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Updated:06/25/14 03:46 PM
Created:03/01/14 08:55 PM
Monthly downloads:80
Total downloads:28,938
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XrysGatherer  Popular! (More than 5000 hits)
Version: 1.0.4
by: Xrystal [More]
Latest News:
Time to move on. The game hasn't pulled at my brain strings enough to keep me away from WoW long enough to make it worth paying for any longer. Anyone is welcome to take over the addon as they see fit. Otherwise I would suggest the following addon which should work in a similar way and with HarvestMerge allows importing of data from other sources:

http://www.esoui.com/downloads/info57-HarvestMapEsoheadMarkers.html

What it does:
  • v1.0.0 - New Data Layout so make a backup of your old data as it will be replaced with an empty file.
  • Tracks and Records Harvest Nodes and tradeskill related items as you loot from them.
  • Optionally Displays Output on screen.
  • Stores in the Saved Variables table account wide.
  • Map and compass shows nodes stored - Icon is for tradeskill of an item looted from it, wording is of the node itself
  • Options to filter display of nodes on map and compass as well as verbose output per character.
  • Scrollable and Filterable History Window listing what is in the harvest history table
  • Ability to import other saved variables files of the same version, it is tricky so instructions are in the readme file.
  • Control Panel to show current location and buttons to open the other windows.
  • Now locale enabled. Simply create a copy of the locale/en.lua file and save as your own locale name file if it doesn't exist and change the words inside to be more language specific.

Slash commands:
  • /xrga toggle - Toggle the Control Panel Window
  • /xrga help - Display the commands available

Credits
I want to thank the following people for figuring the following items out for me to learn from:
  • Pawkette - For the Console addon which enabled me to see how Combo Boxes were made
  • Dolby - For the Esohead addon which helped me start working on the saved variables system
  • Shinni - For the Esohead Markers addon which will help me get the harvesting pins and filters in place
  • Zerorez - For the zrMinimap addon which has inspired me to create an optional gatherer minimap
  • Skyraker - For being a guinea pig to help find out the problems he was getting

To Do
  • Gatherer Database Website Upload/Download Facility - Under Investigation

Git Repository Links
v1.0.4
Changed Version Number in txt file and globals lua file.
Changed API Version in txt file.
Add TOU for Addons to txt file.
Removed XrysGatherer_ImportData table from saved variables table list in the txt file as it seems to cause a repeat of an empty table. Should not affect importing as long as the table name copied into the file as per the import readme is changed to that name. Import ability will be added in version 2.0.0 as a separate mini addon that won't need to be run if you have nothing to import.
Removed ImportData saved variables initialisation from the savedvars.lua file.
Added a mention of the new changes in the HowToImport readme file.
Added check in History file to make sure that the node data table contained items before it tried accessing it.

v1.0.3
Changed Version Number in txt file and globals.lua file.
Changed API Version in txt file.
Done my best via multiple reverse google translates to actually set the German and French locale files up.
No longer stores node info for nodes that are unknown. Old Unknown nodes will be removed when the new data conversion routine is in place in Version 2.0.0.
Removed NoTarget event as I have yet to have that triggered since it was implemented.
Added language and addonVersion to NodeData and ItemData tables within the SavedVars to help keep track of language version.
It is assumed that you have only imported same language data from other sources.
Tidied up some non localed text and placed it into the locale files.
Added some validation code to catch extraneous data in the wrong format ( as in my initial attempt at v2.0.0 data conversion first time round without making a data backup rofl).

v1.0.2
Changed Version Number in txt file and globals.lua file.
NodeInteract:
Various changes to the code to ensure that looting works as close to identically as possible regardless of loot options.
Tested under : Auto Loot = on or off and Consolidate Loot = on or off. But did not test Auto Loot = Off and Consolidate Loot = Off as I suspect that would work the same as with Consolidate Loot = on.

v1.0.1
Too many changes to list them separately here but the PatchInfo.info file does have everything detailed.
Basically, this update fixes the accidental access to someone else node data ( and throws in debug tests for those that want to test it to see whether it gets all of the gathering data without messing up the person gathering it).
It also fixes some minor glitches noticed such as no verbose mode at all on old nodes and the compass pins not resizing based on position around the player and the chance that you harvest a node before realising you don't have space to loot at the same time, old versions may not have caught the details to record the pin data. You need to loot to get that information correctly at least once for each item.
If you wish to test the possibility of sharing node information amongst nearby harvesters or group members, maybe even guild members then set the value in the nodeinteract.lua file debugOtherLoot to true to display 3 debug messages per looted item from a harvest node. Screen printing these and keeping these on file until I ask for the information would be appreciated. I am however unsure whether this will work accurately enough for the map and compass pin required data. Which is why this part isn't activated outside of displaying the information.

