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Compatibility: | Update 43 (10.1.0) Gold Road (10.0.0) Scions of Ithelia (9.3.0) Endless Archive (9.2.5) base-game patch (9.1.5) Necrom (9.0.0) Scribes of Fate (8.3.5) |
Updated: | 08/19/24 05:30 AM |
Created: | 01/21/19 10:18 AM |
Monthly downloads: | 24,993 |
Total downloads: | 3,391,549 |
Favorites: | 708 |
MD5: |
LIBSETS_SETTYPE_ITERATION_BEGIN = 1 LIBSETS_SETTYPE_ARENA = 1 --"Arena" LIBSETS_SETTYPE_BATTLEGROUND = 2 --"Battleground" LIBSETS_SETTYPE_CRAFTED = 3 --"Crafted" LIBSETS_SETTYPE_CYRODIIL = 4 --"Cyrodiil" LIBSETS_SETTYPE_DAILYRANDOMDUNGEONANDICREWARD = 5 --"DailyRandomDungeonAndICReward" LIBSETS_SETTYPE_DUNGEON = 6 --"Dungeon" LIBSETS_SETTYPE_IMPERIALCITY = 7 --"Imperial City" LIBSETS_SETTYPE_MONSTER = 8 --"Monster" LIBSETS_SETTYPE_OVERLAND = 9 --"Overland" LIBSETS_SETTYPE_SPECIAL = 10 --"Special" LIBSETS_SETTYPE_TRIAL = 11 --"Trial" LIBSETS_SETTYPE_MYTHIC = 12 --"Mythic" LIBSETS_SETTYPE_IMPERIALCITY_MONSTER = 13 -- "Imperial City monster" LIBSETS_SETTYPE_CYRODIIL_MONSTER = 14 --"Cyrodiil monster" LIBSETS_SETTYPE_CLASS = 15 -- "Class sets -> Dropped in 'Endless Archive'" --Only for iterations from 1 (LIBSETS_SETTYPE_ITERATION_BEGIN ) to the maximum LIBSETS_SETTYPE_ITERATION_END = maximum setType (currently: LIBSETS_SETTYPE_IMPERIALCITY_MONSTER)
[1] = "LIBSETS_DROP_MECHANIC_MAIL_PVP_REWARDS_FOR_THE_WORTHY", --Rewards for the worthy (Cyrodiil/Battleground mail) [2] = "LIBSETS_DROP_MECHANIC_CITY_CYRODIIL_BRUMA", --City Bruma (quartermaster) [3] = "LIBSETS_DROP_MECHANIC_CITY_CYRODIIL_CROPSFORD", --City Cropsford (quartermaster) [4] = "LIBSETS_DROP_MECHANIC_CITY_CYRODIIL_VLASTARUS", --City Vlastarus (quartermaster) [5] = "LIBSETS_DROP_MECHANIC_ARENA_STAGE_CHEST", --Arena stage chest [6] = "LIBSETS_DROP_MECHANIC_MONSTER_NAME", --The name of a monster (e.g. a boss in a dungeon) is specified in the excel and transfered to the setInfo table entry with the attribute "dropMechanicNames" (a table containing the monster name in different languages) [7] = "LIBSETS_DROP_MECHANIC_OVERLAND_BOSS_DELVE", --Overland delve bosses [8] = "LIBSETS_DROP_MECHANIC_OVERLAND_WORLDBOSS", --Overland world group bosses [9] = "LIBSETS_DROP_MECHANIC_OVERLAND_BOSS_PUBLIC_DUNGEON", --Overland public dungeon bosses [10] = "LIBSETS_DROP_MECHANIC_OVERLAND_CHEST", --Overland chests [11] = "LIBSETS_DROP_MECHANIC_BATTLEGROUND_REWARD", --Battleground rewards [12] = "LIBSETS_DROP_MECHANIC_MAIL_DAILY_RANDOM_DUNGEON_REWARD", --Daily random dungeon mail rewards [13] = "LIBSETS_DROP_MECHANIC_IMPERIAL_CITY_VAULTS", --Imperial