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Update 43 (10.1.0)
Gold Road (10.0.0)
Updated:08/17/24 06:06 PM
Created:03/08/21 07:20 AM
Monthly downloads:1,947
Total downloads:251,318
Favorites:127
MD5:
10.1.0
Dynamic CP (Champion Points 2.0)  Popular! (More than 5000 hits)
Version: 2.2.2
by: Kyzeragon [More]
Presets Window
- Allows you to save, load, and delete champion point presets
- Presets are saved per tree instead of all together
- These do NOT save your slottable stars! Just the point allocations
- Ability to specify what classes and/or roles the presets are intended for, and those presets will be listed more prominently if you are on a matching class/role, or grayed out (but still selectable) on characters without that class/role. Class buttons are only available in the "Standalone Window" UI option
- Toggle it with keybind or command: /dcp presets
- Comes with some default presets -- working on making these better though

Quickstar Panel
- See your currently slotted stars outside of the CP screen, or inside, or both, or neither!
- Use the dropdowns to switch slotted stars, and confirm or cancel using the buttons
- Can toggle open different tree tabs
- Toggle the entire window with keybind or command: /dcp quickstar or /dcp qs or /dcp q
- Additional keybind for cycling through tabs
- Multiple settings available like scale, button orientation, which side to display the menu on, etc. so you can fit it into your UI. Or if you don't like it, you can turn it off entirely :'D

Quality of Life Improvements
Each of these QoL changes can be adjusted in the addon settings.
- Enables labels on each star to make them easier to find
- Enables double-click on slottable stars to slot or unslot them from the hotbar, instead of having to drag and drop each one
- Displays a pulldown list of your currently slotted stars, with left to right corresponding with top to bottom
- Displays a chat message when you gain a champion point
- Displays your total CP and CP for each tree on the top left of the CP screen
- Displays a warning if you exit the CP screen without saving your changes
- Displays a warning if you hit the cooldown for changing slottables
- Can hide the constellation art entirely if you find the stars difficult to see against the bright background

Custom Rules
Version 1.0.0 added an entirely new system for (semi-)automatically slotting stars based on your own rules! Gone are the days of forgetting to change out Backstabber on the vSS dragons.
- When you log in with this new version of the addon, a dialog will take you to the Custom Rules menu, where you can add, remove, and edit rules. Or, if you don't want to do the work, you can just import a whole suite of rules that I've defined for my own usage. Shortcut command: /dcp rules
- These custom rules allow you to automatically slot different stars in different zones, for example Treasure Hunter in dungeons, Gifted Rider in overland zones, and so on. In addition, rules can trigger off of specific bosses too, so you can have a rule that changes out Backstabber when encountering a Sunspire dragon, and then slots Backstabber back on after the dragon dies
- There are a lot of options, take a look yourself! This system is meant to slot "longer-term" stars based on your location. If you're looking for something that changes your green stars quickly, such as slotting Meticulous Disassembly when interacting with a crafting station, I would definitely recommend the addon Jack of all Trades which can be used in conjunction with Dynamic CP's custom rules

Depends on: LibAddonMenu-2.0 LibDialog

Special thanks to @Raijindono for her help on UX and @camrenis for extensive testing and feedback!


Known Issues / Planned Features:
- If you don't have enough points to use a preset, it's not handled gracefully, it just won't work. Should use some sort of heuristics to use up as many of the points as possible
- Labels look overwhelming in the main zoomed out screen. Should hide them until zoomed in
- Show slottables with a different font/icon in changes list?
- Show pending changes on the labels
- Double clicking slottable to slot also triggers single click handler to add points into the star, if it's not already maxed
- Redo default presets so only one preset is needed, and it chooses stars in same priority
- Import/export presets
- Some way of knowing if the max points have been put into a star
- Add mouseover tooltips for the class and role icons?
- Option to only show presets menu when pulldown is expanded
- Possibly dock the Quickstars panel along with presets window on CP screen
- Show star in pulldown with a different format or icon or something if it's not committed?
- Add certain (user-specified?) "inactive" slottables to Quickstar menu even if no points are allocated into it, e.g. Backstabber, and ask user if they want to respec in order to slot that star
- Add subzone trigger for custom rules
- Maybe add slottables saving to presets
- Option to disable slottables pulldown
- No plans for full gamepad support
- Maybe localization eventually, but low priority
- etc...


