotNum)
  3.   if slotNum ==quickslotSlotNum then
  4.     --do quickslot block checks: Get currently selected quickslot entry of the wheel
  5.      local currentQuickslot = GetCurrentQuickslot()
  6.      if currentQuickslot == nil then return end
  7.      --Get the slotType
  8.      local slotType = GetSlotType(currentQuickslot)
  9.      ..Only block if usable item e.g. potions
  10.      if slotType == ACTION_TYPE_ITEM then
  11.        --Get the itemlink of the curently selected quickslot item
  12.       local qsItemLink = GetSlotItemLink(currentQuickslot)
  13.       if not qsItemLink then return end
  14.       local itemId GetitemLinkItemId(qsItemLink )
  15.       if isQSBlockedItemId[itemId] or isBlockedQS_CheckFunction(qsItemLink) == true then --isBlockedQS_CheckFunction is a registered function for the quickslot "is blocked" checks
  16.         --Block the usage of the quickslot action button!
  17.         return true
  18.       end
  19.      end
  20.  
  21.   else
  22.   local abilityId = GetSlotBoundId(slotNum)
  23.   if not LibSkillBlocker.blockedSkills[abilityId] then return end
  24.   LibSkillBlocker.blockedSkills[abilityId].lastTrigger = nil
  25.   end
  26. end
Last edited by Baertram : 02/10/22 at 01:51 PM.
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Unread 02/14/22, 02:34 PM  
Jarva
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Originally Posted by Baertram
Hey Jarva, is this library able to block skills without the abilityId, e.g. usage of quickslots too?
or would this be an addition you want to add? Quickslots also are action buttons like the skill ones, just handled a bit differently.
But maybe it would be possible to define a callback function that is called as a quickslot is used, where we can check the quickslot's slot data for our needs and if we return "true" the call to teh quickslot will be blocked?

it also uses ZO_ActionBar_CanUseActionSlots and fires the quickslot usage with ZO_ActionBar_OnActionButtonUp, so one shouldbe able to provide such a block feature for quickslots, right?

You are able to detect the quickslot slot via the slotNum. It should be 9 (ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1)

Lua Code:
  1. local quickslotSlotNum = ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1
  2. function LibSkillBlocker.RecordButtonUp(slotNum)
  3.   if slotNum ==quickslotSlotNum then
  4.     --do quickslot block checks: Get currently selected quickslot entry of the wheel
  5.      local currentQuickslot = GetCurrentQuickslot()
  6.      if currentQuickslot == nil then return end
  7.      --Get the slotType
  8.      local slotType = GetSlotType(currentQuickslot)
  9.      ..Only block if usable item e.g. potions
  10.      if slotType == ACTION_TYPE_ITEM then
  11.        --Get the itemlink of the curently selected quickslot item
  12.       local qsItemLink = GetSlotItemLink(currentQuickslot)
  13.       if not qsItemLink then return end
  14.       local itemId GetitemLinkItemId(qsItemLink )
  15.       if isQSBlockedItemId[itemId] or isBlockedQS_CheckFunction(qsItemLink) == true then --isBlockedQS_CheckFunction is a registered function for the quickslot "is blocked" checks
  16.         --Block the usage of the quickslot action button!
  17.         return true
  18.       end
  19.      end
  20.  
  21.   else
  22.   local abilityId = GetSlotBoundId(slotNum)
  23.   if not LibSkillBlocker.blockedSkills[abilityId] then return end
  24.   LibSkillBlocker.blockedSkills[abilityId].lastTrigger = nil
  25.   end
  26. end
I can look into implementing this next weekend.
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Unread 02/16/22, 09:13 AM  
Baertram
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Thank you very much!

