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Homestead (2.7)
Updated:03/21/17 11:33 PM
Created:03/15/17 11:18 AM
Monthly downloads:451
Total downloads:451
Favorites:10
MD5:
2.7
InventoryManager  Updated this week!
Version: 1.1.1
by: iwontsay [More]
Not yet another Junker or Bank Addon, this Inventory Manager takes care of your needs to automatically stash, retrieve and dispose of your items as you see fit.

This addon works in conjunction with the CraftStore addon to determine which recipes, style motifs or traits are wanted by your current character or your alts and lets you determine whether to put the given recipes into the bank or even get them from the bank if your character deems them suitable.

Rather than working with a preset list of actions and item groupings, this addon allows to set a list of rules which are applied on the items you loot, your inventory or the bank, as you wish. Think the mail filter in Outlook or Thunderbird and you get the idea.

To use the full range of functions within these AddOns, following AddOns are suggested for installation as well:
* CraftStore (old 3.00+ or CraftStore Fixed and Improved, both work) for identifying your character's and alt's needs
* FCO ItemSaver for customized marking options

---- Special thanks to:
* Baertram (Your developer docs for FCO ItemSaver really saved the day)
Version 1.1.1
* Fixed bug when trying to set FCO Marker before having done a dryrun before
* Fixed for trait not being cleared when non-trait itemtype is selected

Version 1.1.0
* Updated Readme
* Included a button to toggle Auto-Sell on or off
* Performance improvement on bank transactions
* Added FCO ItemSaver support for dynamic flags
* Included detection and support for CraftStore Fixed And Improved

Version 1.0.1
* Fixed bug which made Destroy Items nonfunctional
Optional Files (0)


Archived Files (3)
File Name
Version
Size
Author
Date
1.1.0
78kB
iwontsay
03/20/17 10:58 AM
1.0.1
76kB
iwontsay
03/16/17 11:00 AM
1.0.0
76kB
iwontsay
03/15/17 11:18 AM


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Unread Yesterday, 02:16 PM  
Baertram
 
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Updted FCOItemSaver and resorted the code a bit.
There is a new file called FCOIS_API.lua where you can find some new API (and already existing) functions now.
I'll move more functions like FCOMarkItem and others to the appropriate API file if I find the time... Currently travelling a lot for my job so I'm only able to work on it a bit at the weekend (and the weather was too nice to game this weeked ).

I've changed the function "FCOGetIconText" to return the name of all 22 marker icons now too.
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Unread 03/25/17, 08:24 AM  
iwontsay
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Originally Posted by wambo
I'm actually not using this option. For once I'm using MRL instead of SousChef.
The other thing is, that I'm again sending those recipes to certain chars to learn by means of the dynamic markings. So next time I find the recipe, it will still have that marking, unless I change it manually. I'd rather have it loose the marking so it get's deposited to my bank, where I will assign a char the next time I go over the recipes.

But I understand the point about concurrent writing.
I'll also check out Souschef again.
Hmmm.... Since CraftStore manages the database of "which recipe is wanted by which character", I think it's more in its purview to implement a sort of priorization - as in, which character gets first dibs if there is a recipe wanted by more than one. My part in that deal would be to implement a trait filter something like "first in queue for learning", so that a rule like "pull from bank any recipe where I'm first in the queue for learning" is possible.

While my part in the effort might not be much it could require some recoding in CraftStore.

Another "half-solution" would be to implement a priority list of characters myself. Though by the nature of the addon, this list (or these lists, if I intend to manage more than one) would never be as detailed as to what CraftStore could offer, for example.
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Unread 03/25/17, 07:48 AM  
wambo

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Originally Posted by Baertram
Originally Posted by wambo
*Lock / Unlock in combination with FCOIS's marks (the static ones or/and dynamic) -> Not only as property but as "Action". Maybe "recipe known - remove mark"
If you use FCOIS the recips will be automatically marked if unknown (if enabled in the settings) so this mustn't be implemented in this addon. Though marked recipes that you know already (cuz you just read it with the marker icon still set -> disabling the anti-recipe check by right clicking the flag icon in the inventory) will be kept as marked recipe. And if you find this recipe again it will still be marked and the marker icon is not removed automatically by FCOIS.
I'm actually not using this option. For once I'm using MRL instead of SousChef.
The other thing is, that I'm again sending those recipes to certain chars to learn by means of the dynamic markings. So next time I find the recipe, it will still have that marking, unless I change it manually. I'd rather have it loose the marking so it get's deposited to my bank, where I will assign a char the next time I go over the recipes.

