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Updated: 05/19/19 06:24 PM
Compatibility:
Elsweyr (5.0.5)
Wrathstone (4.3)
Murkmire (4.2)
Updated:05/19/19 06:24 PM
Created:01/21/19 10:18 AM
Monthly downloads:24,007
Total downloads:27,097
Favorites:86
MD5:
5.0.5
LibSets  Updated less than 3 days ago!  Popular! (More than 5000 hits)
Version: 0.0.5
by: Baertram [More]
LibSets
A library to help with item sets for the following "setTypes": craftable, monster, dungeon and overland
It contains:
-Name of a set for the current client language
-SetId of the set
-ItemIt for one of the items of these sets (to build an itemLink from)
-Functions to check if the setId is craftable or a monster set or a dungeon set or an overland set
-Functions to get the translated setName, or all setNames of a set
-Tables which contain the setIds for each setType

[Planned features]
---Functions to teleport to craftable sets wayshrines
---Functions to teleport to overland sets wayshrines
---Provide needed number of researched traits for craftable sets
---Provide dungeon Id/zone Id for dungeon & monster sets
---Provide zone Id for overland sets

Attention:
You'll get informed ingame if LibSets scans the actual items to determine new sets.
This will happen if:
  1. The SavedVariables version of this library chanegs internally (to reset the old data)
  2. The client language was changed (LibSets will collect the translated SetNames for the client languages you are using)
  3. The APIVersion was changed ingame (after mayor patches, new DLCs etc.)

The chat will tell you in the "system chat cannel" (so be sure to enable it on any of your chat tabs!):
  • Information about the "item packages" scanned and the "item count" and "set count" found during the scan process.
  • At the end there will be a summary of found set types: monster; overland; dungeon; crafted
    Hint: Other addons using this library might start the scan process BEFORE the actual chat is available, so you might use the addon pChat to see chat output from before addon load process!
    Otherwise the chat output won't be shown properly as the chat finally loads AFTER addons got loaded.
  • After finish of the scan process a popup dialog will tell you to do a reloadui. If you click no the popup will re-appear after 10 minutes. You can also do the relaodui manually by using the addon manager "reload" button or writing /relaodui into the chat and pressing the return key.

@developers
Be sure to check if LibSets finished scanning the sets properly and the user did a reloadui BEFORE using LibSets functions like this e.g.
Lua Code:
  1. If LibSets.IsSetsScanning() or not LibSets.AreSetsLoaded() 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 LibSets and myAddon.libSetsReady then
  10.       ---do whatever you want with LibSets
  11.    end

This library uses SavedVariables and thus needs it's own LibSets.txt manifest file!

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 functions provides is NOT stored redundantly inside the library LibSets!

TODO, as the function LibSets.BuildItemLink is private/locla currently:
So 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)) to build the itemLink and then use the API function GetItemLinkSetInfo(itemLink, false) to get this information.


Where is the data?
Your instance of LibSets contains 1 table "setData" with the setId as tableKey and some other data like an example itemId of a set item, and the name (localized setNames, if you have scanned different client languages!):

Lua Code:
  1. LibSets.setData[setId] = {
  2.   ["itemId"]      = itemIdOfOneItemOfTheSet,
  3.   ["name"]    = {
  4.     ["de"] = "nameOfTheSetInLanguageDE", -- if your client language is DE
  5.     ["en"] = "nameOfTheSetInLanguageEN", -- if your client language is EN
  6.     ["fr"] = "nameOfTheSetInLanguageFR", -- if your client language is FR
  7.    ...
  8.   }
  9. }

