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Gold Road (10.0.0)
Updated:06/29/24 05:43 PM
Created:07/18/23 04:01 AM
Monthly downloads:1,710
Total downloads:7,639
Favorites:9
MD5:
10.0.0
Marker  Updated less than 3 days ago!  Popular! (More than 5000 hits)
Version: 3.2
by: akamatsu02 [More]

IMPORTANT! Version 3.0 Note:
Please backup your profiles before upgrading to this version because the way that markers are stored was changed. Usually it should copy the saved data without problems, but I would still recommend to use the export function of each profile.

--------------------------------------

>>> NEW FEATURE! Uh oh... whats that? Maybe you want to try the new command /markerplace <<<
~ With the Placement-Mode you can place a marker on the position that you're looking at.

Heyo \o/

are you also in many core groups which require different position markers for their raids? Well, then this might be the addon for you!
It has a lot of new features and some of them might interest you!

I'll list some of the features here for you:

- to open the menu, just click the button in your chat-window, or type /marker


- you can create multiple Marker-Profiles for each instance


- distance-based Marker activation to increase the performance


- each Marker can be edited after placing it, you can also change the texture


- add new Markers quickly with a keybind


- import and export config for "Elms Markers" and "Marker" (yes, you can import an Elms-Config)
(When you have missing textures after import, you need to re-import the config again. It will not work if you export the broken config and import this one)


- you can also share Markers over the chat and load them by clicking the chat-message


- there are 71 textures by default, but you can enable all texture packs in the addon settings to be able to use all 1000+ textures (who wouldn't like to use pepe in eso?)


... and even more.


Marker Functions:

With this feature you can add Lua-Functions that execute when a Profile is loaded/unloaded and when a Marker is updated (default: every 3s). Here is a short example what you can do with this feature:
OnLoad:
Code:
EVENT_MANAGER:RegisterForEvent("MarkerProfile1", EVENT_PLAYER_COMBAT_STATE, function(_,inCombat) MARK._v.inCombat = inCombat; end)
OnUnload:
Code:
EVENT_MANAGER:UnregisterForEvent("MarkerProfile1", EVENT_PLAYER_COMBAT_STATE)
Marker Requirement:
Code:
return MARK._v.inCombat == true
=> This will make the Marker only appear when you are in combat. You can also Register Events for Boss abilities to show Markers when a Boss casted an ability, but keep in mind that it can take up to 3 seconds for the Marker to update!

Marker Requirements always have to end with a return statement that returns a boolean value (true/false), otherwise the Marker will never be visible!

And also don't create new global variables inside these functions, otherwise you might overwrite variables that other addons use. If you want to use variables, use them inside the MARK._v - Table, this table is cleared every time the profile is reloaded/changed.

You have to use the MarkerJson - Export to share functions, the other export methods only export the Markers without functions!


Sometimes a Marker might not be removed when editing it, to solve this error you can use the command /markerclear

Required Dependencies:
- LibAkaUtils - Version 19 or higher
- LibEmote & LibEmote-Notifier - Version 1.10 or higher
- OdySupportIcons
- LibAddonMenu-2.0
- LibChatMessage
- LibBase64
- LibJson
- LibChatMenuButton
3.2
- bugfix on elms export and marker import

3.1
- fixed a bug where emotes are not visible in the selection

3.0
- changed the way profiles are stored
- fixed a bug that corrupts profiles when the addon was loaded without EmotePacks
- improved performance a bit by removing unnecessary functions
- removed geometry module
- removed LibMarkerProfileBackup (not needed anymore)

2.23
- added placement mode -> /markerplace

2.22
- small bugfix on Marker-Functions

2.21
- added Marker-Functions

2.20
- changed config export and import, also added optional requirements for markers as beta feature (there is no UI for that yet), requirements can for example enable markers only if a boss has a specific % of hp or casts a skill... and everything else that the API offers

2.19
- changed how Markers are stored and handled in the addon, this should fix some bugs with invisible Markers

2.18
- applied changes from LibChatMenuButton

2.17
- fixed a small bug that caused errors with the backup

2.16
- added internal lib to check saved vars and create backups of all markers and profiles

