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Updated: 07/10/23 06:56 AM
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Necrom (9.0.0)
Scribes of Fate (8.3.5)
Firesong (8.2.5)
Updated:07/10/23 06:56 AM
Created:05/25/21 09:50 AM
Monthly downloads:617
Total downloads:26,537
Favorites:35
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LockpickNotifier  Popular! (More than 5000 hits)
Version: 1.6
by: Rednas [More]

A simple add-on i made for myself, to notify my party members i found a chest in a dungeon.
Due to requests to share the add-on, i uploaded it here!
I hope you guys like it!

What does this addon do:
  • Detects when you try to pick a lock
  • If you try to pick a locked chest in a dungeon, it will automatically add a string to the party chat that you found a chest. (you only need to press Enter)

What can you configure (/lpn for the settings page):
  • When the add-on should be active (group dungeon, trial, neither or both)
    Default: Group Dungeons only
  • Your own text, use %s for the difficulty
    Default: Chest found, quality: %s
  • Your own alternatives for the chest difficulty
    Default: Simple, Intermediate, Advanced & Master


REQUIRED LIBRARIES:


Notice:
This add-on is made as a hobby project in my free time. I'm not a professional developer. I can't promise (regular) updates, (quick) bug fixes, that the add-on is bug free or 100% optimized. I however did my best to make it as useful as possible. This is also why I included the "AS IS" notice in the folder. I hope however that this add-on will be useful to someone.
;Changelog 1.6
; - added JP chest name
; - bugfix for normal trials (when trials is turned off in the settings)

;Changelog 1.5
; - API Bumb
; - Fix for the error you got when the new chapter got released
;
; Thanks @bear_amara for testing it so quickly!!

;Changelog 1.4
; - API Bumb
; - Fix for Russian language (It should work now!)

;Changelog 1.3
; - Added Settings
; - Turn on/off in trial, group dungeon
; - Custom chest difficulty names
; - Custom string
; - Changed API version

V1.2:
  • Improved the chest detection (Thanks to other helpful authors)
  • It should now work with the EN, FR, DE and RU cliënt
  • Removed the capital from Quality.


V1.1:
added an unregister to the EVENT_ADD_ON_LOADED event
Archived Files (5)
File Name
Version
Size
Uploader
Date
1.5
3kB
Rednas
06/05/23 05:42 AM
1.4
3kB
Rednas
11/04/22 10:24 AM
1.3
3kB
Rednas
06/04/21 06:23 AM
1.2
2kB
Rednas
05/26/21 09:42 AM
1.1
1kB
Rednas
05/25/21 10:46 AM


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Unread 09/24/23, 12:56 PM  
NoOneOfImportance

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Suppress Message When Not In Group

Is there a way to suppress the notification when I'm solo?

Thanks.
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Unread 07/03/23, 01:20 PM  
Rednas
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Originally Posted by nikepiko
Hi, Can you please add japanese chestname to the addon?
An update is being made, there is also a bug that i want to fix before i release it.
Hopefully the end of the week the new version will be uploaded.
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Unread 06/22/23, 06:16 AM  
nikepiko

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Hi, Can you please add japanese chestname to the addon?

["jp"] = "宝箱",
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Unread 06/05/23, 05:43 AM  
Rednas
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Originally Posted by Frackou
Hi need to be updated for necrom thanks

Code:
ERROR UI CF98D701

bad argument #1 to 'SecurePostHook' (table expected, got nil)
stack traceback:
[C]: in function 'SecurePostHook'
user:/AddOns/LockpickNotifier/LockpickNotifier.lua:26: in function '(main chunk)'
Thanks! Someone else also mentioned it, and the update is already uploaded and pending.
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Unread 06/05/23, 05:35 AM  
Frackou
 
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Hi need to be updated for necrom thanks

Code:
ERROR UI CF98D701

bad argument #1 to 'SecurePostHook' (table expected, got nil)
stack traceback:
[C]: in function 'SecurePostHook'
user:/AddOns/LockpickNotifier/LockpickNotifier.lua:26: in function '(main chunk)'
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Unread 01/05/23, 08:37 AM  
Rednas
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Re: Is it possible to auto send the message.

Originally Posted by wido1234
Can you please create an option to auto send it pls
As far as i can find and test, it's not possible right now.
I would love for this option aswell.
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Unread 12/26/22, 06:02 AM  
wido1234

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Is it possible to auto send the message.

