Download
(4 Kb)
Download
Updated: 11/15/18 09:27 PM
Pictures
File Info
Compatibility:
Murkmire (4.2)
Updated:11/15/18 09:27 PM
Created:10/19/18 01:52 PM
Monthly downloads:95
Total downloads:10,509
Favorites:23
MD5:
Event Tickets (Clockwork City Event)  Popular! (More than 5000 hits)
Version: 2.0
by: kafeijao [More]
A simple addon to track the cooldown on the Event Tickets so you can get the maximum of them each event.

Clockwork City Event
To earn Event Tickets during the event, complete the zone’s Daily Quests (located within the Brass Fortress). You will receive two Event Tickets from the first Daily Quest you complete each day in addition to the other regular rewards. Note that the Event Tickets are tied to the Daily Quest timer, meaning they’ll reset at 1:00AM EST.




Witches Festival Event
Warning: Spoiler



For the addon to start working, you have to receive an Event Ticket, only then it will start the cooldown. If your game happen to crash or you force close it for some reason, it will not save the addon info and it will lose the cooldown until you receive the next ticket. To prevent this, you can logout or reload ui (using /reloadui command) after you received a ticket. The addon information is saved automatically when you perform a logout or a reloadui.

If you have any feature suggestion or bug report feel free to hit the comments

Commands
/et - Hides/Reveals the window of the addon.
Version 2.0
+ Updated to the clockwork city event.

Version 1.4
+ Tuned the refresh timers time to avoid inconsistent update times.

Version 1.3
+ Fixed one issue where the timers were not ticking down.

Version 1.2
+ Attempt to fix a bug with the HUD fragments, thanks to Kyoma for the fix.

Version 1.1
+ Make the window hide with the HUD.

Version 1.0
+ API Bump: Murkmire.
+ Added Golden Plunder Skulls cooldown tracker (witch festival 2018).
Optional Files (1)
File Name
Version
Size
Author
Date
Type
1.4-server
4kB
10/28/18 10:38 AM
Patch


Archived Files (6)
File Name
Version
Size
Uploader
Date
1.4
4kB
kafeijao
10/27/18 07:45 PM
1.3
4kB
kafeijao
10/27/18 04:40 AM
1.2
4kB
kafeijao
10/25/18 04:17 PM
1.1
4kB
kafeijao
10/24/18 06:14 AM
1.0
4kB
kafeijao
10/23/18 10:24 AM
0.1
3kB
kafeijao
10/19/18 01:52 PM


Post A Reply Comment Options
Unread 10/28/18, 08:46 AM  
polysoft
 
polysoft's Avatar

Forum posts: 0
File comments: 95
Uploads: 0
Re: Re: NA/EU Server

Originally Posted by polysoft
Is it possible to separate the servers because i sometimes play on both so the timer tells me the wrong colldown.
It is possible, but I don't know a way to do it without wiping the current cooldown info. Couldn't find much information about it as well [/quote]


Ok can you try it and make it in "other files" so i can see, just to see if it works let me be a BetaTester
Report comment to moderator  
Reply With Quote
Unread 10/28/18, 04:57 AM  
kafeijao
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 54
Uploads: 7
Re: NA/EU Server

Originally Posted by Marazota
Originally Posted by Kyoma
The addon only knows for sure the cooldown for a(ny) of the golden skulls when you actually get a golden skull. While it could in theory display something like "unavailable" when you get a purple skull it simply cannot know what the cooldown is unless you get a golden skull.
okay if i got Gold skull while timer said "available", but in fact i didnt receive ticket with that skull
Addon MUST change Available to smthing like "Unknown"
This feature would be tricky to implement because when a purple skull is received I would have to understand from which type of source it was obtained (delve boss, world boss, etc...). I don't know a way to do that doesn't involve adding all the monster info and map it to the type manually.

On a more annoying and time consuming approach (for your side), each time you are going to play on another computer you could copy the file \Documents\Elder Scrolls Online\live\SavedVariables\EventTickets.lua from the computer you were playing and replace with the one found on the computer you are going to play (needs to have the addon installed on both computers). (you should copy/replace when the game is not running)



Originally Posted by polysoft
Is it possible to separate the servers because i sometimes play on both so the timer tells me the wrong colldown.
It is possible, but I don't know a way to do it without wiping the current cooldown info. Couldn't find much information about it as well
Last edited by kafeijao : 10/28/18 at 05:10 AM.
Report comment to moderator  
Reply With Quote
Unread 10/28/18, 01:33 AM  
polysoft
 
polysoft's Avatar

Forum posts: 0
File comments: 95
Uploads: 0
NA/EU Server

Is it possible to separate the servers because i sometimes play on both so the timer tells me the wrong colldown.
Report comment to moderator  
Reply With Quote
Unread 10/28/18, 01:07 AM  
Marazota
AddOn Author - Click to view AddOns

Forum posts: 260
File comments: 1521
Uploads: 2
Originally Posted by Kyoma
The addon only knows for sure the cooldown for a(ny) of the golden skulls when you actually get a golden skull. While it could in theory display something like "unavailable" when you get a purple skull it simply cannot know what the cooldown is unless you get a golden skull.
okay if i got Gold skull while timer said "available", but in fact i didnt receive ticket with that skull
Addon MUST change Available to smthing like "Unknown"
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 07:43 PM  
kafeijao
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 54
Uploads: 7
Originally Posted by Kyoma
Originally Posted by kafeijao
Originally Posted by Kyoma
It's better to keep the interval for the update loop at 1000ms, not 900ms.
Uhm I am noticing it skips 1 second sometimes with 900ms, won't making it 1s make it worse?
Not really, the difference between each update with an interval of 1000ms is but a few ms and on average it'll run every second. If you run it at 900ms it will (obviously) be misaligned completely with the 'per second' you'd want from the counters.

