im currently a little bit overwhelmed by so much information. I haven't tried it so far, but im aware that there are serveral addons / modules for differetn DKP System an Biddign Systems.
I would like to know some things if this system maybe compatible with our current DKP System which looks like this (Currently):
- Bosses have Fix values which are gained after a Kill
- Bidding is done via Raidchat. Everybody can bid so often he wants (In case he has enough points)
- erveryboy can see the Current Bidder with his highest bid (via Raidchat Bid HIstory)
Is DKPmon / Bidder also providing this functionality,or a Module ?
I'm hard at work creating DKPmon and Bidder modules to accommodate our guild's raid loot rules. The system we use is roughly based on Ni Karma, and I'm happy to say that I've been able to set things up pretty good so far, which says a lot about the great work done on the base addons.
However, I'm stuck now. What I'm trying to do is add a new "Action" menu item on the loot distribution window that would spam the list of current individuals who have declared interest an the item to raid chat (people must declare interest for an item, then a roll is added to their current dkp, highest total wins). This menu item would only be available in bid state 2 (bidding closed / deciding winners). Not much has been said about this section, and I thought this would be done through AddDistributionActionOptions in my DKPmon module, but however I try to set it up, the option never appears.
Although I have coding background, LUA and WoW addon is new to me. What I was doing looks a bit like this:
if bidstate == 2 then
dewOptions.args.spam = {
type = 'execute',
name = L["Spam list"],
desc = L["Spams the list of bidders to raid chat."],
func = function() ** to do** end
}
end
Any help getting new menu options to appear would be greatly appreciated since I will be adding another one to do the actual roll next and spamming that one next.
im looking for some help to change announcements of winners to the raid.
currently we are using bossauction and our winners are based off the 2nd highest bid +1 pt. id like to adjust the code to pick the 2nd highest bid, add 1 pt and then announce. Some tips maybe for what part of the lua to look in and what section of code to edit?
what if 3 matching tokens dropped off 1 boss? would i be able to have it pick 3rd highest +1?
if this is too complicated i can jsut keep using manual look at the winner list and announce via vent :D
if bidstate == 2 then
dewOptions.args.spam = {
type = 'execute',
name = L["Spam list"],
desc = L["Spams the list of bidders to raid chat."],
func = function() ** to do** end
}
end
It sounds like you have the right of it; your module can add things to the button-press menu with its :AddDistributionActionOptions method.
I'm not sure exactly how your code looks but, there's something that pops out to me from the snip-it that you have included. Specifically, the "bidstate" is a member variable of DKPmon.LootFrame not of your module, so a test for "if bidstate == 2 then" in your module will never be true (bidstate will always be nil). You probably want "if DKPmon.LootFrame:GetBidState() == 2 then"
If that's not the fix, then I'd suggest removing the bidstate test entirely, for testing purposes, just to see if your menu item gets added at all; if it doesn't, then there might be a problem with your dewdrop construction. <shrug>
im looking for some help to change announcements of winners to the raid.
currently we are using bossauction and our winners are based off the 2nd highest bid +1 pt. id like to adjust the code to pick the 2nd highest bid, add 1 pt and then announce. Some tips maybe for what part of the lua to look in and what section of code to edit?
what if 3 matching tokens dropped off 1 boss? would i be able to have it pick 3rd highest +1?
if this is too complicated i can jsut keep using manual look at the winner list and announce via vent :D
thx for any input
That would depend on how the BossAuction module is structured. You might want to try cross-posting in the BossAuction thread in this same forum; Javek's more likely to see it there, I'd wager.
If that's not the fix, then I'd suggest removing the bidstate test entirely, for testing purposes, just to see if your menu item gets added at all; if it doesn't, then there might be a problem with your dewdrop construction. <shrug>
Yeah, there's something in my check that's not right. Removing the test gave me the menu item. I tried setting it as you said too, but the value is still always nil. The reason I was testing on bidstate directly was because that's the argument passed to the :AddDistributionActionOptions method.
