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Updated: 05/15/22 03:45 PM
Compatibility:
High Isle (8.0.0)
Ascending Tide (7.3.5)
Deadlands (7.2.5)
Waking Flame (7.1.5)
Blackwood (7.0.5)
Flames of Ambition (6.3.5)
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:05/15/22 03:45 PM
Created:01/21/19 10:18 AM
Monthly downloads:73,681
Total downloads:1,826,417
Favorites:482
MD5:
7.3.5
LibSets (All set items ingame, excel/lua)  Updated less than 3 days ago!  Popular! (More than 5000 hits)
Version: 0.4.6
by: Baertram [More]
Attention please - To the addon devs:
DO NOT ACCESS THE PRELOADED TABLES DIRECTLY BUT USE THE API FUNCTIONS like LibSets.GetAll* to READ THE PRELOADED DATA!

Optional depends on:
LibAddonMenu-2.0 version 33 or newer
-> If you install this library you got a LibSets settings menu ingame to define a tooltip at your set itms, showing you where and how the set items drop.


LibSets
A library to help with item sets in the ESO game.

The update for this library is very time conuming at each patch so I'd be glad to get help or recompensation for my invested time.
I love bears


It provides the following "setTypes":
Code:
LIBSETS_SETTYPE_ITERATION_BEGIN = 1

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"
LIBSETS_SETTYPE_MYTHIC                        = 12 --"Mythic"                           
LIBSETS_SETTYPE_IMPERIALCITY_MONSTER = 13 -- "Imperial City monster"


--Only for iterations from 1 (LIBSETS_SETTYPE_ITERATION_BEGIN ) to the maximum
LIBSETS_SETTYPE_ITERATION_END                   = maximum setType (currently: LIBSETS_SETTYPE_IMPERIALCITY_MONSTER)
The library provides drop mechanics which describe how the sets drop, together with the zoneIds where the sets drop it will describe how you are able to get the setItems:
Code:
[1]  = "LIBSETS_DROP_MECHANIC_MAIL_PVP_REWARDS_FOR_THE_WORTHY", --Rewards for the worthy (Cyrodiil/Battleground mail)
    [2]  = "LIBSETS_DROP_MECHANIC_CITY_CYRODIIL_BRUMA", --City Bruma (quartermaster)
    [3]  = "LIBSETS_DROP_MECHANIC_CITY_CYRODIIL_CROPSFORD", --City Cropsford (quartermaster)
    [4]  = "LIBSETS_DROP_MECHANIC_CITY_CYRODIIL_VLASTARUS", --City Vlastarus (quartermaster)
    [5]  = "LIBSETS_DROP_MECHANIC_ARENA_STAGE_CHEST", --Arena stage chest
    [6]  = "LIBSETS_DROP_MECHANIC_MONSTER_NAME", --The name of a monster (e.g. a boss in a dungeon) is specified in the excel and transfered to the setInfo table entry with the attribute "dropMechanicNames" (a table containing the monster name in different languages)
    [7]  = "LIBSETS_DROP_MECHANIC_OVERLAND_BOSS_DELVE", --Overland delve bosses
    [8]  = "LIBSETS_DROP_MECHANIC_OVERLAND_WORLDBOSS", --Overland world group bosses
    [9]  = "LIBSETS_DROP_MECHANIC_OVERLAND_BOSS_PUBLIC_DUNGEON", --Overland public dungeon bosses
    [10] = "LIBSETS_DROP_MECHANIC_OVERLAND_CHEST", --Overland chests
    [11] = "LIBSETS_DROP_MECHANIC_BATTLEGROUND_REWARD", --Battleground rewards
    [12] = "LIBSETS_DROP_MECHANIC_MAIL_DAILY_RANDOM_DUNGEON_REWARD", --Daily random dungeon mail rewards
    [13] = "LIBSETS_DROP_MECHANIC_IMPERIAL_CITY_VAULTS", --Imperial city vaults
    [14] = "LIBSETS_DROP_MECHANIC_LEVEL_UP_REWARD", --Level up reward
    [15] = "LIBSETS_DROP_MECHANIC_ANTIQUITIES", --Antiquities (Mythic set items)
    [16] = "LIBSETS_DROP_MECHANIC_BATTLEGROUND_VENDOR", --Battleground vendor
    [17] = "LIBSETS_DROP_MECHANIC_TELVAR_EQUIPMENT_LOCKBOX_MERCHANT", --Tel Var equipment lockbox merchant
    [18] = "LIBSETS_DROP_MECHANIC_AP_ELITE_GEAR_LOCKBOX_MERCHANT", --Alliance points Elite gear merchant
    [19] = "LIBSETS_DROP_MECHANIC_REWARD_BY_NPC", --A named NPC rewards this item
    [20] = "LIBSETS_DROP_MECHANIC_OVERLAND_OBLIVION_PORTAL_FINAL_CHEST", --Oblivion portal final boss chest
    [21] = "LIBSETS_DROP_MECHANIC_DOLMEN_HARROWSTORM_MAGICAL_ANOMALIES", --Dolmen, Harrowstorms, Magical anomalies reward
    [22] = "LIBSETS_DROP_MECHANIC_DUNGEON_CHEST", --Chests in a dungeon	Truhen in einem Verlies
    [23] = "LIBSETS_DROP_MECHANIC_DAILY_QUEST_REWARD_COFFER", --Daily quest reward coffer	Tägliche Quest Belohnungs-Kisten
    [24] = "LIBSETS_DROP_MECHANIC_FISHING_HOLE", --Fishing hole
    [25] = "LIBSETS_DROP_MECHANIC_OVERLAND_LOOT", --Loot from overland items
    [26] = "LIBSETS_DROP_MECHANIC_TRIAL_BOSS", --Trial bosses
    [27] = "LIBSETS_DROP_MECHANIC_MOB_TYPE", --A type of mob/critter
    [28] = "LIBSETS_DROP_MECHANIC_GROUP_DUNGEON_BOSS", --Bosses in group dungeons
    [29] = "LIBSETS_DROP_MECHANIC_CRAFTED", --Crafted
Also provides DLC ids:
Code:
DLC_BASE_GAME 0
...
-> See file LibSets_Constants_All.lua, table possibleDlcIds for the DLC constants
--Iterators
DLC_ITERATION_BEGIN = DLC_BASE_GAME
DLC_ITERATION_END = maximum DLC id
And several API functions to read set's drop zone, drop boss, and other info.

Global variable of the library to access it in your code:
LibSets

Please do NOT use LibStub with this library as it will not work!
Simply include the following tag into your addon's manifest txt file:
Code:
##DependsOn: LibSets>=00308
This library uses SavedVariables and thus needs it's own LibSets.txt manifest file!
You must not include this library into subfolders of your addon and you must not include it manually into your addon's manifest txt file like
Code:
--This is wrong! Do not include this in your addon's txt file
/libs/LibSets/LibSets_Constants.Lua
/libs/LibSets/LibSets.Lua
...

Supported languages are:
German
English
French
Russian
-> If you want your language supported as well contact me via private message here on www.esoui.com please.

It contains:
-SetId of the set
-Set's itemIds for all set items (to build an itemlink use function LibSets.buildItemLink)
-Name of a set for the supported languages
-Tables which contain the setIds and setData for each setType
-Tables which contain a mapping between the wayshrines and their zoneIds
-Counters to check how many sets of a type exist
-Functions to get & check the set data, get set languages, teleport to craftable set's near wayshrines, open set drop zone on map, open and show wayshrine of set on map, etc.

@developers
Be sure to check if LibSets finished loading the sets properly before accessing it.
Lua Code:
  1. If not LibSets or not LibSets.checkIfSetsAreLoadedProperly() then
  2.      --LibSets is currentls scanning and/or not ready! Abort here
  3.      myAddon.libSetsReady = false
  4.    else
  5.      myAddon.libSetsReady = true
  6.    end
  7.  
  8.     --Wherever you use LibSets check:
  9.    if myAddon.libSetsReady then
  10.       ---do whatever you want with LibSets
  11.    end

Unique setId
The API provides an unique setId for items which belong to a set.
You need an itemLink of the item you would like to check and are able to use the following API function to get the setId and some other parameters as well.
Code:
* GetItemLinkSetInfo(*string* _itemLink_, *bool* _equipped_)
** _Returns:_ *bool* _hasSet_, *string* _setName_, *integer* _numBonuses_, *integer* _numEquipped_, *integer* _maxEquipped_, *integer* _setId_

Important: The data this API function GetItemLinkSetInfo(itemLink) provides is NOT stored redundantly inside the library LibSets!
So please be sure to get the parameters "numBonuses", "numEquipped", "maxEquipped" by help of this ESO API function.

