OK, can't find this anywhere on the site or in this thread...although I will admit I didn't read all 17 pages diligently, hehehe...
We have an existing points system...how can I "seed" the addon with the existing points without inviting the people into the raid? I cannot find any "add to database" option for individuals in the guild...is there a command line option to do this or is it even possible?
OK, can't find this anywhere on the site or in this thread...although I will admit I didn't read all 17 pages diligently, hehehe...
We have an existing points system...how can I "seed" the addon with the existing points without inviting the people into the raid? I cannot find any "add to database" option for individuals in the guild...is there a command line option to do this or is it even possible?
Depends on how your current points are setup and what system you use.
The easiest way would be to import it using the dkpmon_eqdkp import tool. Even if you don't use eqdkp, you can set the file up to allow you to import, then you can use whatever you want.
In the dkpmon_eqdkp folder there is a filed called importdata.lua and you need to edit that file.
The format should already be in there in the example file but here is one as well
Not using EQDKP so it would have be done manually, hehehe...but at least gives me a place to start!
Of course, we're using an EPGP system so going to have to figure out how the data is stored that way will be the next step, hehehe...
The alternative would be to use the DKPmon_CSV addon. It allows you to both import and export your DKP database in CSV (colon-separated-values) format.
Is there anyway that we can get an in game GUI for entering base point values? I've spent a couple of hours looking at your directions, following them, and then not having them work. I'd love to get my guild to use this for loot, but it just doesn't seem fully functional to me.
Not using EQDKP so it would have be done manually, hehehe...but at least gives me a place to start!
Of course, we're using an EPGP system so going to have to figure out how the data is stored that way will be the next step, hehehe...
The alternative would be to use the DKPmon_CSV addon. It allows you to both import and export your DKP database in CSV (colon-separated-values) format.
Ahhh, this sounds like it would be MUCH better! Will give it a try...thanks Eraslin!
Is there anyway that we can get an in game GUI for entering base point values? I've spent a couple of hours looking at your directions, following them, and then not having them work. I'd love to get my guild to use this for loot, but it just doesn't seem fully functional to me.
Honestly, the CSV import is probably the easiest thing to use that I could have coded. You just do a couple of things, and bam, your database is in place.
1) Install the addon -- DKPmon_CSV
2) Write out your points database in CSV format.
3) Convert said CSV table of point values into an lua table of strings (one string per CSV line), and put said table in importdata.lua of the DKPmon_CSV addon.
4) Use the in-game menu to import the CSV data.
For example. I have a small database with two point pools and 4 people in it:
Warchick, L70 Night Elf Warrior, pool 1 points = 5, pool 2 points = 0
Magedude, L70 Gnome Mage, pool 1 points = 0, pool 2 points = 20
Priestperson, L70 Human Priest, pool 1 points = 2, pool 2 points = -1.4
Iwin, L70 Gnome Warlock, pool 1 points = 10, pool 2 points = 23
Converting to CSV, in the format dictated in importdata.lua (<name>:<class>:<level>:<race>:<point values>...):
Warchick:WARRIOR:70:Night Elf:5:0
Magedude:MAGE:70:Gnome:0:20
Priestperson:PRIEST:70:Human:2:-1.4
Iwin:WARLOCK:70:Gnome:10:23
Captialization is important, it's also important that there be no useless whitespace in the table, and there can't be a trailing ':' at the end of any line.
Last, convert to an lua table (ie: surround each string in quotes, and end each line with a comma) and assign to the DKPmon_CSV_Import_Data table in importdata.lua:
DKPmon_CSV_Import_Data = {
"Warchick:WARRIOR:70:Night Elf:5:0",
"Magedude:MAGE:70:Gnome:0:20",
"Priestperson:PRIEST:70:Human:2:-1.4",
"Iwin:WARLOCK:70:Gnome:10:23",
}
Start up your WoW game, select the CSV import option from the DKPmon Fubar menu (Import Modules -> Points database CSV import), and bam... it's done.
You see, I did exactly that (albet with a smaller than guildwide table) and I couldn't find the imported data anywhere. In fact, I checked my saved variables file and it came up with some rather random names and values, with the ones I attempted to import located nowhere.
