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Compatibility: | Endless Archive (9.2.5) base-game patch (9.1.5) Necrom (9.0.0) Scribes of Fate (8.3.5) Firesong (8.2.5) Lost Depths (8.1.5) High Isle (8.0.0) |
Updated: | 10/22/23 04:35 PM |
Created: | 09/11/18 09:42 AM |
Monthly downloads: | 443 |
Total downloads: | 28,523 |
Favorites: | 55 |
MD5: |
File Name |
Version |
Size |
Uploader |
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2.30.2 |
105kB |
otac0n |
08/24/23 01:04 PM |
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2.30.1 |
105kB |
otac0n |
06/19/23 05:03 PM |
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2.30.0 |
105kB |
otac0n |
06/18/23 09:04 PM |
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2.29.13 |
110kB |
otac0n |
05/07/23 09:49 AM |
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2.29.12 |
110kB |
otac0n |
05/02/23 08:45 PM |
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2.29.11 |
104kB |
otac0n |
03/19/23 05:26 PM |
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2.29.10 |
102kB |
TaxTalis |
02/05/23 07:07 AM |
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2.29.9 |
103kB |
demawi |
11/06/22 10:23 AM |
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2.29.8 |
102kB |
demawi |
11/02/22 04:15 PM |
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2.29.7 |
102kB |
demawi |
08/29/22 06:13 PM |
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2.29.6 |
102kB |
demawi |
07/19/22 01:40 PM |
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102kB |
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07/17/22 05:10 AM |
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2.29.4 |
102kB |
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07/16/22 04:34 AM |
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2.29.3 |
102kB |
demawi |
07/14/22 05:11 AM |
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2.29.2 |
102kB |
demawi |
07/07/22 04:22 AM |
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2.29.1 |
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demawi |
07/01/22 04:30 PM |
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2.29.0 |
103kB |
demawi |
06/23/22 02:29 PM |
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2.28.1 |
96kB |
demawi |
06/06/22 01:11 PM |
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2.28.0 |
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demawi |
05/22/22 09:44 AM |
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2.27.3 |
92kB |
demawi |
05/16/22 02:31 AM |
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2.27.2 |
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05/15/22 01:37 PM |
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2.27.1 |
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demawi |
05/11/22 02:14 PM |
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2.27.0 |
92kB |
demawi |
05/10/22 02:16 PM |
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2.26.2 |
76kB |
TaxTalis |
04/24/22 02:06 PM |
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2.26.1 |
75kB |
demawi |
04/23/22 11:55 AM |
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2.26.0 |
75kB |
demawi |
04/23/22 11:20 AM |
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2.25.0 |
71kB |
demawi |
04/10/22 11:51 AM |
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2.24.9 |
71kB |
demawi |
04/06/22 02:50 PM |
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2.24.8 |
70kB |
demawi |
02/02/22 11:07 AM |
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2.24.7 |
70kB |
demawi |
01/26/22 07:21 PM |
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2.24.6 |
70kB |
demawi |
01/19/22 03:20 PM |
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2.24.5 |
70kB |
demawi |
12/04/21 05:47 AM |
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2.24.4 |
70kB |
demawi |
09/06/21 05:43 AM |
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2.24.3 |
70kB |
demawi |
08/12/21 02:49 AM |
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2.24.2 |
70kB |
demawi |
08/10/21 10:36 AM |
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2.24.1 |
70kB |
demawi |
07/31/21 09:04 AM |
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2.24.0 |
70kB |
demawi |
07/30/21 04:02 PM |
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2.23.3 |
69kB |
demawi |
07/17/21 08:23 AM |
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2.23.2 |
69kB |
demawi |
07/15/21 05:07 PM |
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2.23.1 |
69kB |
demawi |
07/15/21 04:45 PM |
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2.23.0 |
69kB |
demawi |
07/15/21 07:38 AM |
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2.22.4 |
65kB |
demawi |
07/01/21 10:46 AM |
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2.22.3 |
65kB |
demawi |
06/28/21 04:29 AM |
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2.22.2 |
65kB |
demawi |
06/26/21 12:33 PM |
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2.22.1 |
65kB |
demawi |
06/26/21 09:06 AM |
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2.22.0 |
65kB |
demawi |
06/24/21 04:01 AM |
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2.21.0 |
62kB |
demawi |
06/09/21 12:27 PM |
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2.20.0 |
61kB |
demawi |
06/07/21 10:11 AM |
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2.19.1 |
59kB |
demawi |
06/02/21 01:33 PM |
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2.18.2 |
58kB |
demawi |
05/30/21 07:31 AM |
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2.18.1 |
58kB |
demawi |
05/28/21 08:40 AM |
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2.18.0 |
58kB |
demawi |
05/28/21 03:08 AM |
