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Updated:06/25/14 03:46 PM
Created:03/01/14 08:55 PM
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XrysGatherer  Popular! (More than 5000 hits)
Version: 1.0.4
by: Xrystal [More]
Latest News:
Time to move on. The game hasn't pulled at my brain strings enough to keep me away from WoW long enough to make it worth paying for any longer. Anyone is welcome to take over the addon as they see fit. Otherwise I would suggest the following addon which should work in a similar way and with HarvestMerge allows importing of data from other sources:

http://www.esoui.com/downloads/info57-HarvestMapEsoheadMarkers.html

What it does:
  • v1.0.0 - New Data Layout so make a backup of your old data as it will be replaced with an empty file.
  • Tracks and Records Harvest Nodes and tradeskill related items as you loot from them.
  • Optionally Displays Output on screen.
  • Stores in the Saved Variables table account wide.
  • Map and compass shows nodes stored - Icon is for tradeskill of an item looted from it, wording is of the node itself
  • Options to filter display of nodes on map and compass as well as verbose output per character.
  • Scrollable and Filterable History Window listing what is in the harvest history table
  • Ability to import other saved variables files of the same version, it is tricky so instructions are in the readme file.
  • Control Panel to show current location and buttons to open the other windows.
  • Now locale enabled. Simply create a copy of the locale/en.lua file and save as your own locale name file if it doesn't exist and change the words inside to be more language specific.

Slash commands:
  • /xrga toggle - Toggle the Control Panel Window
  • /xrga help - Display the commands available

Credits
I want to thank the following people for figuring the following items out for me to learn from:
  • Pawkette - For the Console addon which enabled me to see how Combo Boxes were made
  • Dolby - For the Esohead addon which helped me start working on the saved variables system
  • Shinni - For the Esohead Markers addon which will help me get the harvesting pins and filters in place
  • Zerorez - For the zrMinimap addon which has inspired me to create an optional gatherer minimap
  • Skyraker - For being a guinea pig to help find out the problems he was getting

To Do
  • Gatherer Database Website Upload/Download Facility - Under Investigation

Git Repository Links
v1.0.4
Changed Version Number in txt file and globals lua file.
Changed API Version in txt file.
Add TOU for Addons to txt file.
Removed XrysGatherer_ImportData table from saved variables table list in the txt file as it seems to cause a repeat of an empty table. Should not affect importing as long as the table name copied into the file as per the import readme is changed to that name. Import ability will be added in version 2.0.0 as a separate mini addon that won't need to be run if you have nothing to import.
Removed ImportData saved variables initialisation from the savedvars.lua file.
Added a mention of the new changes in the HowToImport readme file.
Added check in History file to make sure that the node data table contained items before it tried accessing it.

v1.0.3
Changed Version Number in txt file and globals.lua file.
Changed API Version in txt file.
Done my best via multiple reverse google translates to actually set the German and French locale files up.
No longer stores node info for nodes that are unknown. Old Unknown nodes will be removed when the new data conversion routine is in place in Version 2.0.0.
Removed NoTarget event as I have yet to have that triggered since it was implemented.
Added language and addonVersion to NodeData and ItemData tables within the SavedVars to help keep track of language version.
It is assumed that you have only imported same language data from other sources.
Tidied up some non localed text and placed it into the locale files.
Added some validation code to catch extraneous data in the wrong format ( as in my initial attempt at v2.0.0 data conversion first time round without making a data backup rofl).

v1.0.2
Changed Version Number in txt file and globals.lua file.
NodeInteract:
Various changes to the code to ensure that looting works as close to identically as possible regardless of loot options.
Tested under : Auto Loot = on or off and Consolidate Loot = on or off. But did not test Auto Loot = Off and Consolidate Loot = Off as I suspect that would work the same as with Consolidate Loot = on.

v1.0.1
Too many changes to list them separately here but the PatchInfo.info file does have everything detailed.
Basically, this update fixes the accidental access to someone else node data ( and throws in debug tests for those that want to test it to see whether it gets all of the gathering data without messing up the person gathering it).
It also fixes some minor glitches noticed such as no verbose mode at all on old nodes and the compass pins not resizing based on position around the player and the chance that you harvest a node before realising you don't have space to loot at the same time, old versions may not have caught the details to record the pin data. You need to loot to get that information correctly at least once for each item.
If you wish to test the possibility of sharing node information amongst nearby harvesters or group members, maybe even guild members then set the value in the nodeinteract.lua file debugOtherLoot to true to display 3 debug messages per looted item from a harvest node. Screen printing these and keeping these on file until I ask for the information would be appreciated. I am however unsure whether this will work accurately enough for the map and compass pin required data. Which is why this part isn't activated outside of displaying the information.

