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Compatibility: | Dragonhold (5.2.5) Scalebreaker (5.1.5) Elsweyr (5.0.5) |
Updated: | 11/28/19 02:41 PM |
Created: | 01/21/19 10:18 AM |
Monthly downloads: | 24,368 |
Total downloads: | 196,255 |
Favorites: | 167 |
MD5: |
LIBSETS_SETTYPE_ARENA = 1 --"Arena" LIBSETS_SETTYPE_BATTLEGROUND = 2 --"Battleground" LIBSETS_SETTYPE_CRAFTED = 3 --"Crafted" LIBSETS_SETTYPE_CYRODIIL = 4 --"Cyrodiil" LIBSETS_SETTYPE_DAILYRANDOMDUNGEONANDICREWARD = 5 --"DailyRandomDungeonAndICReward" LIBSETS_SETTYPE_DUNGEON = 6 --"Dungeon" LIBSETS_SETTYPE_IMPERIALCITY = 7 --"Imperial City" LIBSETS_SETTYPE_MONSTER = 8 --"Monster" LIBSETS_SETTYPE_OVERLAND = 9 --"Overland" LIBSETS_SETTYPE_SPECIAL = 10 --"Special" LIBSETS_SETTYPE_TRIAL = 11 --"Trial" --Only for iterations from 1 (LIBSETS_SETTYPE_ARENA) to the maximum LIBSETS_SETTYPE_ITERATION_END = maximum setType (currently: LIBSETS_SETTYPE_TRIAL)
##DependsOn: LibSets
--This is wrong! Do not include this in your addon's txt file /libs/LibSets/LibSets_Constants.Lua /libs/LibSets/LibSets.Lua ...
If not LibSets or not LibSets.checkIfSetsAreLoadedProperly() then --LibSets is currentls scanning and/or not ready! Abort here myAddon.libSetsReady = false else myAddon.libSetsReady = true end --Wherever you use LibSets check: if myAddon.libSetsReady then ---do whatever you want with LibSets end
* GetItemLinkSetInfo(*string* _itemLink_, *bool* _equipped_) ** _Returns:_ *bool* _hasSet_, *string* _setName_, *integer* _numBonuses_, *integer* _numEquipped_, *integer* _maxEquipped_, *integer* _setId_
--Global variable of the library to access it: LibSets ------------------------------------------------------------------------ -- Global helper functions ------------------------------------------------------------------------ --Create an example itemlink of the setItem's itemId (level 50, CP160) using the itemQuality subtype. --Standard value for the qualitySubType is 366 which means "Normal" quality. --The following qualities are available: --357: Trash --366: Normal --367: Magic --368: Arcane --369: Artifact --370: Legendary --> Parameters: itemId number: The item's itemId --> itemQualitySubType number: The itemquality number of ESO, described above (standard value: 366 -> Normal) --> Returns: itemLink String: The generated itemLink for the item with the given quality function lib.buildItemLink(itemId, itemQualitySubType) --Open the worldmap and show the map of the zoneId --> Parameters: zoneId number: The zone's zoneId function lib.openMapOfZoneId(zoneId) --Open the worldmap, get the zoneId of the wayshrine wayshrineNodeId and show the wayshrine wayshrineNodeId on the map --> Parameters: wayshrineNodeId number: The wayshrine's nodeIndex function lib.showWayshrineNodeIdOnMap(wayshrineNodeId) ------------------------------------------------------------------------ -- Global set check functions ------------------------------------------------------------------------ --Returns true if the setId provided is a craftable set --> Parameters: setId number: The set's setId --> Returns: boolean isCraftedSet function lib.IsCraftedSet(setId) --Returns true if the setId provided is a monster set --> Parameters: setId number: The set's setId --> Returns: boolean isMonsterSet function lib.IsMonsterSet(setId) --Returns true if the setId provided is a dungeon set --> Parameters: setId number: The set's setId --> Returns: boolean isDungeonSet function lib.IsDungeonSet(setId) --Returns true if the setId provided is a trial set --> Parameters: setId number: The set's setId --> Returns: boolean isTrialSet, boolean isMultiTrialSet function lib.IsTrialSet(setId) --Returns true if the setId provided is an arena set --> Parameters: setId number: The set's setId --> Returns: boolean isArenaSet function lib.IsArenaSet(setId) --Returns true if the setId provided is an overland set --> Parameters: setId number: The set's setId --> Returns: boolean isOverlandSet function lib.IsOverlandSet(setId) --Returns true if the setId provided is an cyrodiil set --> Parameters: setId number: The set's setId --> Returns: boolean isCyrodiilSet function