3.1 Update
Hello there,
As we know, the next update of game will be launched this week on PTS (consider the opening today or tomorrow). So the old new update thread. Please leave any comment, or issues you may encounter while doing your updates. Now, back to business, so some placeholders :
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This compatibility function is broken
GetSmithingStyleItemInfo() in addoncompatibilityaliases.lua Lua Code:
Vvariable validItemStyleId does not exist on the 2nd and 3rd lines so styleItemLink and alwaysHideIfLocked are always blank |
Just a little note for others, item style constants such as ITEMSTYLE_GLASS etc are on the way out. They will work for now as they are in the addoncompatibilityaliases.lua file but I am checking to see how to code without them with the PTS patch.
Will let you know what I figure out |
use styleItemIndex? but I do agree all addons are coded with the ITEMSTYLE constant.
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StyleItemIndex is great for dynamic lists, but the constants always made it easier for holding my own information on it. I'm surprised they are doing away with them so soon after cleaning them up in the last update.
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Instead of creating millions of global constants, an Enum class like ITEM_STYLE, ITEM_TRAIT, ABILITY. In Lua there is close to no difference reading a continous index based list and an ID based hash-table: Lua Code:
The Enum classes may get auto-generated from work-sheets of your designers. You may allow us to override and/or extend these Enum instances for things like :GetNameWithQualityColor. |
@Ayantir, you might want to put the .txt in your post:
https://forums.elderscrollsonline.co...change-log-pts @Chip Quote:
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Cool changes but it does mean I have some learning and re-writting to do, all good :cool:
I will be trying to make use of these Code:
GetItemStyleName(styleId) – styleName Code:
GetSkillLineIndicesFromSkillId(skillId) – SkillType, skillIndex. Code:
NON_COMBAT_BONUS_BLACKSMITHING_BOOSTER_BONUS |
Was GetSmithingStyleItemLink supposed to be removed? If so, could someone point me in the direction of its replacement?
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If so this is the kind of thing Lua Code:
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Thanks, that is what I needed. Still trying to fix the rest of the code now, though...
Also: Clockwork is a lie. It's in the books area, the items exist in the data, but the style and achievement do not. Whoever transcribed the style names to GetItemStyleName() used the constants verbatim. E.g. Celestial is now called Craglorn which is...not good. Is Mimic being in the valid style list as "Universal" intentional? If so, I'm going to have to write a work around to make that non-style not appear in CraftStore. |
Yes I saw one of the style names from GetItemStyleName(validItemStyleId) was Craglorn which did not fit.
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Oh no my brain only just kicked in, I am going to have to add code to my crafting addon to cover when someone cancels researching EVENT_SMITHING_TRAIT_RESEARCH_CANCELED durrr me
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About Methods of Controls :
ColorSelectControl New: * GetThumbNormalizedPosition() ** _Returns:_ *number* _normalizedX_, *number* _normalizedY_ New: * SetThumbNormalizedPosition(*number* _normalizedX_, *number* _normalizedY_) Control Changed: * Set3DRenderSpaceOrigin(*number* _xM_, *number* _yM_, *number* _zM_) LabelControl New: * Clean() TooltipControl Changed: * SetSmithingStyleItem(*integer* _itemStyleId_) New: * SetVerticalPadding(*number* _paddingY_) |
Is there any point checking for EVENT_ESO_PLUS_SUBSCRIPTION_STATUS_CHANGED?
Would it be enough to just check IsESOPlusSubscriber() on player activation? |
I guess it could make sense if you got eso plus activated ingame like during the free eso+ event last weekend or if it ran out while you are ingame.
Btw @Chip, would it be possible to deactivate ESO+ on PTS and permanently add the activation thingy for 1 day of ESO+ to the crownstore there? Or instead of making it last only 1 day, add a second item to turn it off again. |
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Mundus stone bug
I go and get the Lady mundus stone, the next time I log in I have no mundus stone effect at all and have to go and get it again. I will do a /bug report
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I've updated http://wiki.esoui.com/StyleItemIndex
If your addon deals with smithing (+wood / clothing) or style knowledge, you should rewrite it. |
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I think your dynamic list code could be tweaked slightly. I am happy to do this but wanted to get your opinion first. Looking at how ZOS do it in "function ZO_SharedSmithingCreation:RefreshStyleList()" they loop using GetNumValidItemStyles() instead of GetHighestItemStyleId(). And they get the ID from the index, ItemStyleId from GetValidItemStyleId(itemStyleIndex) How about this: Lua Code:
Maybe even remove GetItemLinkInfo(styleItemLink) completely |
It basically lead to the same thing.
