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Craglorn (1.1)
Live (1.0)
Beta (0.18)
Updated:06/25/14 03:46 PM
Created:03/01/14 08:55 PM
Monthly downloads:85
Total downloads:28,960
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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 03/30/14, 12:15 PM  
Xrystal
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To Come in Version 0.0.7 / 0.0.8 and beyond

0.0.7
API Version Update
Tracks Tradeskill Items looted from Harvesting Nodes as well

0.0.8
History Window Display made more user friendly

The above will hopefully be done well in advance of official release date.

Beyond:
Concentration on compass and minimap/map pins for harvesting purposes.

The above will hopefully be done by release date but if not as soon as possible after. I want it to work at least as well as I would want it to work myself. The alert window will work in its place to the best of its abilities until I have mastered the creating of custom map pins and updating the map display when zooming in and out. Hopefully using filters on the main map and compass but if not I may have to create my own versions to just handle this addon's harvesting details.

1.0.0
This will be the version that I feel does everything I initially envisioned at least.
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Unread 03/28/14, 07:18 AM  
Xrystal
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Ready for Release ?

Just to let you know I do not plan on making a change to the TOC for release as I will be making some changes within the first few days and will have another version out and will change the TOC then. If of course there is a problem on first day of release (early access) due to unforseen game changes then I will make any necessary changes and release a working copy as soon as possible before making any new changes.

edit: rofl, TOC for non wowers is the addon txt file.
Last edited by Xrystal : 03/28/14 at 07:19 AM.
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Unread 03/17/14, 01:07 PM  
Xrystal
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ESOHead has it's own addon so I wouldn't want to tread on any toes there but I'm not sure they have that facility in place to do that with their data as of yet. But it may be possible as an option if they do allow export of their data for addons to use.

The data communication between addons I wouldn't have a clue about until I know how it works and the commands to use. I never dabbled with that side of wow to even have a hint but it is something that I expected would be requested at some point.

Will see how things go later on.
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Unread 03/17/14, 05:16 AM  
phoenixeternia

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Quick question / suggestion

Not sure if this addon does it already or if it is possible to do in ESO with addons but similar to Gatherer for WoW is it possible for the add on to "communicate" with other add on users via a toggable option so that the automatic sharing of gathering nodes is possible among other users when nodes are gathered?

It also allowed the import of known node locations from the wowhead database or in this case it would be the ESOhead database as it expands using player data.

Just something to ponder about I guess. Sounds like a wicked add on regardless and I can't wait to use it!
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Unread 03/16/14, 07:00 PM  
Xrystal
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Thanks, fortunately I got enough playing in before the API was released to know which classes/races I prefer.

And I have a week off on release week so throw in that plus the early access and I should be able to get some fun in those two weeks to make up for the lack of playing the last 2 beta weekends rofl. Although I can't complain too much, I learnt a lot during these 2 weekends, just a pity I never got into the addon beta but on well.
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Unread 03/16/14, 04:31 PM  
BluePhoenix

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Well, hopefully there will be plenty of time to work on it after Early Access/Release, hope you have been enjoying the rest of the beta by actually playing, Xrystal! Nice work.
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Unread 03/15/14, 10:14 PM  
Xrystal
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Well looks like the secret is also to do with this ZO_Object stuff. I can only get blobs on the map if I literally have the CustomMapPins.lua file in its entirety in my addon. Any attempt I make at figuring it out and using just what I need or so it seems just breaks it full stop.

edit: 7am and finally managed to break apart that ZO_Object stuff to get a minimal map pin display running. However, no matter what I do, even with the other ZO_Object in its entirety, I don't see anything except White box blobs instead of the fancy stuff. So close but yet so far. One more day to get the bulk of it figured out.

edit: 10pm the next day, been up since 1pm working on it and for the life of me I cannot figure out how to get the textures and tooltips to work and the ESOHeadMarkers addon that has kindly helped me figure out the map pins doesn't seem to be doing anything different to what I am doing with those items.

So it looks like for now this is the best I can do until I can figure it out which won't be happening any time soon with only a couple of hours of my beta time left and I haven't even played this weekend rofl. Currently working on creating a settings menu but quickly running out of time to figure that stuff out too. I'm just glad I got the alert window working so at least it gives you something to work with.
Last edited by Xrystal : 03/16/14 at 04:16 PM.
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Unread 03/15/14, 08:24 PM  
BluePhoenix

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Originally Posted by Xrystal
I just have to understand what it all means, half of it doesn't seem to be in the wiki, and g_mapPinManager seems to not exist anywhere so should technically be nil but is used to call functions so yes, I'm quite confused. Done the changes that seem to be relevant but no go.
Well, hopefully someone that knows better than me can correct, but from what I am seeing here, g_mapPinManager is passed by the function ZO_WorldMap_AddCustomPin when it tries to call the callback function. So, it could actually have any name, since it is only relevant in that scope.

How they decided to call a function that is not actually listed in the API, is a mystery to me though.

So, the key SEEMS to be in creating the callback function addCallback.... and passing it into ZO_WorldMap_AddCustomPin...
Of course, this may be exactly what you are already trying, I just wanted to mention that it seems that ZO_WorldMap_AddCustomPin is the one that is creating that argument and passing it to the supplied function.

