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Compatibility: | Scribes of Fate (8.3.5) |
Updated: | 03/18/23 12:37 PM |
Created: | 12/26/16 04:20 PM |
Monthly downloads: | 265 |
Total downloads: | 14,898 |
Favorites: | 27 |
MD5: |
Hi all, I’m back and working on addons again. Times are tough and I am desperately in need of financial support at the moment dealing with disability due to a bleeding brain cavernoma and other expenses on less than $600 monthly fixed income. If anyone can help, or knows anyone that can help, or can possibly feature some of my work on their stream to help drive support my way, I would be immensely grateful. It will help me to continue to bring cool content and updates to you all! ~Phinix |
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Forum posts: 7
File comments: 51
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A request
Can you please add support for
https://www.esoui.com/downloads/info...oupFrames.html |
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DakJaniels |
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vazelle |
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Neverlands |
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Baertram |
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*edit: please ignore!*
![]() The ID a food uses for the buff effect isn't the same as for the food item itself, or not consistently anyway.
Last edited by Phinix : 05/02/21 at 11:25 PM.
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Phinix |
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Scootworks |
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As for how I did that? It is easy! From the wiki article "How to create custom links", you can make a working link using any valid game ID by wrapping it in the proper syntax and pasting it in chat. The game engine will send this to the link interpreter and output an actual working link you can click. So to test these ID's what I did was take each ID, for example 66125, and wrap it in the proper (generic) syntax: Code:
|H1:item:66125:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h
Last edited by Phinix : 03/31/20 at 04:27 PM.
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Phinix |
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Scootworks |
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doh, sorry. I had copied the text 66125 with the blank at the end and pasted it into the search
![]() But still: What does "Alessian Cuirass" have to do with an abilityId opf a buff? These are no itemIds of itemlinks! So what do you mean you have created a link string of them? Makes no sense! These numbers are abilityIds (of the buffs on your player). Check the library's function code of the "collector" for an example how to scan all buff ids ingame (chat slash command /dumpfdb). Those are not itemIds nor itemLinks. You can use GetAbilityName(abilityId) for those ids and they should return values. The group stuff can be checked via the unitTag as well, like "player" can be used for yourself the unittags for the group members was somethiing like group1, group2 etc. I think (or maybe differently, not sure anymore). Edit: Yes I was right. There is a fixed prefix "grouP" or "boss" and a counter after that creating the unitTag concatenated at the end: Code:
REGISTER_FILTER_UNIT_TAG Any event with a unitTag argument string unitTag Filter for the exact unitTag REGISTER_FILTER_UNIT_TAG_PREFIX Any event with a unitTag argument string unitTagPrefix Filter for a unitTag that has multiple instances (e.g. group, boss)
Last edited by Baertram : 03/31/20 at 03:10 PM.
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Baertram |
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![]() I might try and add an option in Srendarr to only track things that are whitelisted for people that value performance over completeness, and re-register the events with filters if they select that option. Not sure if anyone would want such a feature.
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Code:
[66125] = LFDB_BUFF_TYPE_MAX_HEALTH, -- Increase Max Health
Last edited by Phinix : 03/31/20 at 11:35 AM.
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Phinix |
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Just noticed: You should also maybe add an event filter on the unitTag "player" for the food stuff to be sure the event only triggers for your own buffs! For Srendarr it could help as well, I think yes we were talking about that in the past. But it would be complicated to keep track of all registered buffIds and filters and to clean them up (unregistering the appropriate event names) each time a change in the settings is done. In the end I guess it could make a real diference if there are several buffs manually tracked on "whitelists" or "show at buff bar x". But maybe the filters would also just skip all other buffs this way and thus make the addon not work properly anymore. Not sure if you can add a filter to e.g. 5 abilityIds but also keep track of others in general, but I doubt it as this would be against the filter idea ![]()
![]() The lib actually is used in some addons about food/drinks and inventory management already. My hybrid solution was just an attempt to make your addon maintainable automatically even if you are not around but the users decide to install the library. Thanks for the hint about the nil abilityIds but are those abilityIds you have posted? Looks like item names at least? And the number 66125 is not in our library data at all? Code:
66125 - Alessian Cuirass 66132 - Alessian Cuirass 66137 - Alessian Pauldron 66141 - Alessian Gauntlets 84732 - Maul of the Sun 84733 - Greatsword of the Sun 85497 - Maul of Salvation 86560 - nil 86674 - Restoration Staff of the Storm Knight 86678 - Gauntlets of the Storm Knight 86747 - Sword of Necropotence 92433 - nil 92476 - Barkskin Bow 17407 - nil 17577 - nil 17581 - nil 17608 - nil 17614 - nil 66128 - Alessian Helm 66130 - Alessian Pauldron 84736 - Inferno Staff of the Sun 85484 - Restoration Staff of Salvation 92435 - nil 92437 - nil 92474 - Barkskin Greatsword 92477 - Barkskin Inferno Staff 127537 - Pillar Of Nirn Shield 127578 - Pillar Of Nirn Jack 127619 - Pillar Of Nirn Boots 127736 - Earthgore Epaulets
Last edited by Baertram : 03/31/20 at 05:21 AM.
