Update 4.0
The next version just hit the PTS, so here is an update thread for that.
New API Version: 100023 PTS Dev Guild We always create a guild for all addon developers on the PTS, so we can test guild related things and more, ask for help with testing or just chat. If you need an invite, ask here or over on our Gitter channel. Links
I'll edit the OP with more useful information as you post it. |
Welkynar and Dremora are unfinished motifs. I wonder if Pyandonean is intentionally crown store only.
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Most of you should already have Summerset access from the Morrowind PTS, but if any active addon author needs it they can message me.
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I was given Morrowind access, but maybe I'm doing it wrong for Summerset? When clicking the wayshrine it tells me to upgrade.
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Here's the UI documentation.
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Thanks for the file
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What's going on with the skills/ability data? Previously when you used the function GetSpecificSkillAbilityInfo() for an active/ultimate ability you would get 12 different ability IDs for all the morph/rank choices. Now, however, it seems it only returns 3 different ability IDs (one for each morph) and the same abilities for all 4 ranks of each morph. Further, it seems the previous rank 2-4 abilities no longer exist and some rank 1 abilities have new IDs.
I was hoping to find some new skill related functions in the API but I can't seem to find any. Is this an on-purpose change in the skill API or is there something buggy going on the current PTS? This seems to affect a bunch of skill API functions (only checked a few):
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I am confused Uesp GetSpecificSkillAbilityInfo() only returns 2 values, not 12.
It seems to be defined the same was it is right now OLD Lua Code:
NEW Lua Code:
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Live: Code:
GetSpecificSkillAbilityInfo(1, 13, 2, 0, 0) = 26114, 1 Code:
GetSpecificSkillAbilityInfo(1, 13, 2, 0, 0) = 26114, 1 |
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One more here: the 2nd reference to *luaindex:nilable* is now *integer*, some function and several params have changed. Orange text highlights the differences. Should have my comparision notes up shortly.
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Thanks for the API info although the changes seem minor and not related to the issue/confusion I'm having. I believe it just due to how different skill ranks work behind the scenes so it would only be relevant to a few mod authors that rely on specific ability IDs existing or abilities of different ranks having different IDs.
This is relevant to data mining for our skill browser which was messed up this update as it expected ability data in the same format/organization as previous updates. Previously we could just do: Code:
id01 = GetAbilityProgressionAbilityId(progressionIndex, 0, 1) I'll keep looking at the API and trying to figure out a better/easier way of getting the data for all ability ranks and will take any suggestions people have. Would also love a ZOS dev to chip in (wink-wink) on this change and whether I'm missing anything obvious. |
I'm pretty sure I don't have any addons messing with the inventory active, yet I get the tainted stack issue on all containers. Is anyone else having this issue and is this going to be taintgate 2?
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Changenotes to 3.3 attached.
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Good, thanks.
I'm hoping someone goofed and the Jewelry line doesn't intentionally use Woodworking images... |
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As for adding the skill rank to API functions, it would be any of the GetAbility....() where the value might change between ranks. A few ones I can think of would include:
Unsure if those last few ever change for different ranks. At the very least the description which would let us mine the skill coefficients for all 4 ranks. I would assume you were thinking of changing the API to something like: Code:
GetAbilityDescription( *integer* abilityId, *integer:nilable* _rankIndex_) Code:
GetAbilityDescription( *integer* abilityId) |
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Also, Chip, would you be able to pass a suggestion along to the development team? Currently there's an inconsistency between ability names for "Off Balance" and "Off-Balance." Might be a good idea to do a pass on it and normalize it in all ability's as well as tooltips (I think tooltips might all say "Off Balance" now but I haven't check every single one). Thanks! |
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What I meant is, that I'd like to have a field that allows me to link a specific abilityId to it's (base)-morph(s) IF it is morphable (= player owned?). |
The unification of ability IDs is certainly useful for my application. Makes things much more streamlined only having to register callbacks or monitoring for a quarter of the number of IDs, but I can see how it may introduce a little more work for those who use the unique ranks in more meaningful ways. I'm a fan.
Can confirm that stack IDs (à la Grim Focus) also maintain the Rank I IDs. Haven't tested all ranks for any "gotchas" but at least all the ones I've tested have stacked against the Rank I ID. Cheers. G |
You can use GetSpecificSkillAbilityInfo to link up the morphs.
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On PTS the handling of buffs(effects) has changed.
The effent EVENT_EFFECT_CHANGED and ESO client BUFF&DEBUFF option don't show: - RAPID_MANEUVER_ABILITY - RETREATING_MANEUVER_ABILITY - CHARGING_MANEUVER_ABILITY anymore, instead the resulting buffs - MAJOR_GALLOP - MAJOR_EVASION will be shown. Is the this change on purpose and permanent? |
ESOUIDocumentationP18 2.txt
In ESOUIDocumentationP18 2.txt:
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EVENT_ALLIANCE_POINT_UPDATE (*integer* _alliancePoints_, *bool* _playSound_, *integer* _difference_, *[CurrencyChangeReason|#CurrencyChangeReason]* _reason_) But with Update 18 the alliance point gain (tick) will be advised when the player may already has moved to another zone. Therefore: Can this event be extended with an additional parameter for keep Id of tick? This would allow to track the source (credit list) of the tick. . |
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Cheers, Gandalf |
I tried to update Circonian's LibNotifications and noticed that NOTIFICATION_TYPE_GIFT is not defined, but is used in notifications_gamepad.lua and notifications_keyboard.lua. Not sure why it doesn't throw a lua error there, but when I copy the table into LibNotifications, it does exactly that:
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user:/AddOns/LibNotification/LibNotification/LibNotification.lua:25: table index is nil |
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We can make the table globals. |
Ok. That explains why I didn't see any errors. I don't have the latest code extracted yet. :o
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Works like a charm, Thank you! Just one additional question: Pre Update 18, attack/defense tick have been granted for keep types: - KEEPTYPE_ARTIFACT_KEEP - KEEPTYPE_KEEP - KEEPTYPE_OUTPOST - KEEPTYPE_RESOURCE - KEEPTYPE_TOWN In update 18: A keep and its resources will been treated as a super structure with a total of 4 credit(reward) list and the lists will be cleared when the player is defending/attacking in another super structure. Probably when the player earns CURRENCY_CHANGE_REASON_KILL for kills/healing. What is the handling for the other keep types (without super structure)? Will these credit list cleared as well when the player is active on another keep of the same type? E.g. Moving from one scroll temple to another? Thanks, Gandalf |
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Just a note about crafting functions which were global and removed now.
Old and removed: Lua Code:
Replaced by: ZO_CraftingUtils_GetSmithingFilterFromTrait(smithingResearchLineTraitInfo) -> See file /esoui/ingame/crafting/smithingresearch_shared.lua -> function ZO_SharedSmithingResearch:Refresh() e.g. used like this: local expectedTypeFilter = ZO_CraftingUtils_GetSmithingFilterFromTrait(GetSmithingResearchLineTraitInfo(craftingType, researchLineIndex, 1)) |
Hey, I just wanted to ask if turning AddOutfitSlotPreviewElementToPreviewCollection private is a permanent change or if it is something temporary as in a past PTS with PreviewCraftItem?
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