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Necrom (9.0.0)
Updated:06/21/23 04:57 PM
Created:04/18/23 12:30 PM
Monthly downloads:441
Total downloads:13,696
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ExoYs Crux Tracker  Popular! (More than 5000 hits)
Version: 1.1.0
by: ExoY [More]
ExoYs Crux Tracker
Simple indicator for the amount of Crux you have.
If you like my work and want to support me, feel free to buy me a coffee. Thank you



Dependencies:

LibAddonMenu2.0
LibExoYsUtilities


This addon provides full customizable but minimalistic indicator for the number of crux you currently have. The displays are kept static to reduce any visual noise on your screen. If you are looking for a more animated ui check out the Crux Counter by g4rr3t.

Timer
Minimalistic indicator showing when your crux will run out.
(Patch 9.0.6 introduced a 30s duration)

Sound Cue

The addon provides sound cues for two situations:
  • You reach 3 Crux
  • You cast a Crux Generation Skill, while already having 3 Crux


Crux Coach (Beta)

The Crux Coach is aimed to help you with further optimize your crux managment. It can be displayed live with a small UI live during combat or in a chat output after each fight.
It provides a counter for each combat of:
  • Premature: How often you cast a crux consuming skill when not having 3 crux.
  • Overcast: How often you cast a Crux Generating Skill, while already having 3 Crux active.

Known Issues:
  • "Premature Casts" will not be counted when you have no crux active at all.
  • Losing Crux to due the timer running out, is counted as "Premature Cast" (in and outside of combat)

Note: In theory the crux coach provides a nice way to improve your arcanist performance, especially damage dealers. However, I dont know how usefull it is actually going to be. I will wait for community feedback before deciding, if I will develop the feature further.
June 4th 2023 - Version 1.1.0
+ Fixed some typos in the addon settings (thanks @baertram)
+ Added "timer" feature
+ Added "hide outside combat" feature


June 4th 2023 - Version 1.0.0
+ Release of the Addon.


April 4th 2023 - Version 0.1.0
+ Beta-Version of Addon.
Archived Files (2)
File Name
Version
Size
Uploader
Date
1.0.0
87kB
ExoY
06/04/23 01:48 PM
0.1.0
4kB
ExoY
04/20/23 04:05 PM


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Unread 11/06/23, 07:50 PM  

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Crux icons each a different color?

Thanks for the crux display addon! Definitely helps out! Just curious, any way to have the three crux icons each a different color?

I was hoping to find a way to have the first left most icon red, the middle one yellow, and right most icon, green. Played with the code for a bit. No luck. I can get all three icons to a different color, but NOT each one its own color.

if there is a code block to edit, that I overlooked, just a tip in the right direction, would be a huge help!
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Unread 06/26/23, 02:26 PM  
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Originally Posted by code65536
Regardless of whether or not PTS should be considered an edge case, I still think that server segregation should be on an "as needed" basis rather than the default stance to take.
Fully agree here! I wasn't asking to "always" add it, but check the addons purpose and possibilities and decide from the start if this will help.

Not all addons need that, but a lot of addons use UI stuff and settings that are dependent on e.g. your skills, your CPs, even your class but which use account wide settings (or provide both, char and account wide and ppl just dislike to configure each char again and thus use account wide).
Having no way to distinguish them on the same account at 2 different servers will get you into stuff processed where not needed (skills not unlocked or not even possible; UI elemnts showing for nor use).

But most addons do not need that separation.
I guess the tracker here should maybe just use characterId settings then.

I have changed the Wiki entries about SV, and the tutorial entries, and added the info about "GetWorldName() only MAYBE needed for account wide settings" meanwhile.
Thanks for the clarification with the characterIds.
Last edited by Baertram : 06/26/23 at 02:26 PM.
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Unread 06/26/23, 07:38 AM  
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That was new to me.
I have 85 characters across NA and EU spread over 10 different @accounts, with the oldest character being from launch and the newest being less than a month old. And without exception, every single NA character ID starts with 87960930, and every single EU character ID starts with 87982920. Since the first part of the ID seems to be a fixed value per server rather than random, I believe it is safe to assume that cross-server character ID collisions are "impossible", rather than just "highly unlikely".