city vaults [14] = "LIBSETS_DROP_MECHANIC_LEVEL_UP_REWARD", --Level up reward [15] = "LIBSETS_DROP_MECHANIC_ANTIQUITIES", --Antiquities (Mythic set items) [16] = "LIBSETS_DROP_MECHANIC_BATTLEGROUND_VENDOR", --Battleground vendor [17] = "LIBSETS_DROP_MECHANIC_TELVAR_EQUIPMENT_LOCKBOX_MERCHANT", --Tel Var equipment lockbox merchant [18] = "LIBSETS_DROP_MECHANIC_AP_ELITE_GEAR_LOCKBOX_MERCHANT", --Alliance points Elite gear merchant [19] = "LIBSETS_DROP_MECHANIC_REWARD_BY_NPC", --A named NPC rewards this item [20] = "LIBSETS_DROP_MECHANIC_OVERLAND_OBLIVION_PORTAL_FINAL_CHEST", --Oblivion portal final boss chest [21] = "LIBSETS_DROP_MECHANIC_DOLMEN_HARROWSTORM_MAGICAL_ANOMALIES", --Dolmen, Harrowstorms, Magical anomalies reward [22] = "LIBSETS_DROP_MECHANIC_DUNGEON_CHEST", --Chests in a dungeon Truhen in einem Verlies [23] = "LIBSETS_DROP_MECHANIC_DAILY_QUEST_REWARD_COFFER", --Daily quest reward coffer Tägliche Quest Belohnungs-Kisten [24] = "LIBSETS_DROP_MECHANIC_FISHING_HOLE", --Fishing hole [25] = "LIBSETS_DROP_MECHANIC_OVERLAND_LOOT", --Loot from overland items [26] = "LIBSETS_DROP_MECHANIC_TRIAL_BOSS", --Trial bosses [27] = "LIBSETS_DROP_MECHANIC_MOB_TYPE", --A type of mob/critter [28] = "LIBSETS_DROP_MECHANIC_GROUP_DUNGEON_BOSS", --Bosses in group dungeons [29] = "LIBSETS_DROP_MECHANIC_CRAFTED", --Crafted [30] = "LIBSETS_DROP_MECHANIC_PUBLIC_DUNGEON_CHEST", -- Public dungeon chest [31] = "LIBSETS_DROP_MECHANIC_HARVEST_NODE", -- Harvest crafting nodes [32] = "LIBSETS_DROP_MECHANIC_IMPERIAL_CITY_TREASURE_TROVE_SCAMP", --Imperial city treasure scamps / Kaiserstadt Schatzgoblin [33] = "LIBSETS_DROP_MECHANIC_CITY_CYRODIIL_CHEYDINHAL", -- Cyrodiil Cheydinhal city [34] = "LIBSETS_DROP_MECHANIC_CITY_CYRODIIL_CHORROL_WEYNON_PRIORY", -- Cyrodiil Weyon Priory, Chorrol [35] = "LIBSETS_DROP_MECHANIC_CITY_CYRODIIL_CHEYDINHAL_CHORROL_WEYNON_PRIORY", -- Cyrodiil Cheydinhal city / Weyon Priory, Chorrol [36] = "LIBSETS_DROP_MECHANIC_CYRODIIL_BOARD_MISSIONS", -- Cyrodiil board missions [37] = "LIBSETS_DROP_MECHANIC_ENDLESS_ARCHIVE", -- Endless Archive dungeon
DLC_TYPE_BASE_GAME = 0 DLC_TYPE_CHAPTER = 1 DLC_TYPE_DUNGEONS = 2 DLC_TYPE_ZONE = 3 DLC_TYPE_NORMAL_PATCH = 4
DLC_BASE_GAME 0 ... -> See file LibSets_Constants_All.lua, table possibleDlcIds for the DLC constants --Iterators DLC_ITERATION_BEGIN = DLC_BASE_GAME DLC_ITERATION_END = maximum DLC id
##DependsOn: LibSets>=000602
--This is wrong! Do not include this in your addon's txt file /libs/LibSets/LibSets_Constants.Lua /libs/LibSets/LibSets.Lua ...
