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01/28/15, 08:55 AM   #1
ZOS_ChipHilseberg
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1.6 Addon API Feedback

Feel free to post any questions or concerns about the 1.6 Addon API changes here.
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01/28/15, 02:10 PM   #2
sirinsidiator
 
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Admit it! You are actually testing your updates against our addons to ensure maximum mayhem
I just tried my addons on the pts and most of them won't run without some fixes.

Also a bit sad that there are no updates to the trading house search API. Could use a few improvements.

Other than that I haven't looked to deeply into the changes yet. Will save that for the weekend.
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01/28/15, 03:04 PM   #3
ZOS_ChipHilseberg
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Originally Posted by sirinsidiator View Post
Also a bit sad that there are no updates to the trading house search API. Could use a few improvements.
What kind of functions would you like to see added?
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01/28/15, 03:11 PM   #4
Baertram
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Maybe a dumb question but where can I find the changes to the API with patch 1.6 listed?
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01/28/15, 03:27 PM   #5
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Originally Posted by Baertram View Post
Maybe a dumb question but where can I find the changes to the API with patch 1.6 listed?
Only thing I have found so far is THIS

btw... is there an issue with existing version of LibMapPins-1.0 in 1.6?
I can't see any changes made to the API that should affect my Destinations addon, but there are no tooltips on ANY of the pins.

Last edited by SnowmanDK : 01/28/15 at 03:30 PM.
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01/28/15, 03:48 PM   #6
Randactyl
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I haven't really started banging on any of mine yet, but I was pleasantly surprised to log in to only one error message from an addon under my care.

The error was in Dye Station Achievement Links, had to change ZO_Dyeing to DYEING (which was originally how I thought it should have worked, but didn't).

I noticed in the source code some inconsistencies with the usage of collectible/collectable. Might consider ironing that out

I'm excited to see what may be possible with the champion UI, collections UI, and crown store UI.
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01/28/15, 04:00 PM   #7
Garkin
 
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Originally Posted by SnowmanDK View Post
Only thing I have found so far is THIS

btw... is there an issue with existing version of LibMapPins-1.0 in 1.6?
I can't see any changes made to the API that should affect my Destinations addon, but there are no tooltips on ANY of the pins.
WorldMap pins have different tooltip creators in patch 1.6. Key "tooltip" is now mode (number betwen 1 and 4) instead of actual tooltip control. In other words just change "tooltip = InformationTooltip," to "tooltip = 1,".
http://www.esoui.com/forums/showthre...8442#post18442
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01/28/15, 03:38 PM   #8
QuadroTony
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Originally Posted by ZOS_ChipHilseberg View Post
What kind of functions would you like to see added?
mby this, please

Originally Posted by sirinsidiator
Originally Posted by Ashtaris
Maybe I'm missing something but when I have reset all filters and just do a search in the search field text box for something like "Undaunted" and click Search, it will often return no items found even though I can do a manual search and find all kinds of Undaunted pieces. Is the search limited to one page only or across the entire store?
The name filter is only applied to the current page. This is due to technical limitations of the guild store API.
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01/28/15, 05:01 PM   #9
sirinsidiator
 
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Originally Posted by ZOS_ChipHilseberg View Post
What kind of functions would you like to see added?
A few suggestions that have gathered in my head over time:
  1. SetTradingHouseFilter currently accepts up to 8 filter arguments.
    In order to be able to implement an "all" subcategory for crafting mats in AwesomeGuildStore I would need to pass 19 arguments to get all the item types.
    A few possible solutions:
    • add 11 more arguments (sounds as bad as it probably is)
    • remove all but one and allow a table to be passed with up to 19 filter arguments (sounds equally as bad)
    • add an EQUIP_TYPE_CRAFTING for crafting items (ugly hack, but probably the easiest solution)
    • add new meta item types that allow to search for item categories (e.g. ITEM_CATEGORY_WEAPON, ITEM_CATEGORY_CRAFTING, etc.) (might be the cleanest solution but probably requires some work in the backend)
  2. New filter types for:
    • item name
    • set name
    • set boni
    • known state (for recipes and motifs)
    • per unit price range
    • stack size range
  3. New sort flag to allow sorting by per unit price.
  4. GetSearchResultPageCount()
    Returns how many pages the current search offers.
  5. GetSearchResultItemCount()
    Returns how many items are found overall with the current search.
  6. SetPendingItemPurchase and GetTradingHouseSearchResultItemInfo only accept a local index within the last searched page.
    If the search results had indices that are independent of the current page it would allow us to locally cache pages and still be able to purchase items regardless of which page of the current search we are requesting.
  7. Increase the search result limit from 100. It would save a lot of time that we loose because of the search cooldown if we could just request more at once.
    Maybe even add a function (SetSearchResultLimit) so we can set it ourselves to any value below a certain hard limit.
    A limit of 5000 results would allow downloading all items in most guild stores in 1-2 request and filtering them locally afterwards.
    This could potentially save a lot of processing power on the server and allow for much faster user interaction.

Would be nice to see any or all of them in the future

Last edited by sirinsidiator : 01/28/15 at 05:04 PM.
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01/29/15, 02:29 AM   #10
Sasky
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I wasn't able to get the main API functions to work for setting pending points or adjusting them. ClearPendingChampionPoints doesn't take any arguments, but wouldn't work from /script. I could get a dump of the points in each skill but feeding those same indices back in didn't do anything.

However, I was able to directly update the controls on the ui with something like this:
Lua Code:
  1. function AddPendingPoints(i,j,num)
  2.     CHAMPION_PERKS.constellations[i]:GetStars()[j].pendingPoints = num
  3. end

What's the correct syntax for AddPendingChampionPoints and such? Does it need to be prefixed by particular calls or is it just not working?
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01/29/15, 08:57 AM   #11
ZOS_ChipHilseberg
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Originally Posted by Sasky View Post
What's the correct syntax for AddPendingChampionPoints and such? Does it need to be prefixed by particular calls or is it just not working?
The Clear, Add, and Spend functions are meant to be used together in the following way:
1) Clear the pending point storage in the client.
2) Add points that you want to spend by passing the discipline (constellation) index, skill index, and number of points to spend.
3) Call SpendPendingChampion points. If are just adding points, pass in false and the pending points will be interpreted as points to add to each skill. If you are respecing, pass in true and the pending points will be interpreted as the final point values for each skill.

These functions have no impact on the UI. They are just used to pass all of the requested points to the client.
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01/30/15, 03:42 PM   #12
ZOS_ChipHilseberg
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Originally Posted by sirinsidiator View Post
Would be nice to see any or all of them in the future
Thanks for the list. I'll pass it along to server since most of these have server implications.
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01/30/15, 06:45 PM   #13
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ITEMTYPE enums and provisioning ingredients:
With the new provisioning changes, we now have one in-game item with ITEMTYPE_SPICE, one in-game item with ITEMTYPE_FLAVORING, and alllllllll the rest have ITEMTYPE_INGREDIENT. Perhaps the following might be implemented?
ITEMTYPE_MEAT (fish, white meat, red meat, game, small game, poultry)
ITEMTYPE_FRUIT (apples, bananas, jazbay grapes, melons, tomatoes, pumpkins)
ITEMTYPE_VEGETABLE (carrots, potatoes, corn, radishes, beets, greens)
ITEMTYPE_ALCOHOL, ITEMTYPE_TEA, ITEMTYPE_TONIC similarly
And the other 12 ingredients can stay ITEMTYPE_INGREDIENT, since they're pretty generic.

I figure, since enchanting runes got subdivided, it's worth a shot, and it would make certain things in SousChef much easier :-)
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02/01/15, 12:44 PM   #14
QuadroTony
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Originally Posted by ZOS_ChipHilseberg View Post
Thanks for the list. I'll pass it along to server since most of these have server implications.
Hi, man!
im not really a developer, but can ZOS add to api smthing to detect all number of players in the home campaing to calculate a "gold reward position"? afaik its top 10%

like described there

http://www.esoui.com/forums/showthread.php?t=4260

Last edited by QuadroTony : 02/01/15 at 12:55 PM.
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01/31/15, 03:01 AM   #15
BornDownUnder
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Question

Originally Posted by ZOS_ChipHilseberg View Post
Feel free to post any questions or concerns about the 1.6 Addon API changes here.
I have a question which most addons authors/users would (should) have... Is there a reason for the limiting of the file name structure to 128 characters in length? It was perfectly fine before and I can't possibly see any justification for the alteration at all
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02/02/15, 09:23 AM   #16
ZOS_ChipHilseberg
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Originally Posted by BornDownUnder View Post
I have a question which most addons authors/users would (should) have... Is there a reason for the limiting of the file name structure to 128 characters in length? It was perfectly fine before and I can't possibly see any justification for the alteration at all
Did you have an addon path that worked before 1.6 and that doesn't work now? I'm not aware of any (intentional) changes to that code.
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02/02/15, 09:55 AM   #17
QuadroTony
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sorry, looks like rewards for campaign works like this
- first 100 ppl det purple items
- first 10 ppl get gold items

disregard my prev question
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02/03/15, 02:04 PM   #18
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I have wondered if this one:
EVENT_QUEST_ADDED (integer eventCode, integer journalIndex, string questName, string objectiveName)
could get changed to something like this:
EVENT_QUEST_ADDED (integer eventCode, integer journalIndex, string questName, string objectiveName, integer questID)
so we can get the quest ID's.
Actually I would like to be able to get/use ID's for all those quest events.
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02/03/15, 07:01 PM   #19
BornDownUnder
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Red face

Originally Posted by ZOS_ChipHilseberg View Post
Did you have an addon path that worked before 1.6 and that doesn't work now? I'm not aware of any (intentional) changes to that code.
I apologize and fully retract my previous question. It seems I was mistaken completely in my troubleshooting of an addon on PtS.

I also apologize for the delay in response, am under the weather with hay-fever at present.
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02/06/15, 08:34 PM   #20
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what does
Code:
GetChampionPointAttributeForRank()
exactly do?

Atm it returns 0
Does it returns an integer, that describes, what the next CP will be?
Like
0 = Blue
1 = Red
2 = Green
?

And another important thing:
Can we get the Buffs/Hots/Dots and Debuffs back please?
Especially in trials its really hard to see if a buff or debuff is active or if it's not. And the current API gives only feedback on a really low number of buffs / debuffs.
For example: Poison arrow. You can see an effect on the target and you can see your hands glowing green. Everything fine, while playing solo. But if you are fighting in a big crowd like in trials or PvP you can't see if a buff is up or if its not. I know, that there are some addons wich show buffs, but these buffs are only interpreted by klicking a button with the assigned skill and they also say that there is a buff running, when you have canceled the skill or pressed it while stunned or something. i think a working buffinfo from the API would be really nice, and a lot of people would love to see this feature!
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