(Characters created on PTS--not copied from live--start with 66168610 for their IDs.)

PTS is a special case for developers and not valid for the mass imho!
For PTS, since I'm often testing new trials or dungeons using Live character copies, having settings that carry over from Live is important and I'm often having to manually fix SV. For me, that's not a problem and it's a minor nuisance. But for other people in the group who are not so familiar with where things are or how things work, it's tedious to walk them through that process. In many of these cases, the settings were already character-specific, so the server segregation was unnecessary.

Regardless of whether or not PTS should be considered an edge case, I still think that server segregation should be on an "as needed" basis rather than the default stance to take.
Last edited by code65536 : 06/26/23 at 08:19 AM.
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Unread 06/26/23, 05:05 AM  
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Originally Posted by code65536
EU and NA character IDs are guaranteed to be different and there will never be a collision, since the IDs have different prefixes on the two servers.
That was new to me. Last time I asked Dan he said the ids might be the same on the 2 servers, but good to know.
That will make server dependent SV for characterIds definately not needed, thanks!


Originally Posted by code65536
I disagree. Addons really should not go overboard with saving the server in the SV unless it's actually necessary. If you're doing character-specific settings, and you're saving by character ID rather than character name, then there is absolutely no need to specify the server (or even @account).

Addons that unnecessarily specify the server cause problems when testing on PTS. Copy SV from live to PTS, log onto the copied Live character on PTS, and hey, why are my settings not there even though I copied the SV? Oh, it's because SV checks the server too, so now I need to go manually edit the SV and replace "XYZ Megaserver" with "PTS".

(There are of course cases where server segregation does make sense, but IMHO, that should be the exception, not the default.)

(And if you're not doing character-specific, I still don't think the server should be specified. If I want generic settings across all my characters, I'm not going to care which server they're on. My NA arcanist isn't different because it's on NA--it's different because it's a different character.)
I agree "partially" here.

Many addons do not split up per server, that's correct.

But as I said before: There are addons where positions at the UI and handling of addons will need the possibility to make it save differently. If this is about characters now, as discussed above already, the server is not needed.
But there also exist many account dependent addons which got such features and if you create such new I'd tend to add different server support from the beginning then.

PTS is a special case for developers and not valid for the mass imho! PTS SV can be easily changed in the SV with a search & replace. Notepad++ e.g. Or you keep your PTS SV for 90% and only copy over the ones to test.
Yes, it's not always doen quickly but PTS really is for developing and shouldn't block feaures in addons to be handled differently on NA and EU!



Another idea would be, for those addons where account server split would be needed/wanted, to use LibSavedVars from silvereyes.
I think it got some features to copy the SV between servers already build in?
Last edited by Baertram : 06/26/23 at 05:09 AM.
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Unread 06/26/23, 05:00 AM  
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Originally Posted by ExoY
Originally Posted by Baertram
Thank you, the out of combat setting is welcome too!
About the timer:
Does crux really run out after 30s now? I thought this is only a visual unstressing to removing the effects after 30s out of combat? (actually never tested that, I'm fighting too often so never was 30s out of combat with crux left^^).
I also thought it was only the visuals, but I did some testing and turns out the crux-buff actually runs out after those 30sec. This even happens while in combat if you dont use a crux generating skill for 30sec.

Dont know if that is by design or unintentional though.
ZOs clarified it here:
https://forums.elderscrollsonline.co...omment_7898166

Hi everyone,

First, we want to apologize for the delay in clarifying this past week�s change to Crux duration. What initially started as a quick question internally turned into a much larger discussion about what the change was intended to be, and it boiled down to there being a miscommunication when writing the patch note. We�ve identified the points of failure in the process and will do our best to avoid this from occurring again in the future.

