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Updated:08/23/21 08:14 AM
Created:06/14/16 06:16 PM
Monthly downloads:129
Total downloads:30,962
Favorites:64
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Categories:Utility Mods, Action Bar Mods
Poison Master  Popular! (More than 5000 hits)
Version: 1.16
by: Phinix [More]
Poison Master
A powerful toolkit for deadly assassins.


(Click your flag to translate the page. Addon includes in-game support for all listed languages.)

REQUIRED LIBRARIES: LibAddonMenu LibPhinixFunctions


Preview on Youtube

Poison Master is an essential addition to the new poison system. It allows you to save up to four favorite poisons and set a key bind to instantly load and unload any of them to your current weapon.

Either set a keybind to open the poison config panel, type /poison in-game, or simply open your inventory and it will show automatically. From the poison panel simply equip a poison you want to favorite as you normally would, and with the weapon it is equipped to active, shift-click one of the favorite slots to save it. Right click a slot to clear it.
  • Set key bindings to each of the four slots.
  • Instantly switch between your favorite poisons without digging through your inventory!

I highly recommend using this with Poison Tracker by dorrino.




Gold donations are always welcome!
PC NA: @IllusoryID



Click here to view my other addons.
1.16
- Updated API for Waking Flame update.

1.15:
- Fixed assigning poisons and toggling on/off no longer working after patch.
- Updated API and version number to Blackwood.
- Minor code maintenance.

1.14:
- Fixed position locking bar to the bottom of the screen. (May need to unlock in the addon settings and move it back where you want it once).
- API update for Flames of Ambition.

1.12:
- Updated API for Harrowstorm.
- Removed dependency on LibStub.
- Various fixes and code maintenance.

1.11:
- Updated API version for Scalebreaker.

1.10:
- Migrated global functions to LibPhinixFunctions for speed and streamlining of code. Please manually install the LibPhinixFunctions library.
- Minor code maintenance.

1.09:
- Changed default docking position to be just right of the weapon swap icon on the character stat/equipment page to provide a better standardized starting point.

1.08:
- Update for Wrathstone.
- Added full language support (need human translations, PM if you can help!).
- Removed included libs to avoid out of date errors int he future. Install LibStub & LibAddonMenu manually.
- Various code maintenance and cleanup.

1.07a:
- API bump.
- Updated libs.

1.07:
- Fixed a bug resulting from bag index starting at 0 rather than 1 (ZOS change?), which could result in a message that the desired poison was no longer in your bags even when it was.

1.06:
- Updated API to One Tamriel (Update 12)
- Updated libraries to latest.

Version 1.05b:
- Updated LibAddonMenu to r22.

Version 1.05a:
- Updated API to latest.
- Updated libraries to latest.

Version 1.05:
- Poisons now identified by link instead of name. Eliminates issue of different poisons named the exact same thing causing confusion.

Version 1.04:
- Added slot exclusivity, to prevent adding the same poison to multiple favorite slots. Will automatically clear previously assigned slot when adding a poison to a different slot.
- Added new equipped indicators (borders) and an option to select the theme, or hide altogether.
- Fixed bug with stack counting when splitting stacks or equipping/un-equipping. Stack totals will now always show the correct total number carried. This number is the total of the equipped poison (checks both slots in case you assign the same to both weapons), as well as your inventory, and shows the grand total.
- If you have the same poison assigned to both weapons and have that poison hotkeyed, and run out on one weapon, hitting the hotkey will automatically assign any remaining to the current weapon.

Version 1.03:
- Fixed a typo causing debug text not to show even if enabled in options.
- Added tooltips that show the actual poison slotted to favorite slots.
- Added stack count tracking to the poison config panel.
- Set default position to dock at inventory gear window.
- Close button will now be hidden when poison config window is already open the inventory is shown.

Version 1.02:
- Fixed missing exit icon when opening with /poison. Now the exit icon is only hidden when the poison config panel is invoked by the inventory scene opening.

Version 1.01:
- Added popup tool tips to each of the favorite slots that tell you to shift-click to assign your current active poison to that slot, and right click to clear a slot.

