Go to Page... |
Compatibility: | Homestead (2.7) |
Updated: | 02/11/17 10:36 PM |
Created: | 06/21/15 08:39 PM |
Monthly downloads: | 460 |
Total downloads: | 44,170 |
Favorites: | 48 |
MD5: | |
Categories: | Bags, Bank, Inventory, Miscellaneous |
File Name |
Version |
Size |
Uploader |
Date |
1.7.0 |
48kB |
Agathorn |
12/25/16 07:32 PM |
|
1.5.0 |
47kB |
Agathorn |
12/24/16 07:47 PM |
|
1.3.0 |
30kB |
Agathorn |
06/23/15 10:42 PM |
|
1.2.0 |
30kB |
Agathorn |
06/22/15 08:15 AM |
|
1.1.0 |
30kB |
Agathorn |
06/21/15 09:33 PM |
|
1.0.0 |
29kB |
06/21/15 08:39 PM |
Comment Options |
Agathorn |
View Public Profile |
Send a private message to Agathorn |
Find More Posts by Agathorn |
Add Agathorn to Your Buddy List |
12/25/16, 02:25 PM | |||
|
Re: Update
When this happens make sure you manually close that window FIRST before doing anything else. What most likely happened in your case was a sequence of events that caused the auto destroy on close of the empty Gunny Sack to hit a different container. You could also turn off the destroy items option. Eventually I will track this down but I haven't had the time yet to look into it. But it bothers me as well so I probably will soon.
Last edited by Agathorn : 12/25/16 at 02:26 PM.
|
||
|
Agathorn |
View Public Profile |
Send a private message to Agathorn |
Find More Posts by Agathorn |
Add Agathorn to Your Buddy List |
12/25/16, 05:07 PM | |||||
Re: Re: Update
Last edited by HowellQagan : 12/25/16 at 05:14 PM.
|
|||||
|
HowellQagan |
View Public Profile |
Send a private message to HowellQagan |
Find More Posts by HowellQagan |
Add HowellQagan to Your Buddy List |
12/25/16, 05:37 PM | |
isStolen
There is this:
Code:
local lootId,name,icon,quantity,quality,value,isQuest, isStolen = GetLootItemInfo(i) If I set the loot stolen items on, it doesn't change anything. When I added isStolen = OwnershipStatusType == OWNERSHIP_STATUS_STOLEN it just started ignoring the stolen status on anything (I set looting of stolen items off and still it looted them), even though this is how the whole thing starts: if ((not isStolen) or (self.db.lootStolen)) then I have no idea what's going on. Okay, hopefully last edit on here, lololol: switched if ((not isStolen) or (self.db.lootStolen)) then to if (not isStolen or self.db.lootStolen) then and now the switch works perfectly. If I have an item type selected to be looted and the stolen is off, I will only loot items that are legal. If I have an item type selected to be looted and the stolen is on, then it will only loot stolen items of selected item types.
Last edited by HowellQagan : 12/25/16 at 06:38 PM.
|
|
|
HowellQagan |
View Public Profile |
Send a private message to HowellQagan |
Find More Posts by HowellQagan |
Add HowellQagan to Your Buddy List |
12/25/16, 05:43 PM | |||
Re: Re: Issue
Code:
d("got lootId: "..lootId) d("got link: "..link) |
|||
|
HowellQagan |
View Public Profile |
Send a private message to HowellQagan |
Find More Posts by HowellQagan |
Add HowellQagan to Your Buddy List |
12/25/16, 06:58 PM | |
itemType == ITEMTYPE_ARMOR_TRAIT or itemType == ITEMTYPE_WEAPON_TRAIT
is a new thing maybe, probs they were the BOOSTER types before? IDK, didn't play back then yet. I'm adding it to lootMats in mine. Also got Gunny Wet Sacks again, gonna try something now, will edit this if I succeed. edit: nope. Code:
function SmarterAutoLoot:DestroyItems() local num = GetNumLootItems() self.destroying = true self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, function( _, ... ) self:OnInventoryUpdated( ... ) end) self.control:RegisterForEvent(EVENT_LOOT_CLOSED, function( _, ... ) self:OnLootClosed( ... ) end) for i = 1, num , 1 do local lootId,name,icon,quantity,quality,value,isQuest, isStolen = GetLootItemInfo(i) -- d("Looting item to destroy..."..name) LootItemById(lootId) end self.destroying = false -- EndLooting() end function SmarterAutoLoot:OnInventoryUpdated(bagId, slotId, isNewItem, _, _) -- if (self.destroying) then if (true and isNewItem) then local link = GetItemLink(bagId, slotId) d("Destroying "..link) DestroyItem(bagId,slotId) end end I tried removing the comment mark from infront of EndLooting() but it didn't change. Imo the destroy function should be taken out until there is a fix for this. Also something else: I'm adding item type lure to the alchemy mats and other mats types because having them apart will only increase the amount of nodes/flying insects that do not have the material in them, only bait... I'll also leave them for "Looting bait" separately, coz there might be people who only want the bait, but not the mats. Who knows, but at least latter isn't a problem.