If not LibSets or not LibSets.checkIfSetsAreLoadedProperly() then --LibSets is currentls scanning and/or not ready! Abort here myAddon.libSetsReady = false else myAddon.libSetsReady = true end --Wherever you use LibSets check: if myAddon.libSetsReady then ---do whatever you want with LibSets end
--Register a custom tooltip control of type CT_TOOLTIP that inherits from ZO_ItemIconTooltip for the LibSets added tooltip data --(added to the bottom, during function OnAddGameData is called) -->Important: The tooltipCtrl of tooltipCtrlName !must! have a subtable dataEntry.data or .data which contains an entry .itemLink with the itemLink of the item, --> or the tooltipCtrl of tooltipCtrlName !must! have the entries .bagIndex and .slotIndex where the itemLink can be build from! --tooltipCtrlName String --addonName String -->Returns true if LibSets tooltip hook was added to the internal tables (will be hooked at EVENT_PLAYER_ACTIVATED once, or if a new hook is added later via this function) -->Returns false if it was already added -->Returns nil if any error happens function LibSets.RegisterCustomTooltipHook(tooltipCtrlName, addonName)
<TopLevelControl name="YourAddonNameSetTooltipTopLevel" inherits="TooltipTopLevel"> <Controls> <Tooltip name="YourAddonNameSetTooltip" inherits="ZO_ItemIconTooltip"/> </Controls> </TopLevelControl>
function WL.showItemLinkTooltip(control, parent, anchor1, offsetX, offsetY, anchor2) if control == nil or control.data == nil or control.data.itemLink == nil then ClearTooltip(WishListTooltip) return nil end if not WL.checkIfItemLinkItemIdIsValid(control.data.itemLink, nil) then return end --d("itemLink: " .. control.data.itemLink) anchor1 = anchor1 or TOPRIGHT anchor2 = anchor2 or TOPLEFT offsetX = offsetX or -100 offsetY = offsetY or 0 InitializeTooltip(WishListTooltip, parent, anchor1, offsetX, offsetY, anchor2) WishListTooltip:SetLink(control.data.itemLink) if (control.data.style) then WishListTooltip:AddLine(LocalizeString("\n|c<<1>><<Z:2>>|r", ZO_NORMAL_TEXT:ToHex(), control.data.style), "ZoFontGameSmall") end end
lib.RegisterCustomSetSearchResultsListContextMenu(addonName string, headerName string:optional, submenuName string:optional, submenuEntries table, visibleFunc function:optional)
local submenuEntries = {} local subMenuEntry = { label = "Test entry name", callback = function() d("Test entry name") end } table.insert(submenuEntries, subMenuEntry) local visibleFunc = function(rowControl, setId) if rowControl == nil then return false end return true end lib.RegisterCustomSetSearchResultsListContextMenu("MyAddonTest", "Header test", "Submenu test", submenuEntries, visibleFunc)
* GetItemLinkSetInfo(*string* _itemLink_, *bool* _equipped_) ** _Returns:_ *bool* _hasSet_, *string* _setName_, *integer* _numBonuses_, *integer* _numEquipped_, *integer* _maxEquipped_, *integer* _setId_
LibSets
------------------------------------------------------------------------ -- Global library check functions ------------------------------------------------------------------------ --Returns a boolean value, true if the sets of the game were already loaded/ false if not --> Returns: boolean areSetsLoaded function lib.AreSetsLoaded() --Returns a boolean value, true if the sets of the game are currently scanned and added/updated/ false if not --> Returns: boolean isCurrentlySetsScanning function lib.IsSetsScanning() --Returns a boolean value, true if the sets database is properly loaded yet and is not currently scanning --or false if not. --This functions combines the result values of the functions LibSets.AreSetsLoaded() and LibSets.IsSetsScanning() function lib.checkIfSetsAreLoadedProperly()
--Returns true if the setId provided got a set proc which is currently allowed within PvP/AvA campaigns --> Parameters: setId number: The set's setId --> Returns: boolean isSetWithProcAllowedInPvP function lib.IsSetWithProcAllowedInPvP(setId) --Returns the setsData of all the setIds which are allowed proc sets in PvP/AvA campaigns --> Parameters: none --> Returns: nilable:LibSetsAllSetProcDataAllowedInPvP table function lib.GetAllSetDataWihtProcAllowedInPvP()
LibSets.GetSetWeaponTypes(setId)