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2.17.0 |
54kB |
demawi |
05/22/21 06:46 AM |
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2.16.1 |
46kB |
demawi |
05/14/21 03:00 PM |
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2.16.0 |
46kB |
demawi |
05/13/21 09:25 AM |
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2.15.3 |
42kB |
demawi |
02/23/21 01:36 AM |
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2.15.2 |
42kB |
TaxTalis |
02/22/21 09:42 AM |
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2.15.1 |
42kB |
TaxTalis |
02/21/21 03:30 PM |
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2.10.3 |
39kB |
TaxTalis |
11/25/20 11:12 AM |
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2.10.0 |
38kB |
TaxTalis |
11/18/20 04:18 PM |
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2.9.2 |
38kB |
TaxTalis |
11/15/20 06:25 AM |
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2.8.0 |
38kB |
TaxTalis |
11/08/20 07:46 AM |
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2.7.0 |
38kB |
TaxTalis |
10/11/20 11:54 AM |
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2.6.0 |
38kB |
TaxTalis |
09/09/20 06:01 AM |
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2.5.0 |
38kB |
TaxTalis |
08/11/20 10:59 AM |
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2.4.0 |
38kB |
TaxTalis |
05/25/20 02:34 AM |
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2.3.0 |
37kB |
TaxTalis |
02/26/20 12:20 PM |
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2.2.1 |
37kB |
TaxTalis |
01/07/20 01:05 PM |
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2.2.0 |
37kB |
TaxTalis |
12/30/19 02:22 AM |
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2.1.0 |
37kB |
TaxTalis |
12/25/19 12:17 PM |
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2.0.0 |
35kB |
TaxTalis |
12/18/19 05:03 AM |
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1.6.2 |
920kB |
TaxTalis |
11/27/19 01:48 PM |
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1.6.1 |
920kB |
TaxTalis |
09/06/19 08:47 AM |
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1.6.0 |
920kB |
TaxTalis |
08/31/19 04:02 PM |
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1.5.2 |
922kB |
TaxTalis |
08/14/19 09:25 AM |
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1.5.1 |
920kB |
TaxTalis |
05/25/19 02:57 AM |
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1.5.0 |
920kB |
TaxTalis |
05/24/19 10:07 AM |
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1.4.2 |
914kB |
TaxTalis |
10/27/18 09:00 AM |
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1.4.1 |
914kB |
TaxTalis |
10/26/18 02:36 PM |
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1.2.2 |
911kB |
TaxTalis |
10/12/18 01:27 PM |
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0.10.1 |
910kB |
TaxTalis |
09/26/18 12:27 PM |
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0.8.0 |
911kB |
TaxTalis |
09/16/18 01:58 PM |
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0.6.1 |
909kB |
TaxTalis |
09/15/18 07:08 AM |
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0.4.2 |
903kB |
TaxTalis |
09/11/18 10:06 AM |
Comment Options |
FrostByghte |
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08/11/20, 08:11 AM | ||
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Re: fcoismarker
Correct, to this point the context menu does not show all values used by RbI for a given item.
I will see to include the FCOIS markers for you. EDIT: the marker seems to not be called "sell" but "selling". Try this until I finish and test the update.
Last edited by TaxTalis : 08/11/20 at 08:59 AM.
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TaxTalis |
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08/11/20, 02:18 PM | ||
Forum posts: 1
File comments: 72
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Re: Re: fcoismarker
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FrostByghte |
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10/09/20, 12:50 PM | |
Forum posts: 0
File comments: 16
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Identifying different Materials/Ingredients
Hi,
EDIT: Ok, ended up doing tests to check what applies to what.. so the whole first paragraph still applies..kudos! :P. I'll continue to test and come back if i have actual questions. first of all, I think you and I ended up thinking of the same thing (years apart). This is exactly what I thought i should code to allow for easy maintenance of inventory when not having ESO plus. Kudos man..kudos. And also thank you for saving me having to learn lua and read over the forums to develop addons My question is about differentiating between crafting mats (for all types). I was going over the documentation, and I could not find a way to ensure (other than i guess trying) if a function was applicable to specific items. 1. What function can be used to figure out if the item being evaluated is any of the provisioning materials even for furnishing? (would i need to use the sType one and specify each of the ingredients?) 2. For alchemy materials, how can I test if an item is a solvent? ( i can see regents, but could not ID the solvents) What i am trying to do is spread the materials across my different characters, leaving in the bank only those materials that are required for the daily writs.. and the way i am splitting them are: Alchemy, Provisioning, Enchantment/Jewelry, Clothing/Woodwork, Blacksmith. That includes the furnishing materials, and all armor/weapon traits go to blacksmith and all jewelry trait material (be it whole or pulverized) go to enchantment/jewelery. So when i was creating the rules (just typing them) i started wondering how to tell which functions can help me identify the material i am dealing with. help?