lib.IsCyrodiilSet(setId) --Returns true if the setId provided is a battleground set --> Parameters: setId number: The set's setId --> Returns: boolean isBattlegroundSet function lib.IsBattlegroundSet(setId) --Returns true if the setId provided is an Imperial City set --> Parameters: setId number: The set's setId --> Returns: boolean isImperialCitySet function lib.IsImperialCitySet(setId) --Returns true if the setId provided is a special set --> Parameters: setId number: The set's setId --> Returns: boolean isSpecialSet function lib.IsSpecialSet(setId) --Returns true if the setId provided is a DailyRandomDungeonAndImperialCityRewardSet set --> Parameters: setId number: The set's setId --> Returns: boolean isDailyRandomDungeonAndImperialCityRewardSet function lib.IsDailyRandomDungeonAndImperialCityRewardSet(setId) --Returns true if the setId provided is a non ESO, own defined setId --See file LibSets_SetData_(APIVersion).lua, table LibSets.lib.noSetIdSets and description above it. --> Parameters: noESOSetId number: The set's setId --> Returns: boolean isNonESOSet function lib.IsNoESOSet(noESOSetId) --Returns information about the set if the itemId provides is a set item --> Parameters: itemId number: The item's itemId --> Returns: isSet boolean, setName String, setId number, numBonuses number, numEquipped number, maxEquipped number function lib.IsSetByItemId(itemId) --Returns information about the set if the itemlink provides is a set item --> Parameters: itemLink String/ESO ItemLink: The item's itemLink '|H1:item:itemId...|h|h' --> Returns: isSet boolean, setName String, setId number, numBonuses number, numEquipped number, maxEquipped number function lib.IsSetByItemLink(itemLink) --Returns true/false if the set must be obtained in a veteran mode dungeon/trial/arena. --If the veteran state is not a boolean value, but a table, then this table contains the equipType as key --and the boolean value for each of these equipTypes as value. e.g. the head is a veteran setItem but the shoulders aren't (monster set). --->To check the equiptype you need to specify the 2nd parameter itemlink in this case! Or the return value will be nil --> Parameters: setId number: The set's setId --> itemLink String: An itemlink of a setItem -> only needed if the veteran data contains equipTypes and should be checked --> against these. --> Returns: isVeteranSet boolean function lib.IsVeteranSet(setId, itemLink) ------------------------------------------------------------------------ -- Global set get data functions ------------------------------------------------------------------------ --Returns the wayshrines as table for the setId. The table contains up to 3 wayshrines for wayshrine nodes in the different factions, --e.g. wayshrines={382,382,382}. All entries can be the same, or even a negative value which means: No weayshrine is known --Else the order of the entries is 1=Admeri Dominion, 2=Daggerfall Covenant, 3=Ebonheart Pact --> Parameters: setId number: The set's setId --> withRelatedZoneIds boolean: Also provide a mappingTable as 2nd return value which contains the wayshrine's zoneId --> in this format: wayshrineNodsId2ZoneId = { [wayshrineNodeId1]= zoneId1, [wayshrineNodeId2]= zoneId2,... } --> Returns: wayshrineNodeIds table function lib.GetWayshrineIds(setId, withRelatedZoneIds) --Returns the wayshrineNodeIds's related zoneId, where this wayshrine is located --> Parameters: wayshrineNodeId number --> Returns: zoneId number function lib.GetWayshrinesZoneId(wayshrineNodeId) --Returns the drop zoneIds as table for the setId --> Parameters: setId number: The set's setId --> Returns: zoneIds table function lib.GetZoneIds(setId) --Returns the dlcId as number for the setId --> Parameters: setId number: The set's setId --> Returns: dlcId number function lib.GetDLCId(setId) --Returns the number of researched traits needed to craft this set. This will only check the craftable sets! --> Parameters: setId number: The set's setId --> Returns: traitsNeededToCraft number function lib.GetTraitsNeeded(setId) --Returns the type of the setId! --> Parameters: setId number: The set's setId --> Returns: setType String ---> Possible values are the setTypes of LibSets one of the constants in LibSets.allowedSetTypes, see file LibSets_Constants.lua) function lib.GetSetType(setId) --Returns the setType name as String --> Parameters: libSetsSetType number: The set's setType (one of the constants in LibSets.allowedSetTypes, see file LibSets_Constants.lua) --> lang String the language for the setType name. Can be left nil -> The client language will be used then --> Returns: String setTypeName function lib.GetSetTypeName(libSetsSetType, lang) --Returns the table of setTypes of LibSets (the constants in LibSets.allowedSetTypes, see file LibSets_Constants.lua) function lib.GetSetTypes() --Returns a sorted table of all set ids. Key is the setId, value is the boolean value true. --Attention: The table can have a gap in it's index as not all setIds are gap-less in ESO! --> Returns: setIds table function lib.GetAllSetIds() --Returns all sets itemIds as table. Key is the setId, value is a subtable with the key=itemId and value = boolean value true. --> Returns: setItemIds table function lib.GetAllSetItemIds() --Returns a table containing all itemIds of the setId provided. The setItemIds contents are non-sorted. --The key is the itemId and the value is the boolean value true --> Parameters: setId number: The set's setId --> isSpecialSet boolean: Read the set's itemIds from the special sets table or the normal? --> Returns: table setItemIds function lib.GetSetItemIds(setId, isNoESOSetId) --If the setId only got 1 itemId this function returns this itemId of the setId provided. --If the setId got several itemIds this function returns one random itemId of the setId provided (depending on the 2nd parameter equipType) --If the 2nd parameter equipType is not specified: The first random itemId found will be returned --If the 2nd parameter equipType is specified: Each itemId of the setId will be turned into an itemLink where the given equipType is checked against. --Only the itemId where the equipType fits will be returned. Else the return value will be nil --> Parameters: setId number: The set's setId --> equipType number: The equipType to check the itemId against --> Returns: number setItemId function lib.GetSetItemId(setId, equipType) --Returns the name as String of the setId provided --> Parameters: setId number: The set's setId --> lang String: The language to return the setName in. Can be left empty and the client language will be used then --> Returns: String setName function lib.GetSetName(setId, lang) --Returns all names as String of the setId provided. --The table returned uses the key=language (2 characters String e.g. "en") and the value = name String, e.g. --{["fr"]="Les Vêtements du sorcier",["en"]="Vestments of the Warlock",["de"]="Gewänder des Hexers"} --> Parameters: setId number: The set's setId --> Returns: table setNames ----> Contains a table with the different names of the set, for each scanned language (setNames = {["de"] = String nameDE, ["en"] = String nameEN}) function lib.GetSetNames(setId) --Returns the set info as a table --> Parameters: setId number: The set's setId --> Returns: table setInfo ----> Contains: ----> number setId ----> number dlcId (the dlcId where the set was added, see file LibSets_Constants.lua, constants DLC_BASE_GAME to e.g. DLC_ELSWEYR) ----> tables LIBSETS_TABLEKEY_SETITEMIDS (="setItemIds") (which can be used with LibSets.buildItemLink(itemId) to create an itemLink of this set's item), ----> table names (="setNames") ([2 character String lang] = String name), ----> number traitsNeeded for the trait count needed to craft this set if it's a craftable one (else the value will be nil), ----> String setType which shows the setType via the LibSets setType constant values like LIBSETS_SETTYPE_ARENA, LIBSETS_SETTYPE_DUNGEON etc. Only 1 setType is possible for each set ----> isVeteran boolean value true if this set can be only obtained in veteran mode, or a table containing the key = equipType and value=boolean true/false if the equipType of the setId cen be only obtained in veteran mode (e.g. a monster set head is veteran, shoulders are normal) ----> isMultiTrial boolean, only