Bug reports and feedback are appreciated
v2.2.2
- Fixed a deferred initialization error for U43 PTS
- API bump to U43


v2.2.1
- Added Lucent Citadel as a trial zone, for custom rules
- API bump to U42 Gold Road


v2.2.0
- Reworked the Quickstars panel to allow displaying and editing multiple trees at once. The buttons are now toggles for each of the trees instead, and the cycle-tab keybind has an extra mode that shows all 3 trees
- Fixed minor text-not-fitting issue


v2.1.1
- Added Bedlam Veil and Oathsworn Pit as group dungeons, for custom rules
- Fixed minor draw tier overlap
- API bump to U41 Scions of Ithelia


v2.1.0
- Added a new custom rule trigger for map ID. It can trigger upon player load, i.e. going through a loadscreen, but unlike the zone ID trigger, can work on the same zone. This may be useful in slotting specific CP for Endless Archive bosses
- Added the ability for any custom rules that use the "Extra info" box to trigger on any match by setting the field to *. For example, you can now slot CP when ANY boss dies


v2.0.17
- Fixed dropdown elements displaying in wrong tiers for U40
- Added Endless Archive to be considered as a "normal" difficulty group arena, for custom rules
- API bump to U40


v2.0.16
- Fixed an error that could occur when loading an armory build while in combat
- API bump to U39

v2.0.15
- Fixed the Quickstars panel blocking mouse clicks to elements near itself even when the UI was locked

v2.0.14
- Added support for Sanity's Edge
- API bump to Necrom

v2.0.13
- Added support for Bal Sunnar and Scrivener's Hall
- API bump to Scribes of Fate

v2.0.12
- Added support for Earthen Root Enclave and Graven Deep
- API bump to Lost Depths

v2.0.11
- Fixed some texture buttons not working (draw tiers again...)

v2.0.10
- Possibly fixed the presets, pulldown, etc. windows disappearing on the CP screen after a while (draw tiers)

v2.0.9
- Added Dreadsail Reef
- API bump and minor update to High Isle (101034)

v2.0.8
- Improved some timeout code
- Added Ascending Tide dungeons
- Added some tracking for last used presets (not used yet, soonTM)
- API bump to Ascending Tide (101033)

v2.0.7
- Fixed an error that occurred if you used the presets window to apply and confirm a preset while never opening the vanilla champion points menu for the first time

v2.0.6
- Fixed an CHAMPION_BAR_SKILL_NOT_PURCHASED error that could occur if you applied a preset that assigned slottables, but then applied and tried to confirm another preset (usually in a different tree) and did not have the points for the previous preset's slottables. Just a roundabout way to say that the stupid programmer forgot to reset internal pending slottables :')

v2.0.5
- API bump to Deadlands
- Fixed Quickstars panel (and maybe other things) not updating when loading build from the armory

v2.0.4
- Added a setting to show the extra chat messages relating to custom rules, such as "Waiting for combat to end before evaluating rules..." Enabled by default, can be turned off in Settings > Addons > Dynamic CP - Custom Rules > Show extra messages in chat

v2.0.3
- Fixed some errors that could occur when using the presets UI, especially the old style

v2.0.2
- Completely revamped the presets UI! It's now a sliding side menu so you can click on the tab to slide it out of the way of stars, if needed
- The old UI style is still available in settings if you prefer that: Dynamic CP > Preset Window Settings > Preset window style > Standalone Window
- Fixed preset window background alpha setting not being applied

v1.2.1
- Added support for Red Petal Bastion and The Dread Cellar to custom rules' dungeon trigger
- Added Celerity to red tree 3rd slot in Kyzer's custom rules for the Overland rule set. Gotta go fast!

