ESOUI

ESOUI (https://www.esoui.com/forums/index.php)
-   Tutorials & Other Helpful Info (https://www.esoui.com/forums/forumdisplay.php?f=172)
-   -   3.3 Update (https://www.esoui.com/forums/showthread.php?t=7539)

Ayantir 01/06/18 01:34 PM

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.

ZOS_ChipHilseberg 01/08/18 03:54 PM

1 Attachment(s)
Here is the documentation for this patch.

Rhyono 01/08/18 04:08 PM

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?

ZOS_ChipHilseberg 01/09/18 09:26 AM

Which ids in particular?

Rhyono 01/09/18 12:16 PM

115786 for example.

Ayantir 01/09/18 03:32 PM

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)
EVENT_CANNOT_FISH_WHILE_SWIMMING (number eventCode)
EVENT_JUSTICE_ITEM_PICKPOCKETED (number eventCode, string itemName, number itemCount)
EVENT_JUSTICE_NPC_SHUNNING (number eventCode)
EVENT_PICKPOCKET_ON_COOLDOWN (number eventCode)
EVENT_PICKPOCKET_OUT_OF_POSITION (number eventCode)
EVENT_PICKPOCKET_SUSPICIOUS (number eventCode)
EVENT_PICKPOCKET_TOO_FAR (number eventCode)
EVENT_INTERACTABLE_IMPOSSIBLE_TO_PICK (number eventCode, string interactableName)
EVENT_INTERACTABLE_LOCKED (number eventCode, string interactableName)
EVENT_SHOW_REMOTE_BASE_SCENE (number eventCode)
EVENT_REMOTE_SCENE_STATE_CHANGE (number eventCode, string sceneName, number stateChangeType, number stateChangeOrigin)


New events
Code:

EVENT_LEVEL_UP_REWARD_CHOICE_UPDATED (number eventCode)
EVENT_SKILL_BUILD_SELECTION_UPDATED (number eventCode)
EVENT_LEVEL_UP_REWARD_UPDATED (number eventCode)
EVENT_COLLECTIBLE_CATEGORY_NEW_STATUS_CLEARED (number eventCode, number categoryId)
EVENT_OUTFIT_CHANGE_RESPONSE (number eventCode, number response, number outfitIndex)
EVENT_PENDING_INTERACTION_CANCELLED (number eventCode)
EVENT_CLAIM_LEVEL_UP_REWARD_RESULT (number eventCode, number result)
EVENT_OUTFIT_RENAME_RESPONSE (number eventCode, number response, number outfitIndex)
EVENT_OUTFITS_INITIALIZED (number eventCode)
EVENT_REMOTE_SCENE_SYNC (number eventCode, number messageOrigin, number syncType, string sceneName)
EVENT_REMOTE_SCENE_REQUEST (number eventCode, number messageOrigin, number requestType, string sceneName)
EVENT_REMOTE_SCENE_FINISHED_FRAGMENT_TRANSITION (number eventCode, number messageOrigin, string sceneName)
EVENT_OUTFIT_EQUIP_RESPONSE (number eventCode, number response)
EVENT_CLIENT_INTERACT_RESULT (number eventCode, number result, string interactTargetName)


ZOS finally added back Guild and social events! 2y after :)

ZOS_ChipHilseberg 01/10/18 09:25 AM

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.

ZOS_ChipHilseberg 01/10/18 09:43 AM

Quote:

Originally Posted by Rhyono (Post 33552)
115786 for example.

Design tells me that this one is being removed because it has no source in the game and will not have a source. But they also mentioned that some furniture ids were unintentionally removed on PTS and will be restored.

dorrino 01/10/18 05:47 PM

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.

Rhyono 01/11/18 05:01 PM

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.

Baertram 01/12/18 02:43 PM

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:

Originally Posted by Rhyono (Post 33574)
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.


Dolgubon 01/15/18 05:34 PM

It looks like GetSmithingPatternNextMaterialQuantity is nil on the PTS right now. Was it renamed or accidentally taken out?

sirinsidiator 01/16/18 07:00 AM

Quote:

Originally Posted by Dolgubon (Post 33604)
It looks like GetSmithingPatternNextMaterialQuantity is nil on the PTS right now. Was it renamed or accidentally taken out?

I believe it was removed because of this:
Quote:

The Creation tab at Crafting Stations will now remember the level you have selected, rather than the number of materials. This is to prevent accidentally crafting the wrong level gear when switching between slots that require different material amounts, such as Helmet and Pants.
The API notes also say:
Quote:

GetSmithingPatternMaterialItemInfo() now also returns for a certain quantity of a certain material which level item it makes.
So you probably will have to think of a new way to do what you did with that function.

ZOS_ChipHilseberg 01/16/18 08:55 AM

I'd take a look at ZO_SharedSmithingCreation:GenerateMaterialDataForPattern in SmithingCreation_Shared.lua for how we use it.

Dolgubon 01/16/18 01:48 PM

Quote:

Originally Posted by ZOS_ChipHilseberg (Post 33616)
I'd take a look at ZO_SharedSmithingCreation:GenerateMaterialDataForPattern in SmithingCreation_Shared.lua for how we use it.



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.


Rhyono 01/18/18 10:01 PM

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?

Ayantir 01/19/18 06:24 AM

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.

Baertram 01/19/18 08:04 AM

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?

Shinni 01/19/18 03:21 PM

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.

ZOS_ChipHilseberg 01/19/18 04:25 PM

Quote:

Originally Posted by Baertram (Post 33645)
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?

We could add house bank to the returns or we could make a new bag based function. Either way, that data would only be available while in a house. What is the use case here?

ZOS_ChipHilseberg 01/19/18 04:30 PM

Quote:

Originally Posted by Shinni (Post 33649)
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.

This should be possible.

Rhyono 01/19/18 04:46 PM

Quote:

Originally Posted by ZOS_ChipHilseberg (Post 33653)
We could add house bank to the returns or we could make a new bag based function. Either way, that data would only be available while in a house. What is the use case here?

With CraftStore, I keep track of the data of all storage, which means even when I don't have access to it. When you open the house bank, I'll want to write it all to saved vars. I need quantities which works okay when you have a single stack, but the second you split a stack, the numbers are ruined because I'm only calling that slot for the total and not all slots.

The existing function works for the other 3 bag types all of the time and I know the housing banks don't "exist" until they are opened. As such, I'd like:

Code:

GetItemLinkHouseStack(string itemLink, number Bag bagId)
Returns: number stackCount

which I'd trigger via inventory update events that currently exist.

Baertram 01/19/18 05:00 PM

Oh, didn't notice so far that the house bank data is not accessible if we are not at the house interacting with the bank.
Why is that? :confused:

We are not able to see what is in the bank without saving everthing to the savedvars and updating it each time we go to the house and open, close the bank? :(

My usecase would be e.g. the number of items in my inventory -> move the mouse over the item and see in the tooltip the amount of items in my housebanks.
Or scan my housebank items and mark them with a "flag"/"icon" even if I'm not at the bank.

Rhyono 01/19/18 05:15 PM

Quote:

Originally Posted by Baertram (Post 33660)
Oh, didn't notice so far that the house bank data is not accessible if we are not at the house interacting with the bank.

The bank IDs don't exist in SHARED_INVENTORY until you open each one that session. Leave the house, the IDs still exist, but the data is wiped. Re-enter your house and every bank you had previously opened will have its data restored.

It's likely to minimize the data that is cached since we can't access these banks outside of our houses anyway. It's just a nuisance for our use cases.

ZOS_ChipHilseberg 01/24/18 12:12 PM

Quote:

Originally Posted by Shinni (Post 33649)
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.

This will be added with the next PTS.

Shinni 01/24/18 01:59 PM

Quote:

Originally Posted by ZOS_ChipHilseberg (Post 33704)
This will be added with the next PTS.

Awesome, thanks a lot!

Rhyono 01/24/18 04:39 PM

Any word on whether the function is being considered? Otherwise, I'll have to loop through every item in the bank at hand each time an item is added. I don't know how well plebeian computers will handle that, then I'll have disgruntled masses.

ArtOfShred 01/24/18 05:34 PM

Quote:

Originally Posted by Rhyono (Post 33710)
Any word on whether the function is being considered? Otherwise, I'll have to loop through every item in the bank at hand each time an item is added. I don't know how well plebeian computers will handle that, then I'll have disgruntled masses.

Depending on what you're using it for you could just update the index with EVENT_INVENTORY_SINGLE_SLOT_UPDATE. I have a function that adds or removes items from 4 separate indexes in LUI Extended (Worn, Bag, Bank, House Bags) if you need ideas. Also could index at the start/beginning of EVENT_OPEN/CLOSE_BANK. Shouldn't really cause any hit to iterate over the bags once for this.

Although a function would definitely make it easier :-D

Rhyono 01/24/18 05:42 PM

CS has always been very fluid about it, it uses a single slot update, then updates the tooltip instantly. Without my proposed solution or that function, I'd have to pull the full bank data on open and close, then have it go through for each item link and build a table and add to the quantities for each as they are encountered.

I know I'd be bombarded with complaints of the tooltip being wrong until you exit the bank.


All times are GMT -6. The time now is 09:32 AM.

vBulletin © 2024, Jelsoft Enterprises Ltd
© 2014 - 2022 MMOUI