2.15
- Dependency Updates, new dependencies:
LibBase64, LibJson, LibChatMenuButton

2.14
- fixed some small bugs with profile/marker saving

2.13
- fixed bug with disappering profiles

2.12
- small bugfix

2.11
- selected Markers will now be highlighted in the list
- changed chat-notifications to alerts
- increased performance with the new LibEmote-Update

2.10
- improved addon performance
- shared icons will now replace other icons on the same position, even if they have different ids

2.9
- added option to export Markers for Elms

2.8
- the window will now close automatically when you enter a fight
- removed annoying letters/numbers that appear on Markers

2.7
- added command /markerclear as button in the ui
- added resize option for all markers in settings

2.6:
- Added dialog to adjust icon size before importing Markers from an Elms-Config

2.5:
- Added Marker-Connect option when selecting more than 1 Marker
- Added Chat-Command "/markerclear" to remove buggy icons
Archived Files (31)
File Name
Version
Size
Uploader
Date
3.1
17kB
akamatsu02
06/28/24 08:33 PM
3.0
69kB
akamatsu02
06/09/24 12:43 AM
2.23
72kB
akamatsu02
05/29/24 09:24 AM
2.22
72kB
akamatsu02
03/22/24 04:09 PM
2.21
72kB
akamatsu02
03/18/24 07:36 AM
2.20
71kB
akamatsu02
03/15/24 03:48 PM
2.19
71kB
akamatsu02
03/01/24 08:55 PM
2.18
263kB
akamatsu02
02/13/24 10:37 PM
2.17
263kB
akamatsu02
02/11/24 03:05 AM
2.16
263kB
akamatsu02
02/10/24 07:33 PM
2.15
259kB
akamatsu02
02/09/24 07:46 PM
2.14
15kB
akamatsu02
11/10/23 04:47 PM
2.13
15kB
akamatsu02
11/07/23 09:10 AM
2.12
15kB
akamatsu02
11/06/23 06:40 PM
2.11
48kB
akamatsu02
11/06/23 06:03 PM
2.10
14kB
akamatsu02
10/28/23 05:35 PM
2.9
50kB
akamatsu02
10/27/23 06:32 PM
2.8
14kB
akamatsu02
10/27/23 05:28 PM
2.7
13kB
akamatsu02
10/25/23 09:47 AM
2.6
13kB
akamatsu02
10/24/23 02:57 PM
2.6
48kB
akamatsu02
10/24/23 01:13 PM
2.5
47kB
akamatsu02
10/24/23 08:45 AM
2.4
12kB
akamatsu02
10/11/23 03:18 PM
2.3
47kB
akamatsu02
10/10/23 08:44 AM
2.2
12kB
akamatsu02
10/09/23 09:32 AM
2.1
12kB
akamatsu02
10/09/23 08:30 AM
2.0
27kB
akamatsu02
08/08/23 05:18 PM
1.5
26kB
akamatsu02
08/04/23 07:10 AM
1.4
26kB
akamatsu02
07/28/23 08:24 PM
1.3
14kB
akamatsu02
07/20/23 11:22 AM
1.2
13kB
07/18/23 04:01 AM


Post A Reply Comment Options
Unread 07/18/23, 05:17 AM  
akamatsu02
 
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Forum posts: 0
File comments: 41
Uploads: 11
Re: Circle Impelemtation

Originally Posted by ExoY
Hello,

How is the circle on the ground implemented?
I didnt look at the actual code but your picture looks like it is comprised of multiple individual icons.
Hi,
I use the midpoint circle algorithm there to get all coordinates on the perimeter of the circle and then place an icon every 50 coordinates. This is ofc not the best option, but it was the easiest when I created the addon some months ago ^^
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Unread 07/18/23, 04:57 AM  
ExoY
 
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Forum posts: 89
File comments: 136
Uploads: 12
Circle Impelemtation

Hello,

How is the circle on the ground implemented?
I didnt look at the actual code but your picture looks like it is comprised of multiple individual icons.
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