But I understand the point about concurrent writing.
I'll also check out Souschef again.
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Unread 03/25/17, 12:08 AM  
iwontsay
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Originally Posted by Baertram
Originally Posted by iwontsay
Am I right to assume that FCOGetIconText() would return appropiate names for the "static" icons (like "marked for sell", "marked for deconstruct") as well? In that case extending the list of marks to check against would be a snap.
Sorry, but the function only returns the names for the icons that you're able to "rename" in the settings.
These are the 5 gear set icons and the 10 dynamic icons.
All other icons don't really have a name property as they are not needed.
But you're right, I actually should add this to the function!
The names of the non-changebale icons are in the localization files so it's easy for me to add them to a .name property too I guess.
No big deal. Might be I should still take it into consideration to not to have a breaking change if someone is not that quick with AddOn updates...

Originally Posted by Baertram
Originally Posted by wambo
*Lock / Unlock in combination with FCOIS's marks (the static ones or/and dynamic) -> Not only as property but as "Action". Maybe "recipe known - remove mark"
If you use FCOIS the recips will be automatically marked if unknown (if enabled in the settings) so this mustn't be implemented in this addon.
Never planned on actively changing marks. I know all too well how concurrent write access to the same resource (in this case the marks on given inventory items) could lead to all sorts of trouble.

Originally Posted by Baertram
I'd check the source code of the addon "Dustman". The stack "checks" in the addon provide a possibility to only move items if you got a full stack of that item at the bank or in your inventory. Maybe it's something you can "spy" from
It isn't the check for full stacks that I'm worried about - that's easy enough. My thoughts went a few steps further and played through scenarios like "ignore the first 200 items in the source inventory" and "don't let more than 400 items end up in the target inventory", which would be needed to implement bank transactions or conditional junking.

If I go that route, I need to implement a full item count tracking when parsing through the inventories and calculating moves. The advantage is that it would correctly account for split stacks and all that... though I'm not even sure if this effort is worth it because usually stacks are rarely split unless explicitely desired.

It is easy enough for bank moves, since for these I'd have to make a complete pass over both inventories. Implementing a rule extension like "apply rule only # times" would allow for rules like "put into bank only one stack" or "keep only one stack" and "put into bank [the rest]".

The bigger impact would be looting. The rule check is triggered whenever a looted item opens up a new stack in the inventory (noticeable by the white (!) in the display) and works completely independent of the current inventory contents. I'd need to change that, too, that it would have to scan - or at least cache - the states of already present (full) stacks in the inventory.
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Unread 03/24/17, 02:36 PM  
Baertram
 
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Originally Posted by iwontsay
Thanks for the heads up - that could actually help. Internally I use the marker numbers rather than the actual names
It's totally correct this way as only the marker icon ID is able to reference correctly. I'm not using the names internally in the addon, they are just there for the "output".

Originally Posted by iwontsay
Am I right to assume that FCOGetIconText() would return appropiate names for the "static" icons (like "marked for sell", "marked for deconstruct") as well? In that case extending the list of marks to check against would be a snap.
Sorry, but the function only returns the names for the icons that you're able to "rename" in the settings.
These are the 5 gear set icons and the 10 dynamic icons.
All other icons don't really have a name property as they are not needed.
But you're right, I actually should add this to the function!
The names of the non-changebale icons are in the localization files so it's easy for me to add them to a .name property too I guess.

Originally Posted by wambo
*Lock / Unlock in combination with FCOIS's marks (the static ones or/and dynamic) -> Not only as property but as "Action". Maybe "recipe known - remove mark"
If you use FCOIS the recips will be automatically marked if unknown (if enabled in the settings) so this mustn't be implemented in this addon. Though marked recipes that you know already (cuz you just read it with the marker icon still set -> disabling the anti-recipe check by right clicking the flag icon in the inventory) will be kept as marked recipe. And if you find this recipe again it will still be marked and the marker icon is not removed automatically by FCOIS.

Originally Posted by Syn0
Wouldn't FCO mark all items of that type if I marked one lockpick, making stack control impossible?
Yes, that's true. FCOIS will not distinguish if a lockpick is stack 1, stack 2 or even a stolen lockpick. ALL lockpicks get the marker icon.
We aren't able to distinguish the same item that got no enchantment, other style or whatever (like armor & weapons have) afaik.
And it would drive many ppl nuts if I would be able to distinguish it and change this behaviour... They'd need to remark all their items again

@iwontsay
I'd check the source code of the addon "Dustman". The stack "checks" in the addon provide a possibility to only move items if you got a full stack of that item at the bank or in your inventory. Maybe it's something you can "spy" from
Last edited by Baertram : 03/24/17 at 02:46 PM.
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Unread 03/24/17, 10:03 AM  
Syn0

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Wouldn't FCO mark all items of that type if I marked one lockpick, making stack control impossible? What if I don't have a stack in my bag to mark?

Why don't you check how Dustman and BankManager do it and decide whether it's something you want to try implementing?

