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handle:CreateSequence(name, data) refuses a name whose action buttons would overlap another sequence's, and a name EMS keeps for its own frames. A modifier variant's button adds _v and a number, so Acme Burst v2 is refused while Acme Burst exists, and Acme Burst! clashes with Acme Burst. A name you already own isn't checked again.
handle:EnsureSequenceMacro(name) answers false and a reason for a sequence with no button because another sequence or frame uses its button name.
SEQUENCE_UPDATED also fires when a variable rename rewrites a sequence, and when Auto-refresh macro-reference steps updates a step.
API:GetSequenceInfo(name) hands back the sequence's own fields in the types the data reference lists, because EMS now checks them when a sequence is imported, registered, edited or loaded. version is a string, a number or nil, normally the string "1".
The event catalog now says when each sequence event fires. A rebuild fires SEQUENCE_DELETED, then SEQUENCE_CREATED, for a sequence that still exists.
Fixed
handle:CreateSequence refuses a name whose saved sequence isn't yours before EMS restores the saved sequences at the first PLAYER_ENTERING_WORLD. Called from PLAYER_LOGIN, it used to replace the player's saved sequence with yours.
handle:EnsureSequenceMacro(name) remakes the macro the player deleted by hand, where it used to answer false with macro creation failed.
API:GetSequenceMacroIndex(name) and EnsureSequenceMacro find the macro by its body, so deleting another macro can't leave them on the wrong slot.
API:GetSequenceInfo(name) lists a variable used only in a modifier variant, Key Press or Key Release in variableDeps. Its createdAt is a number for a sequence your plugin made, stamped when you send none.