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Compatibility: | Ascending Tide (7.3.5) Deadlands (7.2.5) Waking Flame (7.1.5) Blackwood (7.0.5) Flames of Ambition (6.3.5) Markarth (6.2.5) Stonethorn (6.1.5) Greymoor (6.0.5) |
Updated: | 04/10/22 11:02 AM |
Created: | 05/25/21 02:56 PM |
Monthly downloads: | 173 |
Total downloads: | 6,635 |
Favorites: | 3 |
MD5: | |
Categories: | Character Advancement, Data Mods, Miscellaneous |
File Name |
Version |
Size |
Uploader |
Date |
5.3.2 |
1MB |
rosadogg |
10/29/21 02:40 PM |
Comment Options |
05/25/21, 04:00 PM | |
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for the one-line per motif the columns are following
motifname;Axes;Belts;Boots;Bows;Chests;Daggers;Gloves;Helmets;Legs;Maces;Shields;Shoulders;Staves;Swords |
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rosadogg |
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Baertram |
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05/26/21, 02:02 PM | ||
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Thank you! Will upload with the changes your suggest
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rosadogg |
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Baertram |
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rosadogg |
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05/28/21, 05:01 AM | |||
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You can always have a look at the ESOUI Wiki as well, it provides some "howtos" and best practices.
http://wiki.esoui.com/ It's much text, I know. But it also informs about lua (differences to other coding languages e.g.) https://wiki.esoui.com/New_to_lua%3F_GOTCHA https://wiki.esoui.com/LUA_Tables lua is interpreting the code in the files from top to bottom, so if you define a variable it needs to be defined before it's call (on top of the line it is called, or in the line). If you do not put local up in front of the variable it will pollute the global namespace tabel _G (where all addons and lua code is given which is global -> not local!). This will overwrite entries in _G e.g. if you define a variable addonName without local, it will be _G.addonName or _G["addonName"] (same variable, only different notation) and if _G.addonName already existed elsewhere you are overwriting it. best practice is to define one global table like myAddonName = {} and then add all avriables and functions to the table like myAddonName.myVar = true, function myaddonName.doSomething() end (or myAddonName.doSomething = function() end). local variables are ONLY known within the same scope. A scope will be either a function end, a for ... do end looop, an if ... end, and so on. If you define the local variable at the top of your file, it will b known for the whole file. If your addon uses multiple filenames to split up the code the 1 global table approach is the easiest one. At first lua file called (first lua file from the top in your txt manifest) you define the global table myAddon = {} You then assign a local pointer below to that table to speed up the acess as else the _G table needs to be searched for myAddon each time: local mya = myAddon And then you assign the variables and functions to mya In all other lua files you check if myAddon exists or else create it as new empty table myAddon = myAddon or {} It's the same as if myAddon == nil then myAddon = {} end And then again you use the local mya there to speed up the access: local mya = myAddon and add new variables/functions of that other file to the table
Last edited by Baertram : 05/28/21 at 05:07 AM.
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Baertram |
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12/19/21, 02:23 PM | |
Forum posts: 3
File comments: 47
Uploads: 0
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This is *exactly* what I needed - an add-on to dump all of my collected Antiquities into a text file so I could import them into an ods. Perfect, thanks!!!
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jpor |
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04/10/22, 11:06 AM | |
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Please consider writing the changelog the other way around, like a stack: Newest at the top, oldest at the bottom.
It eases the reading and finding of new features and bugfixes especially at the Minion addon manaegr ui! Thank you rosadog
Last edited by Baertram : 04/10/22 at 11:06 AM.
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Baertram |
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