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Thieves Guild (2.3)
Updated:03/20/16 12:43 PM
Created:08/23/14 12:54 PM
Monthly downloads:1,019
Total downloads:200,575
Favorites:119
MD5:
Chest Master 9000  Popular! (More than 5000 hits)
Version: 2.3
by: CrazyDutchGuy [More]
Chest Master 9000:
Chest Master 9000 is an Elder Scrolls Online addon that shows all the chest locations you found before on your World Map.


To import/merge chest from HarvestMap use the following command ingame with HarvestMap addon enabled:

/chest9000 importharvestmap



Updates :
Version 2.3 :
  • API Bump and Lib Update
Version 2.2 :
  • Fix for double/multiple pin's
Version 2.1 :
  • API BUMP
Version 2.0 :
  • API BUMP
  • Updated Libs
Version 1.3 :
  • API BUMP
  • Took over suggestions made by Garkin to make it latest patch compliant.
Version 1.2 :
  • API BUMP
Version 1.1 :
  • Added option to import from harvestmap
Version 1.0 :
  • Initial
Archived Files (7)
File Name
Version
Size
Uploader
Date
2.2
19kB
CrazyDutchGuy
11/15/15 02:05 PM
2.1
19kB
CrazyDutchGuy
11/07/15 08:55 AM
2.0
19kB
CrazyDutchGuy
09/05/15 12:35 PM
2.0
31kB
CrazyDutchGuy
07/20/15 12:47 PM
1.2
17kB
CrazyDutchGuy
09/25/14 03:00 PM
1.1
17kB
CrazyDutchGuy
08/23/14 02:33 PM
1.0
16kB
CrazyDutchGuy
08/23/14 12:54 PM


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Unread 12/04/15, 10:50 AM  
oldbushie

Forum posts: 5
File comments: 111
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Originally Posted by CrazyDutchGuy
Originally Posted by oldbushie
So far this has been useful for the treasure chest achievement. However, it also auto-marks locked doors as "chests" for some reason.
Ok i didn't play for a while i guess, but if doors have the same lockpicking mechanic as chests, then that would explain it.
Yeah there's no difference between picking doors and picking chests; they even have the same levels of difficulty. Might make it hard to differentiate between the two if that's what you're detecting.
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Unread 12/03/15, 12:11 PM  
CrazyDutchGuy
 
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File comments: 187
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Originally Posted by oldbushie
So far this has been useful for the treasure chest achievement. However, it also auto-marks locked doors as "chests" for some reason.
Ok i didn't play for a while i guess, but if doors have the same lockpicking mechanic as chests, then that would explain it.
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Unread 12/01/15, 11:29 AM  
oldbushie

Forum posts: 5
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So far this has been useful for the treasure chest achievement. However, it also auto-marks locked doors as "chests" for some reason.
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Unread 11/13/15, 01:09 PM  
CrazyDutchGuy
 
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Thanks for investigating. I'll throw up a patch in the near time to fix this
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Unread 11/10/15, 01:43 PM  
weixm09
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File comments: 15
Uploads: 2
About bug with buggy pins

I reported that this addon will suffer from buggy pins(pins that are never removed on map) when used with AUI minimap.

Since you didn't fix this, I investigated it by myself.

In fact, this bug can be triggered even without AUI.

In your addon, you use local function 'pinCallback(pinManager)' as the 'pinTypeAddCallback' for 'LibMapPins'.
If you add a wrapper function for 'pinCallback' like:

Code:
local function pinCallbackWrapper(pinManager)
    zo_callLater(function() pinCallback(pinManager) end, 50)
end
and use it as the 'pinTypeAddCallback'.

You can see that the 'pinTypeAddCallback' function will be called twice when player open Map or Wayshrine. Then pins in current map will become buggy pins and never removed.

I think this problem must be due to some issues in 'LibMapPins'. And when used with AUI, this problem will arise without the 'zo_callLater' wrapper.

Inspired by the addon 'Skyshards', I have learnt a workaround.
The code changed is as follows:

Code:
local updating = false
local function pinCallback(pinManager)
    local chestData = ChestMaster9000.SV["data"][GetMapTileTexture()]
	
    if not chestData then
        updating = false
        return
    end

    for _,chest in ipairs(chestData) do
        if chest[3] then
            pinLayout.tint = color[chest[3]]	
        else
            pinLayout.tint = color[1]
        end
        LMP:CreatePin( Addon.Name.."MapPin", chest, chest[1], chest[2],nil)
    end
    updating = false;
end

local function pinCallbackWrapper(pinManager)
    if updating then return end
    updating = true
    zo_callLater(function() pinCallback(pinManager) end, 50)
end
The trick is that by introducing a control parameter 'updating' and delaying its switch from 'true' to 'false', we can block the subsequent second 'pinTypeAddCallback' function call. As a result, no pins will be added twice and no pins will become buggy.