Can you please create an option to auto send it pls
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Unread 11/05/22, 06:13 AM  
Meridiano
 
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Re: Re: Not working

Originally Posted by Rednas
Thanks for letting me know.
It may bit a bit late, but it should be updated now with the cyrillic C.
Please let me know if it still isn't working than i can try to fix it another way.
It works nice now, tyvm
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Unread 11/04/22, 10:45 AM  
Rednas
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Re: Not working

Originally Posted by Meridiano
Couldn't get it to work, I have the menu but no chat message inserts on lockpicking

UPD: I've found the cause, you have "Cундук" in the russian locale but you need "Сундук", the first letter is the difference, you have latin C (string.byte -- 67) and russian locale has cyrillic С (string.byte -- 208+161).
Thanks for letting me know.
It may be a bit late, but it should be updated now with the cyrillic C.
Please let me know if it still isn't working than i can try to fix it another way.
Last edited by Rednas : 11/05/22 at 12:46 PM.
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Unread 09/20/22, 01:57 PM  
Meridiano
 
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Not working

Couldn't get it to work, I have the menu but no chat message inserts on lockpicking

UPD: I've found the cause, you have "Cундук" in the russian locale but you need "Сундук", the first letter is the difference, you have latin C (string.byte -- 67) and russian locale has cyrillic С (string.byte -- 208+161).
Last edited by Meridiano : 09/20/22 at 03:49 PM.
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Unread 06/11/21, 05:13 AM  
Rednas
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Originally Posted by Huntardy
Is there a way to make the addon press enter for the user?
As far as i know it isn't possible with the API, because you could make spam addon's with it.
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Unread 06/10/21, 08:46 PM  
Huntardy

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Is there a way to make the addon press enter for the user?
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Unread 05/26/21, 03:17 PM  
xgoku1
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Originally Posted by Rednas
Thanks for the idea's, but for my add-on it's enough to know the difficulty of the dungeon. 0 is a delve, 1 and 2 are dungeons. Adding a lib or another way to detect if you are in a dungeon, should not be needed. (double tested it today, it only triggers in a dungeon)
Nice. Much better solution than my table check method, I'll use this as well - will save me a lot of trouble in the future. Thanks
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Unread 05/26/21, 10:47 AM  
Baertram
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Thanks, good to know! This eases the checks a lot imo.
Originally Posted by Rednas
Checked the public dungeons as well before i released it here, they also return 0. Rechecked it today before i submitted v1.2 and the ones i checked returned 0. So i kept this validation intact.

Originally Posted by Baertram
The dungeon can be also checked via IsUnitInDungeon("player") and "IsUnitGrouped("player") == true as you would port out of a real dungeon (non-delve) if you are not grouped (after 2 mins of time I think), or did they change that?
But the GetCurrentZoneDungeonDifficulty() idea should work even better then, if it always returns 1 or 2 for "real group dungeons" and 0 for delves. Need to check if this applies to PubDungeons as well.

Originally Posted by Rednas
Originally Posted by xgoku1
Just to add to what Baertram said, IsUnitInDungeon returns true even for a delve and public dungeon.

In my addon I check if the value of GetZoneId(GetUnitZoneIndex("player")) is in a table containing the ids of the dungeon to satisfy the conditional code (you can find the zoneId for dungeons from LibSets datasheet) - should be a language independent implementation

I also use the FISHING_MANAGER hack mentioned to correctly identify a chest, perhaps you can get some ideas from my code.

Not sure if multiple FISHING_MANAGER calls from different addons will conflict, from my testing it should be fine as long as they are not called with the exact same ms in the RegisterForUpdate registered function
Thanks for the idea's, but for my add-on it's enough to know the difficulty of the dungeon. 0 is a delve, 1 and 2 are dungeons. Adding a lib or another way to detect if you are in a dungeon, should not be needed. (double tested it today, it only triggers in a dungeon)

Thanks to Baertram, i was also able to update the chest detection. I will take a look at your add-on if i find any more difficulties
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Unread 05/26/21, 10:46 AM  
Rednas
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Checked the public dungeons as well before i released it here, they also return 0. Rechecked it today before i submitted v1.2 and the ones i checked returned 0. So i kept this validation intact.

Originally Posted by Baertram
The dungeon can be also checked via IsUnitInDungeon("player") and "IsUnitGrouped("player") == true as you would port out of a real dungeon (non-delve) if you are not grouped (after 2 mins of time I think), or did they change that?
But the GetCurrentZoneDungeonDifficulty() idea should work even better then, if it always returns 1 or 2 for "real group dungeons" and 0 for delves. Need to check if this applies to PubDungeons as well.

Originally Posted by Rednas
Originally Posted by xgoku1
Just to add to what Baertram said, IsUnitInDungeon returns true even for a delve and public dungeon.

In my addon I check if the value of GetZoneId(GetUnitZoneIndex("player")) is in a table containing the ids of the dungeon to satisfy the conditional code (you can find the zoneId for dungeons from LibSets datasheet) - should be a language independent implementation

I also use the FISHING_MANAGER hack mentioned to correctly identify a chest, perhaps you can get some ideas from my code.

Not sure if multiple FISHING_MANAGER calls from different addons will conflict, from my testing it should be fine as long as they are not called with the exact same ms in the RegisterForUpdate registered function
Thanks for the idea's, but for my add-on it's enough to know the difficulty of the dungeon. 0 is a delve, 1 and 2 are dungeons. Adding a lib or another way to detect if you are in a dungeon, should not be needed. (double tested it today, it only triggers in a dungeon)

Thanks to Baertram, i was also able to update the chest detection. I will take a look at your add-on if i find any more difficulties
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