--Returns the zoneIds (table) which are linked to a item set collection's categoryId --Not all categories are connected to a zone though! The result will be nil in these cases. --Example return table: {148} function LibSets.GetItemSetCollectionZoneIds(categoryId) --Returns the categoryIds (table) which are linked to a item set collection's zoneId --Not all zoneIds are connected to a category though! The result will be nil in these cases. --Example return table: {39} function LibSets.GetItemSetCollectionCategoryIds(zoneId) --Returns the parent category data (table) containing the zoneIds, and possible boolean parameters --isDungeon, isArena, isTrial of ALL categoryIds below this parent -> See file LibSets_data_all.lua -> --table lib.setDataPreloaded -> table key LIBSETS_TABLEKEY_SET_ITEM_COLLECTIONS_ZONE_MAPPING --Example return table: { parentCategory=5, category=39, zoneIds={148}, isDungeon=true},--Arx Corinium function LibSets.GetItemSetCollectionParentCategoryData(parentCategoryId) --Returns the category data (table) containing the zoneIds, and possible boolean parameters --isDungeon, isArena, isTrial -> See file LibSets_data_alllua -> table lib.setDataPreloaded -> --table key LIBSETS_TABLEKEY_SET_ITEM_COLLECTIONS_ZONE_MAPPING --Example return table: { parentCategory=5, category=39, zoneIds={148}, isDungeon=true},--Arx Corinium function LibSets.GetItemSetCollectionCategoryData(categoryId) --Get the current map's zoneIndex and via the index get the zoneId, the parent zoneId, and return them --+ the current zone's index and parent zone index --> Returns: number currentZoneId, number currentZoneParentId, number currentZoneIndex, number currentZoneParentIndex function LibSets.GetCurrentZoneIds() --Open the item set collections book of the current parentZoneId. If more than 1 categoryId was found for the parentZoneId, --the 1st will be opened! Returns true if UI has shown a category node successfully function LibSets.OpenItemSetCollectionBookOfCurrentParentZone() --Open the item set collections book of the current zoneId. If more than 1 categoryId was found for the zoneId, --the 1st will be opened! Returns true if UI has shown a category node successfully function LibSets.OpenItemSetCollectionBookOfCurrentZone()
--Open the worldmap and show the map of the zoneId --> Parameters: zoneId number: The zone's zoneId function lib.openMapOfZoneId(zoneId) --Open the worldmap, get the zoneId of the wayshrine wayshrineNodeId and show the wayshrine wayshrineNodeId on the map --> Parameters: wayshrineNodeId number: The wayshrine's nodeIndex function lib.showWayshrineNodeIdOnMap(wayshrineNodeId) --Returns the wayshrineNodeIds's related zoneId, where this wayshrine is located --> Parameters: wayshrineNodeId number --> Returns: zoneId number function lib.GetWayshrinesZoneId(wayshrineNodeId)
--Returns the wayshrines as table for the setId. The table contains up to 3 wayshrines for wayshrine nodes in the different factions, --e.g. wayshrines={382,382,382}. All entries can be the same, or even a negative value which means: No weayshrine is known --Else the order of the entries is 1=Admeri Dominion, 2=Daggerfall Covenant, 3=Ebonheart Pact --> Parameters: setId number: The set's setId --> withRelatedZoneIds boolean: Also provide a mappingTable as 2nd return value which contains the wayshrine's zoneId --> in this format: wayshrineNodsId2ZoneId = { [wayshrineNodeId1]= zoneId1, [wayshrineNodeId2]= zoneId2,... } --> Returns: wayshrineNodeIds table function lib.GetWayshrineIds(setId, withRelatedZoneIds)
if LibSets and LibSets.AreSetsLoaded and LibSets.AreSetsLoaded() then --Sets are provided end
--Returns a boolean value, true if the sets of the game were already loaded/ false if not --> Returns: boolean areSetsLoaded function LibSets.AreSetsLoaded() --Returns a boolean value, true if the sets of the game are currently scanned and added/updated/ false if not --> Returns: boolean isCurrentlySetsScanning function LibSets.IsSetsScanning()
File Name |
Version |
Size |
Uploader |
Date |
0.6.9 |
1MB |
Baertram |
05/29/24 07:48 PM |
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0.6.8 |
1MB |
Baertram |
05/29/24 10:57 AM |
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0.6.7 |
1MB |
Baertram |
03/28/24 02:51 PM |
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0.6.6 |
1MB |
Baertram |
03/27/24 08:17 AM |
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0.6.5 |
1MB |
Baertram |
03/12/24 03:12 PM |
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0.6.3 |
1MB |
Baertram |
11/04/23 05:35 PM |
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0.6.2 |
1MB |
Baertram |
10/30/23 11:56 AM |
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0.6.1 |
1MB |
Baertram |
09/04/23 07:47 AM |
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0.6.0 |
1MB |
Baertram |
08/25/23 12:05 PM |
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0.5.9 |
999kB |
Baertram |
05/18/23 08:09 AM |
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0.5.8 |
1006kB |
Baertram |
04/14/23 05:14 PM |
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0.5.7 |
1006kB |
Baertram |
04/10/23 04:06 PM |
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0.5.6 |
1006kB |