Version 1.0:
- Initial release.
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Unread 07/14/21, 02:00 PM  
Subotai
 
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Forum posts: 3
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Originally Posted by DrakeRulo
After the update, it stopped working normally.
No errors in the chat.
But a message appears that this item cannot be placed in the slot.
I'm having the same problem. Has anyone figured out what's wrong?
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Unread 06/12/21, 01:06 PM  
DrakeRulo

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After the update, it stopped working normally.
No errors in the chat.
But a message appears that this item cannot be placed in the slot.
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Unread 08/26/20, 02:01 AM  
FWSWBN
 
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i use your addon a long time and i am very happy about this.
i put the window allways right beside the weapon item if you open your inventory.
now the icon goes back on the bottom.

this is the normal location i use a long time


now i move it there, go to addon settings and lock it, open inventory again and it is down at the bottom


i dont know what happens.
maybe you have a solution for this... its ugly
Last edited by FWSWBN : 08/26/20 at 02:03 AM.
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Unread 03/27/20, 06:27 AM  
FWSWBN
 
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Hi,
after update today got this lua error
user:/AddOns/PoisonMaster/PoisonMaster.lua:300: function expected instead of nil
stack traceback:
user:/AddOns/PoisonMaster/PoisonMaster.lua:300: in function 'CreateSettingsWindow'
user:/AddOns/PoisonMaster/PoisonMaster.lua:540: in function 'OnAddonLoaded'
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Unread 03/08/19, 05:41 PM  
Phinix
 
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Updates...

1.08:

- Update for Wrathstone.
- Added full language support (need human translations, PM if you can help!).
- Removed included libs to avoid out of date errors int he future. Install LibStub & LibAddonMenu manually.
- Various code maintenance and cleanup.
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Unread 06/15/18, 11:41 AM  
murkalurk2099

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This is amazing. Is it possible to get more slots?
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Unread 12/12/16, 02:57 AM  
Phinix
 
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Originally Posted by championshehe123
Hi, firstly thanks a lot for the mod

I have this bug and I don't know what to do. Once I hotkey to unequip the poison, I can't hotkey to equip it back, there's a notification "Desired poison no longer in your bags".

Thanks in advance!
If you are using Dustman it might be set to destroy non-crafted poisons when you pick them up. If you are using dropped poisons it might be destroying them when you remove them from your weapon.

Beyond that I'm not sure. Have to wait for maintenance to test anything.
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Unread 10/21/16, 05:56 AM  
championshehe123

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Hi, firstly thanks a lot for the mod

I have this bug and I don't know what to do. Once I hotkey to unequip the poison, I can't hotkey to equip it back, there's a notification "Desired poison no longer in your bags".

Thanks in advance!
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Unread 06/17/16, 11:59 AM  
dorrino
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Originally Posted by Phinix

"Doctor, it hurts when I do this..." XD
Exactly

Seriously though, I'm not saying "just do it the right way." The way you described, it sounded like you thought you had to un-equip a poison from one weapon before you could assign it to another. I was just explaining that was not the case.
Nope, i wasn't clear enough I have not thought i had to unequip it. I have thought something along the lines "Now i'm choosing the new poison. I'm not thinking what happens when i click it. I'm occupied with the process of finding the right one. Now i'm done and i click it, expecting it will appear where i want it to. ON SNAP, i was on the wrong weapon pair!". It's a mismatch between my expectation (i click it, it gets applied where i want it to) and reality (i had to make sure i'm on the correct weapon pair BEFORE clicking).

So the required sequence of actions/thoughts is: Choose the poison->Make sure you're on the correct weapon pair->Click the poison->Done.

And i'm trying to transform it to: Choose the poison->Click the damn thing->Done.

Another solution to that could be making left click to apply the poison to the main weapon pair and right click to apply it to the off pair. Still i find the spacial configuration where each Poison Master slot is horizontally at the same level as the targeted poison equip slot to be the best. Because it get rids of swapping the weapons. It's like no matter what kind of 2hander i'm using it ALWAYS goes to the main weapon pair, because that's how i'm used to do it. I feel the correct way for poisons is to be treated in the same way.