Originally Posted by iwontsay
Originally Posted by Syn0
I am missing stack control. For example I want to keep 200xTa in my bank, destroy the rest. 200 lockpicks in my bags, destroy the rest. 200 full soul gems, deposit the rest. 200 looted cp150 health potions in my bags, vendor the rest. Also missing level control (I don't want low level mats in my bank.) and raw/refined material (I want raw materials to refine but only cp150 refined in my bank)
Hrm. Working with stacks and amounts of items is difficult enough. As it is now, when going over an inventory - being the bank or a bag - items are looked at independently from the rest of the inventory. Putting stacks into consideration would require scanning of the complete inventory and reworking of the whole loop.

On the other hand, locked items are completely disregarded during processing. So it would be easy to lock one stack of lockpicks - or soul gems - in your inventory and state a rule to destroy or bank them... that single stack would remain untouched.

FCO ItemSaver's markings could help, too. Place for example dynamic marker 1 on the stack you intend to keep/use... and state a rule to dispose or bank the items of the same type having no marker.
Last edited by Syn0 : 03/24/17 at 10:08 AM.
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Unread 03/24/17, 06:45 AM  
iwontsay
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Originally Posted by Syn0
I am missing stack control. For example I want to keep 200xTa in my bank, destroy the rest. 200 lockpicks in my bags, destroy the rest. 200 full soul gems, deposit the rest. 200 looted cp150 health potions in my bags, vendor the rest. Also missing level control (I don't want low level mats in my bank.) and raw/refined material (I want raw materials to refine but only cp150 refined in my bank)
Hrm. Working with stacks and amounts of items is difficult enough. As it is now, when going over an inventory - being the bank or a bag - items are looked at independently from the rest of the inventory. Putting stacks into consideration would require scanning of the complete inventory and reworking of the whole loop.

On the other hand, locked items are completely disregarded during processing. So it would be easy to lock one stack of lockpicks - or soul gems - in your inventory and state a rule to destroy or bank them... that single stack would remain untouched.

FCO ItemSaver's markings could help, too. Place for example dynamic marker 1 on the stack you intend to keep/use... and state a rule to dispose or bank the items of the same type having no marker.
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Unread 03/24/17, 06:08 AM  
Syn0

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I am missing stack control. For example I want to keep 200xTa in my bank, destroy the rest. 200 lockpicks in my bags, destroy the rest. 200 full soul gems, deposit the rest. 200 looted cp150 health potions in my bags, vendor the rest. Also missing level control (I don't want low level mats in my bank.) and raw/refined material (I want raw materials to refine but only cp150 refined in my bank)
Last edited by Syn0 : 03/24/17 at 06:32 AM.
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Unread 03/24/17, 12:20 AM  
wambo

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Originally Posted by iwontsay
Now that I have some more time in the next weeks I'm thinking about revamping this AddOn a bit.

One idea would be to extend the set of rules with actions like
  • Sell/Fence item
  • Launder item
  • Deconstruct item
  • Lock item
  • Unlock item
  • Put into gulild bank <<1>>
  • Pull from guild bank <<1>>

The general idea would be to have the junking and selling independent from each other, to connect them back together it would be done with a rule like "sell all junked items". Of course, the sell action may be applied to not junked items as well, for example those marked using the FCO ItemSaver.

Would that be an idea to pursue?

Updated: Added guild bank rule proposal
Yeah.
Some more thoughts:
*Some special consumables like lockpicks /soul gems/potions/special buff food | pull them if below X, deposit if over Y
*Lock / Unlock in combination with FCOIS's marks (the static ones or/and dynamic) -> Not only as property but as "Action". Maybe "recipe known - remove mark"
*Another Addon that might we worth working with: SetTracker. To add rules for special sets. Or Filter Sets for name. Maybe in combination with the trait.
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Unread 03/23/17, 11:26 PM  
iwontsay
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Re: Re: Re: Re: Re: Recipes, Blueprints, ...

Originally Posted by kromonos
Too bad, that there is no thank you button
Btw. is it possible, to extend it to definable guild banks? For much more easy shareing with guild members. Or is the option already in and I'm blind again?
It's the thought that counts

Currently there is no handling of guild banks ... yet. If I intend to include it I'd rather go all out and not just say "guild bank" and provide a single selector, but have the name of the target (or source) guild bank set in the rule itself. But that was something too big of a scope to make the cut into the 1.0.x or 1.1.x release.

Some posts below I voiced my intention to extend the list of possible actions, "put into guild bank <<1>>" and "pull from guild bank <<1>>" (where <<1>> stands as a placeholder for the guild name) would fit quite nicely in this list, too.
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Unread 03/23/17, 11:17 PM  
iwontsay
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Originally Posted by Baertram
Using the global FCOIS functions will give you the current data but there is no update triggered from FCOIS to other addons.
You'd need to check the current marker icon names inside the refresh/create callback function of your LAM settings panel (e.g. Rebuild the lam drop down list on your's addon lam panel open callback function, so it's actual if you switch between addons inside the lam settings.You can have a look at FCOStarveStop function buildAddonMenu, at the end of this function is the callback for the panel open stuff somewhere).

