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Compatibility: | Firesong (8.2.5) Lost Depths (8.1.5) High Isle (8.0.0) |
Updated: | 01/26/23 03:27 AM |
Created: | 03/12/22 10:59 AM |
Monthly downloads: | 501 |
Total downloads: | 6,812 |
Favorites: | 16 |
MD5: | |
Categories: | Bags, Bank, Inventory, Miscellaneous, Utility Mods |
File Name |
Version |
Size |
Uploader |
Date |
0.99 |
14kB |
Sven_re |
11/23/22 04:51 AM |
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0.98 |
14kB |
Sven_re |
11/21/22 06:29 AM |
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0.97 |
13kB |
Sven_re |
11/11/22 03:56 AM |
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0.96 |
13kB |
Sven_re |
09/09/22 04:31 AM |
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0.95 |
13kB |
Sven_re |
08/28/22 03:02 PM |
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0.94 |
98kB |
Sven_re |
07/10/22 07:32 AM |
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0.93 |
98kB |
Sven_re |
06/11/22 05:19 AM |
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0.92 |
13kB |
Sven_re |
06/09/22 04:00 PM |
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0.91 |
50kB |
Sven_re |
06/08/22 11:05 AM |
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0.9 |
13kB |
Sven_re |
06/06/22 09:15 AM |
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0.8 |
11kB |
Sven_re |
05/12/22 03:12 AM |
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0.7 |
10kB |
Sven_re |
04/24/22 03:17 PM |
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0.6 |
9kB |
Sven_re |
03/14/22 08:14 AM |
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0.51 |
9kB |
Sven_re |
03/12/22 02:21 PM |
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hellhound_omega |
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I've updated LibSets with the following function:
Code:
-Added API function LibSets.GetSupportedLanguageChoices() for LibAddonMenu-2.0 dropdown widgts: --Returns 3 tables for a libAddonMenu-2.0 dropdown widget: --table choices { "German", "English", "Spanish", "French", "Russian", "Chinese" } --order is based on the ISO lang codes de, en, es, fr, ru, zh --table choicesValues { 1, 2, 3, 4, 5, 6 } --table choicesValuesTooltip e.g. {"German", "English", "Spanish", "French", "Russian", "Chinese" } Code:
if LibSets.GetSetName(set) then 1. If clientLang is the same as DSST.lang you do the setName function twice without any need -> at least it's properly checked if the setName is not == nil then 2. If clientLang is not the same as DSST.lang then you check if the setName is given in clientLang and afterwards return a totally different language which might be non existing/nil in the data -> Error/empty list's row name In both cases you should change your line to Lua Code:
Performance improvement ideas btw: if you use LibSets.GetSetName multiple times in your addon you could speed it up by -either add a local pointer to LibSets.GetSetName like Lua Code:
Else each call to LibSets.<whatever> will search the whole table LibSets for the entry, each time. -or caching the result of that setName in the row of the list that you have created and reuse the cached name from that row data of the control, instead of rereading it from LibSets (e.g. your tooltips at your UI: You got the setName already at the rowControl.data.name, no need to re read it from the library? ). Edit: I just noticed your scrollList entries might come from predefined tables from DSST.sets e.g. "Default_Healer", that's why their name could be "English" and that's most probably why the French players got them in their list "mixed" (and why you use LibSets.GetSetName again at the row setupFunction again > Understood now but might be not working for all your cases)? You could use LibSets to get the setnames of your DSST.sets entries, with DSST.lang to fix that. Instead of hardcoding the set names in English there, just fill in the setIds and then loop over the table once after DSST.lang is set, and update the same looped table row of DSST.sets with the setname in the chosen player language. This strips the need to recall LibSets.GetSetname in your row setupFunction too in the end. You could add those prefixes like "<3" to another tag of the table so they will stay and will be added again as the names are updated. Also the info "(Monster Helm)" etc. can be proved by LibSets. I'll provide you and example code here: !!!ALL UNTESTED!!! Here is the link to a changed file DescendantsSupportSetTrackerList.lua with a new function to update that tables DSST.sets with DSST.lang dependent setNames and setTypeNames, keeping your defined prefix (<3, OK, **, spaces) and suffix (setTypeName like "Monster" etc.). DescendantsSupportSetTrackerList.lua - Changed for setNames and prefix & suffix language dependent, based on LibSets data Function code as example: Lua Code:
I know it's your addon and these are only ideas ![]() Hope I could help to track those setName language mixes.
Last edited by Baertram : 01/26/23 at 09:28 AM.
