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Murkmire (4.2)
Updated:11/15/18 09:27 PM
Created:10/19/18 01:52 PM
Monthly downloads:90
Total downloads:10,507
Favorites:23
MD5:
Event Tickets (Clockwork City Event)  Popular! (More than 5000 hits)
Version: 2.0
by: kafeijao [More]
A simple addon to track the cooldown on the Event Tickets so you can get the maximum of them each event.

Clockwork City Event
To earn Event Tickets during the event, complete the zone’s Daily Quests (located within the Brass Fortress). You will receive two Event Tickets from the first Daily Quest you complete each day in addition to the other regular rewards. Note that the Event Tickets are tied to the Daily Quest timer, meaning they’ll reset at 1:00AM EST.




Witches Festival Event
Warning: Spoiler



For the addon to start working, you have to receive an Event Ticket, only then it will start the cooldown. If your game happen to crash or you force close it for some reason, it will not save the addon info and it will lose the cooldown until you receive the next ticket. To prevent this, you can logout or reload ui (using /reloadui command) after you received a ticket. The addon information is saved automatically when you perform a logout or a reloadui.

If you have any feature suggestion or bug report feel free to hit the comments

Commands
/et - Hides/Reveals the window of the addon.
Version 2.0
+ Updated to the clockwork city event.

Version 1.4
+ Tuned the refresh timers time to avoid inconsistent update times.

Version 1.3
+ Fixed one issue where the timers were not ticking down.

Version 1.2
+ Attempt to fix a bug with the HUD fragments, thanks to Kyoma for the fix.

Version 1.1
+ Make the window hide with the HUD.

Version 1.0
+ API Bump: Murkmire.
+ Added Golden Plunder Skulls cooldown tracker (witch festival 2018).
Optional Files (1)
File Name
Version
Size
Author
Date
Type
1.4-server
4kB
10/28/18 10:38 AM
Patch


Archived Files (6)
File Name
Version
Size
Uploader
Date
1.4
4kB
kafeijao
10/27/18 07:45 PM
1.3
4kB
kafeijao
10/27/18 04:40 AM
1.2
4kB
kafeijao
10/25/18 04:17 PM
1.1
4kB
kafeijao
10/24/18 06:14 AM
1.0
4kB
kafeijao
10/23/18 10:24 AM
0.1
3kB
kafeijao
10/19/18 01:52 PM


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Unread 10/26/18, 07:01 PM  
srmalloy

Forum posts: 0
File comments: 8
Uploads: 0
Originally Posted by RealReeth
Hi,

I guess I found a bug in german client.
Total time until new skull does not start to countdown upon first skull receipt,
but single skull types are recognized well.

English client does this for the 'master' event ticket counter. The countdown updates if you log out, then back in, but remains static at that point. All of the counters in the collapsible window (bosses by category) count down normally.
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Unread 10/25/18, 07:56 PM  
fgoron2000

Forum posts: 0
File comments: 143
Uploads: 0
Originally Posted by kafeijao
Originally Posted by Kyoma
Change line 78 from this:
Code:
    local fragment = ZO_FadeSceneFragment:New(EventTicketsWindow)
to
Code:
    local fragment = ZO_HUDFadeSceneFragment:New(EventTicketsWindow)
I can't reproduce this bug, but I made this change, thanks a lot. I hope this fixes the problems you guys are having.

Also tried gamepad mode and seems to work, if anyone is still having issues please do tell.
this appears to have resolved the isssue, thanks very much to you and kyoma
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Unread 10/25/18, 07:41 PM  
SlippyCheeze
AddOn Author - Click to view AddOns

Forum posts: 53
File comments: 272
Uploads: 1
Originally Posted by Kyoma
Originally Posted by kafeijao
Originally Posted by Kyoma
Change line 78 from this:
Code:
    local fragment = ZO_FadeSceneFragment:New(EventTicketsWindow)
to
Code:
    local fragment = ZO_HUDFadeSceneFragment:New(EventTicketsWindow)
I can't reproduce this bug, but I made this change, thanks a lot. I hope this fixes the problems you guys are having.