If you need e.g. the "_numEquipped_" parameter info you need to build an itemLink of a set's itemId, like this:
You can use the function LibSets.BuildItemLink(LibSets.GetSetItemId(setId, equipType)) to build the itemLink and then use the API function GetItemLinkSetInfo(itemLink, false) to get this information.

What constants can be used?
The non-API version dependent constants are available within this library's files LibSets_ConstantsLibraryInternal.lua and LibSets_Constants_All.lua.
-> Please check these file for the possible constants for:
-LibSet tableKeys
-LibSet setTypes & names
-DLC Ids (see above)
-LibSet Undaunted Chest Data & names
-LibSets Dropmechanics (dungeon, overland, cyrodiil, etc.)


Where is the data?
The setsData is stored inside the included excel document LibSets_SetData.xlsx. From this file the lua contents for the following files is created:
The setsData is stored in the file LibSets_Data_All.lua
Inside this file there is a table LibSets.setInfo which provides the set information from the included excel.
And there are many pre-loaded (scanned ingame multilingual, shrinked and stored in this lua file) tables for the set itemIds, set names /multi language)m wayshrineNodeIndices mapping to their zoneId, and others.
-The file itsself got comments to describe how to get the data needed and what format is needed.

DO NOT ACCESS THESE TABLES DIRECTLY BUT USE THE API FUNCTIONS like LibSets.GetAll* to READ THE PRELOADED DATA!
Else you will get error messages as the data is sotmetimes compressed and needs to be decompressed first!

API functions of the library:

Global variable of the library to access it:
Code:
LibSets
PLEASE CHECK THE FILE LibSets.lua for the API functions (starting at "-- Global helper functions")

Below are only some important ones:
Lua Code:
  1. ------------------------------------------------------------------------
  2. --  Global library check functions
  3. ------------------------------------------------------------------------
  4. --Returns a boolean value, true if the sets of the game were already loaded/ false if not
  5. --> Returns:    boolean areSetsLoaded
  6. function lib.AreSetsLoaded()
  7.  
  8. --Returns a boolean value, true if the sets of the game are currently scanned and added/updated/ false if not
  9. --> Returns:    boolean isCurrentlySetsScanning
  10. function lib.IsSetsScanning()
  11.  
  12. --Returns a boolean value, true if the sets database is properly loaded yet and is not currently scanning
  13. --or false if not.
  14. --This functions combines the result values of the functions LibSets.AreSetsLoaded() and LibSets.IsSetsScanning()
  15. function lib.checkIfSetsAreLoadedProperly()

Updating the library with new PTS data:
If you want to know what is to do as the library needs an update with new PTS data, check files "LibSets.lua" AND "LibSets_Debug.lua" at the top and read + understand the steps needed please!

You can use the slash command /libsets to get a list of supported debug function calls.
/libsets getall will scan the itemIds for sets, detect the names, wayshrines, zones, dungeons etc. and write it to the SavedVariables.
If it was already done for the current APIversion and you want to re-start it, use /libsets getall true

GitHub - If you want to contribute
LibSets on GitHub
LibSets for PTS on GitHub

Most up 2 date excel document for the LibSets data, like sets, zones, maps, wayshrines, ...
Download excel from github "Baertram/LibSets"
0.4.6 - 2022-05-15
-Fixed zoneId of Dreadsail Reef
-Fixed error in lib.GetNumItemSetCollectionZoneUnlockedPieces(zoneId)
-> Thanks to DeadSoon


0.4.5 - 2022-04-21
-Updated API for 101034
-Updated Excel
-Added High Isle sets and data
-Removed non-used set proc code

0.4.4 - 2022-03-29
Fixed new reconstruction costs tooltip to throw no error if the costs could not be determined. The text will be just missing then.

0.4.3 - 2022-03270
-Added tooltip setting for "Reconstruction costs in transmute crystals":
Attention: This settings is shared with "Needed traits" as both cannot apply at the same time. Craftable sets got traits researched needed, non-craftable provide the reconstruction possibility
-Fixed API functions using setCollectionCategory to zoneIds
-Some set collection item to zoneId fixes
-Several other setdata fixes


0.4.2 - 2022-03-20
-Fixed tooltips at some controls
-Fixed drop zoneIds of The Deadlands (was taking Deadlands zoneId from Balckwood "Deadlands" portal by accident -> "name find")
-Fixed data of set item collections dlc zones and dungeons

0.4.1 - 2022-03-15
Fixed mixed-up EN and ES drop mechanic names


0.4.0 - 2022-03-12
Fixed API function for set collection item counts

0.3.9 - 2022-03-12
Fixed typo in line 1893

0.3.8 - 2022-03-12
Updated for Ascending Tide API101033, and working on current live Deadlands
-Updated sets for Ascending Tide
-Fixed many other sets data (drop zoneId, drop mechanics, dropMechanicBossOrDroppedByName, undaunted chest id, ...)
-Added optional LibAddonMenu-2.0 dependency for a settings menu
-Added tooltips to set items, configurable in the optional settings menu (disabled by default)

For devs:
-Added new setType: LIBSETS_SETTYPE_IMPERIALCITY_MONSTER
-Added new drop mechanics:
[16] = "LIBSETS_DROP_MECHANIC_BATTLEGROUND_VENDOR", --Battleground vendor
[17] = "LIBSETS_DROP_MECHANIC_TELVAR_EQUIPMENT_LOCKBOX_MERCHANT", --Tel Var equipment lockbox merchant
[18] = "LIBSETS_DROP_MECHANIC_AP_ELITE_GEAR_LOCKBOX_MERCHANT", --Alliance points Elite gear merchant
[19] = "LIBSETS_DROP_MECHANIC_REWARD_BY_NPC", --A named NPC rewards this item
[20] = "LIBSETS_DROP_MECHANIC_OVERLAND_OBLIVION_PORTAL_FINAL_CHEST", --Oblivion portal final boss chest
[21] = "LIBSETS_DROP_MECHANIC_DOLMEN_HARROWSTORM_MAGICAL_ANOMALIES", --Dolmen, Harrowstorms, Magical anomalies reward
[22] = "LIBSETS_DROP_MECHANIC_DUNGEON_CHEST", --Chests in a dungeon Truhen in einem Verlies
[23] = "LIBSETS_DROP_MECHANIC_DAILY_QUEST_REWARD_COFFER", --Daily quest reward coffer Tägliche Quest Belohnungs-Kisten
[24] = "LIBSETS_DROP_MECHANIC_FISHING_HOLE", --Fishing hole
[25] = "LIBSETS_DROP_MECHANIC_OVERLAND_LOOT", --Loot from overland items
[26] = "LIBSETS_DROP_MECHANIC_TRIAL_BOSS", --Trial bosses
[27] = "LIBSETS_DROP_MECHANIC_MOB_TYPE", --A type of mob/critter
[28] = "LIBSETS_DROP_MECHANIC_GROUP_DUNGEON_BOSS", --Bosses in group dungeons
[29] = "LIBSETS_DROP_MECHANIC_CRAFTED", --Crafted


-Added new API functions:

--Returns string itemSetCollectionKey "setId:itemSetCollectionSlotId" of the itemLink
--identifying a set item by setId and the equipment slot (e.g. hands, chest, ...) which potentially could have different
--itemIds
function lib.GetItemSetCollectionsSlotKey(itemLink)

--Returns the complete mapping table between set item collections parentCategory, category and zoneIds
--> See file LibSets_Data_All.lua, table lib.setDataPreloaded[LIBSETS_TABLEKEY_SET_ITEM_COLLECTIONS_ZONE_MAPPING]
function lib.GetItemSetCollectionToZoneIds()

--Get the number of unlocked and total itemSetCollection pieces in a categoryId (categoryId needs to be the categoryId of
--the Item Set Collections UI, see mapping table at file LibSets_Data_All.lua ->
--number categoryId The zone's categoryId
--returns number sumNumUnlocked, number sumNumTotal
function lib.GetNumItemSetCollectionCategoryUnlockedPieces(categoryId)

--Get the number of unlocked and total itemSetCollection pieces in a zoneId
--number zoneId The zone's ID
--returns number sumNumUnlocked, number sumNumTotal
function lib.GetNumItemSetCollectionZoneUnlockedPieces(zoneId)

--Open the item set collections book of the zoneId. If more than 1 categoryId was found for the zoneId,
--the 1st will be opened!
function lib.OpenItemSetCollectionBookOfZone(zoneId)



0.3.7 - 2022-01-23
-Updated API and dependencies versions
-Fixed function lib.IsSetByItemLink(itemLink) for non-ESO sets
-Added API function:

--Returns the id number of the set nameprovided
--> Parameters: setName String: The set's name
--> lang String: The language to check for. Can be left empty and the client language will be used then
--> Returns: NILABLE number setId, NILABLE table setNames
function lib.GetSetByName(setName, lang)


0.3.6 - 2021-10-30
-Fixed wrong variable name "dlcAndChapterAchievementIds" which lead to a lua error on PTS

0.3.5 - 2021-10-29
-Updated API
-Added sets of Deadlands DLC
-Fixed veteran dungeon zoneIds in sets data (thanks remosito for the hint)

0.3.4 - 2021-09-16
Updated "Caustic Arrow" sets to be non-proc sets in PvP

0.3.3 - 2021-08-24
-Updated API data to be live for "Waking Flame" sets data
-Fixed LibSets.DebugGetAllCollectibleDLCNames
-Fixed missing/wrong DLC names (some hardcoded as the game does not provide any API Ids for the dungeon only DLCs)
-Fixed some set entries
-Added new column to excel "Sets with proc allowed in PvP/AvA"
-Added new API functions for the sets with proc allowed in PvP/AvA:
Code:
--Returns true if the setId provided got a set proc which is currently allowed within PvP/AvA campaigns
--> Parameters: setId number: The set's setId
--> Returns:    boolean isSetWithProcAllowedInPvP
function lib.IsSetWithProcAllowedInPvP(setId)

--Returns the setsData of all the setIds which are allowed proc sets in PvP/AvA campaigns
--> Parameters: none
--> Returns:    nilable:LibSetsAllSetProcDataAllowedInPvP table
function lib.GetAllSetDataWihtProcAllowedInPvP()
0.3.2 (included 0.3.1) - 2021-08-05
-Updated sets for Waking Flame, API101031
-Updated zones, wayshrines etc.
-Changed debug funcitons to automatically open the dungeon/map of wayshrines
-Worked on Debug functions
-Added slash command /libsets (enter to show help/list of available slash commands)
-Fixed setNames and setData DLCs etc.

0.3.0
-Updated API to Blackwood
-Added Blackwood sets
-Fixed some other sets
-Added item set collection zoneIds for the new dungeons
-Added constant DLC_BLACKWOOD


0.2.9
-Fixed wayshrine IDs for monster sets (Thanks to iFedix!)
-Updated APIversion
-Moved PTS to live sets

-Added API functions:
--Returns a table of setIds where the set got items with a given armorType
--> Parameters: armorType number: The armorType to check for
--> Returns: armorTypeSetIds table
function lib.GetAllArmorTypeSets(armorType)


--Returns a table of setIds where the set got items with an armorType
--> Returns: armorSet table
function lib.GetAllArmorSets()


--Returns a table of setIds where the set got items with a jewelryType
--> Returns: jewelrySets table
function lib.GetAllJewelrySets()


--Returns a table of setIds where the set got items with a weaponType
--> Returns: weaponSets table
function lib.GetAllWeaponSets()


--Returns a table of setIds where the set got items with a given weaponType
--> Parameters: weaponType number: The weaponType to check for
--> Returns: weaponTypeSetIds table
function lib.GetAllWeaponTypeSets(weaponType)


--Returns a table of setIds where the set got items with a given equipType
--> Parameters: equipType number: The equipType to check for
--> Returns: equipTypeSetIds table
function lib.GetAllEquipTypeSets(equipType)


0.2.8
Fixed WEAPONTYPE_NONE and ARMORTYPE_NONE checks for new API functions

0.2.7
-Fixed Is*Set functons to return properly true/false (thanks to Keldor for the info about IsMythicSet)
-Added preloaded data for the set's weapontypes, armortypes, sets with jewelry items
-Added local library check tables isArmorSet, isWeaponSet and isJewelrySet
-Changed debugging functions to provide the new tables in the SavedVariables, upon usage of function DebugScanAllSetData:
LIBSETS_TABLEKEY_SETS_EQUIP_TYPES = "setsEquipTypes"
LIBSETS_TABLEKEY_SETS_ARMOR = "setsWithArmor"
LIBSETS_TABLEKEY_SETS_ARMOR_TYPES = "setsArmorTypes"
LIBSETS_TABLEKEY_SETS_JEWELRY = "setsWithJewelry"
LIBSETS_TABLEKEY_SETS_WEAPONS = "setsWithWeapons"
LIBSETS_TABLEKEY_SETS_WEAPONS_TYPES = "setsWeaponTypes"

-Added parameters traitType and enchantSearchCategoryType to the function lib.GetSetItemId. Specifying the traitType and/or enchantSearchCategoryType will filter the itemId returned to these parameters (just like the existing parameter equipType already does)
--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.
--If the 3rd to ... parameter *Type is specified: Each itemId of the setId will be turned into an itemLink where the given *type is cheched against.
--Only the itemId where the parameters fits will be returned. Else the return value will be nil
--> Parameters: setId number: The set's setId
--> equipType optional number: The equipType to check the itemId against
--> traitType optional number: The traitType to check the itemId against
--> enchantSearchCategoryType optional EnchantmentSearchCategoryType: The enchanting search category to check the itemId against
--> Returns: number setItemId
function lib.GetSetItemId(setId, equipType, traitType, enchantSearchCategoryType)


--Added new API functions:

--Returns the possible armor types's of a set
--> Parameters: setId number: The set's id
--> Returns: table armorTypesOfSet: Contains all armor types possible as key and the Boolean value
--> true/false if this setId got items of this armorType
function lib.GetSetArmorTypes(setId)

--Returns the possible weapon types's of a set
--> Parameters: setId number: The set's id
--> Returns: table weaponTypesOfSet: Contains all weapon types possible as key and the Boolean value
--> true/false if this setId got items of this weaponType
function lib.GetSetWeaponTypes(setId)

--Returns the possible equip types's of a set
--> Parameters: setId number: The set's id
--> Returns: table equipTypesOfSet: Contains all equip types possible as key and the Boolean value
--> true/false if this setId got items of this equipType
function lib.GetSetEquipTypes(setId)

--Check if any item of the itemId specified is currently equipped and return the setId, the number of the equipped, and
--the maximum equipped number of items of this set.
--> Parameters: itemId number: The itemId of any set's item
--> Returns:
--> equippedItems number Number of currently equipped items of this setId
--> maxEquipped number Number of maximum equipped items of this setId
--> setId number The setId of the itemId specified
function lib.GetNumEquippedItemsByItemId(itemId)

--Check if any item of the setId specified is currently equipped and return the number of the equipped, and the maximum
--equipped number of items of this set.
--> Parameters: setId number: The setId
--> Returns:
--> equippedItems number Number of currently equipped items of this setId
--> maxEquipped number Number of maximum equipped items of this setId
--> itemId number The itemId of an example item of the setId
function lib.GetNumEquippedItemsBySetId(setId)

--Returns true/false if the set got items with a given armorType
--> Parameters: setId number: The set's setId
--> armorType number: The armorType to check for
--> Returns: isArmorTypeSet boolean
function lib.IsArmorTypeSet(setId, armorType)

--Returns true/false if the set got items with light armor
--> Parameters: setId number: The set's setId
--> Returns: isLightArmorSet boolean
function lib.IsLightArmorSet(setId)

--Returns true/false if the set got items with medium armor
--> Parameters: setId number: The set's setId
--> Returns: isMediumArmorSet boolean
function lib.IsMediumArmorSet(setId)

--Returns true/false if the set got items with heavy armor
--> Parameters: setId number: The set's setId
--> Returns: isHeavyArmorSet boolean
function lib.IsHeavyArmorSet(setId)

--Returns true/false if the set got items with armor
--> Parameters: setId number: The set's setId
--> Returns: isArmorSet boolean
function lib.IsArmorSet(setId)

--Returns true/false if the set got items with jewelry
--> Parameters: setId number: The set's setId
--> Returns: isJewelrySet boolean
function lib.IsJewelrySet(setId)

--Returns true/false if the set got items with weapons
--> Parameters: setId number: The set's setId
--> Returns: isWeaponSet boolean
function lib.IsWeaponSet(setId)

--Returns true/false if the set got items with a given weaponType
--> Parameters: setId number: The set's setId
--> weaponType number: The weaponType to check for
--> Returns: isWeaponTypeSet boolean
function lib.IsWeaponTypeSet(setId, weaponType)

--Returns true/false if the set got items with a given equipType
--> Parameters: setId number: The set's setId
--> equipType number: The equipType to check for
--> Returns: isEquipTypeSet boolean
function lib.IsEquipTypeSet(setId, equipType)