API functions of the library:
Lua Code:
  1. --Global variable of the library to access it:
  2. LibSets
  3.  
  4. --Returns true if the setId provided is a craftable set
  5. --> Parameters: setId number: The set's setId
  6. --> Returns:    boolean isCraftedSet
  7. function LibSets.IsCraftedSet(setId)
  8.  
  9. --Returns true if the setId provided is a monster set
  10. --> Parameters: setId number: The set's setId
  11. --> Returns:    boolean isMonsterSet
  12. function LibSets.IsMonsterSet(setId)
  13.  
  14. --Returns information about the set if the itemId provides is a set item
  15. --> Parameters: itemId number: The item's itemId
  16. --> Returns:    isSet boolean, setName String, setId number, numBonuses number, numEquipped number, maxEquipped number
  17. function LibSets.IsSetByItemId(itemId)
  18.  
  19. --Returns information about the set if the itemlink provides is a set item
  20. --> Parameters: itemLink String/ESO ItemLink: The item's itemLink '|H1:item:itemId...|h|h'
  21. --> Returns:    isSet boolean, setName String, setId number, numBonuses number, numEquipped number, maxEquipped number
  22. function LibSets.IsSetByItemLink(itemLink)
  23.  
  24. --Returns the name as String of the setId provided
  25. --> Parameters: setId number: The set's setId
  26. --> lang String: The language to return the setName in. Can be left empty and the client language will be used then
  27. --> Returns:    String setName
  28. function LibSets.GetSetName(setId, lang)
  29.  
  30. --Returns an itemId of an item of the setId provided
  31. --> Parameters: setId number: The set's setId
  32. --> Returns:    number setItemId
  33. function LibSets.GetSetItemId(setId)
  34.  
  35. --Returns a boolean value, true if the sets of the game were already loaded/ false if not
  36. --> Returns:    boolean areSetsLoaded
  37. function LibSets.AreSetsLoaded()
  38.  
  39. --Returns a boolean value, true if the sets of the game are currently scanned and added/updated/ false if not
  40. --> Returns:    boolean isCurrentlySetsScanning
  41. function LibSets.IsSetsScanning()

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 BEFORE using LibSets functions!
Code:
if LibSets and LibSets.AreSetsLoaded and LibSets.AreSetsLoaded() then --Sets are provided end
API function to start the scan of the set data again. The function will show a popup dialog afterwards asking you to do a reloadui so the data is saved properly to the SavedVariables!
Lua Code:
  1. --Returns nothing
  2. --> Parameters: override boolean: true - Override the total setData and build it completely new for the given API version; false - Just update the exisitng API version's setData with a new client language (determined automatically and done automatically once the client version changes!)
  3. --> fromAddonName String: Pass your addon's name here so the chat output will show which addon initiated the LoadSets function
  4. LibSets.LoadSets(override, fromAddonName)

GitHub - If you want to contribute
LibSets on GitHub
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()
Optional Files (0)


Archived Files (4)
File Name
Version
Size
Uploader
Date
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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Unread 05/20/19, 08:47 AM  
Baertram
 
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The global variable was known to me but the account parameter chosen not, thanks for the hint.

Originally Posted by code65536
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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Unread 05/20/19, 07:58 AM  
code65536
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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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Unread 05/15/19, 05:26 AM  
Kyoma
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Originally Posted by Baertram
Originally Posted by code65536
Why are the saved variables not stored machine-wide? It's storing a separate batch of data per server (NA/EU) and per account. Should only have to scan once and store once and have it work for all accounts/servers.
Any problems occuring due to this? The filesize is not that big and I think the scanning doesn't take ages (1-2 Minutes) and is just done once per API change (which will happen every x months only).
-> A newer version will even speed up the scan a lot or rather preload the data without a scan.

The SVs are stored for each server and for each account as I need to differ them for tests on live and PTS and do not want to copy and duplicate my whole SavedVariables folders.

And there is no such option to store it "machine-wide" for all accounts provided by ZOs, so I'm using what is given
Actually that's not true, you can just access it directly. In LoreBooks the miner uses something like that
Code:
## SavedVariables: LBooks_SavedVariables COLLAB DATAMINED_DATA
Then in the code it just accesses COLLAB and DATAMINED_DATA directly as tables.

Code:
LBooks_SavedVariables =
{
    ["Default"] = 
    {
        ["@Kyoma"] = 
        {
            ...
        }
    }
}
COLLAB =
{
...
}
DATAMINED_DATA =
{
...
}
Last edited by Kyoma : 05/15/19 at 05:28 AM.
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Unread 05/15/19, 03:37 AM  
Baertram
 
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Originally Posted by code65536
Why are the saved variables not stored machine-wide? It's storing a separate batch of data per server (NA/EU) and per account. Should only have to scan once and store once and have it work for all accounts/servers.
Any problems occuring due to this? The filesize is not that big and I think the scanning doesn't take ages (1-2 Minutes) and is just done once per API change (which will happen every x months only).
-> A newer version will even speed up the scan a lot or rather preload the data without a scan.