Instead of "where to apply this poison" -> "which poisons do i want for the main weapon pair".

I will consider adding an option to have two bars, one specific to each weapon, but that adds a ton of complexity to the code checking for all the various possible configurations and behaviors, how to handle key bind sharing, how to handle the same poison on both bars, and I'm just not sure I feel it's really that needed.
I appreciate the suggestion though.
I totally understand it. My approach kinda goes against your approach of "which poison do i want for my CURRENT weapon pair".

It's all good.

I can always modify this addon to my liking anyways. Only if i had more time

PS. I just wanna say i really appreciate you doing this.
Last edited by dorrino : 06/17/16 at 12:01 PM.
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Unread 06/17/16, 11:20 AM  
Phinix
 
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Originally Posted by dorrino
Hard to argue with the famous "Just don't hold it like this" type of response It's not that i CHOOSE to make it complicated. It "so happens" that this particular type of interface invokes the described confusion in me. Yep, i can learn to do it "the proper way". What i suggested was to alter "the proper way" to be more convenient to me in particular. It's fine, if our design philosophies differ. I can only suggest
"Doctor, it hurts when I do this..." XD

Seriously though, I'm not saying "just do it the right way." The way you described, it sounded like you thought you had to un-equip a poison from one weapon before you could assign it to another. I was just explaining that was not the case.

I will consider adding an option to have two bars, one specific to each weapon, but that adds a ton of complexity to the code checking for all the various possible configurations and behaviors, how to handle key bind sharing, how to handle the same poison on both bars, and I'm just not sure I feel it's really that needed.

I appreciate the suggestion though.
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Unread 06/17/16, 10:57 AM  
dorrino
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Originally Posted by Phinix

I think you are making it overly complicated. At step 1, you realize you are on the wrong weapon. Just weapon swap and hit the button again. You don't need to unequip it from the other weapon first. Poison Master is smart enough to swap it for you.
Hard to argue with the famous "Just don't hold it like this" type of response It's not that i CHOOSE to make it complicated. It "so happens" that this particular type of interface invokes the described confusion in me. Yep, i can learn to do it "the proper way". What i suggested was to alter "the proper way" to be more convenient to me in particular. It's fine, if our design philosophies differ. I can only suggest
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Unread 06/17/16, 06:55 AM  
Phinix
 
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Originally Posted by dorrino
...i use Poison Master ONLY from the equipment menu, thus my confusion. It usually goes like this:

- Ok, my poison (assumed main pair one) have run out, which one do i need instead...
- Hm, ok, that one! *CLICK* Goddamned! I was on the wrong weapon pair the whole time!
- Now what should i do...*CLICK* Ok, now it's unequipped.
- Now i need to swap my weapons and nooow i click it again*CLICK*. Finally!
I think you are making it overly complicated. At step 1, you realize you are on the wrong weapon. Just weapon swap and hit the button again. You don't need to unequip it from the other weapon first. Poison Master is smart enough to swap it for you.


Originally Posted by dorrino
It's MUCH worse than this. In "Cloudy Poison II" the "II" part refers to the level of the poison. So, for instance "IX" is the highest level currently available. And if a poison has "hindering" as it's FIRST effect it's named as "Hindering poison IX". Now, no matter what kinds of secondary, tertiary etc effects your poison has it's still named, you've guessed it, the "Hindering poison IX". So, as you see now, there're DOZENS of different poisons all having the same name of "Hindering poison IX".
All poisons are now identified by their link. Should eliminate the issue of duplicate names.


Originally Posted by dorrino
Please do
Already done.
Last edited by Phinix : 06/17/16 at 06:56 AM.
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Unread 06/17/16, 01:08 AM  
dorrino
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Originally Posted by Phinix

The only time you need to worry about which weapon is active is when you initially set the favorites. Shift clicking sets the current poison on your current weapon to the selected favorite. I like it for it's simplicity. After that it doesn't matter. If you have a poison hotkeyed and it is on weapon 1, and you switch to weapon 2 and hit the hotkey, it swaps it to weapon 2.
I like it as a straight bar with 4 keybinds that you can instantly equip any of those poisons to either bar at any time.
I see the source of the confusion here We're talking about different use cases. It seems you like to use keybinds for your potions, and, in this case, the layout doesn't matter much to you, you just want to know which Poison Master slot has which poison, then you gonna use the keybind.