Also tried gamepad mode and seems to work, if anyone is still having issues please do tell.
It's not that the old way triggered the error directly but it can cause other addons trigger these 'insecure' errors due to how scenes work. It is kind of complicated and I don't know how best to explain it.
Oh, my. I'm sorry I led you to that incorrect choice! Today I learned something new. Thank you, Kyoma, for finding and fixing my incorrect suggestion. I'll just scurry off and change a couple other things quietly in my code before anyone notices...
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Unread 10/25/18, 04:40 PM  
Kyoma
AddOn Author - Click to view AddOns

Forum posts: 125
File comments: 328
Uploads: 10
Originally Posted by kafeijao
Originally Posted by Kyoma
Change line 78 from this:
Code:
    local fragment = ZO_FadeSceneFragment:New(EventTicketsWindow)
to
Code:
    local fragment = ZO_HUDFadeSceneFragment:New(EventTicketsWindow)
I can't reproduce this bug, but I made this change, thanks a lot. I hope this fixes the problems you guys are having.

Also tried gamepad mode and seems to work, if anyone is still having issues please do tell.
It's not that the old way triggered the error directly but it can cause other addons trigger these 'insecure' errors due to how scenes work. It is kind of complicated and I don't know how best to explain it.
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Unread 10/25/18, 04:18 PM  
kafeijao
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 54
Uploads: 7
Originally Posted by Kyoma
Change line 78 from this:
Code:
    local fragment = ZO_FadeSceneFragment:New(EventTicketsWindow)
to
Code:
    local fragment = ZO_HUDFadeSceneFragment:New(EventTicketsWindow)
I can't reproduce this bug, but I made this change, thanks a lot. I hope this fixes the problems you guys are having.

Also tried gamepad mode and seems to work, if anyone is still having issues please do tell.
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Unread 10/25/18, 02:01 PM  
Kyoma
AddOn Author - Click to view AddOns

Forum posts: 125
File comments: 328
Uploads: 10
Change line 78 from this:
Code:
    local fragment = ZO_FadeSceneFragment:New(EventTicketsWindow)
to
Code:
    local fragment = ZO_HUDFadeSceneFragment:New(EventTicketsWindow)
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Unread 10/25/18, 01:35 PM  
Dingodan
 
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Forum posts: 50
File comments: 276
Uploads: 0
Originally Posted by fgoron2000
Originally Posted by Molleggiato
PC eng. Somehow your addon prevents skills from skill window (K) to be draged to the skill bar by mouse.
That's exactly what I'm experiencing, see my previous post. Just curious, and be prepared to relog or reloadui, but try F3 for crates. It'll probably be an issue for you as well. Another player and I have both reverted back to the 1.0 version, and it resolved the issue for now...
Same issue on my side.
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Unread 10/25/18, 12:37 PM  
fgoron2000

Forum posts: 0
File comments: 143
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Originally Posted by Molleggiato
PC eng. Somehow your addon prevents skills from skill window (K) to be draged to the skill bar by mouse.
That's exactly what I'm experiencing, see my previous post. Just curious, and be prepared to relog or reloadui, but try F3 for crates. It'll probably be an issue for you as well. Another player and I have both reverted back to the 1.0 version, and it resolved the issue for now...
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Unread 10/25/18, 07:12 AM  
Molleggiato

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PC eng. Somehow your addon prevents skills from skill window (K) to be draged to the skill bar by mouse.
Last edited by Molleggiato : 10/25/18 at 07:16 AM.
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Unread 10/24/18, 06:49 PM  
fgoron2000

Forum posts: 0
File comments: 143
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Re: Gamepad Mode issues with 1.1

Originally Posted by Runs
When going to use the menu on gamepad mode the ui ends up disappearing, and then you end up stuck only able to move a couple feet with a hazy background and eventually the whole game locks down needing a control alt delete. Reverting to 1.0 removes the issue.

