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  Click here to go to the first Rift Team post in this thread.   Thread: Addons: Suggestions, Bug Reports, and Other Feedback

  1. #361
    RIFT Guide Writer Noshei's Avatar
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    Quote Originally Posted by the_real_seebs View Post
    Things I've recently wanted:

    Fixes/improvements:
    Inspect.Quest.Detail: Objectives should include object type IDs. As is, we have to do stuff on the XML in advance.
    Inspect.Quest.Detail: A quest with a single-item objective would be improved if it looked like 0/1, rather than a boolean completed value, although I think that may be the underlying client.

    New features:
    Inspect.Social.Friends.List()
    Inspect.Social.Notes.List()
    Inspect.Social.Notes.Detail()
    Command.Social.Notes.Set(playername, note-or-nil)
    Inspect.Social.Ignore.List()
    Command.Social.Friend(playername, true-or-false)
    Command.Social.Ignore(playername, true-or-false)

    UI.Native.DimensionToolbar
    UI.Native.DimensionEditToolbar
    Event.Dimension.Editable(handle, true-or-false)
    Command.Event.Dispatch (for built-in event types, so we could synthesize Event.Unit.Detail.Zone for instance)

    Command.Chat.Log(filename, true-or-false) <-- and specifically, NOT to require an interaction for this

    Event.LinkTooltip -> like Event.Tooltip, only for the tooltip window from clicking a link
    UI.Native.LinkTooltip

    UI.Native.SocialPlayerDetails
    Event.Social.PlayerDetails(handle, playername) <-- to tell us when the socialplayerdetails list is up
    Event.Social.Ignore(handle, playername, true-or-false)
    Event.Social.Friend(handle, playername, true-or-false)
    Event.Social.Note(handle, playername, text)

    Command.Loyalty.MaxRedTier (only for addon authors)
    You're killing me seebs, all of your *Social* suggestions already exist!

  2. #362
    Ascendant the_real_seebs's Avatar
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    Gah. Well, to be picky, I was looking for a note that isn't specific to /friend or /ignore. Because I want to be able to just sort of generally stash notes about people.

    I can use this, though, I could add a button to unit frames which lets you see their note, if they have one, and I suppose also whether they are on friend or ignore lists.

    That said: I blame Crucia for making me not remember these.
    You can play WoW in any MMO. You don't have to play WoW in RIFT. Oh, and no, RIFT is not a WoW clone. Not having fun any more? Learn to play, noob! I don't speak for Riftui, but I moderate stuff there. Just came back? Welcome back! Here's what's changed. (Updated for 2.5!)

  3. #363
    Ascendant the_real_seebs's Avatar
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    Issues I have found with the Social stuff:
    1. The lists aren't available on login, so the addon startup end event is before the lists exist. Have to wait for the event.social.friend/ignore.
    2. But on a reloadui, there's no such event because the lists are already there.

    Okay, I can mostly deal. But there's other issues. Friend list entries appear to be Unreliable. They may say "Name", they may say "Name@Unknown". The latter is never a valid thing to send a friend request for. I can canonicalize internally by assuming that both are the same as name@This_shard. But that leaves me with another problem: Some users are in a friends list, but can't be added to any other friends list, probably because of the name wipe or something (?). But there's no way for me to detect that, because Command.Social.Friend.Add() doesn't return an error for that case, and I don't see any errors in the log either.

    So I can't tell whether the lists are loaded (although if I assume everyone has at least one friend or enemy, I can guess), and I can't necessarily extract useful information from the names on them.
    You can play WoW in any MMO. You don't have to play WoW in RIFT. Oh, and no, RIFT is not a WoW clone. Not having fun any more? Learn to play, noob! I don't speak for Riftui, but I moderate stuff there. Just came back? Welcome back! Here's what's changed. (Updated for 2.5!)

  4. #364
    Ascendant the_real_seebs's Avatar
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    Much is explained:

    At login, there's an extra Event.Social.Friend which has a huge list of keys... not limited to friends on the current character. So if you log in on a character with 60 friends, and then log in on another character with 5 friends, the new character gets, during login, an Event.Social.Friend listing all 65 names. And if you see an Event.Social.Friend entry for a name, and that name isn't on your friends list, normally that means you unfriended them.

    But not in the case where it's the larger list that isn't related to your current character. I can't find a use for that, because it's specifically showing up at login time, when obviously I can't have any bogus cached data, because this is a new session.
    You can play WoW in any MMO. You don't have to play WoW in RIFT. Oh, and no, RIFT is not a WoW clone. Not having fun any more? Learn to play, noob! I don't speak for Riftui, but I moderate stuff there. Just came back? Welcome back! Here's what's changed. (Updated for 2.5!)

