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Greymoor (6.0.5)
Updated:06/16/22 03:30 AM
Created:07/04/20 08:52 AM
Monthly downloads:21
Total downloads:4,642
Favorites:3
MD5:
Mundus
Version: 5.0
by: probo11 [More]
PSA: this addon doesn't change the mundus for you

Do you always forget to change your mundus stone?

Is your raidlead getting pissed about you having to port out last second?

Well, this stops today!!!

With this addon those struggles are from the past.
You can easily setup your prefered mundus for:
- Trials (Not normal but it doesn't matter in normal anyway)
- Dungeon
- Cyrodiil
- and last but not least Imperial City.

Lets explain the addon now that the sale talk is over.
1. After you downloaded the addon you go into the settings->Addons->Mundus
2. There you select the prefered mundus stones for each content
3. After selecting the stones for each content you reloadUI
4. Now whenever you go into PVP or PVE with the wrong mundus stone you will get a message on your screen
5. Get the correct mundus stone


Dependancies:
- LibAddonMenu-2.0
Version 5.0
- Added Dreadsail Reef
Version 4.0
- Added the new trials
- Made the code a little bit less ****
Version 3.0
- Fixed menu in other languages (Not the tooltips)
Version 2.0
- Added multi language support (I hope)
- Improved the backend
- Fixed a few bugs (I hope)
Optional Files (0)


Archived Files (4)
File Name
Version
Size
Uploader
Date
4.0
4kB
probo11
12/15/21 10:56 AM
3.0
3kB
probo11
07/07/20 12:05 PM
2.0
3kB
probo11
07/06/20 12:12 PM
1.0
3kB
07/04/20 08:52 AM


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Unread 07/07/20, 03:46 AM  
Baertram
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Re: Still can't see what this addon does ...

Originally Posted by Incarnatus
As you have to physically travel to a Mundus Stone and select the stone for the buff, what exactly does this addon do?
I had asked the same, and the addon description is lacking this information:
It shows the munus stone you "should have" (chosen in your settings for dungeons, other) as a text label reminder on the screen (see screenshot 2 at the addon description).
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Unread 07/06/20, 05:29 PM  
Incarnatus

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Still can't see what this addon does ...

As you have to physically travel to a Mundus Stone and select the stone for the buff, what exactly does this addon do?
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Unread 07/06/20, 03:55 PM  
Baertram
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You can test your multi language support (btw you forgot the addon settings menu ) by this script ingame:

Code:
/script SetCVar("language.2", "<2CharLang>")
Where <2CharLang> can be:
en English
de German
fr French
jp Japanese (only on Japanese client!)
ru (Russian)

The UI will reload automatically and afterwards the UI language is changed to the chosen one (not the videos or speech!)
YOu can always go back by using
Code:
/script SetCVar("language.2", "en")
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Unread 07/05/20, 06:49 AM  
Baertram
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Not sure about the raid id's, sorry. If the API does not provide correct numbers you should describe it here in the forums at the bug section so ZOs will be able to fix it.
Check the bottom subforums of the esoui forum there are several bug reports already.
https://www.esoui.com/forums/forumdisplay.php?f=187

I guess the API function for raids will only work in real raids, and no arenas or similar.
Maybe the zoneIds will be better then as I have proposed.
LiBSets includes an excel document with zoneIds, mapIds and names + connection to normal and vet dungeons. Maybe you can use this excel sheet to check for the correct zoneIds.
The dungeonids are ONLY available inside the group finder so you need to open press P and change to the group finder's tab "Join dungeon". You won't be able to use these ids outside the group finder so zoneIds would be the best, or maybe MapIds.
With next updates there was said by ZOs that new map API functions will arrive. Maybe wait for them to be able to use unique mapIds of the dungeons etc. to identify them, but I think as 1 dungeon can have several mapIds the zoneIds would be more unique and more "suited".

Originally Posted by probo11
Thanks for your replay Baertram,

This is the first time making an addon and even coding in lua, so im still figuring stuff out.

The raid name (id) part is pretty stupid, but I was struggeling with making it work and it did like this so i didn't bother looking for a better option.

The reason why i make the MAL handle some functionallity is because I (and some people that i asked) did want to reload ui. I know that this is cheap but it kinda works.