This is what I found by debugging for 4 hours. Hope this will make sense.
Last edited by weixm09 : 11/10/15 at 01:50 PM.
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Unread 11/07/15, 09:04 AM  
CrazyDutchGuy
 
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Forum posts: 89
File comments: 187
Uploads: 9
As soon as an admin approves it, there is.
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Unread 11/07/15, 03:47 AM  
Snakefish

Forum posts: 0
File comments: 109
Uploads: 0
Question Update?

It's outdated.
Will there be an Update?
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Unread 10/03/15, 02:19 AM  
CrazyDutchGuy
 
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I'll look into it soon
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Unread 10/02/15, 11:36 PM  
weixm09
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Forum posts: 0
File comments: 15
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About compatibility problem with AUI 1.4.7

Dear CrazyDutchGuy,
First thanks for updating this awesome addon.
Well, here comes the problem.
Known by a lot of players that since version 1.3.x AUI suffered from compatibility problems with other addons related to map-pins. Recently AUI welcomed the 1.4.7 patch, and most addon compatibility problems have been solved.
However, there is still a problem with "Chest Master 9000". The issue is triggered when you use wayshrine and zoom out to world scale. Then chest pins in current area will remain on map and never be removed.
I will appreciate it if you could take some time investigating this problem. Or if you have no plan to deal with this, please let me know.
Best regards!
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Unread 09/05/15, 03:00 PM  
Sidney

Forum posts: 33
File comments: 81
Uploads: 0
Originally Posted by CrazyDutchGuy
For the few that are still using this. it is updated now ...
Thank you <3
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Unread 09/03/15, 06:26 AM  
Almariel
 
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File comments: 53
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For, me, I wanted an addon which does *not* save each material location, but only chests, so thank you for this. Is it correct, that this addon has no options?

And perhaps you could, to make it standout from harvestmap, also add heavy sack locations to this addon, just as an additional idea.

greetings, Almariel
Last edited by Almariel : 09/03/15 at 07:11 AM.
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Unread 07/20/15, 12:48 PM  
CrazyDutchGuy
 
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Forum posts: 89
File comments: 187
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For the few that are still using this. it is updated now ...
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Unread 04/07/15, 07:25 AM  
Garkin
 
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File comments: 1097
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Originally Posted by CrazyDutchGuy
Does it work with the latest version when you enable outdated addons ?
Originally Posted by Dragsooth
We ever gonna get an update for this?
You'll need to update:
  • API Version in addon manifest
  • LibMapPins-1.0 library
  • convert pinLayout.color to pinLayout.tint (tint is ZO_ColorDef object):
    Lua Code:
    1. --here
    2. local color =
    3. {
    4.     [1] = ZO_ColorDef:New(0.8, 0.5, 0.2, 0.8),
    5.     [2] = ZO_ColorDef:New(0.7, 0.7, 0.7, 0.8),
    6.     [3] = ZO_ColorDef:New(1.0, 0.8, 0.0, 0.8),
    7. }
    8.  
    9. local pinLayout =
    10. {
    11.     level = 40,
    12.     texture = "/esoui/art/icons/mapkey/mapkey_bank.dds",
    13.     tint = color[1],
    14.     size = 16,
    15. }
    16.  
    17. --and here
    18. local function pinCallback(pinManager)
    19.     local chestData = ChestMaster9000.SV["data"][GetMapTileTexture()]
    20.  
    21.     if not chestData then return end
    22.  
    23.     for _,chest in ipairs(chestData) do
    24.         if chest[3] then
    25.             pinLayout.tint = color[chest[3]]
    26.         else
    27.             pinLayout.tint = color[1]
    28.         end
    29.         LMP:CreatePin( Addon.Name.."MapPin", chest, chest[1], chest[2],nil)
    30.     end
    31. end
  • Import function from HarvestMap because it uses AceSerializer library to store data. You can deserialize data using the Harvest.Deserialize(datastring), you don't need to include library in your addon.
    Lua Code:
    1. --changes to the import function:
    2.     for _,item in ipairs(zonedata[6]) do --replace v with item
    3.         local v = type(item) == "string" and Harvest.Deserialize(item) or item --add this line
    4.         if not knownChestLocation(longZoneName, v[1], v[2]) then -- rest of the function is the same
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Unread 04/07/15, 06:49 AM  
CrazyDutchGuy
 
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Forum posts: 89
File comments: 187
Uploads: 9
Does it work with the latest version when you enable outdated addons ?
Originally Posted by Dragsooth
We ever gonna get an update for this?
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Unread 04/05/15, 11:40 AM  
Dragsooth
 
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We ever gonna get an update for this?
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