GetNumValidItemStyles() only returns craftable styles in an indexlist. So basically : styleItemIndex styleId 59 (hollowjack) == itemStyleId 53 Your code is correct, after for meetsUsageRequirement, for me, it's basically always true for a style in the loop of GetNumValidItemStyles() and with GetValidItemStyleId() > 0 .. But I'll keep GetHighestItemStyleId() because this one contains non craftable styles and they can be interesting. (I've added the list and the code snippet). ex : 10 Unique, 18 Bandit, 32 Maormer, 37 Reach Winter, 38 Tsaesci, 55 Worm Cult Also, this lead to ANOTHER index which will also confuse everyone. We had before ITEMSTYLES_ constants and styleItemIndex Now styleItemIndex is renamed into itemStyleId (or styleId depends where it's used).. so i'm not fan of GetNumValidItemStyles.. it's maybe proper but it's another table of correspondance.. |
New Styles
For anyone wanting the details and item ids of the 3 new motifs
Crafting Motif 50: Telvanni itemStyleId = 51 Learn All Motif = 121332 AXES = 121333 BELTS = 121334 BOOTS = 121335 BOWS = 121336 CHESTS = 121337 DAGGERS = 121338 GLOVES = 121339 HELMETS = 121340 LEGS = 121341 MACES = 121342 SHIELDS = 121343 SHOULDERS = 121344 STAVES = 121345 SWORDS = 121346 Crown Crafting Motif = 121347 Crafting Motif 51: Hlaalu itemStyleId = 49 Learn All Motif = 129994 AXES = 129995 BELTS = 129996 BOOTS = 129997 BOWS = 129998 CHESTS = 129999 DAGGERS = 130000 GLOVES = 130001 HELMETS = 130002 LEGS = 130003 MACES = 130004 SHIELDS = 130005 SHOULDERS = 130006 STAVES = 130007 SWORDS = 130008 Crown Crafting Motif = 130009 Crafting Motif 52: Redoran itemStyleId = 48 Learn All Motif = 130010 AXES = 130011 BELTS = 130012 BOOTS = 130013 BOWS = 130014 CHESTS = 130015 DAGGERS = 130016 GLOVES = 130017 HELMETS = 130018 LEGS = 130019 MACES = 130020 SHIELDS = 130021 SHOULDERS = 130022 STAVES = 130023 SWORDS = 130024 Crown Crafting Motif = 130025 |
The trait material icons for Hlaalu, Redoran, and Telvanni still do not load at crafting stations.
I am going to assume this is a known bug but will /bug report is anyway |
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dds are generally pushed very late in the client. I generally dump textures at the very end of the pts
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I made a template character after v3.1.2 and my class skills were level 1 and my crafting skills ranged from level 1 to 15 after visiting the crafting stations.
Is that right? I also just made a new template character today; 26th; and the class skills were correct at lvl 50 but I had no crafting skills. It may have been a bug on the one character not having the class skills maxed but neither of them had any crafting skills or points. |
SavedVariables
Anyone else noticing something a bit weird with SavedVariables?
I am seeing some settings not be remembered unless the user quits the game and loads it back up again. When logging out and switching characters some values were not remembered from the character you came from. |
SavedVariables
Before the HotR DLC my addon was saving settings just fine in to a SavedVariables file but now it is doing this:
- I log in to a character who can research 2 items - Do a /reloadui to force a settings save - Check my SavedVariables file and it correctly shows it has stored a value of 2 If I log out to the character selection screen, or quit the game, and then check the file again this setting has changed back to 1. What could be causing a setting which used to work now not be saved? If it makes any difference the setting would have been 1 in the file before the DLC. |
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Today I will remove all other addons, SavedVariable files and just log in to a couple of my characters and see what sticks. That's if the game comes back up today, some exploit being fixed :$ |
Event_non_combat_bonus_changed
I have figured out what is bugged, I was not expecting this..
There is a problem with the new event EVENT_NON_COMBAT_BONUS_CHANGED, it fires on logout to character selection screen and I guess at quit game also. I hope I am correct in assuming this event should only fire when playing on your character when the skills are changed and not when going to the character selection screen or quitting the game. Brand new example addon and code: Name: TestAddon SavedVariables file: TestAddon Test value: TestAddon.settings.test.something Steps: 1. Pick a character and log in 2. /reloadui 3. Check SV file 4. TestAddon.settings.test.something = "First" 5. Log out to character selection screen 6. Check SV file 7. TestAddon.settings.test.something = "Non Combat" TestAddon.lua: Lua Code:
TestAddon.txt Code:
## Title: TestAddon Lua Code:
SavedVariables File TestAddon.lua After log out to character selection screen Lua Code:
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LUA Error
Anyone able to assist with the cause of a couple of UI Errors?
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Checking type on argument interfaceColorType failed in GetInterfaceColor_lua Lua Code:
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user:/AddOns/CyrodiilAlert/CyrodiilAlert.lua:210: attempt to index a nil value Lua Code:
I haven't changed these lines for months and as far as I can remember it was all working fine on PTS. Based on the ESOUI Wiki, line 134 should be fine, as ZO_ColorDef:FromInterfaceColor still exists, as do the constants INTERFACE_COLOR_TYPE_KEEP_TOOLTIP and KEEP_TOOLTIP_COLOR_ACCESSIBLE, and I don't know what is nil in 210 as CA.colOng is defined in line 138 as Lua Code:
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Any insight would be greatly appreciated! Thanks :) |
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@Enodoc either go with
Lua Code:
Lua Code:
So for you that would be Lua Code:
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You want to call ZO_ColorDef.FromInterfaceColor instead of ZO_ColorDef:FromInterfaceColor as this is the definition:
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function ZO_ColorDef.FromInterfaceColor(colorType, fieldValue) Quote:
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Two of us helping Shinni is only a good thing :)
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@Weolo @Shinni Thanks guys, that seems to have sorted it! Strange that it was never an issue before...
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