0.2.6
--Check if any item of the itemId specified is currently equipped and return the setId, the number of the equipped, and
--the maximum equipped number of items of this set.
--> Parameters: itemId number: The itemId of any set's item
--> Returns:
--> equippedItems number Number of currently equipped items of this setId
--> maxEquipped number Number of maximum equipped items of this setId
--> setId number The setId of the itemId specified
function lib.GetNumEquippedItemsByItemId(itemId)

--Check if any item of the setId specified is currently equipped and return the number of the equipped, and the maximum
--equipped number of items of this set.
--> Parameters: setId number: The setId
--> Returns:
--> equippedItems number Number of currently equipped items of this setId
--> maxEquipped number Number of maximum equipped items of this setId
--> itemId number The itemId of an example item of the setId
function lib.GetNumEquippedItemsBySetId(setId)

0.2.6
-Added sets data of next patch "Flames of Ambition" API 100034
Compatible with current live version "Markarth" and PTS "Flames of Ambition"
-Updated excel

0.2.4
-Moved Markarth sets and constants to the normal table as Markarth is live
-Fixed excel comments
-Updated set proc data. Many thanks again to ExoYs!
-Added weapon types of set items in library table
-Added API function
Code:
LibSets.GetSetWeaponTypes(setId)
-Added new API functions for the item set collections book UI, e.g. get the current zoe or parent zone and show the item set collections book UI for this zone. Get the zoneId of a item set collection book's parent and subcategory, get the categoryData for a zoneId, etc.
Code:
--Returns the zoneIds (table) which are linked to a item set collection's categoryId
--Not all categories are connected to a zone though! The result will be nil in these cases.
--Example return table: {148}
function LibSets.GetItemSetCollectionZoneIds(categoryId)

--Returns the categoryIds (table) which are linked to a item set collection's zoneId
--Not all zoneIds are connected to a category though! The result will be nil in these cases.
--Example return table: {39}
function LibSets.GetItemSetCollectionCategoryIds(zoneId)

--Returns the parent category data (table) containing the zoneIds, and possible boolean parameters
--isDungeon, isArena, isTrial of ALL categoryIds below this parent -> See file LibSets_data_all.lua ->
--table lib.setDataPreloaded -> table key LIBSETS_TABLEKEY_SET_ITEM_COLLECTIONS_ZONE_MAPPING
--Example return table: { parentCategory=5, category=39, zoneIds={148}, isDungeon=true},--Arx Corinium
function LibSets.GetItemSetCollectionParentCategoryData(parentCategoryId)

--Returns the category data (table) containing the zoneIds, and possible boolean parameters
--isDungeon, isArena, isTrial -> See file LibSets_data_alllua -> table lib.setDataPreloaded ->
--table key LIBSETS_TABLEKEY_SET_ITEM_COLLECTIONS_ZONE_MAPPING
--Example return table: { parentCategory=5, category=39, zoneIds={148}, isDungeon=true},--Arx Corinium
function LibSets.GetItemSetCollectionCategoryData(categoryId)

--Get the current map's zoneIndex and via the index get the zoneId, the parent zoneId, and return them
--+ the current zone's index and parent zone index
--> Returns: number currentZoneId, number currentZoneParentId, number currentZoneIndex, number currentZoneParentIndex
function LibSets.GetCurrentZoneIds()

--Open the item set collections book of the current parentZoneId. If more than 1 categoryId was found for the parentZoneId,
--the 1st will be opened! Returns true if UI has shown a category node successfully
function LibSets.OpenItemSetCollectionBookOfCurrentParentZone()

--Open the item set collections book of the current zoneId. If more than 1 categoryId was found for the zoneId,
--the 1st will be opened! Returns true if UI has shown a category node successfully
function LibSets.OpenItemSetCollectionBookOfCurrentZone()

0.2.3
-Updated API for Markarth
-Added Markarth sets to excel and lua code
-Fixed some debug functions and description texts
-Added new data about Set Procs, like abilityIds, timer info, etc. (thanks to ExoY!) into the excel and the lua code
-Added new set proc API functions to check if an set got a proc and return data about it (check the file LibSets.lua and search for "Set PROC functions" ~line 1509 for more information and comments about the functions. Attention: The functions RegisterSetProcEventCallbackForAbilityIds and unregisterSetProcEvent* are NOT TESTED YET and only in there as examples. DO NOT USE THEM or if you use them please share your info if they work as intended. Thank you)

0.2.2
-Fixed non-EN missing names of sets (e.g. of "Talfyg's Treachery") causing errors within WishList e.g.
-Moved Stonethorn sets and zoneIds to current API tables
-Fixed empty old-API table checks to run without reason (if no entries are given)

0.2.1
LibSets API 100032 Stonethorn PTS
-Added setIds
-Added itemIds of new setIds
-Added wayshrineIds of new dungeons
-Added zoneIds of new dungeons
-Added set names de, en, fr, ru
-Updated API functions for debugging to show new found setIds
-Added SavedVariables key "NewSetIds" which can be filled via setItemid scanning and or function "LibSets.DebugShowNewSetIds()".
Will be filling the SV table "NewSetIds" -> "Subtable GetWorldName() -> ServerName" -> Subtable "GetAPIVersion()" -> API version with the [number index] = value setid|setNameClean

0.2.0
Fixed function LibSets.GetSetItemId -> returns first found itemId again now

0.1.9
Updated Russian translations -> Thanks to adjutantt

0.1.8
Fixed: AddOnVersion tag in txt file
Fixed: DLCid DLC_BASE_GAME did not return a string for LibSets.GetDLCName -> returns "Elder Scrolls Online" now
Changed: Split up dropMechanic long names into shorter dropMechanic names and tooltips.
Functions like LibSets.GetDropMechanicName and LibSets.GetDropMechanic will return an additional parameter dropMechanicTooltip now

0.1.7
Fixed: SetType translations
Changed: Function to get all setTypes renamed from GetSetTypes to GetAllSetTypes properly
Added: Function GetAllDLCIds() -> Returns the DLCIds

0.1.6
-Updated API for Greymoor
-Added Greymoor sets including the mythic set items
-Added craftable sets wayshrine ids of Greymoor
-Added mythic setType (LIBSETS_TYPE
-Using set's itemIds compressing method by Dolgubon (thanks!) to reduce the filesize of the preloaded data a lot.
-The functions of the LibSets API, using the itemIds, will decompress the itemIds automatically and cache them until a reloadui happens.
Everything should work the same like before.
But only if you were using the API functions to the the itemIds! If you were accessing the itemIds or any other preloaded data directly by accessing LibSets.setInfo or LibSets.setDataPreloaded this will most likely fail now and throw error messages!
So change your addons tro properly use the API functions like LibSets.getAllSetIds(), LibSets.GetAllSetItemIds() and the other LibSets.GetAll* functions!

-Fixed setIds 237 and 238: Exchanged the needed trait count to craft them (thanks to ziggr!)
-Added functions:
--Returns true if the setId provided is a mythic set
--> Parameters: setId number: The set's setId
--> Returns: boolean isMythicSet
function lib.IsMythicSet(setId)


0.1.5
-Fixed Cyordiil setIds 480, 481,482: Settype corrected, traitsNeeeded=3 added. Thanks to snow for the info!

0.1.4
-Added constants: DLC_ITERATION_START (0) and DLC_ITERATION_END (pointing to the currently maximum DLC ID)
-Added API function LibSets.IsCurrentDLC(setId): Returns Boolean if the setId was added with the most current DLCId, or nil if the set got no DLCId assigned
-Function LibSets.GetSetInfo(setId) will return a new table entry "isCurrentDLC" (Boolean) in it's returned table, containing the value true/or false if the set was added with the most current DLCid

0.1.3
-Updated API
-Fixed description texts in files
-Fixed wrong set data
-Added new Harrowstorm set data
-Added preloaded itemIds, zone and wayshrine data multilanguage de, en, fr

0.1.2
-Updated API
-Simplified code of function IsVeteranSet and fixed return value to only be booean (not nilable), thanks to Scootworks!