v.1.2.0
- API bump to Waking Flame
- Changed presets to be saved and loaded internally with skill ID instead of skill index
- No updates to the default presets or rules at this time
- Added option to play sound effect when changing slottables through Quickstars panel, enabled by default

v1.1.4
- Fixed potential error when attempting to save CP while on the cooldown, after ZOS added a proper constant representing the failed result

v1.1.3
- Fixed error when saving new preset. I broke it in v1.1.2, don't get that version :'D

v1.1.2
- Fixed role and class buttons resetting when saving over an existing preset
- Possibly fixed custom rule sometimes not getting applied when entering a new zone if previously on cooldown
- Changed Kyzer's custom rules: fixed Imperial City rules to actually work in IC, and changed all Thaumaturge to Master-at-Arms. If you want to use the new rules you'll have to re-import them

v1.1.1
- Fixed error printing chat message when gaining a champion point
- Made the dialog buttons' keybind text also clickable

v1.1.0
- Updated (hopefully correctly) for Blackwood:
- Presets that contain more than the maximum points in a star will now show a warning, but you still need to save over it yourself
- Added new buttons in the settings to delete all default presets, or reset all default presets
- Updated default presets for Blackwood to account for the nerfed passives but also the new slottable stars
- Fixed hide background for Blackwood

v1.0.0
- [NEW] Added an entirely new system for (semi-)automatically slotting stars based on your own rules! Gone are the days of forgetting to change out Backstabber on the vSS dragons
- When you log in with this new version of the addon, a dialog will take you to the Custom Rules menu, where you can add, remove, and edit rules. Or, if you don't want to do the work, you can just import a whole suite of rules that I've defined for my own usage
- These custom rules allow you to automatically slot different stars in different zones, for example Treasure Hunter in dungeons, Gifted Rider in overland zones, and so on. In addition, rules can trigger off of specific bosses too, so you can have a rule that changes out Backstabber when encountering a Sunspire dragon, and then slots Backstabber back on after the dragon dies
- There are a lot of options, take a look yourself! This system is meant to slot "longer-term" stars based on your location. If you're looking for something that changes your green stars quickly, such as slotting Meticulous Disassembly when interacting with a crafting station, I would definitely recommend the addon "Jack of all Trades" which can be used in conjunction with Dynamic CP's custom rules
- Added a settings button to the Quickstars panel when it's unlocked. The button and the green outline will go away when you lock the position
- Changed the command for opening the presets window to /dcp presets. /dcp alone will show command usage instead

v0.6.6
- Fixed the Quickstars panel not showing on login if you had HUD UI setting on. Sorry I am potato at these scene fragment things X_X

v0.6.5
- Added automatic star slotting with 5 or more stars when applying a preset. It priorities the most maxed stars, then most points, and then star index
- Added a setting for showing Quickstars panel on HUD_UI scene. This is when your mouse cursor is active, like when you are typing in the chatbox. The default setting will inherit your HUD setting
- Possibly fixed Quickstars panel sometimes not updating when stars are changed, let me know if you still find issues

v0.6.4
- Fixed Quickstars panel showing on the HUD upon first loading in, even if the setting was turned off for HUD
- Fixed an error that could happen when using the Quickstars panel to set slottables with the CP screen open, or opening CP screen afterwards. This is a bug with an API function ZOS provided, so now the animation upon star confirmation will not play
- Added a setting for changing color of the cooldown label in Quickstars panel

v0.6.3
- Added a small text label on Quickstars panel indicating the 30-second cooldown on switching slottables. Enabled by default
- Added a keybind for cycling through Quickstars tabs
- Added a setting to only show unslotted stars in the Quickstars dropdowns. Disabled by default
- Added settings to show Quickstars panel on the HUD and CP screen. Enabled and disabled by default, respectively
- Adjusted the presets window help text to clarify that presets do NOT save which slottable stars are slotted
- Fixed the total CP info label showing up on HUD if you toggle the preset window on HUD

v0.6.2
- Added keybind for toggling Quickstars panel
- Added command for toggling Quickstars panel: /dcp quickstar or /dcp qs or /dcp q
- Fixed hotbar pulldown not updating in certain situations. There will now be a slight delay in updating but shouldn't be too noticeable, just 100ms

v0.6.1
- Fixed the bounding box on Quickstars panel when the mirrored setting is on, so it should be movable to bottom / right edge of screen now
- Added a background for Quickstars panel when it's unlocked to make it easier to move