if setType == LIBSETS_SETTYPE_TRIAL (setId can be obtained in multiple trials -> see zoneIds table) ----> table wayshrines containing the wayshrines to port to this setId using function LibSets.JumpToSetId(setId, factionIndex). ------>The table can contain 1 to 3 entries (one for each faction e.g.) and contains the wayshrineNodeId nearest to the set's crafting table/in the drop zone ----> table zoneIds containing the zoneIds (one to n) where this set drops, or can be obtained -------Example for setId 408 --- ["setId"] = 408, --- ["dlcId"] = 12, --DLC_MURKMIRE -- ["setType"] = LIBSETS_SETTYPE_CRAFTED, -- [LIBSETS_TABLEKEY_SETITEMIDS] = { -- table [#0,370] -- }, -- [LIBSETS_TABLEKEY_SETNAMES] = { -- ["de"] = "Grabpflocksammler" -- ["en"] = "Grave-Stake Collector" -- ["fr"] = "Collectionneur de marqueurs funéraires" -- }, -- ["traitsNeeded"] = 7, -- ["veteran"] = false, -- ["wayshrines"] = { -- [1] = 375 -- [2] = 375 -- [3] = 375 -- }, -- ["zoneIds"] = { -- [1] = 726, -- }, --} function lib.GetSetInfo(setId) ------------------------------------------------------------------------ -- Global set misc. functions ------------------------------------------------------------------------ --Jump to a wayshrine of a set. --If it's a crafted set you can specify a faction ID in order to jump to the selected faction's zone --> Parameters: setId number: The set's setId --> OPTIONAL factionIndex: The index of the faction (1=Admeri Dominion, 2=Daggerfall Covenant, 3=Ebonheart Pact) function lib.JumpToSetId(setId, factionIndex) ------------------------------------------------------------------------ -- Global other get functions ------------------------------------------------------------------------ --Returns the name of the DLC by help of the DLC id --> Parameters: dlcId number: The DLC id given in a set's info --> Returns: name dlcName function lib.GetDLCName(dlcId) --Returns the name of the DLC by help of the DLC id --> Parameters: undauntedChestId number: The undaunted chest id given in a set's info --> Returns: name undauntedChestName function lib.GetUndauntedChestName(undauntedChestId, lang) --Returns the name of the zone by help of the zoneId --> Parameters: zoneId number: The zone id given in a set's info --> language String: ONLY possible to be used if additional library "LibZone" (https://www.esoui.com/downloads/info2171-LibZone.html) is activated --> Returns: name zoneName function lib.GetZoneName(zoneId, lang) --Returns the set data (setType number, setIds table, itemIds table, setNames table) for specified LibSets setType --> Returns: table with key = setId, value = table which contains (as example for setType = LIBSETS_SETTYPE_CRAFTED) ----> [LIBSETS_TABLEKEY_SETTYPE] = LIBSETS_SETTYPE_CRAFTED ("Crafted") ------> 1st subtable with key LIBSETS_TABLEKEY_SETITEMIDS ("setItemIds") containing a pair of [itemId]= true (e.g. [12345]=true,) ------> 2nd subtable with key LIBSETS_TABLEKEY_SETNAMES ("setNames") containing a pair of [language] = "Set name String" (e.g. ["en"]= Crafted set name 1",) --- Example: --- [setId] = { --- setType = LIBSETS_SETTYPE_CRAFTED, --- [LIBSETS_TABLEKEY_SETITEMIDS] = { --- [itemId1]=true, --- [itemId2]=true --- }, --- [LIBSETS_TABLEKEY_SETNAMES] = { --- ["de"]="Set name German", --- ["en"]="Set name English", --- ["fr"]="Set name French", --- }, --- } --Returns the set data (setType number, setIds table, itemIds table, setNames table) for the specified LibSets setType --Parameters: setType number. Possible values are the setTypes of LibSets one of the constants in LibSets.allowedSetTypes, see file LibSets_Constants.lua) --> Returns: table -> See lib.GetCraftedSetsData for details of the table contents function lib.GetSetTypeSetsData(setType) ------------------------------------------------------------------------ -- Global library check functions ------------------------------------------------------------------------ --Returns a boolean value, true if the sets of the game were already loaded/ false if not --> Returns: boolean areSetsLoaded function lib.AreSetsLoaded() --Returns a boolean value, true if the sets of the game are currently scanned and added/updated/ false if not --> Returns: boolean isCurrentlySetsScanning function lib.IsSetsScanning() --Returns a boolean value, true if the sets database is properly loaded yet and is not currently scanning --or false if not. --This functions combines the result values of the functions LibSets.AreSetsLoaded() and LibSets.IsSetsScanning() function lib.checkIfSetsAreLoadedProperly()