Now i prefer NOT to use keybinds and instead i treat this addon as a shortcut. Instead of going into my inventory and look up the poisons there, i'd rather look near my poison slots and MANUALLY click the Poison Master icons to equip the poison of my choice.

In the latter case the layout is extreemly important, since i use Poison Master ONLY from the equipment menu, thus my confusion. It usually goes like this:

- Ok, my poison (assumed main pair one) have run out, which one do i need instead...
- Hm, ok, that one! *CLICK* Goddamned! I was on the wrong weapon pair the whole time!
- Now what should i do...*CLICK* Ok, now it's unequipped.
- Now i need to swap my weapons and nooow i click it again*CLICK*. Finally!

I hope that made it more clear what sorts of problems i'm having with the current implementation

As for the name thing, it figures. I just sort of assumed since they have Roman Numerals that they would be differentiated by level like enchanting runes. So you are saying that you can have a Cloudy Poison II that is level 12 and a Cloudy Poison II that is cp150?!? I will have to verify that but if that is the case then I will compare links instead since I am already grabbing them.
It's MUCH worse than this. In "Cloudy Poison II" the "II" part refers to the level of the poison. So, for instance "IX" is the highest level currently available. And if a poison has "hindering" as it's FIRST effect it's named as "Hindering poison IX". Now, no matter what kinds of secondary, tertiary etc effects your poison has it's still named, you've guessed it, the "Hindering poison IX". So, as you see now, there're DOZENS of different poisons all having the same name of "Hindering poison IX".

Something else I might do is add a check so that you can't assign the same poison to multiple slots. I'll instead have it clear the slot that poison was in, and add it to the new slot instead. That way you will never see multiple icons.
Please do
Last edited by dorrino : 06/17/16 at 01:26 AM.
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Unread 06/16/16, 07:06 PM  
Phinix
 
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I see what you were refering to with the stack tallies being messed up. I recoded it and made some major revisions and additions:

Version 1.04:
- Added slot exclusivity, to prevent adding the same poison to multiple favorite slots. Will automatically clear previously assigned slot when adding a poison to a different slot.
- Added new equipped indicators (borders) and an option to select the theme, or hide altogether.
- Fixed bug with stack counting when splitting stacks or equipping/un-equipping. Stack totals will now always show the correct total number carried. This number is the total of the equipped poison (checks both slots in case you assign the same to both weapons), as well as your inventory, and shows the grand total.
- If you have the same poison assigned to both weapons and have that poison hotkeyed, and run out on one weapon, hitting the hotkey will automatically assign any remaining to the current weapon.
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Unread 06/16/16, 04:14 PM  
Phinix
 
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Originally Posted by dorrino
One of the problems i'm having is that i first need to make sure which weapon pair is active, before using Poison Master, which leads to confusion.
The only time you need to worry about which weapon is active is when you initially set the favorites. Shift clicking sets the current poison on your current weapon to the selected favorite. I like it for it's simplicity. After that it doesn't matter. If you have a poison hotkeyed and it is on weapon 1, and you switch to weapon 2 and hit the hotkey, it swaps it to weapon 2.

As for the name thing, it figures. I just sort of assumed since they have Roman Numerals that they would be differentiated by level like enchanting runes. So you are saying that you can have a Cloudy Poison II that is level 12 and a Cloudy Poison II that is cp150?!? I will have to verify that but if that is the case then I will compare links instead since I am already grabbing them.

I have to admit, I don't really like the idea of a grid. Mostly because it actually sounds overly complicated trying to put limits on which weapon which slots can assign poisons to. I like it as a straight bar with 4 keybinds that you can instantly equip any of those poisons to either bar at any time.

I do appreciate the feedback. I will consider adding an option for a different style option for equipped poisons. Something else I might do is add a check so that you can't assign the same poison to multiple slots. I'll instead have it clear the slot that poison was in, and add it to the new slot instead. That way you will never see multiple icons.
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