v0.6.0
- Added a "Quickstars" panel!
- See your currently slotted stars outside of the CP screen
- Use the dropdowns to switch slotted stars, and confirm or cancel using the buttons
- Can open one tree at once, or click the tab again to collapse
- Multiple settings available like scale, button orientation, which side to display the menu on, etc. so you can fit it into your UI. Or if you don't like it, you can turn it off entirely :'D

v0.5.0
- Added a chat message when you gain a champion point. Enabled by default
- Added a cancel button next to confirm button for presets
- Made it so the changes list goes away after you confirm or cancel
- Added a setting for the preset window opacity
- Added settings for star label colors and font sizes
- Added a small indicator for your total CP and total for each tree in the top left of the CP screen. Enabled by default
- Fixed Confirm button using gold even if a respec is not required -- this didn't actually affect any of your gold because we had free respecs, but it should be fixed going forward
- Refactored a large amount of code to change how purchase requests are kept track of

v0.4.1
- Added a setting for showing the number of committed points on the slottables pulldown, disabled by default
- Fixed slottables pulldown showing "Star 420" when there are empty slots on first-time opening lol

v0.4.0
- Added a pulldown menu below the slottables bar to easily see which stars are slotted, with left to right corresponding with top to bottom. If you don't want to see it, click the tab arrow and it will stay closed :) Thanks Rai for helping with UX!
- Added a setting for showing the presets menu when CP menu is opened, so if you only want the QoL improvements but never want to use presets, you can turn it off

v0.3.0
- Added double-clicking shortcuts to slot and unslot stars. Double click the star in the constellation to slot or unslot it from the hotbar. Double click the star in the hotbar to unslot it from the hotbar
- Made presets also automatically slot slottables if there are 4 or fewer unlocked when you Confirm, enabled by default. Previously, it would only unslot stars that you no longer had points in
- Added a warning message when leaving CP screen without saving changes, enabled by default
- Added a warning message and countdown when changing slottables fails because of ZOS's 30-second cooldown, enabled by default

v0.2.0
- Added settings menu
- Added labels for stars within clusters
- Added ability to close the presets window with X button, also toggleable with keybind and/or using command /dcp
- Made preset window able to be scaled, but the spacing becomes weird
- Made preset window attempt to "dock" itself in a spot with more space to avoid overlapping with stars - would recommend adjusting the window scale so that it fits in the red tree, between Arcane Alacrity and Bashing Brutality. The docking is enabled by default but can be turned off

v0.1.2
- Made the window movable so it can be moved out of the way of the upper right stars. Unfortunately there's no single area that's clear for space among all 3 trees... will try to see if it's possible to anchor to different spots on each screen later
- Made the window reset when you exit and reenter the CP screen ONLY if there are no pending points, i.e. you are not in between clicking Apply and clicking Confirm
- Fix some more formatting for labels -- thanks again Smaxx!

v0.1.1
- Fix some formatting for labels -- thanks Smaxx!
- Show the menu in gamepad UI as well, but with no real support for gamepad mode
- Added confirmation dialog for the Confirm button