Baertram |
04/10/23 03:16 PM |
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0.5.5 |
1004kB |
Baertram |
04/10/23 09:36 AM |
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0.5.4 |
998kB |
Baertram |
03/17/23 05:28 PM |
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0.5.3 |
998kB |
Baertram |
02/01/23 05:42 PM |
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0.5.1 |
970kB |
Baertram |
01/05/23 12:25 PM |
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0.5.0 |
961kB |
Baertram |
09/25/22 10:31 AM |
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0.4.9 |
1MB |
Baertram |
09/19/22 06:27 PM |
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0.4.8 |
1MB |
Baertram |
07/17/22 08:53 AM |
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0.4.7 |
922kB |
Baertram |
06/25/22 08:29 AM |
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0.4.6 |
922kB |
Baertram |
05/15/22 03:45 PM |
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0.4.5 |
1MB |
Baertram |
04/20/22 05:43 PM |
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0.4.4 |
897kB |
Baertram |
03/29/22 12:40 PM |
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0.4.3 |
897kB |
Baertram |
03/27/22 11:25 AM |
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0.4.2 |
893kB |
Baertram |
03/20/22 02:13 PM |
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0.4.1 |
893kB |
Baertram |
03/15/22 03:48 AM |
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0.4.0 |
893kB |
Baertram |
03/12/22 04:28 PM |
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0.3.9 |
893kB |
Baertram |
03/12/22 10:53 AM |
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0.3.8 |
893kB |
Baertram |
03/12/22 05:13 AM |
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0.3.7 |
838kB |
Baertram |
01/23/22 09:38 AM |
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0.3.6 |
980kB |
Baertram |
10/30/21 12:33 PM |
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0.3.5 |
980kB |
Baertram |
10/29/21 05:39 AM |
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0.3.4 |
889kB |
Baertram |
09/16/21 12:22 PM |
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0.3.3 |
834kB |
Baertram |
08/23/21 05:21 PM |
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0.3.2 |
829kB |
Baertram |
08/05/21 08:28 AM |
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0.3.0 |
824kB |
Baertram |
06/01/21 06:04 AM |
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0.2.9 |
894kB |
Baertram |
03/14/21 02:05 PM |
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0.2.8 |
951kB |
Baertram |
02/10/21 06:06 PM |
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0.2.7 |
951kB |
Baertram |
02/10/21 02:23 PM |
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0.2.6 |
944kB |
Baertram |
01/30/21 09:32 AM |
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0.2.4 |
794kB |
Baertram |
11/21/20 06:49 PM |
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0.2.3 |
916kB |
Baertram |
11/02/20 07:00 AM |
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0.2.2 |
820kB |
Baertram |
09/19/20 08:43 AM |
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0.2.1 |
820kB |
Baertram |
08/07/20 08:32 AM |
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0.2.0 |
679kB |
Baertram |
05/16/20 06:25 PM |
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0.1.9 |
679kB |
Baertram |
05/16/20 04:59 AM |
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0.1.8 |
679kB |
Baertram |
05/10/20 02:58 PM |
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0.1.7 |
678kB |
Baertram |
05/10/20 01:42 PM |
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0.1.6 |
678kB |
Baertram |
05/07/20 04:42 PM |
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0.1.5 |
837kB |
Baertram |
03/31/20 03:18 AM |
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0.1.4 |
842kB |
Baertram |
03/27/20 01:40 PM |
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0.1.3 |
842kB |
Baertram |
02/24/20 05:20 AM |
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0.1.2 |
841kB |
Baertram |
11/28/19 02:41 PM |
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0.1.1 |
835kB |
Baertram |
10/12/19 10:49 AM |
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0.1.0 |
780kB |
Baertram |
08/23/19 10:24 AM |
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0.0.9 |
936kB |
Baertram |
07/28/19 09:03 AM |
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0.0.8 |
924kB |
Baertram |
07/27/19 08:30 AM |
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0.0.6 |
911kB |
Baertram |
07/14/19 11:02 AM |
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0.0.5 |
14kB |