That and the fact that I cannot find anywhere in game to veiw the tables, even if they're empty. Coupled with the easy directions (I do salute you for those) and my inability to get anything to load means that we'll probably just keep alt tabbing.
Edit: Apparently I'm an idiot... oh well, just needed to be in a raid... Now quick question since I didn't see it when I was reading through the info, how do you change the pool labels?
Now quick question since I didn't see it when I was reading through the info, how do you change the pool labels?
Depends on the DKP system you're using. For all of the systems that I wrote modules for, you go into the addon directory for the module and copy example.lua to custom.lua. Then, open custom.lua up in a text editor, remove the bit of lua code at the top that it says to remove, and edit the table entitled "custom.poolnames".
Is there an easy way to check the item cost list, other than the custom.lua file? I want to make sure it got through before we go to a raid.
It also doesn't seem to like to delete logs. The warning pop up will appear but even clicking yes leaves the log behind. And are the dkp view window scroll buttons supposed to be opposite?
Is there an easy way to check the item cost list, other than the custom.lua file? I want to make sure it got through before we go to a raid.
It also doesn't seem to like to delete logs. The warning pop up will appear but even clicking yes leaves the log behind. And are the dkp view window scroll buttons supposed to be opposite?
Checking item cost list in-game: No.
-- If you have some of the items that are in your list, you can try doing some "/dkp biditem <link>" commands and make sure that the item's DKP shows up correctly in the tooltip.
Log delete: It works. If the log is still in the Fubar menu, don't worry about it; it'll go away the next time you relog or reloadui.
DKP view scrolling: I never did get around to fixing that, until just now.
Is there an easy way to check the item cost list, other than the custom.lua file? I want to make sure it got through before we go to a raid.
Even if you do get it wrong it's not quite a disaster; I've managed to miss or misspell a few items but the interface supports adding costs on-the-fly fairly well. Stop looting the corpse, enable "Item Adding" for the dkp system you're using in dkpmon's fubar/minimap menu, re-loot the corpse, right-click the new item to associate a cost & pool and finally distribute as usual for your system. Then fix your custom.lua before the next time and all is right with the world.
I've been working with Bidder and DKPmon a bit now, and am planning on implementing a system based on Xerophyte's EPGP module. The only problem I'm having is how to go about implementing the concept of "sub-pools" within DKPmon.
The DKP systems we have always used in my guild have differentiated Tier loot from Hybrid loot, using the the EPGP framework basically requires the support for two "spent" pools against a single "earned" pool.
Even systems not based on EPGP have used this dual pool system, where the points earned go into two pools and the specific loot is subtracted only from one specific pool.
What is the best way to accomplish this? I've come up with a few ideas but am looking for feedback from anybody else on this issue.
1. Create a "hidden" pool for each main pool created, earned points would be added to both pools automatically and "spent" points would only be subtracted from the specific pool based on the loot type. With this option the pool really would need to be hiden from the user otherwise it would create a lot of confusion.
2. Allow multiple "sub-pools" for "spent" points against a single common pool, each piece of loot would need to be identified on which "sub-pool" it belonged to.
I'm interested in feedback on which of the above ideas would be easier to accomplish, or open to any other ways fo getting this done.
I've been working with Bidder and DKPmon a bit now, and am planning on implementing a system based on Xerophyte's EPGP module. The only problem I'm having is how to go about implementing the concept of "sub-pools" within DKPmon.
The DKP systems we have always used in my guild have differentiated Tier loot from Hybrid loot, using the the EPGP framework basically requires the support for two "spent" pools against a single "earned" pool.
Even systems not based on EPGP have used this dual pool system, where the points earned go into two pools and the specific loot is subtracted only from one specific pool.
What is the best way to accomplish this? I've come up with a few ideas but am looking for feedback from anybody else on this issue.
1. Create a "hidden" pool for each main pool created, earned points would be added to both pools automatically and "spent" points would only be subtracted from the specific pool based on the loot type. With this option the pool really would need to be hiden from the user otherwise it would create a lot of confusion.
2. Allow multiple "sub-pools" for "spent" points against a single common pool, each piece of loot would need to be identified on which "sub-pool" it belonged to.
I'm interested in feedback on which of the above ideas would be easier to accomplish, or open to any other ways fo getting this done.