--Open the worldmap and show the map of the zoneId --> Parameters: zoneId number: The zone's zoneId function lib.openMapOfZoneId(zoneId) --Open the worldmap, get the zoneId of the wayshrine wayshrineNodeId and show the wayshrine wayshrineNodeId on the map --> Parameters: wayshrineNodeId number: The wayshrine's nodeIndex function lib.showWayshrineNodeIdOnMap(wayshrineNodeId) --Returns the wayshrineNodeIds's related zoneId, where this wayshrine is located --> Parameters: wayshrineNodeId number --> Returns: zoneId number function lib.GetWayshrinesZoneId(wayshrineNodeId)
--Returns the wayshrines as table for the setId. The table contains up to 3 wayshrines for wayshrine nodes in the different factions, --e.g. wayshrines={382,382,382}. All entries can be the same, or even a negative value which means: No weayshrine is known --Else the order of the entries is 1=Admeri Dominion, 2=Daggerfall Covenant, 3=Ebonheart Pact --> Parameters: setId number: The set's setId --> withRelatedZoneIds boolean: Also provide a mappingTable as 2nd return value which contains the wayshrine's zoneId --> in this format: wayshrineNodsId2ZoneId = { [wayshrineNodeId1]= zoneId1, [wayshrineNodeId2]= zoneId2,... } --> Returns: wayshrineNodeIds table function lib.GetWayshrineIds(setId, withRelatedZoneIds)
if LibSets and LibSets.AreSetsLoaded and LibSets.AreSetsLoaded() then --Sets are provided end
--Returns a boolean value, true if the sets of the game were already loaded/ false if not --> Returns: boolean areSetsLoaded function LibSets.AreSetsLoaded() --Returns a boolean value, true if the sets of the game are currently scanned and added/updated/ false if not --> Returns: boolean isCurrentlySetsScanning function LibSets.IsSetsScanning()
File Name |
Version |
Size |
Uploader |
Date |
0.1.1 |
835kB |
Baertram |
10/12/19 10:49 AM |
|
0.1.0 |
780kB |
Baertram |
08/23/19 10:24 AM |
|
0.0.9 |
936kB |
Baertram |
07/28/19 09:03 AM |
|
0.0.8 |
924kB |
Baertram |
07/27/19 08:30 AM |
|
0.0.6 |
911kB |
Baertram |
07/14/19 11:02 AM |
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0.0.5 |
14kB |
Baertram |
05/19/19 06:24 PM |
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0.0.4 |
8kB |
Baertram |
02/03/19 08:21 AM |
|
0.0.3 |
7kB |
Baertram |
02/01/19 10:40 AM |
|
0.0.2 |
7kB |
Baertram |
01/30/19 04:11 PM |
|
0.0.1 |
5kB |
01/21/19 10:18 AM |
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Baertram |
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There are 2 things I would like to have in the game and I see this Lib may help with those.
1. To identify any (I really mean all) non CP160 Gear/Weapons/Jewelry within any of my characters, bank, storage chests and my private guild bank. Even though the addon "inventory insight" collects everything together in a single view it is a lot to look through 1 item at a time. Now I have characters 16,17,18 to level and on my second account I have 9 characters to level. 2. To be able to mark an item for decon and when you receive a new one of this item then to auto mark for decon. Secondly to apply this decon mark and auto application for a set. Thirdly to override the decon setting with a sell mark which would be for specific higher value items. I am still looking to see if these points are already supported by existing addons but otherwise I am planning my own addon. Do you see Libsets being able to provide the basis for my 2 points above? Thanks ![]()
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Re: Re: with last update, error LUA
Thank you
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Anceane |
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Re: with last update, error LUA
The first error message says LibSets minor version is 0.1 which is outdated as... Hell.