Originally Posted by Baertram
Hey Jarva, is this library able to block skills without the abilityId, e.g. usage of quickslots too?
or would this be an addition you want to add? Quickslots also are action buttons like the skill ones, just handled a bit differently.
But maybe it would be possible to define a callback function that is called as a quickslot is used, where we can check the quickslot's slot data for our needs and if we return "true" the call to teh quickslot will be blocked?

it also uses ZO_ActionBar_CanUseActionSlots and fires the quickslot usage with ZO_ActionBar_OnActionButtonUp, so one shouldbe able to provide such a block feature for quickslots, right?

You are able to detect the quickslot slot via the slotNum. It should be 9 (ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1)

Lua Code:
  1. local quickslotSlotNum = ACTION_BAR_FIRST_UTILITY_BAR_SLOT + 1
  2. function LibSkillBlocker.RecordButtonUp(slotNum)
  3.   if slotNum ==quickslotSlotNum then
  4.     --do quickslot block checks: Get currently selected quickslot entry of the wheel
  5.      local currentQuickslot = GetCurrentQuickslot()
  6.      if currentQuickslot == nil then return end
  7.      --Get the slotType
  8.      local slotType = GetSlotType(currentQuickslot)
  9.      ..Only block if usable item e.g. potions
  10.      if slotType == ACTION_TYPE_ITEM then
  11.        --Get the itemlink of the curently selected quickslot item
  12.       local qsItemLink = GetSlotItemLink(currentQuickslot)
  13.       if not qsItemLink then return end
  14.       local itemId GetitemLinkItemId(qsItemLink )
  15.       if isQSBlockedItemId[itemId] or isBlockedQS_CheckFunction(qsItemLink) == true then --isBlockedQS_CheckFunction is a registered function for the quickslot "is blocked" checks
  16.         --Block the usage of the quickslot action button!
  17.         return true
  18.       end
  19.      end
  20.  
  21.   else
  22.   local abilityId = GetSlotBoundId(slotNum)
  23.   if not LibSkillBlocker.blockedSkills[abilityId] then return end
  24.   LibSkillBlocker.blockedSkills[abilityId].lastTrigger = nil
  25.   end
  26. end
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Unread 09/26/22, 11:51 PM  
notnear
 
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Not sure why you have that second line on the section bellow, but removing that fixes the blocks not working on gamepad mode.
Removed it for a skill blocker I made, could need some more testing but haven't gotten any problems yet.

Lua Code:
  1. function LibSkillBlocker.IsSlotBlocked(slotNum)
  2.   if IsInGamepadPreferredMode() then return false end
  3.   local abilityId = GetSlotBoundId(slotNum)
  4.   if LibSkillBlocker.blockedSkills[abilityId] == nil then return false end
  5.   for _, blockHandler in pairs(LibSkillBlocker.blockedSkills[abilityId].blocks) do
  6.     if blockHandler(slotNum, abilityId, LibSkillBlocker.blockedSkills[abilityId].lastTrigger) then return true end
  7.   end
  8.   return false
  9. end
Thanks for the lib!
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Unread 03/26/23, 08:33 AM  
Baertram
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I think you could improve this line to only one "match" check against the pattern:
Code:
local slotNum = tonumber(debug.traceback():match('keybind = "ACTION_BUTTON_(%d)')) or tonumber(debug.traceback():match('keybind = "GAMEPAD_ACTION_BUTTON_(%d)'))
Change to:
Lua Code:
  1. local slotNum = tonumber(debug.traceback():match('keybind = \".*ACTION_BUTTON_(%d)'))

This will find the occurrence of " (escaped: \") followed by any text and then ACTION_BUTTON. So it should find "GAMEPAD_ACTION_BUTTON or ACTION_BUTTON or any other *ACTION_BUTTON that ZOs will implement

As the function LibSkillBlocker.IsSlotBlocked is called very often you shluld also add a
local isSlotBlocked = LibSkillBlocker.IsSlotBlocked
after the function and use tha local "speed up reference" isSlotBlocked instead of LibSkillBlocker.IsSlotBlocked each time in your functions then!