v1.0.0
Rewrite of the whole addon working around the map and compass pins to ensure they are in the correct location regardless of what map you may have viewed prior to gathering.
Import is back and will allow import from Version 1 data. Version 0 data is now invalid for the most part. Version 0.0.9 data may have some salvagability to it but the ability to import that data isn't in the addon. Email me a copy of 0.0.9 data and I will see if I can convert it to 1.0.0 format to the best of my abilities. It may take a little while.
History window is still there but without the wipe ability. All data is gathered, you just choose what to display on the map and compass based on your options.
Data is stored account wide but options on what gets tracked on the map and compass is character wide.
The same /xrga toggle exists like before to display the mini control panel that houses your position and buttons to open the other windows.

v0.0.9a
Bypass areas of the harvest data that are not in the correct and expected format.
Made sure that the newly introduced information that isn't being used yet is saved in the right location, the cause of the error.


v0.0.9
Added Description field to txt file.
Added the ability to Import new Data from another file ( see the included readme file for the details) and Remove selected portions of the table.
Removed the old alert window and replaced it with a scrolling message window that is embedded into the new control panel.
Added a new control panel where you can now click buttons rather than type your way around the addon.
There is now only 1 slash command and that is the one to toggle the addon into activity by toggling the visibility of the control panel.
The alert message screen colorises the text to reflect a close or nearby node.
Addon is now localised. There is now an EN, FR and DE language files but the FR and DE versions contain the same text as the EN version. But I have been unable to test it due to a massive download.
The new Control Panel now controls the node alerter update routine and it can be toggled off if you want to view the list that has been shown for the area you are in without it refreshing on you every second. This also stops the harvestHistory table from being updated but see below regarding that.
The harvestHistory table that is used for quick access cycle reading is rebuilt from the latest data every time you open the import window, history window and every 5 minutes if you have the alerter on.
All the old slash commands have been removed and a new one created /xrga toggle to toggle the display of the control panel.

v0.0.8
Added selection boxes on the history window to allow some flexibility in what is displayed.
Frames are now created in XML files with flexible values updated programmatically, at least until I can write them all in lua.
All frames are movable but at present do not save their place. All windows default to the center of the screen when you log in and can be moved.
Split the History and Alert frame functions into their own files and their own copy of the history data update function.

v0.0.7
A slight addition to the addon whereby it also keeps track of items looted from said nodes and records the tradeskill and type of item which has been looted. Additional slash commands have been added to match.
/xrga tradeskill [tradeskill]
/xrga itemtype [itemtype]
Removed testing text display from the history window.
Added test for CraftingInteractionType so that it traps and ignores crafting which sometimes triggers a harvesting action.
Uses table.insert instead of creating an index key.
Slash commands are no longer case specific.
Changed the width of the History Window to hold the new longer TradeSkill Loot History Lines.

v0.0.6
Next best thing to displaying pins on the map, a little frame to let you know there is a know node in the area (0.05) or nearby (0.01).
Added /xrga alert to toggle the display on or off.
Ooops added the show/hide slash commands.

v.0.0.5
Added /xrga show and /xrga hide to display the harvest history window that offers a scrolling frame view of all the harvests recorded so far.
Put the creation of the Harvest History table into a separate function as it is used in several places.


v0.0.4
Thanks to BluePhoenix, cause of the missing action/object values has now been explained to moving the recepticle off of the object milliseconds after interacting with it and the information being wiped out. Have now stored the last successful interaction so it can be used for the database.

v0.0.3
PatchInfo.txt renamed to PatchInfo.info so it doesn't appear in addon screen.
Fixed Slash Commands so that you can now use it without errors, including spaces words.
Added "Unknown Action" for when the action truly is unknown.

v0.0.2
Added a temporary harvestHistory table for easier traversing as required for reporting/viewing
Now keeps track of the last item harvested for viewing where else it has been gathered before
Use, Talk and Examine have been known to intermittently think they are interacting with a harvest node, so ignore those
Added a PlayerActivated Event Function to initially generate the harvestHistory table.
Added slash commands for traversing the history table in verbose mode:

/xrga update - Rebuild the harvestHistory table with the latest data
/xrga history - Traverse the harvestHistory table and report all harvests in verbose mode
/xrga zone [zone] - Traverse the harvestHistory table and report on all harvests in the selected/current zone
/xrga item [item] - Traverse the harvestHistory table and report on all harvests of the selected/last item
/xrga help - Display the commands available

v0.0.1 - New Addon
Tracks and Records Harvest Nodes into the Saved Variables table.
Optional Files (0)


Archived Files (14)
File Name
Version
Size
Uploader
Date
1.0.3
28kB
Xrystal
05/25/14 05:02 AM
1.0.2
28kB
Xrystal
05/15/14 05:43 PM
1.0.1
28kB
Xrystal
05/11/14 07:30 PM
1.0.0
26kB
Xrystal
04/25/14 11:03 PM
0.0.9a
15kB
Xrystal
04/13/14 05:54 PM
0.0.9
15kB
Xrystal
04/13/14 05:09 AM
0.0.8
11kB
Xrystal
04/05/14 03:31 PM
0.0.7
8kB
Xrystal
03/30/14 04:59 PM
0.0.6
7kB
Xrystal
03/15/14 03:19 PM
0.0.5
6kB
Xrystal
03/15/14 10:21 AM
0.0.4
5kB
Xrystal
03/15/14 05:33 AM
0.0.3
4kB
Xrystal
03/14/14 05:13 PM
0.0.2
4kB
Xrystal
03/04/14 03:34 PM
0.0.2
3kB
Xrystal
03/01/14 08:55 PM


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Unread 05/30/14, 06:49 PM  
Xrystal
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Database Update

Sorry for being so quiet but between work and sleep it left very little time to do much so apart from one night when I played a stint of Tropico 5 I have spent my evenings working on the database site.

I am currently testing and validating my own data file prior to importing into the database and then obviously testing the generation of a daily consolidated file.

Version 2.0 of the addon will be a somewhat of a minor rewrite:

Change 1 will be to separate the Import Routine into a separate addon within the same addon, so that importing the data will be as easy as possible as it would be its own saved variables file.

Change 2 will be a slight reworking to the layout of the saved variable table. Looking at the way the data is currently stored it is taking up 3 x as much space as my tested rebuilt saved variables ended up being. This will not wipe out your data as the information is valid.

These changes will coincide with the database going live after a spate of internal and external testing of the import and export process before releasing the new version of the addon.

As you can see these update messages are happening on weekends as they are really the only days I get any amount of useful hours to do anything constructive, without falling asleep at the keyboard, like I am doing now rofl.

So with that said, off to sleepy land and hopefully the next update will show even more positive changes.
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Unread 05/25/14, 05:03 AM  
Xrystal
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Version 1.0.3 Uploading..

This includes a few data additions and type checks as well as the api version number changing.
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Unread 05/23/14, 09:21 PM  
Xrystal
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Database Update

I just wanted to let you know about the update on getting a database site up and running for users of this addon.

http://eso.swangen.co.uk/xrysgatherer/ will be where it will be accessed from.

At present all I have there is a formatted display of my own current gather data as of 23rd May.

When I update the addon with the API version change I will introduce a new saved variable value Language that will store the players active language setting and will use that to assist in keeping the different languages separated.

edit: I will also add an addon version variable so that it will keep the data versions separate. I plan to change the layout of the data file ( not the values so your data will not be wiped out ) and have already got the conversion routine worked out and writing of new nodes to the new place set up. Just need to get the rest of the addon to look at and use the same information which will take a bit longer so will tie that change in with the database website going live. The new data layout should hopefully cut back on the amount of repeated information that I noticed was happening which isn't needed. The timestamp index will be going away and I will simply have a record of node details, the items that are looted from it and the item details and the nodes they have been looted from which should be enough to tie the two lots of data together without all the extraneous data getting in the way.

edit2: An example of the filesize difference: With the new layout my data takes up 4520 lines, with the old layout it takes up 14685 lines. That's a difference of 10k lines of extra information ( probably mostly '{' and '}' ) but it all takes up space.

edit: I have also figured out how to access the data in a loop without resorting to using the actual data file and just using the SVData variable set up instead. It so far seems to be working as expected.

With a three day weekend coming up I am hoping to get a lot more of this stuff up and running as I don't get much time during the week with the 11hr days of work.
Last edited by Xrystal : 05/25/14 at 04:46 AM.
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Unread 05/15/14, 05:44 PM  
Xrystal
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Version 1.0.2 Uploading

Implemented the changes tested by myself and skyraker.