Bah, I'm most likely doing something wrong somewhere. Oh well. Thanks for the help.
im looking for some help to change announcements of winners to the raid.
currently we are using bossauction and our winners are based off the 2nd highest bid +1 pt. id like to adjust the code to pick the 2nd highest bid, add 1 pt and then announce. Some tips maybe for what part of the lua to look in and what section of code to edit?
what if 3 matching tokens dropped off 1 boss? would i be able to have it pick 3rd highest +1?
if this is too complicated i can jsut keep using manual look at the winner list and announce via vent :D
thx for any input
I already announce the Cost of an item in BossAuction. To do this I hooked DKPmon's Announce function. I just call GetCost for the item and print it right after the item's announcement. However, the right way to do it is probably to modify DKPmon and add a OnAnnounce method to the interface. For DKPsystems that don't implement it a default function would be called with the behavior DKPmon has now. Eraslin, if you do this, could you also add on OnMasterLoot in case people want to announce in guild chat who won an item.
The multiple token thing is annoying. For BossAuction silent bidding the cost for both winners should go to the 3rd person + 1. I tell all the bidders to bid the same amount on both items. Inevitably not everyone does. After bidding, what I do right now is select player A on one item, player B on the other item. Player B will have the correct cost. Then I refund player A the difference in their cost vs what player B paid.
To correctly handle this case the items would have to be grouped into one button or else a bid to one item would be duplicated to the other. Then the GetCost function would have to check for duplicates and compute the cost accordingly.
Eraslin, do you think there should be a item ignore list in DKPmon to ignore items like Badges of Justice? Or is this the responsibility of the dkp system module to ignore?
Also, I'm close to a release candidate for my dkp web app, which handles multiple pools and DKPmon imports. Hopefully I'll have it out today or tomorrow. I just tried modifying DKPmon_XML to export a giant string of all your logs so that it'd be easier to get started with the web app. Turns out it crashes Wow. I guess they don't check the limit on the edit box text string or something. Anyway, people will have to upload logs one by one. I'll make a post here when I have a release ready.
Yeah, there's something in my check that's not right. Removing the test gave me the menu item. I tried setting it as you said too, but the value is still always nil. The reason I was testing on bidstate directly was because that's the argument passed to the :AddDistributionActionOptions method.
Bah, I'm most likely doing something wrong somewhere. Oh well. Thanks for the help.
Thanks for pointing out that bidstate thing; you actually uncovered a minor bug. The routine in the lootframe that calls :AddDistributionActionOptions() wasn't actually passing the bidstate.
So just checking before I am getting myself into something I know nothing about ... I havent wrote a single piece of LUA so far so would know where to begin .. but!
Is there a module for
- On time DKP
- Time based DKP points
- Boss kill DKP points
- Fixed DKP prices
Boss Auction comes close but I only seen open and silent bid engine? Or do I miss something? We don't have a bidding system we have fixed prices and the highest DKP just wins.
Does this mean I have to combine the Fixed prices module with the Boss Auction? and how fragile is this? Can I just copy & paste stuff without breaking too much?
Thanks for pointing out that bidstate thing; you actually uncovered a minor bug. The routine in the lootframe that calls :AddDistributionActionOptions() wasn't actually passing the bidstate.
Hmm, well I'm glad to have found a bug then. :) Any idea when you'll get a chance to fix this? No rush, I can just remove the check until then.
So just checking before I am getting myself into something I know nothing about ... I havent wrote a single piece of LUA so far so would know where to begin .. but!
Is there a module for
- On time DKP
- Time based DKP points
- Boss kill DKP points
- Fixed DKP prices
Boss Auction comes close but I only seen open and silent bid engine? Or do I miss something? We don't have a bidding system we have fixed prices and the highest DKP just wins.
Does this mean I have to combine the Fixed prices module with the Boss Auction? and how fragile is this? Can I just copy & paste stuff without breaking too much?
As far as I know, there isn't a module for that system; so, you'll probably have to modify BossAuction, or write your own. As for the best plan of attack for modifying BossAuction... you'll have to ask Javek.
Wow changed the combat log API substantially. I thought I fixed it, but I think other Addons modify the combat filter and somehow the fix doesn't work. I need to do some more research on the new combat log system.
For now, you'll just have to use the Boss Points menu. I'll try to fix it within a week.