v0.1.0
- Initial upload
Archived Files (42)
File Name
Version
Size
Uploader
Date
2.2.1
74kB
Kyzeragon
06/02/24 11:57 PM
2.2.0
74kB
Kyzeragon
05/18/24 01:04 PM
2.1.1
73kB
Kyzeragon
03/10/24 12:30 PM
2.1.0
73kB
Kyzeragon
12/08/23 08:15 PM
2.0.17
72kB
Kyzeragon
10/29/23 11:17 PM
2.0.16
72kB
Kyzeragon
08/30/23 05:58 PM
2.0.15
72kB
Kyzeragon
08/06/23 07:23 PM
2.0.14
72kB
Kyzeragon
06/03/23 10:47 PM
2.0.13
72kB
Kyzeragon
03/11/23 04:31 PM
2.0.12
72kB
Kyzeragon
08/22/22 03:21 AM
2.0.11
72kB
Kyzeragon
06/08/22 11:49 PM
2.0.10
72kB
Kyzeragon
06/08/22 02:31 PM
2.0.9
72kB
Kyzeragon
06/05/22 12:09 PM
2.0.8
72kB
Kyzeragon
03/11/22 01:18 AM
2.0.7
70kB
Kyzeragon
11/13/21 04:13 AM
2.0.6
70kB
Kyzeragon
11/04/21 01:23 PM
2.0.5
70kB
Kyzeragon
11/01/21 08:40 AM
2.0.4
70kB
Kyzeragon
10/22/21 02:45 PM
2.0.3
70kB
Kyzeragon
10/12/21 03:50 AM
2.0.2
70kB
Kyzeragon
10/05/21 12:20 AM
1.2.1
65kB
Kyzeragon
08/23/21 04:02 PM
1.2.0
65kB
Kyzeragon
08/22/21 09:05 PM
1.1.4
64kB
Kyzeragon
08/01/21 02:37 PM
1.1.3
64kB
Kyzeragon
06/17/21 06:56 PM
1.1.1
64kB
Kyzeragon
06/01/21 08:44 AM
1.1.0
64kB
Kyzeragon
06/01/21 06:06 AM
1.0.0
59kB
Kyzeragon
05/29/21 10:31 AM
0.6.6
36kB
Kyzeragon
04/05/21 03:20 PM
0.6.5
34kB
Kyzeragon
04/04/21 09:06 AM
0.6.4
34kB
Kyzeragon
03/23/21 11:38 AM
0.6.3
33kB
Kyzeragon
03/22/21 03:36 PM
0.6.2
32kB
Kyzeragon
03/21/21 06:53 AM
0.6.1
32kB
Kyzeragon
03/21/21 12:39 AM
0.6.0
32kB
Kyzeragon
03/20/21 09:55 PM
0.5.0
26kB
Kyzeragon
03/20/21 03:22 AM
0.4.1
23kB
Kyzeragon
03/15/21 02:21 PM
0.4.0
23kB
Kyzeragon
03/14/21 01:57 PM
0.3.0
19kB
Kyzeragon
03/12/21 07:48 PM
0.2.0
16kB
Kyzeragon
03/10/21 01:43 PM
0.1.2
12kB
Kyzeragon
03/08/21 04:59 PM
0.1.1
12kB
Kyzeragon
03/08/21 12:04 PM
0.1.0
12kB
Kyzeragon
03/08/21 07:20 AM


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Unread 08/11/24, 02:44 AM  
Neverlands
 
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Re: Re: PTS U43

Originally Posted by Kyzeragon
Originally Posted by Neverlands
Hello, on PTS I get these errors:

Warning: Spoiler
Thanks, I uh, totally haven't been procrastinating on PTS. Looks like the ZO controls don't exist until the CP screen is opened for the first time now, so I'll just have to initialize mine later. Will upload a fix soonTM.
Thank you!
Last edited by Neverlands : 08/11/24 at 02:45 AM.
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Unread 08/10/24, 06:01 PM  
Kyzeragon
 
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Re: PTS U43

Originally Posted by Neverlands
Hello, on PTS I get these errors:

Lua Code:
  1. user:/AddOns/DynamicCP/ui/pulldown.lua:89: attempt to index a nil value
  2. stack traceback:
  3. user:/AddOns/DynamicCP/ui/pulldown.lua:89: in function 'InitTree'
  4. <Locals> control = ud, tree = "Green" </Locals>
  5. DynamicCPPulldownGreen_Initialized:3: in function '(main chunk)'
  6.  <Locals> self = ud </Locals>


Lua Code:
  1. user:/AddOns/DynamicCP/ui/pulldown.lua:48: attempt to index a nil value
  2. stack traceback:
  3. user:/AddOns/DynamicCP/ui/pulldown.lua:48: in function 'ApplyCurrentSlottables'
  4. <Locals> currentSlottables = [table:1]{}, index = 1, slottableSkillData = [table:2]{championSkillIndex = 6, championSkillId = 78, pendingPoints = 75}, id = 78 </Locals>
  5. user:/AddOns/DynamicCP/src/slottables.lua:89: in function 'OnSlotsDoneChanging'
Thanks, I uh, totally haven't been procrastinating on PTS. Looks like the ZO controls don't exist until the CP screen is opened for the first time now, so I'll just have to initialize mine later. Will upload a fix soonTM.
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Unread 08/09/24, 06:12 AM  
Neverlands
 
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PTS U43

Hello, on PTS I get these errors:

Lua Code:
  1. user:/AddOns/DynamicCP/ui/pulldown.lua:89: attempt to index a nil value
  2. stack traceback:
  3. user:/AddOns/DynamicCP/ui/pulldown.lua:89: in function 'InitTree'
  4. <Locals> control = ud, tree = "Green" </Locals>
  5. DynamicCPPulldownGreen_Initialized:3: in function '(main chunk)'
  6.  <Locals> self = ud </Locals>


Lua Code:
  1. user:/AddOns/DynamicCP/ui/pulldown.lua:48: attempt to index a nil value
  2. stack traceback:
  3. user:/AddOns/DynamicCP/ui/pulldown.lua:48: in function 'ApplyCurrentSlottables'
  4. <Locals> currentSlottables = [table:1]{}, index = 1, slottableSkillData = [table:2]{championSkillIndex = 6, championSkillId = 78, pendingPoints = 75}, id = 78 </Locals>
  5. user:/AddOns/DynamicCP/src/slottables.lua:89: in function 'OnSlotsDoneChanging'
Last edited by Neverlands : 08/09/24 at 06:17 AM.
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Unread 06/30/24, 10:44 PM  
Kyzeragon
 
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Re: Error DD6CB818

Originally Posted by deadma3ay75
Everytime I start playing or reloading UI - I get this error (DD6CB818):

Code:
user:/AddOns/DynamicCP/src/customRules.lua:491: attempt to index a nil value
stack traceback:
user:/AddOns/DynamicCP/src/customRules.lua:491: in function 'GetTriggersForZoneId'
user:/AddOns/DynamicCP/src/customRules.lua:558: in function 'SortRuleKeys'
user:/AddOns/DynamicCP/settings/customRulesMenu.lua:590: in function 'DynamicCP.CreateCustomRulesMenu'
user:/AddOns/DynamicCP/src/init.lua:341: in function 'Initialize'
user:/AddOns/DynamicCP/src/init.lua:407: in function 'OnAddOnLoaded'
I get this error in latest version. 2.2.0 works fine.
That's weird, it shouldn't be possible, so it might be a corrupt file. Can you try reinstalling the latest version? The literal only change from 2.2.0 -> 2.2.1 was adding a new zoneId entry to the table.
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Unread 06/27/24, 12:47 PM  
deadma3ay75

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Error DD6CB818

Everytime I start playing or reloading UI - I get this error (DD6CB818):

Code:
user:/AddOns/DynamicCP/src/customRules.lua:491: attempt to index a nil value
stack traceback:
user:/AddOns/DynamicCP/src/customRules.lua:491: in function 'GetTriggersForZoneId'
user:/AddOns/DynamicCP/src/customRules.lua:558: in function 'SortRuleKeys'
user:/AddOns/DynamicCP/settings/customRulesMenu.lua:590: in function 'DynamicCP.CreateCustomRulesMenu'
user:/AddOns/DynamicCP/src/init.lua:341: in function 'Initialize'
user:/AddOns/DynamicCP/src/init.lua:407: in function 'OnAddOnLoaded'
I get this error in latest version. 2.2.0 works fine.
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Unread 12/12/23, 01:04 PM  
Rengaru
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Uploads: 5
Originally Posted by Kyzeragon
I think so, though for the purposes of Endless Archive that doesn't matter for map ID trigger because each change in mapId is also a player activation anyway.
Yep, it's working perfectly fine.

Originally Posted by Kyzeragon
How do you envision this working?
The idea would be to slot offensive CPs during the early Arcs and then automatically swap them out as you get into higher Arcs

e.g. have all the +6% damage CPs during Arc 1-2 then swap them for -6% damage taken during Arc 3+ or slotting Bracing Anchor (high block bonus but movement penalty) after Arc 5+

It doesn't have to be an extra global filter, just a new trigger condition like with the new mapID, since GetEndlessDungeonCounterValue(type) only returns 0 outside of EA anyway.
When you select this condition you can enter a set of numbers for which this rule applies:

1.1.1 = very first trash room
1.1.3 = first boss encounter
1.5.3 = first Tho'at encounter
2.1.1 = start of Arc 2

Ideally a placeholder would also work:

x.x.3 = any boss encounter
x.x.1 = any trash room after a boss
x.5.3 = any Tho'at encounter
x.1.1 = any trash room after Tho'at

Basically a condition like this can replace a mapID filter more reliably (which is why I said "I hope you dont hate me too much for this") and would be future proof, in case they ever add new maps.
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Unread 12/11/23, 10:39 PM  
Kyzeragon
 
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Originally Posted by Rengaru
Wouldn't it be possible to trigger on subzone change?