Lua Code:
  1. -- creates a new pinType
  2. -- eg:
  3. -- CreatePinType( "Jute", { level = 20, texture = "MyAddon/That_nice_icon_esohead_is_using_for_their_map.dds" } , "delicous Jute... gather me now!" )
  4. -- attributes for pinLayoutData:
  5. -- level (priority of the tag; player has 160, groupmembers 130, quest 110, keeps 30)
  6. -- texture: quote:
  7. --  "How the texturing data works:
  8. --  The texture can come from a string or a callback function
  9. --  If it's a callback function it must return first the base icon texture, and second the pin's pulseTexture"
  10. -- size, minSize, isAnimated, insetX, insetY
  11. function CustomMapPins:CreatePinType( pinType, pinLayoutData, pinTooltipCreator, addCallback )
  12.     --simple tooltip, showing only the given string
  13.     if type(pinTooltipCreator) == "string" then
  14.         local tooltip = pinTooltipCreator
  15.         pinTooltipCreator = { creator = function(pin) InformationTooltip:AddLine(tooltip) end, tooltip = InformationTooltip }
  16.     end
  17.    
  18.     --use default pin icon and move pins of this type behind all other pins (level 20)
  19.     if not pinLayoutData then
  20.         pinLayoutData = { level = 20, texture = self.defaultIcon }
  21.     end
  22.    
  23.     if not addCallback then
  24.         addCallback = function( g_mapPinManager )
  25.             for pinTag, pin in pairs(self.pins[pinType]) do
  26.                 --only draw pin, if player is on the correct map
  27.                 if pin.zone == GetMapName() then
  28.                     if pin.radius then
  29.                         g_mapPinManager:CreatePin( _G[pinType], pinTag, pin.x, pin.y, pin.radius )
  30.                     else
  31.                         g_mapPinManager:CreatePin( _G[pinType], pinTag, pin.x, pin.y )
  32.                     end
  33.                 end
  34.             end
  35.         end
  36.    
  37.     end
  38.    
  39.     ZO_WorldMap_AddCustomPin(
  40.         pinType,
  41.         -- this function is called everytime, the customs pins of the given pinType are to be drawn (map update because of zone/area change or RefreshPins call)
  42.         addCallback,
  43.         nil, -- a function to be called, when the map is resized... no need when using default pins
  44.         pinLayoutData,
  45.         pinTooltipCreator
  46.     )
  47.     self.pins[pinType] = {}
  48.     --enable this pinTag by default
  49.     self:enablePins( pinType, true)
  50. end
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Unread 03/15/14, 07:24 PM  
Xrystal
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I just have to understand what it all means, half of it doesn't seem to be in the wiki, and g_mapPinManager seems to not exist anywhere so should technically be nil but is used to call functions so yes, I'm quite confused. Done the changes that seem to be relevant but no go.
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Unread 03/15/14, 06:46 PM  
BluePhoenix

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Awesome, that's good to hear. This just keeps getting better.
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Unread 03/15/14, 05:55 PM  
Xrystal
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Oh cool, I'll have a look and see how they've managed to get it working.

edit: Yes, it looks like it is using the information that is gathered by esohead .. so I should be able to do something similar for this.
Last edited by Xrystal : 03/15/14 at 06:45 PM.
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Unread 03/15/14, 05:51 PM  
BluePhoenix

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Oh, I have Esoheads and EsoheadMarkers... silly me, that seems to be where the markers are coming from.

EDIT: Now, what I am not sure of, is if EsoheadMarkers is keeping its own data or not
Last edited by BluePhoenix : 03/15/14 at 05:55 PM.
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Unread 03/15/14, 05:25 PM  
Xrystal
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Hmm, I've not seen a single marker yet. Thought it was weird that I could see mention of harvest pins but not seeing them .. did you have to change an option somewhere for it to appear ?

edit: Maybe another addon ? Although I thought I looked at all the addons that may have been able to figure it out already.
Last edited by Xrystal : 03/15/14 at 05:28 PM.
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Unread 03/15/14, 05:16 PM  
BluePhoenix

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Re: Version 0.0.6 Uploaded

Originally Posted by Xrystal
The addon now tracks and records harvest nodes, displays them in a scrolling list frame and alerts you to possible nearby nodes.

All that needs to be done now, unless more ideas come my way, is:
Somehow get those darn pins drawn on the map/compass.
Store and restore user options and settings so that it doesn't reset each time you log in/reload.
What pins on the map are you referring to?

So far, I have been able to see markers for all the nodes I have found... http://imgur.com/EmpAmuh

Or are you talking about something else?
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Unread 03/15/14, 03:34 PM  
Xrystal
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Version 0.0.6 Uploaded

The addon now tracks and records harvest nodes, displays them in a scrolling list frame and alerts you to possible nearby nodes.

All that needs to be done now, unless more ideas come my way, is:
Somehow get those darn pins drawn on the map/compass.
Store and restore user options and settings so that it doesn't reset each time you log in/reload.
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