Last edited by HowellQagan : 12/25/16 at 07:14 PM.
|
|
|
HowellQagan |
View Public Profile |
Send a private message to HowellQagan |
Find More Posts by HowellQagan |
Add HowellQagan to Your Buddy List |
12/25/16, 07:29 PM | |
|
@HowellQagan
Please understand that the version you have is bad in that none of the filters actually work as intended. I had changed the UI setup and never changed the back end code. So it is really hard to say what is a bug and what is just not done yet with the version you have. That said I am about to upload a new version. I worked on this most of the day to get the backend hooked up. So get this new version and then let me know what still doesn't seem to work right. It is very hard to test every possible situation. |
|
Agathorn |
View Public Profile |
Send a private message to Agathorn |
Find More Posts by Agathorn |
Add Agathorn to Your Buddy List |
12/25/16, 07:35 PM | ||
One thing is sure, SmarterAutoLoot:DestroyItems() gets stuck before it could actually get to the point of "self.destroying = false", but donno where :( An ingame lua console would help I guess but I couldn't find one anywhere. edit: actually I don't even get why it starts running this function if I'm using a container and don't click on the destroy button...
Last edited by HowellQagan : 12/25/16 at 07:57 PM.
|
||
|
HowellQagan |
View Public Profile |
Send a private message to HowellQagan |
Find More Posts by HowellQagan |
Add HowellQagan to Your Buddy List |
12/27/16, 07:07 PM | |
Forum posts: 0
File comments: 1
Uploads: 0
|
Using the newest version, it completely ate up my rubedite, rubedo leather, ancestor silk, ruby ash wood, improvement items, trait items, style items, and several of my alchemy mats. I'm devastated.
|
|
Nannerpunk |
View Public Profile |
Send a private message to Nannerpunk |
Find More Posts by Nannerpunk |
Add Nannerpunk to Your Buddy List |
12/28/16, 10:52 AM | ||
|
||
|
HowellQagan |
View Public Profile |
Send a private message to HowellQagan |
Find More Posts by HowellQagan |
Add HowellQagan to Your Buddy List |
12/28/16, 02:12 PM | |
2 bugs that I've seen:
The first one is more of annoyance. When trying to steal collectibles/treasures the filter isn't working for both value and/or quality. I can't seem to get it to auto steal the items. Unlike the picture for the addon on the addon page, there isn't an option to enable or disable stealing items. I'm not sure if this is just an oversight in the UI if the setting just doesn't exist. The other bug is like what Nannerpunk said below. I was crafting writs and while I was consuming materials, it wasn't keeping the crafted items. They were just gone. I then tried stealing some weapons to get my materials back and those too were just gone. Poof. As if I never got them in the first place (chat log showed otherwise) Is there a way to disable the destruction part of this addon? It's just eating up random stuff at this point. For now I've had to disable the addon because it just isn't safe to use. I really like the filters, but until they work and the random distruction bug is fixed I can't use it. |
|
|
Zeeber |
View Public Profile |
Send a private message to Zeeber |
Find More Posts by Zeeber |
Add Zeeber to Your Buddy List |
12/30/16, 11:45 AM | ||
|
||
|
HowellQagan |
View Public Profile |
Send a private message to HowellQagan |
Find More Posts by HowellQagan |
Add HowellQagan to Your Buddy List |
12/31/16, 04:57 PM | |||
Any ideas for the first issue of not stealing treasure with the filters applied? I can't really get it to steal anything. Maybe that is an intended function of the addon, but given that there are filters i would think it wouldn't matter. As I said in my post, is there a missing option to enable stealing of loot? Or am I just retarded :P |
|||
|
Zeeber |
View Public Profile |
Send a private message to Zeeber |
Find More Posts by Zeeber |
Add Zeeber to Your Buddy List |
01/04/17, 10:08 AM | |
Forum posts: 0
File comments: 7
Uploads: 0
|
This Mod is not recommended until the Bug "deletes Inventory Items" is fixxed. I thought i turned stupid 'cus some Items suddenly went missing, but this Mod is at fault.
Also, nobody needs it anymore since the Game has Auto-loot itself now. Since i recently started playing again, i wasnt aware of that fact.
Last edited by Thyme : 01/04/17 at 10:12 AM.
|
|
Thyme |
View Public Profile |
Send a private message to Thyme |
Find More Posts by Thyme |
Add Thyme to Your Buddy List |
02/11/17, 10:01 PM | |
|
Mod has been updated for Homestead.
Added new filter for furniture crafting materials Fixed bug with weapons filter Added an option to disable auto-destroy of left over items If you have had issues with the destroy function in the past, then you can now just disable it (Honestly I thought I had that option in before!) though I have to say I honestly only ever had it happen once. Some more information on how the destroy works: The way the destroy feature works though is really roundabout due to a limitation in the ESO API. Basically it has to loot the items, then delete them from your bag. When you click the DESTROY ALL button to close a container, it attaches a listener that fires when a new item is looted. It then loots each item to be destroyed, each item fires the listener as it is looted. One extra check is performed here to ensure that item is marked as NEW by the API, and if it is then it destroys it. Once all items are looted, it detaches the listener until the next time. Now this new option to enable or disable the destroy function does two things: 1) It removes the DESTROY ALL button from the container window completely 2) At the actual API call to destroy an item, it does a check to see if destroy is allowed or not and skips destruction of that item if the feature is turned off. |
|
Agathorn |
View Public Profile |
Send a private message to Agathorn |
Find More Posts by Agathorn |
Add Agathorn to Your Buddy List |