v1.0.0
Rewrite of the whole addon working around the map and compass pins to ensure they are in the correct location regardless of what map you may have viewed prior to gathering.
Import is back and will allow import from Version 1 data. Version 0 data is now invalid for the most part. Version 0.0.9 data may have some salvagability to it but the ability to import that data isn't in the addon. Email me a copy of 0.0.9 data and I will see if I can convert it to 1.0.0 format to the best of my abilities. It may take a little while.
History window is still there but without the wipe ability. All data is gathered, you just choose what to display on the map and compass based on your options.
Data is stored account wide but options on what gets tracked on the map and compass is character wide.
The same /xrga toggle exists like before to display the mini control panel that houses your position and buttons to open the other windows.

v0.0.9a
Bypass areas of the harvest data that are not in the correct and expected format.
Made sure that the newly introduced information that isn't being used yet is saved in the right location, the cause of the error.


v0.0.9
Added Description field to txt file.
Added the ability to Import new Data from another file ( see the included readme file for the details) and Remove selected portions of the table.
Removed the old alert window and replaced it with a scrolling message window that is embedded into the new control panel.
Added a new control panel where you can now click buttons rather than type your way around the addon.
There is now only 1 slash command and that is the one to toggle the addon into activity by toggling the visibility of the control panel.
The alert message screen colorises the text to reflect a close or nearby node.
Addon is now localised. There is now an EN, FR and DE language files but the FR and DE versions contain the same text as the EN version. But I have been unable to test it due to a massive download.
The new Control Panel now controls the node alerter update routine and it can be toggled off if you want to view the list that has been shown for the area you are in without it refreshing on you every second. This also stops the harvestHistory table from being updated but see below regarding that.
The harvestHistory table that is used for quick access cycle reading is rebuilt from the latest data every time you open the import window, history window and every 5 minutes if you have the alerter on.
All the old slash commands have been removed and a new one created /xrga toggle to toggle the display of the control panel.

v0.0.8
Added selection boxes on the history window to allow some flexibility in what is displayed.
Frames are now created in XML files with flexible values updated programmatically, at least until I can write them all in lua.
All frames are movable but at present do not save their place. All windows default to the center of the screen when you log in and can be moved.
Split the History and Alert frame functions into their own files and their own copy of the history data update function.

v0.0.7
A slight addition to the addon whereby it also keeps track of items looted from said nodes and records the tradeskill and type of item which has been looted. Additional slash commands have been added to match.
/xrga tradeskill [tradeskill]
/xrga itemtype [itemtype]
Removed testing text display from the history window.
Added test for CraftingInteractionType so that it traps and ignores crafting which sometimes triggers a harvesting action.
Uses table.insert instead of creating an index key.
Slash commands are no longer case specific.
Changed the width of the History Window to hold the new longer TradeSkill Loot History Lines.

v0.0.6
Next best thing to displaying pins on the map, a little frame to let you know there is a know node in the area (0.05) or nearby (0.01).
Added /xrga alert to toggle the display on or off.
Ooops added the show/hide slash commands.

v.0.0.5
Added /xrga show and /xrga hide to display the harvest history window that offers a scrolling frame view of all the harvests recorded so far.
Put the creation of the Harvest History table into a separate function as it is used in several places.


v0.0.4
Thanks to BluePhoenix, cause of the missing action/object values has now been explained to moving the recepticle off of the object milliseconds after interacting with it and the information being wiped out. Have now stored the last successful interaction so it can be used for the database.

v0.0.3
PatchInfo.txt renamed to PatchInfo.info so it doesn't appear in addon screen.
Fixed Slash Commands so that you can now use it without errors, including spaces words.
Added "Unknown Action" for when the action truly is unknown.