  5. #365
    Shield of Telara Adelea's Avatar
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    Quote Originally Posted by the_real_seebs View Post
    Issues I have found with the Social stuff:
    1. The lists aren't available on login, so the addon startup end event is before the lists exist. Have to wait for the event.social.friend/ignore.
    2. But on a reloadui, there's no such event because the lists are already there.

    Okay, I can mostly deal. But there's other issues. Friend list entries appear to be Unreliable. They may say "Name", they may say "Name@Unknown". The latter is never a valid thing to send a friend request for. I can canonicalize internally by assuming that both are the same as name@This_shard. But that leaves me with another problem: Some users are in a friends list, but can't be added to any other friends list, probably because of the name wipe or something (?). But there's no way for me to detect that, because Command.Social.Friend.Add() doesn't return an error for that case, and I don't see any errors in the log either.

    So I can't tell whether the lists are loaded (although if I assume everyone has at least one friend or enemy, I can guess), and I can't necessarily extract useful information from the names on them.
    This kind of thing happens a lot, and what I have found that works for me, is to delay everything until the player is actually available:

    Code:
    function LI.Event_Unit_Availability_Full(h,t)
    	for k,v in pairs(t) do
    		if v == "player" then
    			Command.Event.Detach(Event.Unit.Availability.Full, nil, nil, nil, addon.identifier)
    			-- Do any event setup here along with any scans of required data
    		end
    	end
    end
    
    Command.Event.Attach(Event.Unit.Availability.Full, LI.Event_Unit_Availability_Full, "Event.Unit.Availability.Full")
    http://forums.riftgame.com/image.php?type=sigpic&userid=125779&dateline=13553  38065

  6. #366
    Shield of Telara Adelea's Avatar
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    Default Bug with Event.Item.Update and Bank Vault slots

    For months now I have been getting daily error reports that I could not understand how they were happening.

    Today, I finally had the error occur for myself and was able to recreate it.

    In my bank vault, in Vault 4, I have a stack of an item.

    If I shift-click to split the stack, then I get some bad event data.

    The item I am splitting is in Vault 4, Slot 11 (sv04.011), and the item itself is ending up in Slot 12 (sv04.012)

    My event handlers are setup as:

    Code:
    function LI.Event_Item_Update(h, t)
    	for k,v in pairs(t) do
    		if LIBINVDEBUG then
    			print("EIU: k="..tostring(k)..", v="..tostring(v))
    		end
    		table.insert(SLTUPDT, 1, {e="EIU", s=k, a=v })
    	end
    end
    
    function LI.Event_Item_Slot(h, t)
    	for k,v in pairs(t) do
    		if LIBINVDEBUG then
    			print("EIS: k="..tostring(k)..", v="..tostring(v))
    		end
    		table.insert(SLTUPDT, 1, {e="EIS", s=k, a=v })
    	end
    end
    
    Command.Event.Attach(Event.Item.Slot, LI.Event_Item_Slot, "Event.Item.Slot")
    Command.Event.Attach(Event.Item.Update, LI.Event_Item_Update, "Event.Item.Update")
    And what happens when I split the stack is:

    09:28:13: [libInventory] EIS: k=sv04.012, v=i05508000169144C3
    09:28:13: [libInventory] EIU: k=sv03.011, v=i05508000032BBCFE

    So, the Event.Item.Update is passing in a svXX value 1 less than it should.

    If I split a stack of something in Vault 1 (Slot10, new stack going into Slot 18):

    09:33:44: [libInventory] EIS: k=sv01.018, v=i055080001691446C

    So in this case, I don't even get the Event.Item.Update, presumably because sv00.010 is not valid.

    Splitting a stack in Vault 2 (slot 5 going to slot 6):

    09:34:35: [libInventory] EIS: k=sv02.006, v=i0550800016914475
    09:34:35: [libInventory] EIU: k=sv01.005, v=i0550800003835BA1
    http://forums.riftgame.com/image.php?type=sigpic&userid=125779&dateline=13553  38065

  7. #367
    RIFT Guide Writer Noshei's Avatar
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    suggestion:

    Would be cool to get some way to inspect the color of the pixels behind where the mouse is or in a certain place on the screen. Use case would be to easily replicate the color picker that is used in game. This way we dont have to hard code the color into an addon, but simply pull it from what is on screen.

  8. #368
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    Couple of problems with the quest events:

    - When doing an instance the event Event.Quest.Change will fire for each and every quest a player has when a boss is defeated

    - When loading the client the quest events are firing like a firework. The are added and then updated. Some updates like completion state fire even at least once again

    - It would be extremely helpfull to get an indication of what changed in the Event.Quest.Change data. As it is today one has to do a lot of Inspect.Quest.Detail which is bad for the performance.

    All in all I had to implement tons of workarounds to find out what changes, if it is a real change of quest and if so if it is of interest for the addon.

    Cheers
    N.