Our guild's DKP is based off a fixed-cost zero-sum system & was just wondering how hard/demanding it is going to be to create these options. I have no experience with editing actual WoW files and only slight experience with html type codes. I have no problem reading up but I'd kind of like to know how long it's going to take to get from "point A to point B" per say. I'll just throw out our system's features and if anyone with knowledge about the customization of this add can help, I would much appreciate it :)
- Zero sum DKP w/ fixed prices
- Guild Bank will "purchase" any undesired items in T5+ raids so that ppl get somewhat of a guaranteed amt of dkp as long as we're downing bosses. (for eqdkp, we just made a fake toon called guild bank and it's as if he "buys" all this stuff. Since we're zero-sum we divide by 26 instead of 25 to account for the bank) ---- This is purely an incentive based thing to reward those who come out as we grind through learning new bosses. As we get into more of SSC and can do 3 or 4 bosses in 1 night easy, we'll probably drop this for T5 stuff too. So this isn't of huge importance, customization wise for DKPmon
- +dkp for those who show up on time
- +dkp for time spent
- As long as a member has enough dkp to cover the cost of an item & has been to at least 70% of the raids over the past 30 or 60 days, he/she can roll on it. Hence we don't give out loot based off who has the highest amt of DKP in order to deter ppl from hoarding massive amts and give newer members a chance to save if they want
This last issues brings forth another question as to whether or not exporting the DKPmon's data to EQDKP will create a whole bunch of raids and possibly mess up ppl's % of raids attended? Seeing as how we use zero-sum, anytime we change members mid-raid or after a certain boss we have to create a new raid in EQDKP if we have anymore drops obtained from the new group, whether they be from a later boss or trash.
Sorry for the wordiness, but any help at all would be ridiculously helpful. :)
BossAuction probably took me a couple solid weekends to first get out. Inevitably they'll be bugs and edge cases you miss. So I would say expect to spend at least 20 hours or so working on it. More if you don't know lua very well.
You can copy and paste chunks from the other modules, but there's a certain danger in this. I wrote a wiki page on DKPmon modules, but it was written fairly quickly and is more of a getting started guide.
I've never worked with a zero sum system, but by default DKPmon has Bank and Disenchant entities you can award to. I expect zero sum will do what you want with the guild bank.
I implemented timed dkp in Boss Auction. It simply creates a point award for X every Y minutes.
I think the default fixed module had a Custom Points menu that I also copied in BossAuction. You can use this to give points to people showing up on time at the beginning.
The attendance thing is your biggest hurdle. DKPmon does not track attendance. Potentially you could scan the logs to calculate attendance but the thing is you don't have all the logs if other officers ran dkp on past raids.
Your solution to this problem is up to you. Essentially you need to make some attendance number accessible to DKPmon. Here are a few ideas:
* Manually enter attendance numbers in the officer notes for players (only works if everyone is in your guild), then grab these numbers from your addon.
* Save attendance in some file that you share or put on your website, then import this file before every raid. You might also generate this file somehow from a dkp web app.
* Write some code to calculate attendance across all the logs and synchronize it among officers. (This has all kinds of problems and would be extremely difficult)
Actually, to shamelessly toot my own horn, but you could potentially use my DKP web app and write a module that exports the attendance data. Then you could import this file. You'll have to wait until I finalize the module design first though.
I tried using EQDKP once. It fit with DKPmon so poorly that I wrote my own dkp web application. I'm not sure how it calculates attendance or if it would get messed up by DKPmon imports.
First thing I would do is install every module with the features you might want. (Fixed, BossAuction, ZeroSum) and see how each of them work. Then dig into the code and figure out how they implemented these features.
I've added export functionality for MMOGuildsites.net to the DKPmon_XML addon. It's a slightly altered CTRT XML (main differences: completed <Leave> for each <Join> and embedded <Costs> taken from the table lootlist.value).
Got an error when trying to sync a blank database. It was a nil error on line 58 in utils.lua.
While syncing? That... uhm... doesn't compute. That code-line isn't in the execution path of anything that's run during a sync operation. My guess would be that you've got an addon, somewhere, that's somehow messing up the stock DKPmon code (like replacing a function, hooking into one in a bad way, etc).
Rollback Post to RevisionRollBack
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im currently a little bit overwhelmed by so much information. I haven't tried it so far, but im aware that there are serveral addons / modules for differetn DKP System an Biddign Systems.
I would like to know some things if this system maybe compatible with our current DKP System which looks like this (Currently):
- Bosses have Fix values which are gained after a Kill
- Bidding is done via Raidchat. Everybody can bid so often he wants (In case he has enough points)
- erveryboy can see the Current Bidder with his highest bid (via Raidchat Bid HIstory)
Is DKPmon / Bidder also providing this functionality,or a Module ?