As for the change itself, we can confirm that the intended change is for Crux to expire after 30 seconds, regardless of your combat state. While the primary reason behind this change was to address issues some players were having with motion sickness (in addition to slowing down the icons themselves) this also falls in line with our combat standards of �non-prebuffing� outside of combat. Seeing as Crux can only generate in combat, this also adheres to our rules that they shouldn't exist for extended periods of time outside of combat.

We apologize again for publishing an inaccurate patch note surrounding this change, and we appreciate the feedback given so far. We're keeping a close eye on how Crux has been performing and will continue to evaluate for any future changes.
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Unread 06/26/23, 03:09 AM  
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(but still could be the same on EU and NA for totally different chars but same account -> most probably will not happen though, would be a big coincidence)
EU and NA character IDs are guaranteed to be different and there will never be a collision, since the IDs have different prefixes on the two servers.

So adding GetWorldName() as profile (3rd param, where you use "nil" currently) to the SV call would be nice for each new addon, where settings "can" differ per account/char by the server!
I disagree. Addons really should not go overboard with saving the server in the SV unless it's actually necessary. If you're doing character-specific settings, and you're saving by character ID rather than character name, then there is absolutely no need to specify the server (or even @account).

Addons that unnecessarily specify the server cause problems when testing on PTS. Copy SV from live to PTS, log onto the copied Live character on PTS, and hey, why are my settings not there even though I copied the SV? Oh, it's because SV checks the server too, so now I need to go manually edit the SV and replace "XYZ Megaserver" with "PTS".

(There are of course cases where server segregation does make sense, but IMHO, that should be the exception, not the default.)

(And if you're not doing character-specific, I still don't think the server should be specified. If I want generic settings across all my characters, I'm not going to care which server they're on. My NA arcanist isn't different because it's on NA--it's different because it's a different character.)
Last edited by code65536 : 06/26/23 at 03:11 AM.
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Unread 06/24/23, 12:42 PM  
 
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Originally Posted by Baertram
Originally Posted by Cheshire
Hi, could you add a settings option for each character separately? For example @ DD I really like the overcast crux sound, but @ tank I don't want it and I have to enable/disable it manually
Thanks.
Change this line here:
Code:
SV = ZO_SavedVars:NewAccountWide("ExoYsCruxTrackerSavedVariables", 1, nil, GetDefaults() )
To:
Code:
SV = ZO_SavedVars:NewCharacterIdSettings("ExoYsCruxTrackerSavedVariables", 1, GetWorldName(), GetDefaults() )
You can use that as a temporary workaround. Be aware that it could cause you to loose your settings with future updates and might have to reset them entirely.


Originally Posted by Baertram
btw: You did not add support for multiple servers @Exoy The same account can be active on NA, EU and PTS and the settings will most probably differe there for your Arcanist builds, so character settings with the ID should be safe without the server as the charId is unique per server (but still could be the same on EU and NA for totally different chars but same account -> most probably will not happen though, would be a big coincidence).
I will look into it.


Originally Posted by Baertram
Edit - Bug report:
Changing the settings of this addon to "Hide out of combat" won't hide the UI after closing the settings panel.
Guess ti will fix itsself the next time I get in and out of combat then.
Yes, ATM it requires to enter\leave the combat for the logic to work properly. Might make it more robust later.
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Unread 06/24/23, 06:40 AM  
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Originally Posted by Cheshire
Hi, could you add a settings option for each character separately? For example @ DD I really like the overcast crux sound, but @ tank I don't want it and I have to enable/disable it manually
Thanks.

Change this line here:
Code:
SV = ZO_SavedVars:NewAccountWide("ExoYsCruxTrackerSavedVariables", 1, nil, GetDefaults() )
To:
Code:
SV = ZO_SavedVars:NewCharacterIdSettings("ExoYsCruxTrackerSavedVariables", 1, GetWorldName(), GetDefaults() )

btw: You did not add support for multiple servers @Exoy The same account can be active on NA, EU and PTS and the settings will most probably differe there for your Arcanist builds, so character settings with the ID should be safe without the server as the charId is unique per server (but still could be the same on EU and NA for totally different chars but same account -> most probably will not happen though, would be a big coincidence).