Please deinstalled LibSets and install again manually with newest version. Maybe your zip archive was wrong. Not at home can't test why you get the error message but it sounds a bit weird at it happens during initialization of the lib where I did not change anything.
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with last update, error LUA
Its happening each time i log in, Zone or reloadui.
For the time beeing i am reverting the libsets ![]() Code:
user:/AddOns/LibSets/LibSets.lua:48: attempt to index a nil value stack traceback: user:/AddOns/LibSets/LibSets.lua:48: in function '(main chunk)' |caaaaaa<Locals> lib = tbl, MAJOR = "LibSets", MINOR = 0.1, counterSuffix = "Counter" </Locals>|r and Code:
user:/AddOns/WritWorthy/WritWorthy_Util.lua:136: function expected instead of nil stack traceback: user:/AddOns/WritWorthy/WritWorthy_Util.lua:136: in function 'WritWorthy.LibSets' user:/AddOns/WritWorthy/WritWorthy_Smithing.lua:625: in function 'Parser:GetSetBonus' |caaaaaa<Locals> self = tbl, set_id = 226, r = tbl </Locals>|r user:/AddOns/WritWorthy/WritWorthy_Smithing.lua:676: in function 'Parser:ParseItemLink' |caaaaaa<Locals> self = tbl, item_link = "|H0:item:121527:6:1:0:0:0:6...", fields = tbl, item_num = 62, material_num = 188, quality_num = 5, set_num = 226, trait_num = 6, motif_num = 61 </Locals>|r user:/AddOns/WritWorthy/WritWorthy.lua:309: in function 'WritWorthy:ScanInventoryForMasterWrits' |caaaaaa<Locals> self = tbl, result_list = tbl, bag_list = tbl, save_mat_list_chat = "All", _ = 2, bag_id = 2, slot_ct = 240, slot_index = 131, item_link = "|H0:item:121527:6:1:0:0:0:6...", parser = tbl </Locals>|r user:/AddOns/WritWorthy/WritWorthy_Window.lua:1542: in function 'WritWorthyInventoryList.RestoreFromSavedChariables' user:/AddOns/WritWorthy/WritWorthy.lua:612: in function 'WritWorthy:Initialize' |caaaaaa<Locals> self = tbl </Locals>|r user:/AddOns/WritWorthy/WritWorthy.lua:569: in function 'WritWorthy.OnAddOnLoaded' |caaaaaa<Locals> event = 65536, addonName = "WritWorthy" </Locals>|r ![]()
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Last edited by Anceane : 08/24/19 at 10:57 AM.
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Last edited by Baertram : 07/28/19 at 09:04 AM.
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Forum posts: 0
File comments: 42
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Hi,
for the Sets 176 [Noble's Conquest] and Set 177 [Redistributor] the required researched Traits to craft this set values need to be swaped. You have to research 7 traits for Redistributor and 5 traits for Noble's Conquest. Snow |
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Oh, thanks for the hint. This might be the new added sets for next patch.