These are the messages...

Warning: Spoiler


Warning: Spoiler
I'm getting a couple similar errors. I don't use Gamepad so I don't get the first message, but I get the following two:

#1 - When I attempt to drag&drop any skill from a skill tree:

Warning: Spoiler

I can close the error window afterward, and the game or UI is not frozen


#2 - When I press F3 for Crown Crates, I get the following, and after this error, most functions including ESC are frozen. I can type chat commands however, to reloadui or logout, so CTL-ALT-DEL or tabbing out to kill the process are not necessary. I haven't found any other Function keys that cause the same issue.

Warning: Spoiler


This is of course with absolutely no other addons loaded. I wasn't certain if you were calling any Lib* files, so I tried it both with and without, and I got the same result. I'll also try rolling back to version 1.0.
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Unread 10/24/18, 02:15 PM  
Runs

Forum posts: 0
File comments: 15
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Gamepad Mode issues with 1.1

When going to use the menu on gamepad mode the ui ends up disappearing, and then you end up stuck only able to move a couple feet with a hazy background and eventually the whole game locks down needing a control alt delete. Reverting to 1.0 removes the issue.

These are the messages...

Warning: Spoiler


Warning: Spoiler
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Unread 10/24/18, 11:22 AM  
RealReeth

Forum posts: 1
File comments: 30
Uploads: 0
Hi,

I guess I found a bug in german client.
Total time until new skull does not start to countdown upon first skull receipt,
but single skull types are recognized well.

Last edited by RealReeth : 10/24/18 at 11:26 AM.
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Unread 10/24/18, 06:01 AM  
kafeijao
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 54
Uploads: 7
Originally Posted by SlippyCheeze
Originally Posted by kafeijao
Thanks for the link that's definitively something I want to do, will take a look later/tomorrow.
Thanks! ...and always glad to help out as much as I can along the way.

FWIW, I ended up putting it in myself:

Lua Code:
  1. SCENE_MANAGER:GetScene("hud"):AddFragment(ZO_FadeSceneFragment:New(EventTicketsWindow))

Added just after your other EventTicketsWindow code in the InitUI() method.
Uhm this looks really nice, the problem is that you won't be able to click the button to hide/show the golden skull plunder cooldowns


Edit: Nevermind, found a way.
Last edited by kafeijao : 10/24/18 at 06:10 AM.
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Unread 10/23/18, 06:13 PM  
SlippyCheeze
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Forum posts: 53
File comments: 272
Uploads: 1
Originally Posted by kafeijao
Thanks for the link that's definitively something I want to do, will take a look later/tomorrow.
Thanks! ...and always glad to help out as much as I can along the way.

FWIW, I ended up putting it in myself:

Lua Code:
  1. SCENE_MANAGER:GetScene("hud"):AddFragment(ZO_FadeSceneFragment:New(EventTicketsWindow))

Added just after your other EventTicketsWindow code in the InitUI() method.
Last edited by SlippyCheeze : 10/23/18 at 06:14 PM.
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Unread 10/23/18, 05:19 PM  
kafeijao
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 54
Uploads: 7
Originally Posted by SlippyCheeze
It would be great if you hooked this up to hide and show with other UI elements automatically. The tool for that is the ESO SCENE_MANAGER; this covers more or less how it hangs together:

https://www.esoui.com/portal.php?&id=27&pageid=12

...and you can find examples by searching the ESO UI code in https://github.com/esoui/esoui for "SCENE_MANAGER:AddFragment".

Basically, you create a "fragment" object with your window in it, and then add it to the scene manager, and ignore it. It hides and shows appropriately. I think the "hud" scene is the one you want.
Thanks for the link that's definitively something I want to do, will take a look later/tomorrow.
Last edited by kafeijao : 10/23/18 at 05:19 PM.
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