  9. #369
    Ascendant the_real_seebs's Avatar
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    If you have a Canvas, and you :SetPoint it every frame with values that would result in it moving, performance rapidly becomes atrocious. If it's tied to events like mouse moves, it might take a while to get bad the first time, but it will get worse and worse with repeated events.

    If you :SetPath it at least occasionally, even with identical values, it's fine.
    You can play WoW in any MMO. You don't have to play WoW in RIFT. Oh, and no, RIFT is not a WoW clone. Not having fun any more? Learn to play, noob! I don't speak for Riftui, but I moderate stuff there. Just came back? Welcome back! Here's what's changed. (Updated for 2.5!)

  10. #370
    Ascendant Credo's Avatar
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    Do we have a way to tap into warfront accolades yet?
    Even free cost too much now

  11. #371
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    When teleporting to a zone with running event (same goes for conquest) Inspect.Item.Detail will deliver nil entries among the correct entries in the objective element of the returned table.

    Cheers
    N.

  12. #372
    Soulwalker
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    We should have a mac version of RIFT

  13. #373
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    When looting a quest item from a killed mob the API sends out an Event.Quest.Change for every quest the player has. It would be much better to just send an Event for the quest related to the looted object, wouldn't it? ;)

    Oh and the same happens if you kill a mob related to a quest where you need to kill x of these.

    Cheers
    N.
    Last edited by Naifu; 01-05-2014 at 03:06 AM.

  14. #374
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    A couple of suggestions:

    1. Add possibility to display / hide native frames by :SetVisible() for example UI.Native.Character:SetVisible(true)

    2. Add new commands to display important native frames like auction house, bags, character window - This would reduce the pain of missing keybindings for addons especially in combination with the first suggestion

    3. Add new command to craft items if player has required recipe, is standing near the required post and has enough items. Basically bind it to the function which has to be in the current client/server code. For example Comand.Craft.Create(itemID)

    4. Add item ID and count of required items to crafting quests objectives table return by Inspect.Quest.Detail(). The amount of time and effort needed to build a database of these items is rediculous. It's in the Rift XML file so why not add it to the API info.

    5. Add id of item to be used in a quest to quest objective information returned by Inspect.Quest.Detail(). Again this information is in the quest xml file so why not add it ingame.

    6. Add scene information avaiable in the quest xml to Inspect.Quest.Detail()

    7. Add commands to open subparts of native frames (naturally #1 and #2 would be needed for this). This would be usefull to for exapmle jump to the artifact page on the character screen or load the weaponsmith secion on the crafting window.

    7. Last but not least I'd like to request a command to use an item. This command should work in combat and not be restricted only to system not being in secure mode. Personally I'd use this for the useable quests items on my QuestLog frame. Using macros is just not working as the frame cannot be moved in combat.

    The only possible abuse of this I can see is creating an addon which always offers the most usefull health or mana pot. Other than that I could come up with an idea against this type of command. But hey there are more creative people around here so maybe I missed something. Still ... I need this

    Cheers
    N.

  15. #375
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    The following quests in the quest XML are specified as Use Item quest and feature an objective to use an item but do not include the needed ItemKey element:

    q2291904800000000, q437F7C2800000000, q437F7C2800000000, q437F7C2800000000, q1512C51740E5F70B, q5B00BCE4747F86A4, q38BFF0D896166F6C, qFC73EB0569055CBE, qFD78CA24E8FF8F5A, q3335056CB638A8CA, q5B9BC2DB00000000, qFC0F842EA71E9344, q7EB53B27F64C6500, q052D6D9900000000, qFFCAC60D6A645FB2, qFBF8AA2BEE5A97C4, q5D9954169DB77A8D, q2DD65D23AA54DBBB, q2DD65D23AA54DBBB, qFFEDEB1F0CDE2160, q0781BBDEC7DA9826, q2A48EAF8DA6C25BF, q378E9F9BA7BA448B, q223A38A3FC2D478F, q3039E74FB1DB9BF2, q6CD8E325C9CCECA3, q528EEE36A92A3AED, q44F3A6E7B7838528, q1F8C17AA00000000, q1F8C17AA00000000, q1F8C17AA00000000, qFFD9D930244E3666, qFCB2AA3E9FD49AD6, q5991DA18D5DB26F7, qFFBBEE29BCC7E550, q4B6510A99B486195, qFFD788056A0FE522, qFFD788056A0FE522, qFFD788056A0FE522, q6E9120008E815161, qFBC044B9961D4B32, qFBC044B9961D4B32, qFBC044B9961D4B32, qFBC044B9961D4B32, q753D647CF1553715, q753D647CF1553715, q753D647CF1553715, q6D1536B9BE25FF84, qFFEEEFA59EAF5E5A, q69542631B0AAEC6C, q69542631B0AAEC6C, q3B25C82FBBFFB705

    Ohhh these are of course the keys from the AddonId element of that xml.

    Cheers
    N.
    Last edited by Naifu; 01-05-2014 at 09:37 AM.

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