I'm working on more API functions to provide you the disabled/enabled icons too.
Thanks for the heads up - that could actually help. Internally I use the marker numbers rather than the actual names, though if for example someone defines a rule using the "1st dynamic mark" and renames this one to "thief trophies" then, the rule would still apply, and on using "list rules", the change would be reflected there, yet not in the dropdown list until /reloadui.

Am I right to assume that FCOGetIconText() would return appropiate names for the "static" icons (like "marked for sell", "marked for deconstruct") as well? In that case extending the list of marks to check against would be a snap.
Last edited by iwontsay : 03/23/17 at 11:18 PM.
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Unread 03/23/17, 02:19 PM  
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Re: Re: Re: Re: Recipes, Blueprints, ...

Originally Posted by iwontsay
Originally Posted by kromonos
Originally Posted by wambo
o_O Did you check out the Addon?
All of it is possible! The Addon is about "defining" those rules yourself.
Sure, I've installed it half an hour, bevor I wrote the post ... maybe I didn't understand it correctly or didn't found the correct rules
Just what he said. There are two predefined profiles, but the strength of this AddOn is that you can lay down your own rules list using the rule editor. Select the action, the item type, the traits (or if the traits are unknown, ...) and more, add the rule to the list, or delete the rules you don't want, then there you go.
Too bad, that there is no thank you button
Btw. is it possible, to extend it to definable guild banks? For much more easy shareing with guild members. Or is the option already in and I'm blind again?
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Unread 03/23/17, 02:15 PM  
Baertram
 
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Using the global FCOIS functions will give you the current data but there is no update triggered from FCOIS to other addons.
You'd need to check the current marker icon names inside the refresh/create callback function of your LAM settings panel (e.g. Rebuild the lam drop down list on your's addon lam panel open callback function, so it's actual if you switch between addons inside the lam settings.You can have a look at FCOStarveStop function buildAddonMenu, at the end of this function is the callback for the panel open stuff somewhere).

I'm working on more API functions to provide you the disabled/enabled icons too.



Originally Posted by iwontsay
Originally Posted by wambo
Got this LUA error when I switched to a dynamic marking, which was deactivated I think.

Also I'm whondering: How can I move those items to junk "that have only worth for merchants" ?
Is that possible already?
The category -> " dontknow in english divers?" -> "junk" doesnt seem to work


OK. It does work. But when I changed from "item" to the lowest "different/divers?" I cant change the unknown / known stuff, but it still stays the one selected before.

Also, this rule appears to only get into action when I get to a bank? Although it works for the "expensive" items.
I cannot see the picture - missing access rights -, it seems to be set to private.

For the first one I have to get back at Baertram to see if it's possible for another addons (like mine) to be notified whenever something changes on the dynamic marker list. Renaming, activating and deactivating for example to reflect the changes in my list.

Up to now, doing /reloadui after doing such changes would be a good bet to have the new list of markers reloaded.

With the second one, as a temporary workaround you can switch to "Item - All", which would unlock the Traits selector again, then explicitely switch to "(irrelevant)" to remove the trait filter, before selecting the desired object type again. Looks I have to fix the code that tries to retain the selected trait when switching object types.
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Unread 03/23/17, 10:15 AM  
iwontsay
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Now that I have some more time in the next weeks I'm thinking about revamping this AddOn a bit.

One idea would be to extend the set of rules with actions like
  • Sell/Fence item
  • Launder item
  • Deconstruct item
  • Lock item
  • Unlock item
  • Put into gulild bank <<1>>
  • Pull from guild bank <<1>>

The general idea would be to have the junking and selling independent from each other, to connect them back together it would be done with a rule like "sell all junked items". Of course, the sell action may be applied to not junked items as well, for example those marked using the FCO ItemSaver.

Would that be an idea to pursue?

Updated: Added guild bank rule proposal
Last edited by iwontsay : 03/23/17 at 11:27 PM.
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Unread 03/23/17, 10:03 AM  
iwontsay
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Re: Re: Re: Recipes, Blueprints, ...

Originally Posted by kromonos
Originally Posted by wambo
o_O Did you check out the Addon?
All of it is possible! The Addon is about "defining" those rules yourself.
Sure, I've installed it half an hour, bevor I wrote the post ... maybe I didn't understand it correctly or didn't found the correct rules
Just what he said. There are two predefined profiles, but the strength of this AddOn is that you can lay down your own rules list using the rule editor. Select the action, the item type, the traits (or if the traits are unknown, ...) and more, add the rule to the list, or delete the rules you don't want, then there you go.
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