0.1.1
Updated for PTS APIversion 100029 Dragonhold:
-Added new zones, wayhsrines, collectibleName, sets and constants for the library
-Renamed file with base constants to LibSets_ConstantsLibraryInternal.lua
-Changed loading of old data (no LibSets_data_$(APIVersion).lua needed anymore as one can update the current PTS version in file LibSets_Constants_All.lua in variable "APIVersions["PTS"]" and all data which is only meant to be loaded for this PTS version can be stored between a check function call:
if checkIfPTSAPIVersionIsLive() then ... end
-Moved packages and total a number of loop scans for the setItemIds to file LibSets_ConstantsLibraryInternal.lua, variables:
lib.debugNumItemIdPackages = 55 -- Increase this to find new added set itemIds after and update (last updated APIVersion 100029 Dragonhold)
lib.debugNumItemIdPackageSize = 5000 -- do not increase this or the client may crash!
-Fixed "miliseconds" typo in fileLibSets_Debug.lua, function scanAllSetData(). All setItemIds should be scanned properly now.
-Added "howto" information for an update of this library to file LibSets.lua (At the top)
-Added internal function checkIfSetExists(setId) which will check if a setId given in the preloaded setData tables really exists and will automatically skip the data fopr this set if it does not exist on the current game client (e.g. PTS setData on the live server)

0.1.0
-Removed API100027 files
-Changed data and constants files to use the ALL entry first and then try to find another API dependent filename
-Fixed LibZone debug functions

0.0.9
-Added a mapping table "wayshrineNodeIndex" to "zoneId" to be able to show the wayshrine of a set on the worldmap
-Added new API functions for the wayshrines
Code:
--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)
-Changed parameters of the following API function. New 2nd parameter: withRelatedZoneIds boolean
Code:
--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)
0.0.8
-Fixed wrong constants for 2 crafted sets (needed traits to craft), thanks Snow for the info.
-Changed Excel document to use the LibSets DLC_ID instead of plain numbers, for the generated setsData lua tables
-Moved redundant constants to a new file LibSets_Constants.lua, which will always be loaded.
All other API dependent constants remain in the LibSets_Constants_<APIVersion>.lua files

0.0.7
Fixed wrong constants in Scalebreaker set data.

0.0.6
-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

---------------------------------------------------------------------------------
0.0.5
-Updated API to Elsweyr
-Added ##IsLibrary: true tag in manifest txt
-Fixed GetSetInfo function code
-Updated set itemIds with a preloaded table to speed up the scanning at new languages/APIVersions
-> Thanks to silvereyes for both changes!


0.0.4
Fixed "is scanning" and "is loaded" variables to prevent double scans at teh same time.
Added parameter "addonName" to function LibSets.LoadSets(override, addonName).
If you call the function you should specify the parameter "addonName" and pass your addon's name (String) in there so the chat output is able to show which addon called the LibSets.LoadSets function

0.0.3
Fixed lua error messages after sets were loaded.

0.0.2
Fixed:
-Loading of sets will show the updated counter for existing sets, where the localized name got updated, properly now.
-Loaded sets will be automatically scanned and added + saved to the SavedvAriables for each APIVersion + client language now
-After the sets were loaded (watch the chat for update messages during the set scan process) a dialog will ask you to do a reloadui now. If you click "no" the dialog will re-appear every 10 minutes until you click "Yes" or do a manual reloadui

Added:
API functions to check if sets are currently scanning or if the sets data was scanned and is provided (for other addons:
Check if the library is given and the sets were loaded like this
Code:
if LibSets and LibSets.AreSetsLoaded and LibSets.AreSetsLoaded() then --Sets are provided end
Code:
--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()
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Unread 04/05/22, 05:43 AM  
Baertram
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Re: Map Pins Bugged (Dolmens, etc)

Originally Posted by LoneStar2911
Believe it or not, I think the "Show tooltip textures" turned on was making some icons stuck on my map. Like dolmens. For example, if I'd go into a delve or public dungeon, I'd have dolmen icons stuck on several places on my map, when there obviously aren't any dolmens in delves or public dungeons. lol.

I haven't had the issue since I turned off "show tooltip textures".
I only tried this because I used Notepad++ to search through all my addons for the word "dolmen", and yours was one of the few, and it also happens to do something with the DDS files.
Hm, I had that happen to me as well 2 days ago BUT sirinsidiator got the same issues since June 2021 (asked in dev chat if someone else notices the stuck icons as I thought it's Destinations, cuz it was updated recently) and LibSets was not using these tooltips then already, so I bet/I'm sure this is not connected to LibSets.
Beside that: I got the tooltips feature enabled and the stuck icons did not appear anymore for me since 2 days.

It's only related to tooltips of items, and not map icons. And these textures at maps may use the same texture .dds, but actually the update/show/hide is done via map related stuff that is not anyway connected/used/changed by this library here.

So this is more of a "self constructed Notepad++ connection" by yourself, believe me or not

I'm pretty sure it will/may happen again even with LibSets disabled. I tried to rebuildit by doing reloaduis, porting to zones, using wayshrines, port to players who are inside a delve, open the map here and there too. Was not able until today.

I bet it got to do with either LibMap* or LibGPs or something that does map related stuff, maybe also one of the addons like Votans Minimap or other map related addon/libraries.
Last edited by Baertram : 04/05/22 at 05:48 AM.
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Unread 04/05/22, 01:41 AM  
LoneStar2911
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Exclamation Map Pins Bugged (Dolmens, etc)

Believe it or not, I think the "Show tooltip textures" turned on was making some icons stuck on my map. Like dolmens. For example, if I'd go into a delve or public dungeon, I'd have dolmen icons stuck on several places on my map, when there obviously aren't any dolmens in delves or public dungeons. lol.

I haven't had the issue since I turned off "show tooltip textures".
I only tried this because I used Notepad++ to search through all my addons for the word "dolmen", and yours was one of the few, and it also happens to do something with the DDS files.
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Unread 03/29/22, 11:42 AM  
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Wow thanks a lot for all the info. Yup downloading now FCOitemsaver to stay in the line with all the others FCO i use

Originally Posted by Baertram
Originally Posted by Anceane
Ok went to check, and it seems that i had in bank 2 pieces of 7th legion - maul and pauldrons - and that my noob deconned them
I recommand FCOItemSaver to save your items via marker icons They cannot be deconstructed anymore then, except if you remove the marker icons or setup them to "allow deconstructioN" but e.g. "block selling" etc. -> Called "dynamic marker icons".
It supports marking of your items automatically upon loot, based on sets chosen (will be excluded if selected), and needed traits/non wanted traits (mark for sell or deconstruction depending on your needs).
Integrates with other addons like CraftStore, ResearchAssistant, SousChef etc.

Mass marking is possible to by scanning your bags, bank etc. via a new context menu button (small flag) at the top left of the bag.

Other addons like AdvancedFilters, FCOCraftFilter, DoItAll work in combination.
DoItAll can mass deonctsruct your items and respect FCOIS marker icons which protect your precious set items, or items you still think about "do I need to keep it" e.g.

It needs time to setup it properly but it's such a life safer imo.
You are also able to filter the marked items so your decon table only shows the items marked for deconstruction, the improvement panel only showas items marked for improvement, and so on.
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Unread 03/29/22, 09:52 AM  
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Originally Posted by Anceane
Ok went to check, and it seems that i had in bank 2 pieces of 7th legion - maul and pauldrons - and that my noob deconned them
I recommand FCOItemSaver to save your items via marker icons They cannot be deconstructed anymore then, except if you remove the marker icons or setup them to "allow deconstructioN" but e.g. "block selling" etc. -> Called "dynamic marker icons".
It supports marking of your items automatically upon loot, based on sets chosen (will be excluded if selected), and needed traits/non wanted traits (mark for sell or deconstruction depending on your needs).
Integrates with other addons like CraftStore, ResearchAssistant, SousChef etc.

Mass marking is possible to by scanning your bags, bank etc. via a new context menu button (small flag) at the top left of the bag.

Other addons like AdvancedFilters, FCOCraftFilter, DoItAll work in combination.
DoItAll can mass deonctsruct your items and respect FCOIS marker icons which protect your precious set items, or items you still think about "do I need to keep it" e.g.

It needs time to setup it properly but it's such a life safer imo.
You are also able to filter the marked items so your decon table only shows the items marked for deconstruction, the improvement panel only showas items marked for improvement, and so on.
Last edited by Baertram : 03/29/22 at 09:55 AM.
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Unread 03/29/22, 09:37 AM  
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Ok went to check, and it seems that i had in bank 2 pieces of 7th legion - maul and pauldrons - and that my noob deconned them

And yes sorry for the nuance, i guess that if the addons are checked on at logging they are considered as in use. Good to learn even at 70 lol

Originally Posted by Baertram
Thanks for the details.
The error message tells me though that these addons were active as the error happened as else their files would not have been loaded
No matter if you use them, they seem to have the checkbox active at the ingame addon manager and were "loaded" that way.
About Bangkorai: The error message showed me that the you hovered over drops in Bangkorai, that's what I meant. setId 70, overland --Seventh Legion Brute

Originally Posted by Anceane
more precisions now that i am fully awake

I was in my house in craglorn using the attuned stations (julianos set) to decon the different loot i had collected.
I used the little button allowing me to choose all items or inventory only to keep some 160cp loot i had.

and decon all the other stuffs, and i did this for cloth, smith, wood stations.
Then i finished by jewellery and enchant.

At this point i opened the banker in the house to check if i did not make any mistake.