It will fire a bit more often (like anytime you cross into a different phase) but since your addon already seems to filter by zone/map ID that shouldnt be a problem, right?
I think so, though for the purposes of Endless Archive that doesn't matter for map ID trigger because each change in mapId is also a player activation anyway. What I meant is that the *zone* ID trigger in DCP doesn't re-trigger on player activation if you're still in the same zone, because I didn't want it to be spammy on loadscreens. It just makes it a little more complicated to work as a "fallback" for the map ID trigger.

Originally Posted by Rengaru
Also (and I hope you dont hate me too much for that) can I request another filter depending on how high you are in the Endless Archive, to make it a bit easier slotting offensive CPs earlier and swaping them out for more defense later?

The required function for that would be GetEndlessDungeonCounterValue(type) it will return your current level depending on what type you ask for:

0 = stage (1-3)
1 = cycle (1-5)
2 = arc (1-infinite)

Thanks,again.
How do you envision this working? I'm assuming you want to have different sets of CP for, say, easy trash, easy boss, hard trash, and hard boss. By "filter," do you mean an extra option under the CONDITION section? I feel like it could fit there since it's similar to "apply for normal" or "apply for veteran." Blegh, all these combinations of conditions is what makes me want to throw it all out and rewrite the addon lol, if only I had the time.
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Unread 12/09/23, 05:18 AM  
Rengaru
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Also (and I hope you dont hate me too much for that) can I request another filter depending on how high you are in the Endless Archive, to make it a bit easier slotting offensive CPs earlier and swaping them out for more defense later?

The required function for that would be GetEndlessDungeonCounterValue(type) it will return your current level depending on what type you ask for:

0 = stage (1-3)
1 = cycle (1-5)
2 = arc (1-infinite)

Thanks,again.
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Unread 12/09/23, 04:29 AM  
Rengaru
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Originally Posted by Kyzeragon
Sorry, I finally got around to this. v2.1.0 adds map ID as a trigger option.
Awesome, thanks for that.

Originally Posted by Kyzeragon
Unfortunately the map ID trigger sort of has limitations. I made it so that it triggers on player activation, but other triggers like zone ID only trigger on player activation when it's a different zone. That means you can't only have one map ID rule for boss rooms and then let the EA zone ID handle the rest, which would have been ideal. I guess it's not too terrible to have 2 separate map ID rules that complement each other. If I did this all over again, I'd make the custom rules a separate add-on that probably uses some simple scripting similar to RulebasedInventory, which would make it a lot easier to provide flexibility on combining conditional triggers.
Wouldn't it be possible to trigger on subzone change?
Code:
local function OnSubzoneChanged(eventCode)
    --insert check here
end
 
EVENT_MANAGER:RegisterForUpdate("addonName", EVENT_CURRENT_SUBZONE_LIST_CHANGED, OnSubzoneChanged)
It will fire a bit more often (like anytime you cross into a different phase) but since your addon already seems to filter by zone/map ID that shouldnt be a problem, right?
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Unread 12/08/23, 08:25 PM  
Kyzeragon
 
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Originally Posted by Rengaru
Hey, would it be possible to implement new custom rules to dynamically slot different stars for the new Endless Archive and the boss rooms respectively?

A global Rule for all of EA is already possible with zoneID (1436) but the Addon currently has no way to differentiate between trash rooms and boss rooms.

One way this could be implemented is by checking the current mapID (GetCurrentMapId()) which is 2418 for all boss rooms and 2419 for the Tho'at boss encounter.

Alternatively an option to enter mapIDs as a trigger could also help for different use-cases.