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Thanks for the in depth feedback. DSST.lang will default to the client language. My goal was for guild members who play the game in let’s say German to still be able to send in a screenshot with English set names so everyone can understand the sets collected. For the language list I will make sure to grab it out of the lib set with the next update |
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Sven_re |
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Edit: I've checked the data of LibSets for some of the sets shown at the screenshot setId | setName EN | setName FR 180 | Powerfull Assault | L’Assaut puissant 452 | Hollowfang Thirst | La Soif du Croc creux 648 | Pearlescent Ward | Garde perlescente 649 | Pillager's Profit | Le Profit du pillard 650 | Perfected Pillager's Profit | Le Profit du pillard perfectionné The translations are all there. The question here now is Sven_re: What APi function of LibSets do you use the read that setNames which are shown at the list in your addon (should be using with the client language of the user using the addon)? Is it this code? Lua Code:
Why the extra call with if LibSets.GetSetName(set) --> It will check if the setName is available in clientLanguage of the currently logged in users if you then add it with another language DSST.lang afterwards? That does not make sense to me. But it neither does explain why the output list contains en and fr setNames mixed as all entries should be of DSST.lang in the end. Do you clear the set list if the user changes the language of DSST.lang? If not, you should do so please. Mayeb that was the reason why it was shown mixed somehow? I found this at the tooltip of your settings language dropdown: Code:
tooltip = "To update the set list below you will need to reload ui after changing this setting", Code:
requireReload = true, It will show a "Reload UI" keybind button if you change the value and reminds you a reload is needed if you try to leave the settings menu withut a reloadUI done. Btw, your choices of your language list contains the language "rs" -> this is not suppoted by LibSets! I think you miss-typed "es" here? If you want that to be build dynmically from LibSets you can use the table LibSets.supportedLanguagesIndex to build your "choices" table! Attention: Do not use LibSets.supportedLanguagesIndex directly! It may change it's index/key upon each reloadui!!! It's not sorted or something like that. It's a table that contains all supported langages and looks like this: Lua Code:
I could add a sorted table and provide an API function like LibSets.GetSupportedLanguageChoices() with my next update.
Last edited by Baertram : 01/26/23 at 07:13 AM.
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i redid some functions in the last update and apparently killed the auto update on loading the addon. I iwll release a fix soon. |
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Forum posts: 0
File comments: 4
Uploads: 0
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Once I figured out how to use this addon, it is AWESOME! Thank you!
I am confused about the addon saying I have certain gear when I don't though. For example, I had shoulder for SPC then deconned it when I was doing some inventory clean up. Now it is saying I have it even though I don't (showing the check mark). Is there something I can do to force the addon to update? |
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hellhound_omega |
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I don't really see the need to add a multi language support to translate the settings menu and the top row tool tips.
Last edited by Sven_re : 12/31/22 at 05:43 AM.
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Forum posts: 7
File comments: 47
Uploads: 0
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My god, I'm ashamed I made a mistake in my images. Sorry. I gave you the correct images for the translations. On the menu is it normal not to have a default DPS set? The name of each icon is also to be translated (armor, head, accessory, ect). And last point, some sets are translated directly into French and others are not, do you know why?
I noticed that there is no sort function. In what order are they displayed by default? ![]() ![]()
Last edited by XXXspartiateXXX : 12/30/22 at 07:32 AM.
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Re: possible add translations
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Forum posts: 7
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possible add translations
could you add language support (see the 4 images). I would translate for French (Gear Manager, Edit instance name, Equip/Drag, Clear/Context menu, Shift+Drag : copy, Signle Use Slot) and all the menu in the settings.
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Last edited by XXXspartiateXXX : 12/30/22 at 08:33 AM.
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A checkmark means you have the piece of gear reconstructed. The color of the checkmark shows the quality of the Piece. The Transmute stone means you have it collected and can reconstruct it. The Empty Square means you neitehr have it nor can you reconstruct it. Hope that helps ![]() |
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Forum posts: 0
File comments: 23
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The screenshot shows a lot of different icons on the grid. Can you add what they mean into the mod description?
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claudekennilol |
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Sven_re |
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Thanks for the addon, looks handy.
Just a hint if you add DependsOn or OptionalDependsOn: Code:
## DependsOn: LibAddonMenu-2.0 If you create new addons check the current version given by the txt file of the library/addon you add the dependency on, tag ## AddonVersion: <numberHere> and add that >=<numberHere> behind the library/addon name in your (Optional)DependsOn. e.g. LibAddonMenu-2.0 is given with version 32 atm. So add: Code:
## DependsOn: LibAddonMenu-2.0>=32
Last edited by Baertram : 03/12/22 at 02:47 PM.
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Re: Inactive addon
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Sven_re |
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