I never used the 3 others addons mentionned though i have them in my addons list.

My little level never put a foot so far in Bangkorai :P
She visited Shadowfen, rivenspire and stonefalls for the 3 instances.

Voila!

Originally Posted by Baertram
Thanks for the info and the error reporting is correct that way! It's always great to get all error lines as I can see from bottom to top where it began and at the top, what the problem is.
Looks like you havemoved the mouse above a smithing/clothier table's refinement rows, and that was not able to detect the item properly (I guess it's because of a craftbag item).
Not sure why it found any set related data from Bangkoria then though...
Thanks will reproduce this and test how to fix it.

Originally Posted by Anceane
Last version.
Character playing lv 17 -
Did Shipright, arx corinium and spindlecluth II

Looted diverses pieces and received from trade a lot of them too
went in house to decon some pieces, wear some others, stock in inventory others and then this error popped.

I am sorry for the long error report, but as i alot of addons were named in that one, i prefered to post all. Should i post in the respectives addons, let me know.

Code:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: operator .. is not supported for nil .. string
stack traceback:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: in function 'addTooltipLine'
|caaaaaa<Locals> tooltipControl = ud, setData = [table:1]{setId = 70, dlcId = 0, isCurrentDLC = F, veteran = F, setType = 9}, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setInfoText = "|t24:24:/esoui/art/icons/undau...", setInfoTextWasCreated = F, addSetInfoText = user:/AddOns/LibSets/LibSets_Tooltips.lua:913, setTypeText = "Overland", setTypeTexture = "/esoui/art/icons/undaunted_sma...", setDropZoneStr = "Bangkorai, Bangkorai, Bangkora...", setDropOverallTextsPerZone = [table:2]{1 = "Bangkorai (|t24:24:/esoui/art/..."}, setDLCText = "Elder Scrolls Online", setType = 9, isReconstructableSet = T, runDropMechanic = T </Locals>|r
user:/AddOns/LibSets/LibSets_Tooltips.lua:1431: in function 'tooltipOnAddGameData'
|caaaaaa<Locals> tooltipControl = ud, tooltipData = 8, isSet = T, setId = 70, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setData = [table:1] </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:53: in function '(anonymous)'
(tail call): ?
[C]: in function 'SetBagItem'
user:/AddOns/DecoTrack/DecoTrack.lua:334: in function 'tt'
|caaaaaa<Locals> control = ud </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:413: in function 'existingFn'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:38: in function 'origMethod'
user:/AddOns/VotansFishFillet/VotansFishFillet100015.lua:377: in function 'BagItemTooltip'
|caaaaaa<Locals> self = ud </Locals>|r
user:/AddOns/TraitBuddy/TraitBuddy.lua:121: in function 'SetBagItem'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2347: in function '(anonymous)'
|caaaaaa<Locals> inventorySlot = ud, bag = 1, index = 5 </Locals>|r
/EsoUI/Ingame/Utility/ZO_SlotUtil.lua:14: in function 'RunHandlers'
|caaaaaa<Locals> handlerTable = [table:3]{}, slot = ud, handlers = [table:4]{}, i = 1 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2511: in function 'ZO_InventorySlot_OnMouseEnter'
|caaaaaa<Locals> inventorySlot = ud, buttonPart = ud, listPart = ud </Locals>|r
(tail call): ?
ZO_SmithingTopLevelRefinementPanelInventoryBackpack1Row1_MouseEnter:4: in function '(main chunk)'
|caaaaaa<Locals> self = ud </Locals>|r
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Unread 03/29/22, 09:30 AM  
Baertram
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Thanks for the details.
The error message tells me though that these addons were active as the error happened as else their files would not have been loaded
No matter if you use them, they seem to have the checkbox active at the ingame addon manager and were "loaded" that way.
And that's why they appear in the error message as they all hook their addon code into the tooltip functions, just like LibSets does too at the end.

About Bangkorai: The error message showed me that the you hovered over drops in Bangkorai, that's what I meant. setId 70, overland --Seventh Legion Brute

Originally Posted by Anceane
more precisions now that i am fully awake

I was in my house in craglorn using the attuned stations (julianos set) to decon the different loot i had collected.
I used the little button allowing me to choose all items or inventory only to keep some 160cp loot i had.

and decon all the other stuffs, and i did this for cloth, smith, wood stations.
Then i finished by jewellery and enchant.

At this point i opened the banker in the house to check if i did not make any mistake.

I never used the 3 others addons mentionned though i have them in my addons list.

My little level never put a foot so far in Bangkorai :P
She visited Shadowfen, rivenspire and stonefalls for the 3 instances.

Voila!

Originally Posted by Baertram
Thanks for the info and the error reporting is correct that way! It's always great to get all error lines as I can see from bottom to top where it began and at the top, what the problem is.
Looks like you havemoved the mouse above a smithing/clothier table's refinement rows, and that was not able to detect the item properly (I guess it's because of a craftbag item).
Not sure why it found any set related data from Bangkoria then though...
Thanks will reproduce this and test how to fix it.

Originally Posted by Anceane
Last version.
Character playing lv 17 -
Did Shipright, arx corinium and spindlecluth II

Looted diverses pieces and received from trade a lot of them too
went in house to decon some pieces, wear some others, stock in inventory others and then this error popped.

I am sorry for the long error report, but as i alot of addons were named in that one, i prefered to post all. Should i post in the respectives addons, let me know.

Code:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: operator .. is not supported for nil .. string
stack traceback:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: in function 'addTooltipLine'
|caaaaaa<Locals> tooltipControl = ud, setData = [table:1]{setId = 70, dlcId = 0, isCurrentDLC = F, veteran = F, setType = 9}, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setInfoText = "|t24:24:/esoui/art/icons/undau...", setInfoTextWasCreated = F, addSetInfoText = user:/AddOns/LibSets/LibSets_Tooltips.lua:913, setTypeText = "Overland", setTypeTexture = "/esoui/art/icons/undaunted_sma...", setDropZoneStr = "Bangkorai, Bangkorai, Bangkora...", setDropOverallTextsPerZone = [table:2]{1 = "Bangkorai (|t24:24:/esoui/art/..."}, setDLCText = "Elder Scrolls Online", setType = 9, isReconstructableSet = T, runDropMechanic = T </Locals>|r
user:/AddOns/LibSets/LibSets_Tooltips.lua:1431: in function 'tooltipOnAddGameData'
|caaaaaa<Locals> tooltipControl = ud, tooltipData = 8, isSet = T, setId = 70, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setData = [table:1] </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:53: in function '(anonymous)'
(tail call): ?
[C]: in function 'SetBagItem'
user:/AddOns/DecoTrack/DecoTrack.lua:334: in function 'tt'
|caaaaaa<Locals> control = ud </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:413: in function 'existingFn'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:38: in function 'origMethod'
user:/AddOns/VotansFishFillet/VotansFishFillet100015.lua:377: in function 'BagItemTooltip'
|caaaaaa<Locals> self = ud </Locals>|r
user:/AddOns/TraitBuddy/TraitBuddy.lua:121: in function 'SetBagItem'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2347: in function '(anonymous)'
|caaaaaa<Locals> inventorySlot = ud, bag = 1, index = 5 </Locals>|r
/EsoUI/Ingame/Utility/ZO_SlotUtil.lua:14: in function 'RunHandlers'
|caaaaaa<Locals> handlerTable = [table:3]{}, slot = ud, handlers = [table:4]{}, i = 1 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2511: in function 'ZO_InventorySlot_OnMouseEnter'
|caaaaaa<Locals> inventorySlot = ud, buttonPart = ud, listPart = ud </Locals>|r
(tail call): ?
ZO_SmithingTopLevelRefinementPanelInventoryBackpack1Row1_MouseEnter:4: in function '(main chunk)'
|caaaaaa<Locals> self = ud </Locals>|r
Last edited by Baertram : 03/29/22 at 09:34 AM.
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Unread 03/29/22, 09:02 AM  
Anceane
 
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more precisions now that i am fully awake

I was in my house in craglorn using the attuned stations (julianos set) to decon the different loot i had collected.
I used the little button allowing me to choose all items or inventory only to keep some 160cp loot i had.

and decon all the other stuffs, and i did this for cloth, smith, wood stations.
Then i finished by jewellery and enchant.

At this point i opened the banker in the house to check if i did not make any mistake.

I never used the 3 others addons mentionned though i have them in my addons list.

My little level never put a foot so far in Bangkorai :P
She visited Shadowfen, rivenspire and stonefalls for the 3 instances.

Voila!