v0.0.2
Added a temporary harvestHistory table for easier traversing as required for reporting/viewing
Now keeps track of the last item harvested for viewing where else it has been gathered before
Use, Talk and Examine have been known to intermittently think they are interacting with a harvest node, so ignore those
Added a PlayerActivated Event Function to initially generate the harvestHistory table.
Added slash commands for traversing the history table in verbose mode:

/xrga update - Rebuild the harvestHistory table with the latest data
/xrga history - Traverse the harvestHistory table and report all harvests in verbose mode
/xrga zone [zone] - Traverse the harvestHistory table and report on all harvests in the selected/current zone
/xrga item [item] - Traverse the harvestHistory table and report on all harvests of the selected/last item
/xrga help - Display the commands available

v0.0.1 - New Addon
Tracks and Records Harvest Nodes into the Saved Variables table.
Optional Files (0)


Archived Files (14)
File Name
Version
Size
Uploader
Date
1.0.3
28kB
Xrystal
05/25/14 05:02 AM
1.0.2
28kB
Xrystal
05/15/14 05:43 PM
1.0.1
28kB
Xrystal
05/11/14 07:30 PM
1.0.0
26kB
Xrystal
04/25/14 11:03 PM
0.0.9a
15kB
Xrystal
04/13/14 05:54 PM
0.0.9
15kB
Xrystal
04/13/14 05:09 AM
0.0.8
11kB
Xrystal
04/05/14 03:31 PM
0.0.7
8kB
Xrystal
03/30/14 04:59 PM
0.0.6
7kB
Xrystal
03/15/14 03:19 PM
0.0.5
6kB
Xrystal
03/15/14 10:21 AM
0.0.4
5kB
Xrystal
03/15/14 05:33 AM
0.0.3
4kB
Xrystal
03/14/14 05:13 PM
0.0.2
4kB
Xrystal
03/04/14 03:34 PM
0.0.2
3kB
Xrystal
03/01/14 08:55 PM


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Unread 05/12/14, 03:46 PM  
Xrystal
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Originally Posted by skyraker
Originally Posted by Xrystal
isLooting should be true from looting stage until the next harvesting session, or next test for interaction

edit: In receiveloot and slotupdate were you testing for wasHarvesting or isHarvesting ?
I was testing wasHarvesting.

I think my issue is that for some reason it is never detecting the looting stage in InteractUpdate. It is never entering any block related to INTERACTION_LOOT.
Hmm, very weird. Lets see if I can get rid of that part of the equation then, hmm. Possible, but currently using Loot Interaction to get a 2nd attempt at getting the node name seeing as there is always the chance your hand slips off the node at the wrong time rofl.

edit:
Well it looks like I may be able to use the EVENT_LOOT_UPDATE event instead which ... touch wood .. should trigger for you. I'll do a mini git update for you to test once I have done a few more tests to confirm that it is still reporting the same information for me as it does when using the INTERACTION_LOOT

edit2:
Hmm, I knew there was a reason I stopped using this event, it doesn't seem to be consistent with the loot target and loot data info. Having to put as little code in this function as possible but enough to get the details you need. Bypassing as much of the looting interaction/update as possible, seeing as both seem to be as bad as the other.

edit3:
Okay, I am having to revert back to the last uploaded version as now it is throwing out way too many errors because it is not getting the loot target info nor harvest interaction info needed. The only way I only got it to work was with the INTERACTION_LOOT update routine which for some reason isn't working for you but is for me. What other addons do you have running again Sky ?

edit4:
Can I say it is annoying there isn't an INTERACTION event rofl. Anyway, think I managed to sort out the update routine to keep the interaction information but I'd feel more comfortable if there were more tests done before I push it live. But before I go to bed, which will be soon as it is midnight here, I'll post up this version I'm testing to the git page with the debug code in it as well.
Last edited by Xrystal : 05/12/14 at 05:24 PM.
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Unread 05/12/14, 03:35 PM  
skyraker
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Originally Posted by Xrystal
isLooting should be true from looting stage until the next harvesting session, or next test for interaction

edit: In receiveloot and slotupdate were you testing for wasHarvesting or isHarvesting ?
I was testing wasHarvesting.

I think my issue is that for some reason it is never detecting the looting stage in InteractUpdate. It is never entering any block related to INTERACTION_LOOT.
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Unread 05/12/14, 02:51 PM  
Xrystal
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Hmm, I'll give it another test myself tonight. But I don't think I changed anything after my test was final and working, but I might have missed something and added it afterwards.


isHarvesting should only be true at the actual harvesting stage
wasHarvesting should only be true at the looting stage after harvesting
isLooting should be true from looting stage until the next harvesting session, or next test for interaction

I was consistently getting verbose output last night but just in case I'll check again.