Also:
If no skill block is registered, you should strip the call to your function LibSkillBlocker.CanUseActionSlots() in total!
E.g. check with a local variable if ANY skill block is registered at the start of LibSkillBlocker.CanUseActionSlots() and if nothing is registered skip the performance expensive stack.traceback calls!

You only need to update the local for "is ANY skill block registered" as a new skill block register was done, and that's all.
Saves a lot of performance that way!

Thanks for considering this.
I've created such a performance optimized version, also checking with assert if the API function are used properly, else shows an error message.
It also removes the gamepad mode check so that gamepad mode officially will work properly. If you are interested, here is the link:
LibSkillBlocker 1.0.5 changed by Baertram
Last edited by Baertram : 03/26/23 at 09:19 AM.
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Unread 04/13/23, 06:00 AM  
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Hi Jarva,

as you said you are not playing ESO any longer and offered other devs to be added to the teams of addons , or to take over:
Could youz please add me to the team of this library so I can update it, thanks.
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Unread 04/13/23, 11:52 AM  
silentseashore

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FPS drop

Hello,

I've been noticing severe performance drops mainly in the form of FPS loss ever since the latest update. It took me a while to pinpoint which update was causing the issue but I managed to pinpoint it to this one.

1.0.5

-Updated API and version

-Added support for Gamepad mode

-Added assert error messages if parameters passed in to LibSkillBlocker.(Un)RegisterSkillBlock API functions were wrong/missing



[Performance improvements]

-Fixed skillblocks debugTrace function called if not needed (no skill blocks registered)

-Local speed-up ref. variables
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Unread 04/13/23, 12:28 PM  
Baertram
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Re: FPS drop

Originally Posted by silentseashore
Hello,

I've been noticing severe performance drops mainly in the form of FPS loss ever since the latest update. It took me a while to pinpoint which update was causing the issue but I managed to pinpoint it to this one.

This library was updated today, 1h ago (~7pm). So are you sure this is the issue for your FPS drops? Not if "since last update" means since lsat ESO patches
I did not realize any drops within 2 weeks of testing and usage so far?
If this took "a while for you to pinpoint it" your while would have been 10 minutes or less, as the update 1.5 was done today as I said!
-> And I'd especially know "how did you manage" to pinpoint it to this library with version 1.0.5? What did you test, and when did you test this, so that you came to this conclusion?


Could you do me the favor and provide me any proof for that, so I can work on it.
What addons do you use that use this lirary here?

Try to use SAME addons and libraries and ONLY replace version 1.0.5 with 1.0.4 from here,
and do the same things, and check your FPS then. For me it never had any noticably difference at all, but maybe it depends on the addons used in combination with this library.

Maybe it was version 1.0.4 which dropped the FPS. Could happen as EACH action button usage was trying to check if a skill needs a block with version 1.0.4. With version 1.0.5 it will only do this now IF any block was registered. But still, if the library is loaded it hacks into the actin buttons and always does some performance hungry tasks there.... So either version 1.0.5 speeds it up for you now, or the lib in total is slowing the game down. And I cannot change that without breaking the "block feature", so well, you need to live with it or disable it then (if version 1.0.5 does not fix it somehow for you already).
Last edited by Baertram : 04/13/23 at 12:34 PM.
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Unread 04/14/23, 02:32 AM  
hurry143

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Re: FPS drop

Originally Posted by silentseashore
Hello,

I've been noticing severe performance drops mainly in the form of FPS loss ever since the latest update. It took me a while to pinpoint which update was causing the issue but I managed to pinpoint it to this one.
I have to second this. I started noticing the frame drops almost immediately after Minion updated LibSkillBlocker (along with Lazy Writ Crafter and FCO ItemSaver) a few hours ago.

I disabled all my addons and spent the last 4 hours re-enabling them one-by-one, and everything was smooth until I turned notnear's Skill Blocker back on.