Thanks a lot sky.
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Unread 05/14/14, 12:53 AM  
Xrystal
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Originally Posted by skyraker
I am getting what is shown in your screencap now with autoloot on.
Woot. Thanks very much for testing this all for me.
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Unread 05/13/14, 09:34 PM  
skyraker
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I am getting what is shown in your screencap now with autoloot on.
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Unread 05/13/14, 03:51 PM  
Xrystal
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Originally Posted by skyraker
I wonder if the auto loot is causing the looting handlers to fire before it ever can call InteractUpdate again to see the harvesting as complete? Looking at the events firing, there is inherently nothing different. No autoloot and you still get EVENT_INVENTORY_SINGLE_SLOT_UPDATE, EVENT_LOOT_RECEIVED, and EVENT_LOOT_CLOSED in that order. The only difference is that one is triggered by the player long enough after the actual harvest while the other occurs right away.
Maybe, with the same settings as you none of the loot events were triggering at all for some reason. Moving code blocks around and seeing what I can do, but yes, it is now looking like a problem of finding out the best place to put the isHarvesting = false, wasHarvesting = true codeblock so that the rest occur in the right order.

edit:
Rofl, first time I have had this happen. Nirnroot on floor, butterfly flying above it ... bent down, pressed E not realising the mouse was hovering over butterfly just at the point of interaction start, but looted Nirnroot. Annoying ...

edit2:
Well tested the new change around code and it looks like barring the above little glitch and an untested possible glitch if there are 2 or more items that were looted and it doesn't document the right ones, it looks to be reporting the same information as it did for me before with the other options.

So theoretically it should work the same ( looting differences aside ):
Consolidate Area Loot On, AutoLoot Off - My normal way of looting
Consolidate Area Loot On, AutoLoot On
Consolidate Area Loot Off, AutoLoot On

I assume that with both options off it will work fine as it would be based on normal looting settings then per node.

I will update the git with this version shortly. Just want to tidy up the code somewhat .. lots of blocks of unused code now.

All updated and this screenshot of how I am expecting it to work regardless of looting options can be seen here.

Let me know if you finally get the information you should get.
Last edited by Xrystal : 05/13/14 at 06:03 PM.
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Unread 05/13/14, 03:43 PM  
skyraker
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I wonder if the auto loot is causing the looting handlers to fire before it ever can call InteractUpdate again to see the harvesting as complete? Looking at the events firing, there is inherently nothing different. No autoloot and you still get EVENT_INVENTORY_SINGLE_SLOT_UPDATE, EVENT_LOOT_RECEIVED, and EVENT_LOOT_CLOSED in that order. The only difference is that one is triggered by the player long enough after the actual harvest while the other occurs right away.
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Unread 05/13/14, 03:31 PM  
skyraker
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Heh, you already edited!
Last edited by skyraker : 05/13/14 at 03:31 PM.
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Unread 05/13/14, 03:25 PM  
Xrystal
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Originally Posted by skyraker
Originally Posted by Xrystal
Hmm that is a bit scary. The interaction tests only checks if the player is interacting with no validation as to who.

Do you recall doing those 2 harvests one after the other as the locations look awfully close or was that as you were harvesting the one node ?

That type of display is what I was seeing when my character simply stopped harvesting for no reason but it didn't trigger a finished harvest because no loot window came up. So that effect isn't a problem if that is what happened to you. It simply doesn't record anything about that node until you successfully loot from it. That is why I added that NO_INTERACTION event to see if it triggered in those situations. I would have expected to see the 2nd node say the same as the first node but that would depend on whether this happened to you and you moved on without realising.

What loot settings do you have ? Just in case this is linked to how the loot works.
Loot settings: Consolidate Area Loot, Auto Loot.

The two harvests in the screenshot were simply near each other, but it was two different nodes.

If it wasn't for the fact that I got this with no other addons running I would think there could be a conflict with HarvestMap.
Okay, I will try testing with auto loot on. Considering I used to always use auto loot in wow I just realised I never had it switched on. But I do have consolidated switched on.

edit: Yes auto loot is where it is hiccoughing. The Loot window never shows, also explains why the loot interaction never worked for you. So, time for some more testing to try and figure out how we can bypass that requirement.
Last edited by Xrystal : 05/13/14 at 03:27 PM.
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Unread 05/13/14, 03:10 PM  
skyraker
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Originally Posted by Xrystal
Hmm that is a bit scary. The interaction tests only checks if the player is interacting with no validation as to who.