Thanks for going to the trouble of throwing it the extra debug messages.

edit: In receiveloot and slotupdate were you testing for wasHarvesting or isHarvesting ?

edit2: Well with the latest files I am receiving feedback. Are you two still near to each other when this happens ?

InteractUpdate: Harvesting but not Looting ................... In 2st INTERACTION_HARVEST block
InteractUpdate-Harvesting: Getting InteractionInfo and Timestamp .................. In 2nd INTERACTION_HARVEST block after receiving player position
InteractUpdate: Finished Harvesting and now Looting ................. In the first INTERACTION_LOOT block after wasHarvesting = false, isLooting = true
InteractUpdate-Looting: Getting LootTargetInfo and Lootable Items .............. added before GetNumLootItems block
InteractUpdate-Looting: No Longer Harvesting and got the loot information needed for processing ........... added under wasHarvesting = true near bottom of function block
SlotUpdate: Receiving Loot from a harvest node ..................... added after wasHarvesting test
SlotUpdate: rough maple looted ........... Added just before OldItemData block
-- The debugOther block
ReceiveLoot: rough maple received
ReceiveLoot ( via SlotUpdate): Woodworking, Raw Materials, Materials
ReceiveLoot ( via NodeInteract) : Auridon (0.498,0.584) Maple
ReceiveLoot: Updating Saved Variables .............. Added just after the SVData update block
ReceiveLoot: Creating Pin Info .......................... Added just after the pin creation block
New Node Woodworking [Raw Materials] - Maple - Auridon (0.50, 0.58)


I'll keep testing but that was the first node I came across tonight.
Last edited by Xrystal : 05/12/14 at 03:44 PM.
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Unread 05/12/14, 02:35 PM  
skyraker
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Xrystal, something to check:

I made up my own little debug message window and added message calls to the functions in NodeInteract.lua to see if I could see why I wasn't getting any verbose output. From my preliminary findings, XrysGatherer_InteractUpdate is not working quite right. It detects interactions okay, but it is as if something goes wrong.

Screenshot for reference
Debug results

First Harvest Starts

Line 1: In InteractUpdate, isInteracting is true, interactMode is INTERACTION_HARVEST, isHarvesting is false, isHarvesting is set to true

Line 2-3: InteractUpdate has recorded position, interactMode is INTERACTION_HARVEST, timestamp is recorded

While harvesting, ticks detect isHarvesting as true until harvesting action ends, still remains true but nothing further in InteractUpdate occurs (doesn't reach elseif interactMode == INTERACTION_LOOT and isHarvesting then block where wasHarvesting is made true)

Line 4: In SlotUpdate, wasHarvesting is false and function ends at that point

Line 5: In ReceiveLoot, wasHarvesting is false and function ends

Second Harvest

Before Line 6: In InteractUpdate, isInteracting is true, interactMode is INTERACTION_HARVEST, isHarvesting is true. Function ends. No location data is detected, no timestamp is recorded.

Line 6: In SlotUpdatewasHarvesting is false and function ends at that point

Line 7: In ReceiveLoot, wasHarvesting is false and function ends
Last edited by skyraker : 05/12/14 at 02:36 PM.
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Unread 05/12/14, 01:33 AM  
Xrystal
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Re: Re: Version 1.0.1 Uploading as I type

Hmm weird. I don't remember that output in the addon.


Are you saying she wasn't harvesting and she got the info that you or another name looted the items ?
And despite you harvesting you didn't get any output at all?
Can you try again but this time as far apart as possible to make sure that she doesn't get that output.
What I would expect to see when you are close together is that you both get the looted info display which is before the test for who looted and the actual looter get the verbose output about the node and item looted.
So, yes, I'm confused as to why that is happening.




