3.3 Update
3.3 Update pop monday.
I won't give the usual details, I'm a bit tired, but I'll do them. Feel free to talk about new systems and issues you may have. I'm personnaly already planning few things about new features which will come. |
1 Attachment(s)
Here is the documentation for this patch.
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I keep track of the furnishing recipes and I noticed the exact same number of furnishing items exist in Dragon Bones, but the IDs have changed. Were some items removed as others were added, were some items re-Id'd or is there some sort of issue?
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Which ids in particular?
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115786 for example.
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I've updated api page. I've added for each API function and event a search of this function into code of a great addon made by a friend.
Also i've updated global pages, there is new categories as always, and I merged the new "Globals" categories into one. It's basically a listing of MAX_SOMETHING, INVALID_THAT, STUFF_LENGTH. Thanks to Dolby, i'll also be able to give a lot more info of important stuff taken from here and there. Maybe i'll publish a Handbook. Events removed (I didn't looked where the pickpocketting events went). Code:
EVENT_MISSING_LURE (number eventCode) New events Code:
EVENT_LEVEL_UP_REWARD_CHOICE_UPDATED (number eventCode) ZOS finally added back Guild and social events! 2y after :) |
Almost all of the removed events have been merged into EVENT_CLIENT_INTERACT_RESULT since they were all results of attempting to interact and didn't need their own events.
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2 questions for Chip:
1. Why (on PTS and on live) Ambush applies Charge Snare after its damage part lands, not before as is the case with all other gapclosers? The purpose of the Charge Snare is to slow down the target to make sure the gapcloser gets close enough to the target. It makes little sense to me to apply the snare after the player is already on the target. 2. Could we please get a clarification what exactly is supposed to be changed regarding EVENT_COMBAT_EVENT results on pts in pvp? Thank you. |
Once you've named a storage chest, I don't see a means of removing the nickname. You're also not allowed to use numbers. I'm assuming this is a remnant from pet naming schemes or something? I don't see the harm in a name like "Storage 4"
Would you consider adding these new storage units to SHARED_INVENTORY without having to open each one per reload? Or at least give us a means of force loading it if it hasn't been already. |
Yes please, allow numbers in the names of the chests!
Some info for the house bank: EVENT_OPEN_BANK gives us the bagId now, and is fired if we open the house store. -> We can check if the house bank was opened via function "IsHouseBankBag(bagId)" -> returns bolean EVENT_CLOSE_BANK wll fire if the house storage is closed. Quote:
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It looks like GetSmithingPatternNextMaterialQuantity is nil on the PTS right now. Was it renamed or accidentally taken out?
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I'd take a look at ZO_SharedSmithingCreation:GenerateMaterialDataForPattern in SmithingCreation_Shared.lua for how we use it.
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I should have thought of that. I checked it and it looks like GetSmithingPatternMaterialItemInfo can get me what I need. (the third return is the number of mats required) @sirinidiator I did have another way I can get that info, but it's not an API way. |
GetItemLinkStacks() will return inventory, bank, craft bag. Is there some sort of equivalent that can be called on individual bags or specifically made for housing banks?
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It could be cool.
PS: GetItemLinkStacks for bank return stack for BANK + SUBSCRIBER BANK. if we can do same for all the chests. or maybe a new function. |
I'd either split it into several functions where we can pass the bag_id to. This would be more performant if one only would need the stack info of one bag.
Or let it accept a table parameter where we can add each bagId we want to check and if no parameter is given return all like today, maybe? |
So I was playing around with the new preview and outfit API. It seems to be really hard to find the correct collectible/outfitStyle if you want to reproduce a given item/itemLink.
Would it be possible to add a GetItemLinkOutfitStyleId function similar to GetItemLinkItemStyle ? The only workaround I have found so far is to compare the names from GetCollectibleInfo and GetItemStyleName(GetItemLinkItemStyle(itemLink)) but that is slow and can not detect the correct rank/material of the style. |
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