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Compatibility: | Firesong (8.2.5) Lost Depths (8.1.5) High Isle (8.0.0) Ascending Tide (7.3.5) Deadlands (7.2.5) Waking Flame (7.1.5) Blackwood (7.0.5) Greymoor (6.0.5) |
Updated: | 12/19/22 11:53 AM |
Created: | 04/15/22 09:38 AM |
Monthly downloads: | 234 |
Total downloads: | 3,801 |
Favorites: | 6 |
MD5: | |
Categories: | Raid Mods, Combat Mods, Game Controller |
File Name |
Version |
Size |
Uploader |
Date |
1.2.1 |
14kB |
m00nyONE |
10/28/22 03:44 PM |
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1.2.0 |
14kB |
m00nyONE |
04/18/22 06:10 PM |
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1.1.0 |
14kB |
m00nyONE |
04/17/22 08:50 PM |
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1.0.0 |
8kB |
m00nyONE |
04/16/22 01:13 PM |
|
0.9.1 |
7kB |
04/15/22 09:38 AM |
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m00nyONE |
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Thanks for the Info :-) i did it the other way around a few hours ago ;-) Just need some testing before uploading. i do not like tinkering with IDs & indices because it's a lot of maintainance. I like the idea that even when i should stop playing ESO, another mod author can pick up my code with ease and start continuing my work. I used the EVENT_BOSSES_CHANGED Event to listen for changes and just loop over the unitTags of the bosses when that happends to check if a boss is really there. If so, the user can save a setting while in range of the boss & its saved in a table. The name of the boss is the key of the dictionary and the colors are the values. easy as that ;-) it maintains itself EDIT: testing done, works like a charm
Last edited by m00nyONE : 04/17/22 at 08:41 PM.
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m00nyONE |
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this is what this addon does. the "global default" is saved when the player first starts the addon & everything that is not defined wil use those values |
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m00nyONE |
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Forum posts: 1
File comments: 102
Uploads: 0
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Sometimes the obvious is the hardest thing to see. Thank you. |
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DohNotAgain |
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Nice idea, thanks for that! This will come in handy
About boss dependent colors: Most bosses are nt providing a uniqueID so you can only identify them by dungeon/zoneId + their name :-( There was a library LibBossFight or LibBoss* which was providing some info about the bosses so you do not have to multi-translate the boss names again and again, but I think it is discontinued currently and missing a lot of the newer bosses. Some trials got other zoneIds inside the trials, so you are able to see in which part of the trial you are (and what boss it may be). But not all provide that info. Maybe the name of the current map texture is helping here. The texture's .dds filename is not language dependent and might show you where you are in some dungeons/trials. But depening on the size of a mpa and the number of boses on the same map it would neither help you here. From LibZones: Lua Code:
Maybe these Ids and indices help you. Attention: better use the IDs to identify stuff not the indices! IDs should not change.
Last edited by Baertram : 04/17/22 at 06:21 AM.
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Baertram |
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@m00nyONE - This may not help, but would it not be possible to set a default global override for "hostile AOE" and "friendly AOE" and let users configure that, then if they have settings for a specific encounter also have those override the default?
You could have a "use global default options" toggle that enabled these settings for everything, but only if the users enabled it. Specific dungeon/trial settings would still override this. Might be easier than trying to do specific configuration for tons of stuff. Cool addon idea BTW! ![]()
Last edited by Phinix : 04/17/22 at 04:27 AM.
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Phinix |
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working on that but its very hard. instead of saving colors for each zone, you have to load colors for each boss in the game individually. i can think about maybe adding an extra button to save colors for the current boss you are fighting. But this is not as easy as its sounds ![]() |
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m00nyONE |
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m00nyONE |
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m00nyONE |
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Forum posts: 1
File comments: 102
Uploads: 0
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I have watched videos where the buff and debuff ground colors are bright and quite visible; almost opaque.
They are solid circles, not translucent rings. Of course there are some very obvious area of affect visuals, but others are quite hard to see for me. What I see in game are nowhere near as solid, bright, and visible as I've seen in some videos. My vanilla game settings are nowhere near as visible. I think I've seen that very visible circle in some Hack The Minotaur videos...maybe. Shoot. I didn't even know the snake adds at one WB had area debuff rings until I saw them in a video. As the snakes moved toward people you could see the bright ring of debuff moving with them. Never saw that using game settings. I have grass and such off always. I wish I knew what addon does that. I am hoping this addon will be able to do that effect. Small, simple addon that changes the visibility. |
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DohNotAgain |
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What exactly is the difference to the vanilla game settings to color the aoe and friendly (heal) fields on the ground in the normal game settings?
Edit: Does it allow to change the AOE colors depending on the trials/dungeons one is in?
Last edited by Baertram : 04/16/22 at 01:34 PM.
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Baertram |
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Forum posts: 9
File comments: 230
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I would like to use this in any encounter as well.
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Akopian Atrebates |
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Awesome Idea.
This is something I have been trying to find for a while. I'd love to use this in any encounter, not just trials. I often find myself taking damage from a ground debuff from a WB or whatever. Since I don't see it, I take damage and can't see the shortest distance to get out. And clearly seeing ground buffs, also, would help me find best position to stand. I can't log in right now, but will try this later.
Last edited by DohNotAgain : 04/15/22 at 10:48 AM.
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DohNotAgain |
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