I'm hard at work creating DKPmon and Bidder modules to accommodate our guild's raid loot rules. The system we use is roughly based on Ni Karma, and I'm happy to say that I've been able to set things up pretty good so far, which says a lot about the great work done on the base addons.
However, I'm stuck now. What I'm trying to do is add a new "Action" menu item on the loot distribution window that would spam the list of current individuals who have declared interest an the item to raid chat (people must declare interest for an item, then a roll is added to their current dkp, highest total wins). This menu item would only be available in bid state 2 (bidding closed / deciding winners). Not much has been said about this section, and I thought this would be done through AddDistributionActionOptions in my DKPmon module, but however I try to set it up, the option never appears.
Although I have coding background, LUA and WoW addon is new to me. What I was doing looks a bit like this:
Any help getting new menu options to appear would be greatly appreciated since I will be adding another one to do the actual roll next and spamming that one next.
Thanks.
currently we are using bossauction and our winners are based off the 2nd highest bid +1 pt. id like to adjust the code to pick the 2nd highest bid, add 1 pt and then announce. Some tips maybe for what part of the lua to look in and what section of code to edit?
what if 3 matching tokens dropped off 1 boss? would i be able to have it pick 3rd highest +1?
if this is too complicated i can jsut keep using manual look at the winner list and announce via vent :D
thx for any input
It sounds like you have the right of it; your module can add things to the button-press menu with its :AddDistributionActionOptions method.
I'm not sure exactly how your code looks but, there's something that pops out to me from the snip-it that you have included. Specifically, the "bidstate" is a member variable of DKPmon.LootFrame not of your module, so a test for "if bidstate == 2 then" in your module will never be true (bidstate will always be nil). You probably want "if DKPmon.LootFrame:GetBidState() == 2 then"
If that's not the fix, then I'd suggest removing the bidstate test entirely, for testing purposes, just to see if your menu item gets added at all; if it doesn't, then there might be a problem with your dewdrop construction. <shrug>
That would depend on how the BossAuction module is structured. You might want to try cross-posting in the BossAuction thread in this same forum; Javek's more likely to see it there, I'd wager.
Yeah, there's something in my check that's not right. Removing the test gave me the menu item. I tried setting it as you said too, but the value is still always nil. The reason I was testing on bidstate directly was because that's the argument passed to the :AddDistributionActionOptions method.
Bah, I'm most likely doing something wrong somewhere. Oh well. Thanks for the help.
I already announce the Cost of an item in BossAuction. To do this I hooked DKPmon's Announce function. I just call GetCost for the item and print it right after the item's announcement. However, the right way to do it is probably to modify DKPmon and add a OnAnnounce method to the interface. For DKPsystems that don't implement it a default function would be called with the behavior DKPmon has now. Eraslin, if you do this, could you also add on OnMasterLoot in case people want to announce in guild chat who won an item.
The multiple token thing is annoying. For BossAuction silent bidding the cost for both winners should go to the 3rd person + 1. I tell all the bidders to bid the same amount on both items. Inevitably not everyone does. After bidding, what I do right now is select player A on one item, player B on the other item. Player B will have the correct cost. Then I refund player A the difference in their cost vs what player B paid.
To correctly handle this case the items would have to be grouped into one button or else a bid to one item would be duplicated to the other. Then the GetCost function would have to check for duplicates and compute the cost accordingly.
Eraslin, do you think there should be a item ignore list in DKPmon to ignore items like Badges of Justice? Or is this the responsibility of the dkp system module to ignore?
Also, I'm close to a release candidate for my dkp web app, which handles multiple pools and DKPmon imports. Hopefully I'll have it out today or tomorrow. I just tried modifying DKPmon_XML to export a giant string of all your logs so that it'd be easier to get started with the web app. Turns out it crashes Wow. I guess they don't check the limit on the edit box text string or something. Anyway, people will have to upload logs one by one. I'll make a post here when I have a release ready.
Thanks for pointing out that bidstate thing; you actually uncovered a minor bug. The routine in the lootframe that calls :AddDistributionActionOptions() wasn't actually passing the bidstate.
http://www.wowace.com/forums/index.php?topic=12985.0
I'll be getting an official site up soon, once I come up with a name.
-Javek
Is there a module for
- On time DKP
- Time based DKP points
- Boss kill DKP points
- Fixed DKP prices
Boss Auction comes close but I only seen open and silent bid engine? Or do I miss something? We don't have a bidding system we have fixed prices and the highest DKP just wins.
Does this mean I have to combine the Fixed prices module with the Boss Auction? and how fragile is this? Can I just copy & paste stuff without breaking too much?
Hmm, well I'm glad to have found a bug then. :) Any idea when you'll get a chance to fix this? No rush, I can just remove the check until then.
Already fixed. ;-)
As far as I know, there isn't a module for that system; so, you'll probably have to modify BossAuction, or write your own. As for the best plan of attack for modifying BossAuction... you'll have to ask Javek.
"If the instance name and boss name match the wow spelling exactly BossAuction will automatically award points"
So im using the test, Whackin' rats in Shat, and its not automatically awarding points.
im in a raid, ive set myself as lead. The other person in raid with me has the mod as well so we can see any announcements.
Im made a custum.lua file. Am I missing something? Did I do something wrong? Perhaps something im not turning on?
Wow changed the combat log API substantially. I thought I fixed it, but I think other Addons modify the combat filter and somehow the fix doesn't work. I need to do some more research on the new combat log system.
For now, you'll just have to use the Boss Points menu. I'll try to fix it within a week.
- Zero sum DKP w/ fixed prices
- Guild Bank will "purchase" any undesired items in T5+ raids so that ppl get somewhat of a guaranteed amt of dkp as long as we're downing bosses. (for eqdkp, we just made a fake toon called guild bank and it's as if he "buys" all this stuff. Since we're zero-sum we divide by 26 instead of 25 to account for the bank) ---- This is purely an incentive based thing to reward those who come out as we grind through learning new bosses. As we get into more of SSC and can do 3 or 4 bosses in 1 night easy, we'll probably drop this for T5 stuff too. So this isn't of huge importance, customization wise for DKPmon
- +dkp for those who show up on time
- +dkp for time spent
- As long as a member has enough dkp to cover the cost of an item & has been to at least 70% of the raids over the past 30 or 60 days, he/she can roll on it. Hence we don't give out loot based off who has the highest amt of DKP in order to deter ppl from hoarding massive amts and give newer members a chance to save if they want
This last issues brings forth another question as to whether or not exporting the DKPmon's data to EQDKP will create a whole bunch of raids and possibly mess up ppl's % of raids attended? Seeing as how we use zero-sum, anytime we change members mid-raid or after a certain boss we have to create a new raid in EQDKP if we have anymore drops obtained from the new group, whether they be from a later boss or trash.
Sorry for the wordiness, but any help at all would be ridiculously helpful. :)
You can copy and paste chunks from the other modules, but there's a certain danger in this. I wrote a wiki page on DKPmon modules, but it was written fairly quickly and is more of a getting started guide.
I've never worked with a zero sum system, but by default DKPmon has Bank and Disenchant entities you can award to. I expect zero sum will do what you want with the guild bank.
I implemented timed dkp in Boss Auction. It simply creates a point award for X every Y minutes.
I think the default fixed module had a Custom Points menu that I also copied in BossAuction. You can use this to give points to people showing up on time at the beginning.
The attendance thing is your biggest hurdle. DKPmon does not track attendance. Potentially you could scan the logs to calculate attendance but the thing is you don't have all the logs if other officers ran dkp on past raids.
Your solution to this problem is up to you. Essentially you need to make some attendance number accessible to DKPmon. Here are a few ideas:
* Manually enter attendance numbers in the officer notes for players (only works if everyone is in your guild), then grab these numbers from your addon.
* Save attendance in some file that you share or put on your website, then import this file before every raid. You might also generate this file somehow from a dkp web app.
* Write some code to calculate attendance across all the logs and synchronize it among officers. (This has all kinds of problems and would be extremely difficult)
Actually, to shamelessly toot my own horn, but you could potentially use my DKP web app and write a module that exports the attendance data. Then you could import this file. You'll have to wait until I finalize the module design first though.
I tried using EQDKP once. It fit with DKPmon so poorly that I wrote my own dkp web application. I'm not sure how it calculates attendance or if it would get messed up by DKPmon imports.
First thing I would do is install every module with the features you might want. (Fixed, BossAuction, ZeroSum) and see how each of them work. Then dig into the code and figure out how they implemented these features.
-Javek
While syncing? That... uhm... doesn't compute. That code-line isn't in the execution path of anything that's run during a sync operation. My guess would be that you've got an addon, somewhere, that's somehow messing up the stock DKPmon code (like replacing a function, hooking into one in a bad way, etc).