I did some id checks for nBRP and nMA and both of them was id=0 instead of 11 and 6 for their vet counterparts, is this right?

I will try to implement the improvements that you posted. Thanks!
Last edited by Baertram : 07/05/20 at 09:16 AM.
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Unread 07/05/20, 04:01 AM  
probo11
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Thanks for your replay Baertram,

This is the first time making an addon and even coding in lua, so im still figuring stuff out.

The raid name (id) part is pretty stupid, but I was struggeling with making it work and it did like this so i didn't bother looking for a better option.

The reason why i make the MAL handle some functionallity is because I (and some people that i asked) did want to reload ui. I know that this is cheap but it kinda works.

I did some id checks for nBRP and nMA and both of them was id=0 instead of 11 and 6 for their vet counterparts, is this right?

I will try to implement the improvements that you posted. Thanks!
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Unread 07/04/20, 02:50 PM  
Baertram
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Hi thanks for the addon, but I don#t understand what the addon is doing for me exactly?
With this addon those struggles are from the past. You can easily setup your prefered mundus for each trial, dungeon, cyrodiil and last but not least imperial city.
And then? it will change it for me? How is that possible without running to the mundus stones?
Or does it remind me if I port into a dungeon etc.?
As I understand the code it shows your defined Mundus Stone name on a label at your UI if you get into Cyrodiil etc.

btw:
As this addon depends on the library LibAddonMenu-2.0 PLEASE name the dependencies here in the addon description so ppl know what to install to make this addon work WITHOUT having to check this ingame, and then logout again to load the dependencies

And as the addon was coded to use the names of the english mundus buffs yhou should mention this currently only works with teh English game client as well.
Or you could change this to use the ingame client language, by using the mundus buff Ids (it's an abilityId to be precise) and the API functions to read the buff name via the id instead of hardcoding them.
You'll most probably find the ids at uesp lo website e.g.: http://esoitem.uesp.net/viewlog.php

Or you could locally install "LibFoodDrinkBuff" and use the build in debug function
Code:
DEBUG_ACTIVE_BUFFS()
via /script DEBUG_ACTIVE_BUFFS()

ingame.
It will tell you the active buffs and their ids, so you could apply the mundus and read the buffs this way.

The API function to get the name of the Buff will be:
GetAbilityName(abilityId)
where abilityId should be the buffId from the debug chat output, or from UESP.

e.g.
Lua Code:
  1. local mundusStoneIds = {
  2.  12345,
  3.  12346,
  4.  12347,
  5.  12348,
  6.  12349,
  7. }
  8. local mundusStones = {
  9.  [1] = "",
  10. }
  11. for _,abilityId in ipairs(mundusStoneIds) do
  12.  mundusStones[#mundusStones+1] = GetAbilityName(abilityId )
  13. end

Same for the dungeon names. They depend on ZoneIds, which you are able to find within LibZone e.g.
So you could also use a list of the zoneIds for the dungeons and the API function GetZoneNameById(zoneId) to create the dungeon names from it.

You already use "GetCurrentParticipatingRaidId()" so you get the raidid. Why do you stil lcompare "NAMES" of the rtaids then instead of using the ID which is non-language dependent?
I'd use the raidId in your settings menu to define the stones for them and just "show" the names in the dropdown boxes.
Just use a dropdownbox and use it's choices (names) and choicesValues (raidIds) attributes. The rest is handled by the LAM settings panel?!
YOu need to reset your savedvariables if you change this so increase the version of the SV.

Be sure to "clean the names of mundus stone or dungeons/zones before chat output" as they will look like this in German and French e.g.
"Dungeon name^m" -> This ^m is a gender suffix which tells the game that this is a masculin name and the article will be depending on this.
You can clean this up this way:
Code:
local nameClean = ZO_CachedStrFormat("<<C:1>>", name)
But to not clean this up BEFORE comparison with the buff names.
Or change your buff comparison from "names" to "abilityIds" instead as the mundus stones should have 1 defined abilityId and the function you already use "GetUnitBuffInfo" will also return the abilityId of the player's buff!
Even better than using the names.
Last edited by Baertram : 07/04/20 at 03:06 PM.
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