Baertram |
05/19/19 06:24 PM |
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0.0.4 |
8kB |
Baertram |
02/03/19 08:21 AM |
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0.0.3 |
7kB |
Baertram |
02/01/19 10:40 AM |
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0.0.2 |
7kB |
Baertram |
01/30/19 04:11 PM |
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0.0.1 |
5kB |
01/21/19 10:18 AM |
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Jest |
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06/02/20, 06:34 AM | ||
Forum posts: 13
File comments: 31
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I use LibSets_SetData.xlsx to maintain my personnal comments about the sets. It is very convenient !
The excel document has a tab named "set comments" where to place my comments. Baertram provided it ! Next time LibSets_SetData.xlsx will be updated it will be possible to copy/past my comments from the old version to the new one. As I am not german I will have in addition to replace the german names of the set by my mother language names. Here is how to do it : 1) The game must be in your langage 2) Type in the chat /script LibSets.DebugGetAllSetNames() 3) Get the file LibStub.lua in C:\Users\***\Documents\Elder Scrolls Online\live\SavedVariables 4) Clean it. 5) Excel insertion : First copy the text then in excel use Data tab and "Data into columns" to "Split at fixed character | Than you again Baertram for everything. Because my english is crap and that maybe you will need a more detailed explanation by Baertram himself here it is :
Last edited by Jest : 06/24/20 at 06:37 AM.
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06/28/20, 03:46 AM | |
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Antiquity sets
Edit: Nevermind...found them in the 500+ range in your spreadsheet....
looks like the setids that GetAntiquitySetId(*integer* _antiquityId_) returns are not the real setid but some strange setids in the 8-13 range.... not sure why zos would do that... but explains why I failed so miserably early on when trying to get itemlinks for those sets.... --> nothing to see here ;-) Howdie Baertram, just as a FYI: Was trying to get from setid to having the setbonus in hand so I dont have to add that to my translations. Need the ItemLink for that, and through your wishlist addon ended up in libsets for the buildItemLink(itemid, quality) function. But what I noticed is that libSets doesn't seem to have the antiquity one piece sets. the new one piece antiquity sets have setids 8-13: Here the list from my Addon. Lua Code:
not sure if it makes sense to add them....just thought you might be interested in knowing...
Last edited by remosito : 06/28/20 at 04:10 AM.
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remosito |
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06/28/20, 05:21 AM | ||
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Re: Antiquity sets
Hi, thanks for letting me know.
I only use the setIds which the GetItemLinkSetInfo returns, never was using GetAntiquitySetId or any other set function. So not sure what GetAntiquitySetId reutns, maybe another "duplicate antiquity setId" in another range ONLY for the antiquity sets (could be used to track if it returns nil/o or a valid number to identify them?). So using the LibSets build in API functions to get the set items and the set info should be enough, and you could also check if it's an antiquity set by the help of the LibSets API functions like IsMythicSet, IsArenaSet, etc.
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Baertram |
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11/06/20, 01:24 AM | |
Forum posts: 0
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Ebon Armory accessory traits are limited to Healthy (rings) and Healthy/Arcane (necklaces). Is this intended?
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sortajan |
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11/06/20, 06:47 AM | ||
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If there are more jewelry traits than healthy or arcane (which drop in the game, not any retraitet ones as this lib is about drop sets not "what you might do with it afterwards!") where do they drop and why didn't the game itemIds present them as I scanned them? Check this link and you'll see there only exists healthy and arcane: https://eso-sets.com/set/ebon-armory Or what do you mean is missing in detail please? If you got an itemLink of an item which is missing please copy me the complete itemlink here. You can do this by sending it into chat, mark the text [Ebon ...] in the chat's text editbox and press CTRL+C, then CTRL+p the link here.