Originally Posted by skyraker
Originally Posted by Xrystal
skyraker, I would be appreciated if you try this testing out every now and then with your wife and see what sort of information you get and what you were expecting to see. I pretty much display the information the pin data uses to plot the map and compass icons. The map,x,y,node data should be of the node the person harvesting is gathering and their location while gathering and the item data should be of the loot they received from it ( which the other person can see from the ReceiveLoot event function ).
My wife got:
Not harvesting
Not looted by self


I, on the other hand, am not getting any verbose output. Checked my settings in the saved vars and everything is set to true. My wife is getting that info though, so that is odd.
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Unread 05/11/14, 08:52 PM  
skyraker
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Re: Version 1.0.1 Uploading as I type

Originally Posted by Xrystal
skyraker, I would be appreciated if you try this testing out every now and then with your wife and see what sort of information you get and what you were expecting to see. I pretty much display the information the pin data uses to plot the map and compass icons. The map,x,y,node data should be of the node the person harvesting is gathering and their location while gathering and the item data should be of the loot they received from it ( which the other person can see from the ReceiveLoot event function ).
My wife got:
Not harvesting
Not looted by self


I, on the other hand, am not getting any verbose output. Checked my settings in the saved vars and everything is set to true. My wife is getting that info though, so that is odd.
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Unread 05/11/14, 07:37 PM  
Xrystal
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Version 1.0.1 Uploading as I type

This includes the various changes made in the mini git updates since version 1.0.0.

It also adds additional debug code for those that wish to test out the possibilities of sharing harvest information as you harvest. You may have to be near each other, grouped or guilded to work but I have as yet been unable to test this out myself.

skyraker, I would be appreciated if you try this testing out every now and then with your wife and see what sort of information you get and what you were expecting to see. I pretty much display the information the pin data uses to plot the map and compass icons. The map,x,y,node data should be of the node the person harvesting is gathering and their location while gathering and the item data should be of the loot they received from it ( which the other person can see from the ReceiveLoot event function ).

edit:
Just in case you don't see it amongst the text in the changelog page the value you need to change is in the nodeinteract.lua file near the top called debugOtherLoot. By default it is set to false but changing it to true will add those 3 lines of debug text that may highlight the possibility of sharing harvest nodes.
Last edited by Xrystal : 05/11/14 at 08:29 PM.
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Unread 05/11/14, 04:59 PM  
Xrystal
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Originally Posted by skyraker
Originally Posted by Xrystal
There actually isn't an event for harvesting.
Oh, I know. But the EVENT_LOOT_RECEIVED event does fire when others (or maybe just group members, I'm not entirely sure) loot near you, which is why ReceiveLoot is going off in your addon. Since you modified that function to make sure it was only detecting you, we haven't seen any notices about what the other has looted (at least in your addon).

I think if you wanted to add that as a feature, all you would have to do is parse out from ReceiveLoot (though I could be wrong because I just skimmed it).
Yes, that is the event I had to add in to track who actually received the loot. Unfortunately at the moment I don't know whether it will grab all the correct info but I am trying to put as much information into that function as possible so that anyone receiving that event in this addon will hopefully receive details about the node, item and who looted it and when. Although the third party gathering info may have to wait for the time being.

But I have noticed a hiccough whereby if you choose not to loot or you run out of inventory space it obviously doesn't record a map pin for the item. Information goes into the history about the node and what item you looted but not the nitty gritty details that the pins need to work. This is what I am working on at the moment.

Thanks for confirming that my changes in that patch resolved the additional unexpected change.
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Unread 05/11/14, 04:03 PM  
skyraker
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Originally Posted by Xrystal
There actually isn't an event for harvesting.
Oh, I know. But the EVENT_LOOT_RECEIVED event does fire when others (or maybe just group members, I'm not entirely sure) loot near you, which is why ReceiveLoot is going off in your addon. Since you modified that function to make sure it was only detecting you, we haven't seen any notices about what the other has looted (at least in your addon).

I think if you wanted to add that as a feature, all you would have to do is parse out from ReceiveLoot (though I could be wrong because I just skimmed it).
Last edited by skyraker : 05/11/14 at 04:06 PM.
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Unread 05/11/14, 11:43 AM  
Xrystal
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Sky,

There actually isn't an event for harvesting. You have to use the interaction functions during the update routine. It's annoying as hell but here's how it works in its basic form.