The SVs are stored for each server and for each account as I need to differ them for tests on live and PTS and do not want to copy and duplicate my whole SavedVariables folders.

And there is no such option to store it "machine-wide" for all accounts provided by ZOs, so I'm using what is given
Last edited by Baertram : 05/15/19 at 03:37 AM.
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Unread 05/14/19, 12:28 PM  
code65536
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Why are the saved variables not stored machine-wide? It's storing a separate batch of data per server (NA/EU) and per account. Should only have to scan once and store once and have it work for all accounts/servers.
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Unread 05/11/19, 09:45 AM  
Baertram
 
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https://github.com/Baertram/LibSets

Updated LibSets on GitHub to automatically check on each LibSets API function, where necessary, if the sets data was already scanned and loaded properly for the current api and language version.
So if you call a LibSets function like LibSets.GetSetInfo(setId) and the data is not loaded ywt it won't throw any lua error anymore but return NIL instead.
-> So if any LiBSets function will return NIL the data is not loaded or given.


You can manually check this via API function checkIfSetsAreLoadedProperly now:
Lua Code:
  1. --Returns a boolean value, true if the sets database is properly loaded yet and is not currently scanning
  2. --or false if not
  3. function lib.checkIfSetsAreLoadedProperly()

It checks the 2 functions IsSetsScanning() and AreSetsLoaded() + if the SavedVAriables needed are given too (which will be after the reloadui as new sets were scanned and added).
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Unread 05/05/19, 12:46 PM  
Baertram
 
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Re: LUA Errors

Hey,

yes this was the reason.

[edit:] Hing wohl damit zusammen, dass libset initial einen Scan mache muss, der nicht nicht fertig war?
Später kam eine Meldung, ich sollte reloadui machen. Danach trat der LUA Fehler nicht mehr auf.

Seems as if LibSets initially does a scan over all sets and writes a chat output, then forces a reloadui.
If you do use LibSets BEFORE this scan was done properly and the data is given in the LibSets SavedVariables you'll get error messages. But WritWorthy is using the library worng then and should be changed to check for the following before using LibSets:

Lua Code:
  1. If not LibSets.AreSetsLoaded() then
  2.      --LibSets is not ready! abort here
  3.      return
  4.    end

I've reported this to the WritWorthy author.

Originally Posted by raspberry
Hi Baertram,

writworthy meldete eine Abhängigkeit von libset.
Daher habe ich die libset heute installiert.
Beim MouseOver über die Meisterschriebe hagelte es LUA Meldungen

BG
[edit:] Hing wohl damit zusammen, dass libset initial einen Scan mache muss, der nicht nicht fertig war?
Später kam eine Meldung, ich sollte reloadui machen. Danach trat der LUA Fehler nicht mehr auf.