Thanks.
Sorry, I finally got around to this. v2.1.0 adds map ID as a trigger option. For anyone who may be interested, these are the IDs for the maps, but I forgot to note down some of the side rooms. They're probably the IDs in between that are missing though:
Code:
2407: index
2408, 2410, 2414, 2415, 2416, 2417: trash rooms

2418: cycle boss room
2419: Tho'at

2420: treacherous crossing
2422: watcher side portal
2424: Aramril theater of war
Unfortunately the map ID trigger sort of has limitations. I made it so that it triggers on player activation, but other triggers like zone ID only trigger on player activation when it's a different zone. That means you can't only have one map ID rule for boss rooms and then let the EA zone ID handle the rest, which would have been ideal. I guess it's not too terrible to have 2 separate map ID rules that complement each other. If I did this all over again, I'd make the custom rules a separate add-on that probably uses some simple scripting similar to RulebasedInventory, which would make it a lot easier to provide flexibility on combining conditional triggers.
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Unread 11/12/23, 05:14 PM  
Kyzeragon
 
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Originally Posted by Rengaru
Hey, would it be possible to implement new custom rules to dynamically slot different stars for the new Endless Archive and the boss rooms respectively?

A global Rule for all of EA is already possible with zoneID (1436) but the Addon currently has no way to differentiate between trash rooms and boss rooms.

One way this could be implemented is by checking the current mapID (GetCurrentMapId()) which is 2418 for all boss rooms and 2419 for the Tho'at boss encounter.

Alternatively an option to enter mapIDs as a trigger could also help for different use-cases.

Thanks.
Ah, good idea, I'll look into implementing that (hopefully within like 2 weeks...) I've also been thinking I might need to add a toggle for whether to apply a rule in EA, because my rule that triggers upon Yolnahkriin's death has been activating in EA too.
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Unread 11/12/23, 02:28 PM  
Rengaru
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Hey, would it be possible to implement new custom rules to dynamically slot different stars for the new Endless Archive and the boss rooms respectively?

A global Rule for all of EA is already possible with zoneID (1436) but the Addon currently has no way to differentiate between trash rooms and boss rooms.

One way this could be implemented is by checking the current mapID (GetCurrentMapId()) which is 2418 for all boss rooms and 2419 for the Tho'at boss encounter.

Alternatively an option to enter mapIDs as a trigger could also help for different use-cases.

Thanks.
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Unread 10/23/23, 08:03 AM  
Navarill

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Originally Posted by Kyzeragon
Hmm, I saw your pre-edited message where you mentioned upper right corner announcements. Do you mean you've selected "Show notifications as alerts" in Jack of all Trades? That option sends it to the corner instead of sending it to chat.
Dynamic CP and Jack of All Trades are playing nice together (for me) again. Long story short: DarkUI (which I don't usually use) was the culprit. I didn't catch it at first because I forgot to delete the ShaderCache file while restarting the game.
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Unread 10/22/23, 05:12 PM  
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Originally Posted by Navarill
Originally Posted by Kyzeragon
Originally Posted by Navarill
Since the last update, something about Dynamic CP is preventing Jack of All Trades from writing chat output when making changes to the green slots.
Is it a specific chat output in particular? e.g. "Meticulous Disassembly slotted" or something else? I use both add-ons together and still have the green output currently, but there are probably many settings we have set differently. Do you have more detailed steps to reproduce the issue?
Resetting the saved variables in Jack of all Trades fixed it.

UPDATE: It fixed it until the next ReloadUI. This is not a serious issue, so if I'm the only one reporting it, no need to invest anymore time into it.
Hmm, I saw your pre-edited message where you mentioned upper right corner announcements. Do you mean you've selected "Show notifications as alerts" in Jack of all Trades? That option sends it to the corner instead of sending it to chat.
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Unread 10/22/23, 01:08 PM  
Navarill

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Originally Posted by Kyzeragon
Originally Posted by Navarill
Since the last update, something about Dynamic CP is preventing Jack of All Trades from writing chat output when making changes to the green slots.
Is it a specific chat output in particular? e.g. "Meticulous Disassembly slotted" or something else? I use both add-ons together and still have the green output currently, but there are probably many settings we have set differently. Do you have more detailed steps to reproduce the issue?
Resetting the saved variables in Jack of all Trades fixed it.

UPDATE: It fixed it until the next ReloadUI. This is not a serious issue, so if I'm the only one reporting it, no need to invest anymore time into it.
Last edited by Navarill : 10/22/23 at 02:09 PM.
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