function update()
is player interacting with object ? YES
is this interaction a harvest interaction ? YES
is this interaction a loot interaction and it was a harvest interaction before ? YES
get the information needed about the node and player's location and the name of the object lootable
update the saved variables with the node/location information
end

function SlotUpdate(bagID,slotID,isNew)
is this a new item ? YES
have we been harvesting ? YES
get the information regarding the item based on which bag and slot it was put into
store into memory
end

function ReceiveLoot(receivedBy, item, quantity, itemSound, lootType, self)
have we been harvesting ? YES
was this looted by self ? YES
process loot and update database with item information
end

It looks like SlotUpdate event may trigger when someone nearby receives an item. ReceiveLoot definitely does but at least it gives a way to check this. So that is what I have done. Now it validates that the person that has received the loot and thus did the harvesting gets their data updated accordingly. Until I can confirm that the correct information is passed over to the ReceiveLoot event/function properly I don't want to risk the wrong information going into someone else's data.

So if you can confirm that she no longer gets a database update/map pin when you harvest that would be great. The message that appears to say you harvested is the test to see whether you get the map pin or whether she does. She shouldn't if you harvest and vice versa.
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Unread 05/11/14, 09:59 AM  
skyraker
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Re: Re: Re: Mini update on Git Repository for testing ...

Originally Posted by Xrystal
Originally Posted by skyraker
Originally Posted by Xrystal
Skyraker, if you can test this again with your wife and see if this update resolves what you are seeing and whether she receives a message on her screen that you looted the item rather than herself. Once the addon knows it is the player who looted it will update the item gathered data and map data accordingly.
I will check, but as it was never an intended feature she'll just have to live without it.
If I can figure out a consistent way to get this feature into it I will add it as an option. Imagine the possibilities. At present though the wrong node information would be recorded as that should be looking at the player rather than the person that gathered it. Unless she was literally standing on top of you that information would be off.
Yeah, it only seemed to work if she was close to the same node herself when I started harvesting. Maybe I'll look at zgoo at see what events fire when she is harvesting close to me.
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Unread 05/11/14, 06:02 AM  
Xrystal
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The occasional lack of recording problem

Okay, have figured out why sometimes it doesn't report an item.

If there is more than 1 item in the loot window and the 2nd one it reads is not a tradeskill item it doesn't record the details. Why it is skipping that information on the first item I don't know as yet.

Order of process :

Interaction: Get Node information and location of player
Slot Update: Get Item information
Receive Loot: Get Loot Receiver information
Update database: With item details if it is a tradeskill item

If there are 2 or more items in the loot window it somehow skips the update database part on the first items.

edit:
Seeing as the 2nd item is usually bait for fishing and it looks like I may be able track this with TradeSkill = 0 (Not a tradeskill) and filterType = 5 (miscellaneous). Will monitor further.
Last edited by Xrystal : 05/11/14 at 06:08 AM.
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Unread 05/11/14, 03:42 AM  
Xrystal
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Re: Re: Mini update on Git Repository for testing ...

Originally Posted by skyraker
Originally Posted by Xrystal
Skyraker, if you can test this again with your wife and see if this update resolves what you are seeing and whether she receives a message on her screen that you looted the item rather than herself. Once the addon knows it is the player who looted it will update the item gathered data and map data accordingly.
I will check, but as it was never an intended feature she'll just have to live without it.
If I can figure out a consistent way to get this feature into it I will add it as an option. Imagine the possibilities. At present though the wrong node information would be recorded as that should be looking at the player rather than the person that gathered it. Unless she was literally standing on top of you that information would be off.
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Unread 05/11/14, 03:39 AM  
Xrystal
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Originally Posted by skyraker
Trying new beta files. Used a different character to ensure some new nodes. This is what I get.

https://www.dropbox.com/s/h89y4e1fco...510_224106.BMP

Also, do you plan on releasing new version through the site also, or only through GIT?
Thanks, looks like the old movement away from the node just as I am getting the node info trick came into play there. Just hate those split second changes because there is no fixed targeting system in ESO. Will throw in a test, thought I had already, to validate that the node info is available before processing further.

Once I know it is all working as it should be I'll be posting up a proper update to the site.
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Unread 05/10/14, 10:13 PM  
skyraker
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Re: Mini update on Git Repository for testing ...

Originally Posted by Xrystal
Skyraker, if you can test this again with your wife and see if this update resolves what you are seeing and whether she receives a message on her screen that you looted the item rather than herself. Once the addon knows it is the player who looted it will update the item gathered data and map data accordingly.
I will check, but as it was never an intended feature she'll just have to live without it.
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