Originally Posted by Baertram
Thanks for the info and the error reporting is correct that way! It's always great to get all error lines as I can see from bottom to top where it began and at the top, what the problem is.
Looks like you havemoved the mouse above a smithing/clothier table's refinement rows, and that was not able to detect the item properly (I guess it's because of a craftbag item).
Not sure why it found any set related data from Bangkoria then though...
Thanks will reproduce this and test how to fix it.

Originally Posted by Anceane
Last version.
Character playing lv 17 -
Did Shipright, arx corinium and spindlecluth II

Looted diverses pieces and received from trade a lot of them too
went in house to decon some pieces, wear some others, stock in inventory others and then this error popped.

I am sorry for the long error report, but as i alot of addons were named in that one, i prefered to post all. Should i post in the respectives addons, let me know.

Code:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: operator .. is not supported for nil .. string
stack traceback:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: in function 'addTooltipLine'
|caaaaaa<Locals> tooltipControl = ud, setData = [table:1]{setId = 70, dlcId = 0, isCurrentDLC = F, veteran = F, setType = 9}, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setInfoText = "|t24:24:/esoui/art/icons/undau...", setInfoTextWasCreated = F, addSetInfoText = user:/AddOns/LibSets/LibSets_Tooltips.lua:913, setTypeText = "Overland", setTypeTexture = "/esoui/art/icons/undaunted_sma...", setDropZoneStr = "Bangkorai, Bangkorai, Bangkora...", setDropOverallTextsPerZone = [table:2]{1 = "Bangkorai (|t24:24:/esoui/art/..."}, setDLCText = "Elder Scrolls Online", setType = 9, isReconstructableSet = T, runDropMechanic = T </Locals>|r
user:/AddOns/LibSets/LibSets_Tooltips.lua:1431: in function 'tooltipOnAddGameData'
|caaaaaa<Locals> tooltipControl = ud, tooltipData = 8, isSet = T, setId = 70, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setData = [table:1] </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:53: in function '(anonymous)'
(tail call): ?
[C]: in function 'SetBagItem'
user:/AddOns/DecoTrack/DecoTrack.lua:334: in function 'tt'
|caaaaaa<Locals> control = ud </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:413: in function 'existingFn'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:38: in function 'origMethod'
user:/AddOns/VotansFishFillet/VotansFishFillet100015.lua:377: in function 'BagItemTooltip'
|caaaaaa<Locals> self = ud </Locals>|r
user:/AddOns/TraitBuddy/TraitBuddy.lua:121: in function 'SetBagItem'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2347: in function '(anonymous)'
|caaaaaa<Locals> inventorySlot = ud, bag = 1, index = 5 </Locals>|r
/EsoUI/Ingame/Utility/ZO_SlotUtil.lua:14: in function 'RunHandlers'
|caaaaaa<Locals> handlerTable = [table:3]{}, slot = ud, handlers = [table:4]{}, i = 1 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2511: in function 'ZO_InventorySlot_OnMouseEnter'
|caaaaaa<Locals> inventorySlot = ud, buttonPart = ud, listPart = ud </Locals>|r
(tail call): ?
ZO_SmithingTopLevelRefinementPanelInventoryBackpack1Row1_MouseEnter:4: in function '(main chunk)'
|caaaaaa<Locals> self = ud </Locals>|r
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Unread 03/29/22, 01:35 AM  
Baertram
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Thanks for the info and the error reporting is correct that way! It's always great to get all error lines as I can see from bottom to top where it began and at the top, what the problem is.
Looks like you havemoved the mouse above a smithing/clothier table's refinement rows, and that was not able to detect the item properly (I guess it's because of a craftbag item).
Not sure why it found any set related data from Bangkoria then though...
Thanks will reproduce this and test how to fix it.

Originally Posted by Anceane
Last version.
Character playing lv 17 -
Did Shipright, arx corinium and spindlecluth II

Looted diverses pieces and received from trade a lot of them too
went in house to decon some pieces, wear some others, stock in inventory others and then this error popped.

I am sorry for the long error report, but as i alot of addons were named in that one, i prefered to post all. Should i post in the respectives addons, let me know.

Code:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: operator .. is not supported for nil .. string
stack traceback:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: in function 'addTooltipLine'
|caaaaaa<Locals> tooltipControl = ud, setData = [table:1]{setId = 70, dlcId = 0, isCurrentDLC = F, veteran = F, setType = 9}, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setInfoText = "|t24:24:/esoui/art/icons/undau...", setInfoTextWasCreated = F, addSetInfoText = user:/AddOns/LibSets/LibSets_Tooltips.lua:913, setTypeText = "Overland", setTypeTexture = "/esoui/art/icons/undaunted_sma...", setDropZoneStr = "Bangkorai, Bangkorai, Bangkora...", setDropOverallTextsPerZone = [table:2]{1 = "Bangkorai (|t24:24:/esoui/art/..."}, setDLCText = "Elder Scrolls Online", setType = 9, isReconstructableSet = T, runDropMechanic = T </Locals>|r
user:/AddOns/LibSets/LibSets_Tooltips.lua:1431: in function 'tooltipOnAddGameData'
|caaaaaa<Locals> tooltipControl = ud, tooltipData = 8, isSet = T, setId = 70, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setData = [table:1] </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:53: in function '(anonymous)'
(tail call): ?
[C]: in function 'SetBagItem'
user:/AddOns/DecoTrack/DecoTrack.lua:334: in function 'tt'
|caaaaaa<Locals> control = ud </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:413: in function 'existingFn'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:38: in function 'origMethod'
user:/AddOns/VotansFishFillet/VotansFishFillet100015.lua:377: in function 'BagItemTooltip'
|caaaaaa<Locals> self = ud </Locals>|r
user:/AddOns/TraitBuddy/TraitBuddy.lua:121: in function 'SetBagItem'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2347: in function '(anonymous)'
|caaaaaa<Locals> inventorySlot = ud, bag = 1, index = 5 </Locals>|r
/EsoUI/Ingame/Utility/ZO_SlotUtil.lua:14: in function 'RunHandlers'
|caaaaaa<Locals> handlerTable = [table:3]{}, slot = ud, handlers = [table:4]{}, i = 1 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2511: in function 'ZO_InventorySlot_OnMouseEnter'
|caaaaaa<Locals> inventorySlot = ud, buttonPart = ud, listPart = ud </Locals>|r
(tail call): ?
ZO_SmithingTopLevelRefinementPanelInventoryBackpack1Row1_MouseEnter:4: in function '(main chunk)'
|caaaaaa<Locals> self = ud </Locals>|r
Last edited by Baertram : 03/29/22 at 05:19 AM.
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Unread 03/28/22, 10:10 PM  
Anceane
 
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Last version.
Character playing lv 17 -
Did Shipright, arx corinium and spindlecluth II

Looted diverses pieces and received from trade a lot of them too
went in house to decon some pieces, wear some others, stock in inventory others and then this error popped.

I am sorry for the long error report, but as i alot of addons were named in that one, i prefered to post all. Should i post in the respectives addons, let me know.

Code:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: operator .. is not supported for nil .. string
stack traceback:
user:/AddOns/LibSets/LibSets_Tooltips.lua:1157: in function 'addTooltipLine'
|caaaaaa<Locals> tooltipControl = ud, setData = [table:1]{setId = 70, dlcId = 0, isCurrentDLC = F, veteran = F, setType = 9}, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setInfoText = "|t24:24:/esoui/art/icons/undau...", setInfoTextWasCreated = F, addSetInfoText = user:/AddOns/LibSets/LibSets_Tooltips.lua:913, setTypeText = "Overland", setTypeTexture = "/esoui/art/icons/undaunted_sma...", setDropZoneStr = "Bangkorai, Bangkorai, Bangkora...", setDropOverallTextsPerZone = [table:2]{1 = "Bangkorai (|t24:24:/esoui/art/..."}, setDLCText = "Elder Scrolls Online", setType = 9, isReconstructableSet = T, runDropMechanic = T </Locals>|r
user:/AddOns/LibSets/LibSets_Tooltips.lua:1431: in function 'tooltipOnAddGameData'
|caaaaaa<Locals> tooltipControl = ud, tooltipData = 8, isSet = T, setId = 70, itemLink = "|H0:item:100875:362:50:0:0:0:0...", setData = [table:1] </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:53: in function '(anonymous)'
(tail call): ?
[C]: in function 'SetBagItem'
user:/AddOns/DecoTrack/DecoTrack.lua:334: in function 'tt'
|caaaaaa<Locals> control = ud </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:413: in function 'existingFn'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Libraries/Utility/ZO_Hook.lua:38: in function 'origMethod'
user:/AddOns/VotansFishFillet/VotansFishFillet100015.lua:377: in function 'BagItemTooltip'
|caaaaaa<Locals> self = ud </Locals>|r
user:/AddOns/TraitBuddy/TraitBuddy.lua:121: in function 'SetBagItem'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 5 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2347: in function '(anonymous)'
|caaaaaa<Locals> inventorySlot = ud, bag = 1, index = 5 </Locals>|r
/EsoUI/Ingame/Utility/ZO_SlotUtil.lua:14: in function 'RunHandlers'
|caaaaaa<Locals> handlerTable = [table:3]{}, slot = ud, handlers = [table:4]{}, i = 1 </Locals>|r
/EsoUI/Ingame/Inventory/InventorySlot.lua:2511: in function 'ZO_InventorySlot_OnMouseEnter'
|caaaaaa<Locals> inventorySlot = ud, buttonPart = ud, listPart = ud </Locals>|r
(tail call): ?
ZO_SmithingTopLevelRefinementPanelInventoryBackpack1Row1_MouseEnter:4: in function '(main chunk)'
|caaaaaa<Locals> self = ud </Locals>|r
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Unread 03/27/22, 09:51 AM  
remosito
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Re: Re: Re: Re: Reconstruction Cost

Hi again,

downloaded the full zip this time and seems to work wonderfully. both with default Tooltip and custom one.

will keep testing and write more if I find something!

thanks a bunch!