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Baertram |
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![]() I really appreciate you bringing up the event filter functions they added a while back and showing an example how they can be used in this case which is helpful. I remember talking to someone (maybe you?) about it back when it came out and how it wouldn't be of much use for Srendarr since you really have to track EVERYTHING in that addon. I never did any performance tests to see if the difference between running an index nil check against a small database and pre-adding filters was actually noticeable in demanding situations (like big battles) but I will take your word for it and agree that any performance increase it brings certainly can't hurt, even if there wasn't an immediately noticeable difference (since things do add up). I will definitely add food/drink ID pre-filters fo the Effect_Changed event next update. I also took a look at the beta for LibFoodDrinkBuff 15, and while I definitely see the benefit for such a library in many use cases, I do not at this time see a need for this addon to include it. My reasoning is simply this: There are many functions LibFoodDrinkBuff provides which this addon simply would not make use of as others may. The only aspect of the library I could see this one using would be the food/drink database, however I already have a script to automate updating the database this addon already contains (assuming I am around) and so adding support for LibFoodDrinkBuff just to have another database source of food/drink ID's seems unnecessarily redundant. I also found that many of the IDs in the beta release are either not for food/drink items or have been removed from the game (?):
Warning: Spoiler
66125 - Alessian Cuirass
66132 - Alessian Cuirass 66137 - Alessian Pauldron 66141 - Alessian Gauntlets 84732 - Maul of the Sun 84733 - Greatsword of the Sun 85497 - Maul of Salvation 86560 - nil 86674 - Restoration Staff of the Storm Knight 86678 - Gauntlets of the Storm Knight 86747 - Sword of Necropotence 92433 - nil 92476 - Barkskin Bow 17407 - nil 17577 - nil 17581 - nil 17608 - nil 17614 - nil 66128 - Alessian Helm 66130 - Alessian Pauldron 84736 - Inferno Staff of the Sun 85484 - Restoration Staff of Salvation 92435 - nil 92437 - nil 92474 - Barkskin Greatsword 92477 - Barkskin Inferno Staff 127537 - Pillar Of Nirn Shield 127578 - Pillar Of Nirn Jack 127619 - Pillar Of Nirn Boots 127736 - Earthgore Epaulets I hope you will understand and do not take offense. I do think LibFoodDrinkBuff will find use in many applications. |
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Phinix |
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Hey Phinix,
already asked you a while ago but now i've prepared a version including LibFoodDrinkBuff for you so you might have a look: https://www.dropbox.com/s/a7h1tz2wa4...kBuff.zip?dl=0 It supports both: Your code and LibFoodDrinkBuff (added as optional dependency in version 15 -> It's not out yet but we worked on it to provide more API functions and global constants to support addons like yours properly. You can find verison 15 here: https://github.com/Scootworks/LibFoo...Buff/tree/beta) What I have changed in your addon: -Updated DE translations a bit ![]() -Added optional dependecy to LibFoodDrinkBuff>=15 -Changed your table creation in /bin/fdbDB.lua so it will either run your normal code or use LibFoodDrinkBuff (if loaded properly) to get the abilityIds and buffTypes. -Added the difference of your internal code table and LFDB table to the detection of the junk/normal food buffs in the group frames -Changed your event_effect_changed callback function to ONLY register the event for each abilityId in the table GroupFDB.fdbDB, using event filters. This way you do not need to react in your addon on each effect changed, which will be quite thousands during fights!!! You checked the abilityId of the effect against your table then GroupFDB.fdbDB. But this will trigger the callback function way too often, where as the event filter will register the filter before the lua code at the C code already and will make the callback function ONLY fire for the abilityIds needed. -Added some local speed up variables like local fdbDB = GroupFDB.fdbDB etc. for reused table variables I did not test it so far as LibFoodDrinkBuff v15 is still untested but I hope you see via my example how to use it, and that it's easy to implement for you as well. And if not you'll at least be able to port the eventfilters to your code as it makes a difference, + maybe the changed translations (minor change) ![]() Feel free to write me a PM if you got questions about my code example.
Last edited by Baertram : 03/30/20 at 05:50 AM.
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Baertram |
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Last edited by Phinix : 03/29/20 at 04:38 PM.
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Phinix |
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[127572] = {buffType = 5}, -- Pack Leader's Bone Broth [127596] = {buffType = 5}, -- Bewitched Sugar Skulls [127531] = {buffType = 5}, -- Disastrously Bloody Mara |
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Kenza |
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HELP REQUESTED! Creating, maintaining, and providing patch-day compatibility with in-game troubleshooting and prompt feedback for so many projects really is a full time job. The support I receive from the community is what keeps me going, and it is the only form of compensation I receive. Not only will your contribution enable more feature additions and personalized support for my existing projects, but it will sponsor new exciting content in the future, which will remain now and forever free for all to enjoy! There are several ways you can contribute, either directly through Paypal or Ko-Fi, by subscribing to my Patreon, or through the GoFundMe page I set up for my dad. All contributions are deeply appreciated and sorely needed. Thanks from our family to yours, and I hope something I made helps enhance your enjoyment of the Elder Scrolls Online. ![]() |
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