Last edited by Baertram : 11/06/20 at 06:50 AM.
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Baertram |
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02/10/21, 05:17 PM | |
after update some problem with WishList?
Code:
user:/AddOns/LibSets/LibSets.lua:1615: attempt to index a nil value stack traceback: user:/AddOns/LibSets/LibSets.lua:1615: in function 'lib.GetSetWeaponTypes' user:/AddOns/WishList/src/functions.lua:1887: in function 'WL.GetAllSetData' user:/AddOns/WishList/WishList.lua:2067: in function 'WL.init' |
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TNTKokser |
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02/10/21, 06:05 PM | ||
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Baertram |
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02/11/21, 06:20 PM | |
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Thanks Baertram, truly appreciate all your work for the community!
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ChrisK |
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02/12/21, 04:45 AM | ||
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Baertram |
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03/09/21, 03:59 AM | |
Hi Baertram! Is there a way I can use your libs to find the monster helmet setIds giving only the name of the dungeon? Any function I am missing? Thank you!
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iFedix |
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03/09/21, 05:55 AM | ||
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no. The dungeon names are not kept multilingual in this library. But I save the drop zoneIds of each dungeon together with the setIds, dropping there (also for overland etc.). So you'd need to build a list of the zoneIds of the dungeons. lib.monsterSets contains the setIds of the monster sets once lib.checkIfSetsAreLoadedProperly() returns true (after event_Add_on_loaded, latest should be done after event_player_activated). Loop it to get all monster setIds, and then either use lib.GetZoneIds(setId) to get the zoneIds of the drop locations of this setId, or lib.GetSetInfo(setId) to get the total setData (will be too much if you only need the zoneIds -> use GetZoneIds(setId) table of these monster ids, and in the subtable zoneIds you got the drop zoneIds of this set then. There is also an API function to get the zoneName in different languages (different languages ONLY if LibZone is activated,e sle it will be the current client language!): lib.GetZoneName(zoneId, lang) This way youa re able to dynamically get all zoneIds of all monster sets, and the names of the zones -> Which can be used for comparison then. But: I'd rather use the unqiue zoneIds instead of names!
Last edited by Baertram : 03/09/21 at 06:00 AM.
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03/09/21, 08:00 AM | |||
Ok, nice to know, thanks! I found out that internally in my addon I'm already storing the nodeId to use the FastTravelToNode function and you have a nice mapping of nodeId-zoneId stored in LIBSETS_TABLEKEY_WAYSHRINENODEID2ZONEID that you get from the excel tab ESO dumped WayshrineInfo. Can I read this data? Thanks again! EDIT: ok, I have found the function lib.GetWayshrinesZoneId(wayshrineNodeId) that does the job correctly! Thanks
Last edited by iFedix : 03/09/21 at 12:32 PM.
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03/10/21, 07:22 AM | |
Another little question: why some sets with type LIBSETS_SETTYPE_MONSTER don't have wayshrines info? I think they should have them like the normal sets that drop in the related dungeons...
edit: DLC_FLAMES_OF_AMBITION monster sets have that info (and I dont think the nodes are correct btw)
Last edited by iFedix : 03/10/21 at 07:29 AM.
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03/11/21, 12:05 PM | ||
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Feel free to support me and do the work if you like to, and tell me which ones are incorrect, and which wayshrine node ids are the correct ones. Thank you very much. Else this is anything one can or might do in the future. But I currently got way too much "life" + more than 50 other addons etc. to look after. So LibSets's wayshrines is nothing I'll work on except if anything is "wrong". and even then it's not a real problem. If you think the nodes are incorrect try to use the given api function to port to it and see where you will get lib.JumpToSetId(setId, factionIndex) Remmeber: Dungeons got no wayshrine Id to port to via API func FastTravelToNode(nodeId). We can port there via the map clicks but not via API functions as it seems so it needs to be a wayshrine near a dungeon. Or this has changed in the past.
Last edited by Baertram : 03/11/21 at 12:09 PM.
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