Edit: To clarify, with a 1000ms delay you basically don't notice any seconds being skipped.
Yeah you are right I was being a bit derpy on this one hehe. Thanks one more time
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 06:51 PM  
Kyoma
AddOn Author - Click to view AddOns

Forum posts: 125
File comments: 328
Uploads: 10
The addon only knows for sure the cooldown for a(ny) of the golden skulls when you actually get a golden skull. While it could in theory display something like "unavailable" when you get a purple skull it simply cannot know what the cooldown is unless you get a golden skull.
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 05:31 PM  
Marazota
AddOn Author - Click to view AddOns

Forum posts: 260
File comments: 1521
Uploads: 2
so i just killed WB
as you can see
i dont remember i looted ticket or not
but its still said Available? why? no timer for tickets



P.S. just killed a Delve boss, got purple skull
and addon still said AVAILABLE....

fix pls - its because i logged in and played awhile from my laptop where i havent any addons
and killed delve boss there may be

and now at my main PC addon CANT KNOW i already did delve skull and continue saying its available while its not

its fixable or not?
Last edited by Marazota : 10/27/18 at 05:40 PM.
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 01:07 PM  
Kyoma
AddOn Author - Click to view AddOns

Forum posts: 125
File comments: 328
Uploads: 10
Originally Posted by kafeijao
Originally Posted by Kyoma
It's better to keep the interval for the update loop at 1000ms, not 900ms.
Uhm I am noticing it skips 1 second sometimes with 900ms, won't making it 1s make it worse?
Not really, the difference between each update with an interval of 1000ms is but a few ms and on average it'll run every second. If you run it at 900ms it will (obviously) be misaligned completely with the 'per second' you'd want from the counters.

Edit: To clarify, with a 1000ms delay you basically don't notice any seconds being skipped.
Last edited by Kyoma : 10/27/18 at 01:29 PM.
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 12:50 PM  
kafeijao
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 54
Uploads: 7
Originally Posted by Kyoma
It's better to keep the interval for the update loop at 1000ms, not 900ms.
Uhm I am noticing it skips 1 second sometimes with 900ms, won't making it 1s make it worse?
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 12:18 PM  
Kyoma
AddOn Author - Click to view AddOns

Forum posts: 125
File comments: 328
Uploads: 10
It's better to keep the interval for the update loop at 1000ms, not 900ms.
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 10:52 AM  
fgoron2000

Forum posts: 0
File comments: 143
Uploads: 0
Originally Posted by Marazota
Originally Posted by kafeijao
The issues with the countdowns not ticking down should be fixed, keep me posted if you find another bugs or if it wasn't fixed
same here
/reloadui for a fix
it's still not ticking down consistently for me...but at least it's not a game-breaker or game-crasher...i'm still not certain what does or doesn't trigger it to stop for me, but if i can figure out more detail i'll let you know here...
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 05:27 AM  
Marazota
AddOn Author - Click to view AddOns

Forum posts: 260
File comments: 1521
Uploads: 2
Originally Posted by kafeijao
The issues with the countdowns not ticking down should be fixed, keep me posted if you find another bugs or if it wasn't fixed
same here
/reloadui for a fix
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 05:26 AM  
Kyoma
AddOn Author - Click to view AddOns

Forum posts: 125
File comments: 328
Uploads: 10
Ahhhh oops, I hadn't seen how you were updating the timers. Yea before it would stop updating when the UI element got hidden from entering a menu and wouldn't kickstart again until something changed.
Report comment to moderator  
Reply With Quote
Unread 10/27/18, 04:42 AM  
kafeijao
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 54
Uploads: 7
The issues with the countdowns not ticking down should be fixed, keep me posted if you find another bugs or if it wasn't fixed
Report comment to moderator  
Reply With Quote
Unread 10/26/18, 07:55 PM  
kafeijao
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 54
Uploads: 7
Originally Posted by srmalloy
Originally Posted by RealReeth
Hi,

I guess I found a bug in german client.
Total time until new skull does not start to countdown upon first skull receipt,
but single skull types are recognized well.

English client does this for the 'master' event ticket counter. The countdown updates if you log out, then back in, but remains static at that point. All of the counters in the collapsible window (bosses by category) count down normally.

That's really odd, I cannot reproduce this, it counts down for me normally. Could you try running this addon alone (without other addons) and see if it counts down? maybe it's some incompatibility... Will check the code tomorrow to see if I can find any bug I might have missed out. But if you can provide any more information, it will help a lot!

If you find it to be stuck try typing this on the chat and see if it fixes:
Code:
/script EventTickets.updateEventTicketTimer(false)
Last edited by kafeijao : 10/26/18 at 07:57 PM.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: