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|11/04/18, 11:01 PM||#1|
Pollox's Daily Quest Tracker [Alpha]
This is my first addon for ESO, and first time writing in LUA, so I welcome general code review as well as testing. This addon tracks which of the repeatable daily quests your character is currently eligible to complete this day. I can't test the DLC quests, as I only own Summerset, Morrowind, and the base game, but I've added all of them to the addon.
The code is currently here:
I'll publish to esoui after a bit more work and testing. To use this, download to your Addons folder. Then set a keybinding to toggle the window on and off.
Specifically, I'd be interested in feedback on the following from other developers, but I welcome any feedback:
For testers, please note the following known limitations
I'm also interested in future feature ideas, which of my feature ideas you would use, and whether you find this addon useful in general.
Here's some future feature ideas I have:
|11/05/18, 03:23 AM||#2|
If you got questions check the Wiki first and maybe visit us in the gitter ESOUI chat:
I'd say you start with reading this great tutorials first toi get more details about ESO and lua API:
You can also create a globalk name for your addon like
myAddonGlobalName is a tbale then and you can add other subtables and add all controls to this subtable then like this:
Texture control texture change:
You define the texture control and you can then add the textures to use (pressed down, mouse over, up disabled) to this control as attributes like
myTextureControl.upTex = "/esoui/art...dds" myTextureControl.downTex = "/esoui/art...dds"
It depends on the texture control! If it's a button you can set the textures for up, down etc. before properly to the given button texture slots and it will handle it on it's own.
Maybe check the addon AdvancedFilters how it uses the textures. They are stored in the file textures.lua like this:
AdvancedFilters creates a new "virtual control" (a kind of a template to use for your addon) "AF_Button" (given as last parameter in WINDOW_MANAGER:CreateControlFromVirtual). This AF_Button is defined in the XML file so the texture and highlight controls are added to the standard control automatically and you are able touse it.
<!-- Base Button --> <Button name="AF_Button" font="ZoFontGameMedium" virtual="true" hidden="false"> <Dimensions x="32" y="32" /> <Controls> <Texture name="$(parent)Texture" hidden="false"> <Anchor point="TOPLEFT" relativeTo="$(parent)" relativePoint="TOPLEFT" /> <Anchor point="BOTTOMRIGHT" relativeTo="$(parent)" relativePoint="BOTTOMRIGHT" /> </Texture> <Texture name="$(parent)Highlight" hidden="true" blendMode="ADD"> <Anchor point="TOPLEFT" relativeTo="$(parent)" relativePoint="TOPLEFT" /> <Anchor point="BOTTOMRIGHT" relativeTo="$(parent)" relativePoint="BOTTOMRIGHT" /> </Texture> </Controls> </Button>
Your addon.txt (manifest) just uses a game's variable $(language) which provides the client language in this format: 2characters, e.g. en, or de or fr or jp or ru or es or ...
So just load a base file which contains the strings in e.g. English like this:
SI_YOURADDON_SETTINGS_ONLY_IN_COMBAT SI_YOURADDON_SETTINGS_ONLY_IN_COMBAT_TT for the tooltip
Do not just overwrite the translated strings using the same function as it was created, ZO_CreateStringId!
In the client language files "safe overwrite" them with a newer version in teh client's language:
SafeAddString(SI_YOURADDON_SETTINGS_ONLY_IN_COMBAT, "Translated text here", 1)
The 1 is the version I think.
So this will provide you the translated string into the variable SI_YOURADDON_SETTINGS_ONLY_IN_COMBAT
You can read the text from the variables then via AP function
So just put the GetString into your addons code at e.g. LAM settings menu
Description can be found here:
See the wiki for examples:
Last edited by Baertram : 11/05/18 at 03:38 AM.
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