user:/AddOns/LibSets/LibSets.lua:319: attempt to index a nil value
stack traceback:
user:/AddOns/LibSets/LibSets.lua:319: in function 'lib.GetSetName'
|caaaaaa<Locals> setId = 75, lang = "de" </Locals>|r
(tail call): ?
user:/AddOns/WritWorthy/WritWorthy_I18N.lua:93: in function 'WritWorthy.Str'
|caaaaaa<Locals> key = 75, how = tbl, _ = 1, lang = "de" </Locals>|r
(tail call): ?
user:/AddOns/WritWorthy/WritWorthy_Smithing.lua:1002: in function 'Parser:GetSetBonus'
|caaaaaa<Locals> self = tbl, set_id = 75, r = tbl </Locals>|r
user:/AddOns/WritWorthy/WritWorthy_Smithing.lua:1051: in function 'Parser:ParseItemLink'
|caaaaaa<Locals> self = tbl, item_link = "|H0:item:121531:6:1:0:0:0:6...", fields = tbl, item_num = 65, material_num = 192, quality_num = 5, set_num = 75, trait_num = 17, motif_num = 34 </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:71: in function 'WritWorthy.ToMatKnowList'
|caaaaaa<Locals> item_link = "|H0:item:121531:6:1:0:0:0:6...", parser = tbl </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:224: in function 'WritWorthy.TooltipInsertOurText'
|caaaaaa<Locals> control = ud, item_link = "|H0:item:121531:6:1:0:0:0:6...", unique_id = 4726757705640928529 </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:357: in function 'TooltipSetBagItem'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 141 </Locals>|r
user:/AddOns/ArkadiusTradeToolsSales/ArkadiusTradeToolsSalesTooltipExtensions.lua:223: in function 'self.tooltip.SetBagItem'
|caaaaaa<Locals> tooltip = ud, bag = 1, index = 141, itemLink = "|H0:item:121531:6:1:0:0:0:6..." </Locals>|r
EsoUI/Ingame/Inventory/InventorySlot.lua:2005: in function '(anonymous)'
|caaaaaa<Locals> inventorySlot = ud, bag = 1, index = 141 </Locals>|r
EsoUI/Ingame/Utility/ZO_SlotUtil.lua:14: in function 'RunHandlers'
|caaaaaa<Locals> handlerTable = tbl, slot = ud, handlers = tbl, i = 1 </Locals>|r
EsoUI/Ingame/Inventory/InventorySlot.lua:2366: in function 'ZO_InventorySlot_OnMouseEnter'
|caaaaaa<Locals> inventorySlot = ud, buttonPart = ud, listPart = ud </Locals>|r
(tail call): ?
ZO_StackSplitSource_MouseEnter:3: in function '(main chunk)'
|caaaaaa<Locals> self = ud </Locals>|r
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Unread 05/05/19, 08:14 AM  
raspberry

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LUA Errors

Hi Baertram,

writworthy meldete eine Abhängigkeit von libset.
Daher habe ich die libset heute installiert.
Beim MouseOver über die Meisterschriebe hagelte es LUA Meldungen

BG
[edit:] Hing wohl damit zusammen, dass libset initial einen Scan mache muss, der nicht nicht fertig war?
Später kam eine Meldung, ich sollte reloadui machen. Danach trat der LUA Fehler nicht mehr auf.


user:/AddOns/LibSets/LibSets.lua:319: attempt to index a nil value
stack traceback:
user:/AddOns/LibSets/LibSets.lua:319: in function 'lib.GetSetName'
|caaaaaa<Locals> setId = 75, lang = "de" </Locals>|r
(tail call): ?
user:/AddOns/WritWorthy/WritWorthy_I18N.lua:93: in function 'WritWorthy.Str'
|caaaaaa<Locals> key = 75, how = tbl, _ = 1, lang = "de" </Locals>|r
(tail call): ?
user:/AddOns/WritWorthy/WritWorthy_Smithing.lua:1002: in function 'Parser:GetSetBonus'
|caaaaaa<Locals> self = tbl, set_id = 75, r = tbl </Locals>|r
user:/AddOns/WritWorthy/WritWorthy_Smithing.lua:1051: in function 'Parser:ParseItemLink'
|caaaaaa<Locals> self = tbl, item_link = "|H0:item:121531:6:1:0:0:0:6...", fields = tbl, item_num = 65, material_num = 192, quality_num = 5, set_num = 75, trait_num = 17, motif_num = 34 </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:71: in function 'WritWorthy.ToMatKnowList'
|caaaaaa<Locals> item_link = "|H0:item:121531:6:1:0:0:0:6...", parser = tbl </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:224: in function 'WritWorthy.TooltipInsertOurText'
|caaaaaa<Locals> control = ud, item_link = "|H0:item:121531:6:1:0:0:0:6...", unique_id = 4726757705640928529 </Locals>|r
user:/AddOns/WritWorthy/WritWorthy.lua:357: in function 'TooltipSetBagItem'
|caaaaaa<Locals> control = ud, bagId = 1, slotIndex = 141 </Locals>|r
user:/AddOns/ArkadiusTradeToolsSales/ArkadiusTradeToolsSalesTooltipExtensions.lua:223: in function 'self.tooltip.SetBagItem'
|caaaaaa<Locals> tooltip = ud, bag = 1, index = 141, itemLink = "|H0:item:121531:6:1:0:0:0:6..." </Locals>|r
EsoUI/Ingame/Inventory/InventorySlot.lua:2005: in function '(anonymous)'
|caaaaaa<Locals> inventorySlot = ud, bag = 1, index = 141 </Locals>|r
EsoUI/Ingame/Utility/ZO_SlotUtil.lua:14: in function 'RunHandlers'
|caaaaaa<Locals> handlerTable = tbl, slot = ud, handlers = tbl, i = 1 </Locals>|r
EsoUI/Ingame/Inventory/InventorySlot.lua:2366: in function 'ZO_InventorySlot_OnMouseEnter'
|caaaaaa<Locals> inventorySlot = ud, buttonPart = ud, listPart = ud </Locals>|r
(tail call): ?
ZO_StackSplitSource_MouseEnter:3: in function '(main chunk)'
|caaaaaa<Locals> self = ud </Locals>|r
Last edited by raspberry : 05/05/19 at 08:22 AM.
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Unread 05/05/19, 02:50 AM  
NachtkindFX

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I had a feeling it might me that way.

Thanks for the answers.
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Unread 05/04/19, 04:31 PM  
Baertram
 
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Originally Posted by Kyoma
Originally Posted by NachtkindFX
I always wanted an addon that simply shows me, in the item tool tip, where a set item comes from.

E.g. craftable, dungeon, trial and which one.

Will this be possible in the future?
Sadly there isn't really a way to determine where a specific set comes from outside of hardcoding it (to a certain degree) in the library but I do believe there is an update coming that will allow what you are looking for without much hassle.
This was planned but it takes so much time and stuff to hardcode thus I have not done it and not planning to do this soon, sorry.
Please use the Addon Itemization Browser for this so long.
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Unread 05/04/19, 04:25 PM  
Kyoma
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Originally Posted by NachtkindFX
I always wanted an addon that simply shows me, in the item tool tip, where a set item comes from.

E.g. craftable, dungeon, trial and which one.

Will this be possible in the future?
Sadly there isn't really a way to determine where a specific set comes from outside of hardcoding it (to a certain degree) in the library but I do believe there is an update coming that will allow what you are looking for without much hassle.
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Unread 05/04/19, 04:12 PM  
NachtkindFX

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I always wanted an addon that simply shows me, in the item tool tip, where a set item comes from.

E.g. craftable, dungeon, trial and which one.

Will this be possible in the future?
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Unread 04/16/19, 11:54 AM  
Baertram
 
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Re: Initial scan

Originally Posted by Dueydoodah
When I started my session today (after updates to today's released addons), LibSets scanned the sets as it should. But, it was processor intense and caused the game to hesitate for each set scanned. It made the game unplayable until the scan was complate, at which point it asked to reloadui, which I did. Once it was reloaded, the game seems to be working fine again. Just thought you should know just in case this is unexpected behavior.
t depnds on the power of your CPU. My game is still playable but you'll notice a slightly lag each time the 5000 itemids get scanner, 30 times.
The cha is telling your already that THIS MIGHT HAPPEN! So it's a needed and normal behaviour, thanks for the feedback. There currently is no possibility to get the setData without scanning all itemIds, so this will take 1 to 2 minutes and lag the game during this period. Watch the chat for the initial info as it writes exactly this information into the system chat output. You might need an addon like pChat to show the system chat "BEFORE" addons finally loaded. Or you might not see any chat output before all addons were laoded, where libSets is already "scanning" then.
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Unread 04/16/19, 10:41 AM  
Dueydoodah

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Initial scan

When I started my session today (after updates to today's released addons), LibSets scanned the sets as it should. But, it was processor intense and caused the game to hesitate for each set scanned. It made the game unplayable until the scan was complate, at which point it asked to reloadui, which I did. Once it was reloaded, the game seems to be working fine again. Just thought you should know just in case this is unexpected behavior.
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