Do you recall doing those 2 harvests one after the other as the locations look awfully close or was that as you were harvesting the one node ?

That type of display is what I was seeing when my character simply stopped harvesting for no reason but it didn't trigger a finished harvest because no loot window came up. So that effect isn't a problem if that is what happened to you. It simply doesn't record anything about that node until you successfully loot from it. That is why I added that NO_INTERACTION event to see if it triggered in those situations. I would have expected to see the 2nd node say the same as the first node but that would depend on whether this happened to you and you moved on without realising.

What loot settings do you have ? Just in case this is linked to how the loot works.
Loot settings: Consolidate Area Loot, Auto Loot.

The two harvests in the screenshot were simply near each other, but it was two different nodes.

If it wasn't for the fact that I got this with no other addons running I would think there could be a conflict with HarvestMap.
Last edited by skyraker : 05/13/14 at 03:27 PM.
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Unread 05/13/14, 02:11 PM  
Xrystal
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Hmm that is a bit scary. The interaction tests only checks if the player is interacting with no validation as to who.

Do you recall doing those 2 harvests one after the other as the locations look awfully close or was that as you were harvesting the one node ?

That type of display is what I was seeing when my character simply stopped harvesting for no reason but it didn't trigger a finished harvest because no loot window came up. So that effect isn't a problem if that is what happened to you. It simply doesn't record anything about that node until you successfully loot from it. That is why I added that NO_INTERACTION event to see if it triggered in those situations. I would have expected to see the 2nd node say the same as the first node but that would depend on whether this happened to you and you moved on without realising.

What loot settings do you have ? Just in case this is linked to how the loot works.
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Unread 05/13/14, 12:08 AM  
skyraker
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Linking to latest screenshot. As you can see, info from your git update is going to the chat window. Please check that this is what you were expecting to see on successful harvesting. It shows two harvests in a row.

Latest Git Version snapshot
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Unread 05/12/14, 06:34 PM  
Xrystal
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Originally Posted by skyraker
Originally Posted by Xrystal
What other addons do you have running again Sky ?

Can I say it is annoying there isn't an INTERACTION event rofl.
I tried it with my normal addons, and with nothing else running but this and my debugging window (which is just one simple window that isn't triggered on anything, just info displayed on it).

Yeah, a simple EVENT_HARVESTING_COMPLETE(string nodeName) would be nice.
Okay thanks.

Well give the version of nodeinteract.lua a go that is on the git page.

I spent all night gathering and testing in between the odd simple quest acceptance I came across or mob that I ran into rofl.

Hopefully, *crosses fingers*, this will work for you correctly.

The CloseLoot and NoInteractTarget events I haven't had trigger for me yet, the latter of which I decided to add when I realised I was getting a few non target info details coming out at me before I made some changes, so if you decide to give this version a test run and those pop up if you can let me know what out put you get from them.

The sequence seems to now go as follows:
InteractUpdate - OnUpdate - Store Location, Timestamp, InteractionInfo, track status variable changes
UpdateLoot - EVENT_LOOT_UPDATED - Write Node Details to file if it is the first time
SlotUpdate - EVENT_SINGLE_SLOT_UPDATE - Store Item Details
ReceiveLoot - EVENT_LOOT_RECEIVED - Write Item Details to file and create pin and output verbose details

There are several lines of debug code in there that should at least help locate where it falls apart if it still does it for you.

The side effect of this change is that it re-initiates the harvesting interaction if you decide not to loot, so it looks like you won't get any harvesting details recorded unless you loot. I may have to change this part again so that the harvest interaction does the updating of the node details instead of the looting side of things.

Thanks again for this. Your testing is appreciated. I have already asked my brother to put aside some time on the weekend to test the multiple people looting scenario with me.
Last edited by Xrystal : 05/12/14 at 06:40 PM.
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Unread 05/12/14, 06:20 PM  
skyraker
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Originally Posted by Xrystal
What other addons do you have running again Sky ?

Can I say it is annoying there isn't an INTERACTION event rofl.
I tried it with my normal addons, and with nothing else running but this and my debugging window (which is just one simple window that isn't triggered on anything, just info displayed on it).

Yeah, a simple EVENT_HARVESTING_COMPLETE(string nodeName) would be nice.
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