So adding GetWorldName() as profile (3rd param, where you use "nil" currently) to the SV call would be nice for each new addon, where settings "can" differ per account/char by the server!



Edit - Bug report:
Changing the settings of this addon to "Hide out of combat" won't hide the UI after closing the settings panel.
Guess ti will fix itsself the next time I get in and out of combat then.
Last edited by Baertram : 06/24/23 at 06:41 AM.
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Unread 06/23/23, 04:03 PM  

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Hi, could you add a settings option for each character separately? For example @ DD I really like the overcast crux sound, but @ tank I don't want it and I have to enable/disable it manually
Thanks.
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Unread 06/22/23, 09:11 AM  
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Originally Posted by ExoY
Originally Posted by Baertram
Thank you, the out of combat setting is welcome too!
About the timer:
Does crux really run out after 30s now? I thought this is only a visual unstressing to removing the effects after 30s out of combat? (actually never tested that, I'm fighting too often so never was 30s out of combat with crux left^^).
I also thought it was only the visuals, but I did some testing and turns out the crux-buff actually runs out after those 30sec. This even happens while in combat if you dont use a crux generating skill for 30sec.

Dont know if that is by design or unintentional though.
That sounds unintentionally to me... I'll ask Dan
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Unread 06/22/23, 05:13 AM  
 
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Originally Posted by Baertram
Thank you, the out of combat setting is welcome too!
About the timer:
Does crux really run out after 30s now? I thought this is only a visual unstressing to removing the effects after 30s out of combat? (actually never tested that, I'm fighting too often so never was 30s out of combat with crux left^^).
I also thought it was only the visuals, but I did some testing and turns out the crux-buff actually runs out after those 30sec. This even happens while in combat if you dont use a crux generating skill for 30sec.

Dont know if that is by design or unintentional though.
Last edited by ExoY : 06/22/23 at 05:13 AM.
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Unread 06/22/23, 04:13 AM  
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Thank you, the out of combat setting is welcome too!
About the timer:
Does crux really run out after 30s now? I thought this is only a visual unstressing to removing the effects after 30s out of combat? (actually never tested that, I'm fighting too often so never was 30s out of combat with crux left^^).
Last edited by Baertram : 06/22/23 at 04:14 AM.
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Unread 06/21/23, 05:06 PM  
 
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Re: Hide

Originally Posted by Kasamir
Would really love a hide out of combat option
I added such a feature with version 1.1.0.
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Unread 06/09/23, 01:32 AM  

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Hide

Would really love a hide out of combat option
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Unread 06/08/23, 11:32 AM  
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Ah, I see. Thanks, makes sense

Edit:
Another nice feature/setting ON/OFF would be to hide the UI while out of combat (the green flying crux icons around the char are enough then...)

And a hint:
For the sound selection there exists an easy LibAddonMenu plugin.
https://www.esoui.com/downloads/info3346-LibAddonMenu-SoundSliderwidget.html

This way one could select from all sounds and not only the few you pre-selected there, which imo are not matching the Arcanist

Originally Posted by ExoY
Originally Posted by Baertram
Thanks for the addon!!!
There is a small bug with the border of the movable number icon and the 3 crux icons on the UI.
I cannot move it to the complete bottom of the screen:



There always remains this space. Could you please remove that space/border at the bottom/around the number, thanks.

Edit:
Same for the graphical indicatior, there also exists an invisble frame / border around it.

Edit2:
Typo in sound "full crux": Volumne

And the dropdown to select the sound is named "Font"? Same for "Overcast"

Edit3:
I just used some of the crux generating skills and the graphical and number did not update (Heal skill e.g. "Runenpflege") any crux?
Does it only work during combat?

Thanks for the bug reports, i will get them sorted out

About edit 3:
Curx can only be generated while in combat. This is how zos implemented it.
Last edited by Baertram : 06/08/23 at 04:11 PM.
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