Originally Posted by Baertram
Edit:
GitHub PTS branch is updated. The crystals icon is missing but it should work for now.
And the settings menu needs explaining text too at the traits needed > "used for transute crystal needed to reconstruct" info
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Unread 03/27/22, 05:23 AM  
Baertram
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Re: Re: Re: Reconstruction Cost

Downloading only 1 file would at least cause problems with the translations, yes. And there also are constants and other functions provided in the API file or the constants files, so always get all files please! It's an addon and you never know what is where :-)

But there were other errors to add you found out already, like the "enabled state check" hi needs to reuse traits needed.
Thanks for your test! Will incorporate your Chaves and test it ingame the next days.

Edit:
GitHub PTS branch is updated. The crystals icon is missing but it should work for now.
And the settings menu needs explaining text too at the traits needed > "used for transute crystal needed to reconstruct" info

Originally Posted by remosito
Howdie Baertram,

that was soo quick :-)

how fortuitous with the crafted vs reconstructable beeing so neatly exchangeable.

Downloaded the file and got an error on line 1006.

quick look made me think that it's not supposed to be a function call there but needs an AND

it didnt show reconstruction costs though. after some debugging:

very sure about:
on line 996 you forgot to pass itemLink to buildReconstructionCostInfo

really not sure about:

I first thought it was addReconstructionCost never being set anywhere as far as I could see was the issue.
so added new line 995: addReconstructionCost = addNeededTraits

(might be way off..but made sense to me at the time and still to not take it out)


probably not a biggie, but reconstructionCost code gets executed even if it is craftable set. Can be avoided by local isReconstructableSet = isilscp(itemLink)


here is what I ended up with for the segment starting line 995. doing minimal testing:

Code:
    local isReconstructableSet = isilscp(itemLink)
    addReconstructionCost = addNeededTraits
    if isReconstructableSet and ((useCustomTooltip and setReconstructionCostPlaceholder) or (not useCustomTooltip and addReconstructionCost)) then
        reconstructionCostText = buildReconstructionCostInfo(setData, itemLink)
    end
this does not include the missing and on line 1006 (1006 pre-change above)


cheers

PS. I only downloaded the ToolTip file...maybe that was partially responsible for some of the things..
Last edited by Baertram : 03/27/22 at 07:45 AM.
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Unread 03/26/22, 11:49 AM  
remosito
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Re: Re: Reconstruction Cost

Howdie Baertram,

that was soo quick :-)

how fortuitous with the crafted vs reconstructable beeing so neatly exchangeable.

Downloaded the file and got an error on line 1006.

quick look made me think that it's not supposed to be a function call there but needs an AND

it didnt show reconstruction costs though. after some debugging:

very sure about:
on line 996 you forgot to pass itemLink to buildReconstructionCostInfo

really not sure about:

I first thought it was addReconstructionCost never being set anywhere as far as I could see was the issue.
so added new line 995: addReconstructionCost = addNeededTraits

(might be way off..but made sense to me at the time and still to not take it out)


probably not a biggie, but reconstructionCost code gets executed even if it is craftable set. Can be avoided by local isReconstructableSet = isilscp(itemLink)


here is what I ended up with for the segment starting line 995. doing minimal testing:

Code:
    local isReconstructableSet = isilscp(itemLink)
    addReconstructionCost = addNeededTraits
    if isReconstructableSet and ((useCustomTooltip and setReconstructionCostPlaceholder) or (not useCustomTooltip and addReconstructionCost)) then
        reconstructionCostText = buildReconstructionCostInfo(setData, itemLink)
    end
this does not include the missing and on line 1006 (1006 pre-change above)


cheers

PS. I only downloaded the ToolTip file...maybe that was partially responsible for some of the things..
Last edited by remosito : 03/26/22 at 12:55 PM.
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Unread 03/26/22, 05:09 AM  
Baertram
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Re: Reconstruction Cost

Sounds okay to me, and the info is good imo.
I'll add that.
Only problem: The zo_strformat only supports 6 entries afaik so I cnanot add this to the custom placeholders.
Or only if I make it swappable with the "traits needed" which currently is at position 5, as the reconstructable sets are the non craftable ones. Maybe this works.

Will make that swap automatically depending on the set's type.

Edit:
Did not change the settings menu and did not test it yet but the GitHub PTS branch got the changed files, so you can test it yourself if you like to.


Originally Posted by remosito
Howdie Baertram,

when deciding whether to keep an item or sell/deconstruct it, a key deciding factor for me is what is the reconstruction cost in transmutes for the item.

Would be really awesome if you could add it to the Tooltip info.

your tooltip function gets the itemLink afaik. so would be rather trivial:


Code:
local transmuteCost
if IsItemLinkSetCollectionPiece(itemLink) == true then
	local setid
	_,_,_,_,_,setid = GetItemLinkSetInfo(itemLink, false)
	transmuteCost = GetItemReconstructionCurrencyOptionCost(setid,5)
end
code I used to "hack" it into another addon that gets rarely updated.

You probably already have the setid in hand. So can save that call.

thanks for all the hard work that goes into this addon every update!

PS no biggie if you dont want it in your addon. I can leave it in the one I locally added it to.
Just figured, might not be the only one for whom reconstruction cost is of interest ;-)
Last edited by Baertram : 03/26/22 at 05:54 AM.
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Unread 03/26/22, 02:14 AM  
remosito
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Reconstruction Cost

Howdie Baertram,

when deciding whether to keep an item or sell/deconstruct it, a key deciding factor for me is what is the reconstruction cost in transmutes for the item.

Would be really awesome if you could add it to the Tooltip info.

your tooltip function gets the itemLink afaik. so would be rather trivial:


Code:
local transmuteCost
if IsItemLinkSetCollectionPiece(itemLink) == true then
	local setid
	_,_,_,_,_,setid = GetItemLinkSetInfo(itemLink, false)
	transmuteCost = GetItemReconstructionCurrencyOptionCost(setid,5)
end
code I used to "hack" it into another addon that gets rarely updated.

You probably already have the setid in hand. So can save that call.

thanks for all the hard work that goes into this addon every update!

PS no biggie if you dont want it in your addon. I can leave it in the one I locally added it to.
Just figured, might not be the only one for whom reconstruction cost is of interest ;-)
Last edited by remosito : 03/26/22 at 03:37 AM.
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Unread 03/23/22, 02:34 AM  
Baertram
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Originally Posted by Anceane
I saw chat in my chat, nothing happened special in game beside opening a Reward of the worthy as mentionned on the chat just above.

I am sorry i dont know how to post that better i hope the picture will help. I have the lat version of the lib

Hi, your image is not shown inside the post. But as I quoted your post I was able to see the link.

[LibSets]ERROR getSetDropMechanicInfo - dropZoneIds missing! setId 380
Better just type the 1 sentence to chat in the future instead of posting an image. The sentence is info enough for me, so if you e.g. just tell me parts of it and the setId (which is the importants part) "getSetDropMechanicInfo, dropZones, setId 380" I'm fine


I'll have a look at it.

Edit:
SetId 380 is the "Prophet's" set so this was nothing you should see during opening boxes of rewards for teh worthy, but this could/should happen if you get any Prophet set item aprt during leveling a small char up to level 50?
Could this be in your case?
or did you get any Prophets et item from rewards of the worthy? Would be very strange.

Nevertheless I'll exclude this setId from the tooltips zone checks as it drops by level up reward, in whatever zone you currently are.
Last edited by Baertram : 03/24/22 at 05:28 AM.
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