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Baertram |
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There is a bunch of bad constants in the lib.setInfo from LibSets_Data_100028.lua (LIBSETS_TYPE_DUNGEON / LIBSETS_TYPE_MONSTER instead of LIBSETS_SETTYPE_DUNGEON / LIBSETS_SETTYPE_MONSTER) :
Code:
[452] = {wayshrines={-1,-1,-1,}, dlcId=15, zoneIds={1122}, veteran=false, setType=LIBSETS_TYPE_DUNGEON}, --Hollowfang Thirst / Hohlzahndurst [Moongrave Fane] [453] = {wayshrines={-1,-1,-1,}, dlcId=15, zoneIds={1122}, veteran=false, setType=LIBSETS_TYPE_DUNGEON}, --Dro'Zakar's Claws / Dro'Zakars Krallen [Moongrave Fane] [454] = {wayshrines={-1,-1,-1,}, dlcId=15, zoneIds={1122}, veteran=false, setType=LIBSETS_TYPE_DUNGEON}, --Renald's Resolve / Renalds Entschlossenheit [Moongrave Fane] [455] = {wayshrines={-1,-1,-1,}, dlcId=15, zoneIds={1123}, veteran=false, setType=LIBSETS_TYPE_DUNGEON}, --Z'en's Redress / Z'ens Wiedergutmachung [Lair of Maarselok] [456] = {wayshrines={-1,-1,-1,}, dlcId=15, zoneIds={1123}, veteran=false, setType=LIBSETS_TYPE_DUNGEON}, --Azureblight Reaper / Azurfäuleschnitter [Lair of Maarselok] [457] = {wayshrines={-1,-1,-1,}, dlcId=15, zoneIds={1123}, veteran=false, setType=LIBSETS_TYPE_DUNGEON}, --Dragon's Defilement / Drachenschändung [Lair of Maarselok] Code:
[458] = {wayshrines={-1,-1,-1,}, dlcId=15, zoneIds={1122}, veteran={[EQUIP_TYPE_HEAD]=true, [EQUIP_TYPE_SHOULDERS]=false}, setType=LIBSETS_TYPE_MONSTER}, --Grundwulf / Grundwulf [Moongrave Fane] [459] = {wayshrines={-1,-1,-1,}, dlcId=15, zoneIds={1123}, veteran={[EQUIP_TYPE_HEAD]=true, [EQUIP_TYPE_SHOULDERS]=false}, setType=LIBSETS_TYPE_MONSTER}, --Maarselok / Maarselok [Lair of Maarselok]
Last edited by WildEra : 07/17/19 at 10:57 AM.
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Update to version 0.0.6 - 2019-07-14
-With version 0.0.6 the library got reworked totally Included you'll find an excel file LibSets_SetData.xlsx which contains the actual set data for the library. The lua code neede dis created from this excel file. -The SavedVariables ar enot needed anymore for this library (only if you the included debug functions). All setsData is included, preloaded in the file LibSets_SetData_(APIVersion).lua (where APIVersion is the current game client's APIVersion e.g. 100027 for live's patch "Elsweyr" or 100028 for PTS's patch "Scalebraker"). -The library provides several API functions to get the set data, names, types, itemIds, etc. -All itemIds of all setIds are included now, and not only 1 itemId (like in the past) -SetNames for the supported languages come included -Supported languages so far are: DE, EN, FR If you want your language to be addded you can contact me via the private message system here on www.esoui.com. You need to havbe the game client running on this new language and you need to run some debug functions and provide me some data from your SavedVariables afterwards. -Compatible with sets of API 100027 Elsweyr and 100028 Scalebreaker
Last edited by Baertram : 07/15/19 at 05:14 AM.
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Baertram |
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But I'll change it to use the non-account dependent -> InstallationWide savedvars for sure. |
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Baertram |
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nice library btw |
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kadeer |
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The global variable was known to me but the account parameter chosen not, thanks for the hint.
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Baertram |
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Oops, didn't notice you had replied.
Yes, as Kyoma said, you can access saved variables directly. Alternatively, if you want to use the ZOS functions, you can use the final field of ZO_SavedVars:NewAccountWide which lets you specify an account name. For example, in my addon, I do the following, where I manually set the account name to a string of my choosing--in this case, "$InstallationWide". Code:
CombatAlerts.vars = ZO_SavedVars:NewAccountWide("CombatAlertsSavedVariables", 1, nil, CombatAlerts.defaults, nil, "$InstallationWide") |
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code65536 |
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Code:
## SavedVariables: LBooks_SavedVariables COLLAB DATAMINED_DATA Code:
LBooks_SavedVariables = { ["Default"] = { ["@Kyoma"] = { ... } } } COLLAB = { ... } DATAMINED_DATA = { ... }
Last edited by Kyoma : 05/15/19 at 05:28 AM.
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