I verified it once more by turning off all addons except for Skill Blocker, and the frame drops are just as noticeable (there's a stutter about once every 1.5 seconds). I can observe this just by standing in my house and watching my Pearlescent orbs stutter as they go around The frame drops are more apparent (but always at regular 1.5s intervals) once I start running around.

Finally, I downgraded LibSkillBlocker back to 1.0.4 and that resolved the frame drops immediately.

PS - my fps technically never dipped below the usual level -- it just looks like frames are being dropped.
Last edited by hurry143 : 04/14/23 at 02:46 AM.
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Unread 04/14/23, 03:38 AM  
Baertram
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Re: Re: FPS drop

Okay, thanks for the report.
This is weird, I'll downgrade the lib to 1.0.4 then and see what may cause this.

To reproduce this I need some more details please:
Do you need to cast any skills / press actin bar buttons as the frame drop happens or is it happening automatically without pressing any action bar button?
Is it noticable with only the library enabled or do you need to enable the Skill Blocker addon too?
As the frame drop happens: Do you have any blocked skill equipped on your action bar and which skill is blocked then in the Skill Blocker addon settings at your side?
Could you maybe send me your SkillBlock addon settings file (logout and then check in folder live/SavedVariables/ ) via email to [email protected]
Thank you!

Originally Posted by hurry143
Originally Posted by silentseashore
Hello,

I've been noticing severe performance drops mainly in the form of FPS loss ever since the latest update. It took me a while to pinpoint which update was causing the issue but I managed to pinpoint it to this one.
I have to second this. I started noticing the frame drops almost immediately after Minion updated LibSkillBlocker (along with Lazy Writ Crafter and FCO ItemSaver) a few hours ago.

I disabled all my addons and spent the last 4 hours re-enabling them one-by-one, and everything was smooth until I turned notnear's Skill Blocker back on.

I verified it once more by turning off all addons except for Skill Blocker, and the frame drops are just as noticeable (there's a stutter about once every 1.5 seconds). I can observe this just by standing in my house and watching my Pearlescent orbs stutter as they go around The frame drops are more apparent (but always at regular 1.5s intervals) once I start running around.

Finally, I downgraded LibSkillBlocker back to 1.0.4 and that resolved the frame drops immediately.

PS - my fps technically never dipped below the usual level -- it just looks like frames are being dropped.
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Unread 04/14/23, 07:40 AM  
hurry143

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  • Things are fine with only LibSkillBlocker enabled. The frame drops only occur when I have Skill Blocker enabled as well.
  • The frame drops occur even when I'm not casting anything at all.
  • The frame drops occur even when my skill bar is empty (although I have configured skills such as Mage Light to be blocked).
  • I'm not 100% certain (because I don't PVP much), but the frame drops don't seem to occur when I'm in Cyrodil or the Imperial City Sewers.

I'll try sending you my saved variables in a bit.

Thanks!
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Unread 04/14/23, 08:01 AM  
Baertram
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Thank you, that helps a lot to hopefully rebuild it on my side too.
Wondering why he frame drop could happen even withut any skill registered. I know there is code that does something to get the skill Id upon pressing any of the 5 action butons, or the ultimate one. But if you do not press anything, why should this drop frames then.
Very weird, I think it's because of the addon Skill Blocker then which does something that is not really compatible with my version 1.0.5.
Version 1.0.5 added even checks if ANY skill is blocked at all and does not do anything (it just should work as normal in that case) if you press any action button.

I'll use your same settings to test this this weekend, thanks again.

Originally Posted by hurry143
  • Things are fine with only LibSkillBlocker enabled. The frame drops only occur when I have Skill Blocker enabled as well.
  • The frame drops occur even when I'm not casting anything at all.
  • The frame drops occur even when my skill bar is empty (although I have configured skills such as Mage Light to be blocked).
  • I'm not 100% certain (because I don't PVP much), but the frame drops don't seem to occur when I'm in Cyrodil or the Imperial City Sewers.

I'll try sending you my saved variables in a bit.

Thanks!
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