-Vlorn
You should be able to use multiple DKPmon pools to essentially pretend to be a single pool; in essence, treating the DKPmon "pool" as a "sub-pool." Pretty much, without exception, DKPmon will use the DKP system module's :GetNPools(), :GetPoolName(), and :GetPlayerPoints() functions whenever it would need to tell a Bidder/DKPmon user how many points a player has. The database syncing code uses none of these -- it just syncs as many pools as DKPmon sees in the database.
So, internally to your module you could use, say, sub-pool 2(n-1)+1 and 2n to track the information for your system's "pool n" (n>=1). Store all of the earned points in the earned field of sub-pool 2(n-1)+1, and the spent in the spent fields of sub-pools 2(n-1)+1 and 2n. Calculate the return value for :GetPlayerPoints() on pool N using the values in sub-pools 2(n-1)+1 and 2n, etc...
Is that clear, or was the overuse of the word "pool" too confusing to more than just me? :-)
OK as strange as it sounds I think I got that, now lets make it more sticky, I'd still like the ability to support multiple greater pools, potentially each with it's own "sub-pool". Such that from within the interface I could select the "greater" pool based on the specific instance.
and yes all this talk of pools makes me want to go swimming, or maybe it's just my head :)
Just thought of a second more important feature request...
How difficult would it be to add functionality in DKPmon to poll a raid group and come back with players that do not have Bidder installed, ideally it could pull back version information as well as Bidder mods installed.
-Vlorn
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We have an existing points system...how can I "seed" the addon with the existing points without inviting the people into the raid? I cannot find any "add to database" option for individuals in the guild...is there a command line option to do this or is it even possible?
Depends on how your current points are setup and what system you use.
The easiest way would be to import it using the dkpmon_eqdkp import tool. Even if you don't use eqdkp, you can set the file up to allow you to import, then you can use whatever you want.
In the dkpmon_eqdkp folder there is a filed called importdata.lua and you need to edit that file.
The format should already be in there in the example file but here is one as well
This will import those 3 characters with the points listed for both point pools defined (10man and 25man)
The format is pretty easy to put your own data in, even without using eqdkp to do the export for you.
Not using EQDKP so it would have be done manually, hehehe...but at least gives me a place to start!
Of course, we're using an EPGP system so going to have to figure out how the data is stored that way will be the next step, hehehe...
The alternative would be to use the DKPmon_CSV addon. It allows you to both import and export your DKP database in CSV (colon-separated-values) format.
Ahhh, this sounds like it would be MUCH better! Will give it a try...thanks Eraslin!
Honestly, the CSV import is probably the easiest thing to use that I could have coded. You just do a couple of things, and bam, your database is in place.
1) Install the addon -- DKPmon_CSV
2) Write out your points database in CSV format.
3) Convert said CSV table of point values into an lua table of strings (one string per CSV line), and put said table in importdata.lua of the DKPmon_CSV addon.
4) Use the in-game menu to import the CSV data.
For example. I have a small database with two point pools and 4 people in it:
Warchick, L70 Night Elf Warrior, pool 1 points = 5, pool 2 points = 0
Magedude, L70 Gnome Mage, pool 1 points = 0, pool 2 points = 20
Priestperson, L70 Human Priest, pool 1 points = 2, pool 2 points = -1.4
Iwin, L70 Gnome Warlock, pool 1 points = 10, pool 2 points = 23
Converting to CSV, in the format dictated in importdata.lua (<name>:<class>:<level>:<race>:<point values>...):
Warchick:WARRIOR:70:Night Elf:5:0
Magedude:MAGE:70:Gnome:0:20
Priestperson:PRIEST:70:Human:2:-1.4
Iwin:WARLOCK:70:Gnome:10:23
Captialization is important, it's also important that there be no useless whitespace in the table, and there can't be a trailing ':' at the end of any line.
Last, convert to an lua table (ie: surround each string in quotes, and end each line with a comma) and assign to the DKPmon_CSV_Import_Data table in importdata.lua:
DKPmon_CSV_Import_Data = {
"Warchick:WARRIOR:70:Night Elf:5:0",
"Magedude:MAGE:70:Gnome:0:20",
"Priestperson:PRIEST:70:Human:2:-1.4",
"Iwin:WARLOCK:70:Gnome:10:23",
}
Start up your WoW game, select the CSV import option from the DKPmon Fubar menu (Import Modules -> Points database CSV import), and bam... it's done.
That and the fact that I cannot find anywhere in game to veiw the tables, even if they're empty. Coupled with the easy directions (I do salute you for those) and my inability to get anything to load means that we'll probably just keep alt tabbing.
Edit: Apparently I'm an idiot... oh well, just needed to be in a raid... Now quick question since I didn't see it when I was reading through the info, how do you change the pool labels?
Depends on the DKP system you're using. For all of the systems that I wrote modules for, you go into the addon directory for the module and copy example.lua to custom.lua. Then, open custom.lua up in a text editor, remove the bit of lua code at the top that it says to remove, and edit the table entitled "custom.poolnames".
It also doesn't seem to like to delete logs. The warning pop up will appear but even clicking yes leaves the log behind. And are the dkp view window scroll buttons supposed to be opposite?
Checking item cost list in-game: No.
-- If you have some of the items that are in your list, you can try doing some "/dkp biditem <link>" commands and make sure that the item's DKP shows up correctly in the tooltip.
Log delete: It works. If the log is still in the Fubar menu, don't worry about it; it'll go away the next time you relog or reloadui.
DKP view scrolling: I never did get around to fixing that, until just now.
In your savedvariables file. <WoW dir>/WTF/<account name>/SavedVariables/DKPmon.lua
Even if you do get it wrong it's not quite a disaster; I've managed to miss or misspell a few items but the interface supports adding costs on-the-fly fairly well. Stop looting the corpse, enable "Item Adding" for the dkp system you're using in dkpmon's fubar/minimap menu, re-loot the corpse, right-click the new item to associate a cost & pool and finally distribute as usual for your system. Then fix your custom.lua before the next time and all is right with the world.
Added a new console command to Bidder to help in debugging whether it's installed correctly.
/bidder modules -- This command prints out a list of the DKP system modules, for Bidder, that the user has installed to their chatframe.
I've been working with Bidder and DKPmon a bit now, and am planning on implementing a system based on Xerophyte's EPGP module. The only problem I'm having is how to go about implementing the concept of "sub-pools" within DKPmon.
The DKP systems we have always used in my guild have differentiated Tier loot from Hybrid loot, using the the EPGP framework basically requires the support for two "spent" pools against a single "earned" pool.
Even systems not based on EPGP have used this dual pool system, where the points earned go into two pools and the specific loot is subtracted only from one specific pool.
What is the best way to accomplish this? I've come up with a few ideas but am looking for feedback from anybody else on this issue.
1. Create a "hidden" pool for each main pool created, earned points would be added to both pools automatically and "spent" points would only be subtracted from the specific pool based on the loot type. With this option the pool really would need to be hiden from the user otherwise it would create a lot of confusion.
2. Allow multiple "sub-pools" for "spent" points against a single common pool, each piece of loot would need to be identified on which "sub-pool" it belonged to.
I'm interested in feedback on which of the above ideas would be easier to accomplish, or open to any other ways fo getting this done.
-Vlorn
You should be able to use multiple DKPmon pools to essentially pretend to be a single pool; in essence, treating the DKPmon "pool" as a "sub-pool." Pretty much, without exception, DKPmon will use the DKP system module's :GetNPools(), :GetPoolName(), and :GetPlayerPoints() functions whenever it would need to tell a Bidder/DKPmon user how many points a player has. The database syncing code uses none of these -- it just syncs as many pools as DKPmon sees in the database.
So, internally to your module you could use, say, sub-pool 2(n-1)+1 and 2n to track the information for your system's "pool n" (n>=1). Store all of the earned points in the earned field of sub-pool 2(n-1)+1, and the spent in the spent fields of sub-pools 2(n-1)+1 and 2n. Calculate the return value for :GetPlayerPoints() on pool N using the values in sub-pools 2(n-1)+1 and 2n, etc...
Is that clear, or was the overuse of the word "pool" too confusing to more than just me? :-)
and yes all this talk of pools makes me want to go swimming, or maybe it's just my head :)
-Vlorn
How difficult would it be to add functionality in DKPmon to poll a raid group and come back with players that do not have Bidder installed, ideally it could pull back version information as well as Bidder mods installed.
-Vlorn