Last edited by Talegas : 10/09/20 at 02:55 PM.
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Talegas |
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10/09/20, 04:14 PM | ||
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Re: Identifying different Materials/Ingredients
Hello Talegas,
thank you for using RbI, hope it'll help you with your inventory management! Regarding your question, wether it is still to be answered or not, I am not yet quite sure what you tried to achieve. If you want to split different types of crafting materials to different twinks by profession you can do this by simply going with a rule containing the material_* functions, which you can find here: https://gitlab.com/taxtalis/rulebase...nual/Functions below "function without input". Use them like the following: Code:
material_jewelry() OR material_woodworking() I did not include a material_furnishing as of yet, as it never came to light it was missing, but: you can easily use Code:
type("material_furnishing") For testing I highly recommend enabling RbI's context menu to be able to print the main items data, where you can easily see the type, stype and such to better understand and distinguish items. If you have any question left, feel free to ask, I'll gladly help! EDIT: I enriched the function's description in the wiki of those comfort functions by the real underlying rule-term.
Last edited by TaxTalis : 10/09/20 at 04:29 PM.
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TaxTalis |
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10/10/20, 06:13 AM | |||
Forum posts: 0
File comments: 16
Uploads: 0
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Re: Re: Identifying different Materials/Ingredients
Thank you for the quick response!
I also did not know what input applied to the solvents for alchemy, and figured out (via testing the functions) that it was the "potion_base" and "poison_base". I guess what I am trying to say is that it would be great if there is some sort of catalog indicating what each of these inputs apply to when they are not that obvious (such as material_raw_woodworking). This way it would be more "user friendly" for all of us who have not played around with an addon or even coding before. Specially when the very first statement you read off your addon site is that red bolded disclaimer
I'll play today a bit more with it. Currently setting up rules to maintain a number of specific mats in the bank for crafting (no craftbag for me) and I think I am getting the hang of this. I'll be blunt, this addon is rather easy to use.. what takes time and seems hard is just trying to understand how to use it. Maybe describing what the example functions you provide in the wiki might help future users not feel too discouraged to use? EDIT: Once I pressed submitted I ran into a question, lol. It seems tasks for the same event (in this case bank interface) are ran at the same time but starting with bankToBag.. is this the case? or does it first run the banktobag completely before starting to evaluate the bagTobank one? Thanks again for this addon!
Last edited by Talegas : 10/10/20 at 06:28 AM.
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Talegas |
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10/10/20, 06:57 AM | |
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Re: Re: Re: Identifying different Materials/Ingredients
Yea the context menu is a thing introduced (again from version 1.x.x) on request, and also yes, documentation is lacking, but you know, writing and maintaining is taking enough time as it is, documenting is a nasty work and, I admit, I have not spent much time on it and will probably never do even though in its current state it might discourage people in using RbI.
The names like "booster" and such are directly from the ESO API and are constants inside the game, wether they are used as such in UI or not. I simply took them over and (same as with documentation) won't translate every one of them, just because I don't want to take the time. There is stuff there where I have no clue what it is for and even worse: sometimes the name suggests a thing but it's not... take for example type("lockpick") quite obvious what would apply to this, right? Guess what? Lockpicks don't have the type "lockpick" - it's simple logic For the list of possible inputs please refer to https://gitlab.com/taxtalis/rulebased-Inventory/-/wikis/Manual/Inputs (though yes, there is no explanation of items affected, but as I eluded to, it's wild sometimes what items have for types etc. and sometimes don't have...) Translating all ingame constants already does have negative impact, as new styles, types, etc. are already missing from the current version of RbI because I would need to manually introduce them, hope nobody ever asks for them
Last edited by TaxTalis : 10/10/20 at 07:05 AM.
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TaxTalis |
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10/10/20, 01:03 PM | |
Forum posts: 0
File comments: 16
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Context Menu and name function
Hi again!
sorry for the ongoing questions. I was trying to figure out how to use the context menu. I enabled it, the UI reloaded, yet i have no idea what to do to make any use of it. I keep testing rules and I still see the same output in the chat window. What I am missing to use it? Also, related the name function. It is working splendid for almost all the rules I am setting up, except when i deal with short names like "Oko" and "Ta". It seems the function matches against anything that contains the words, not doing an exact match. Code:
name("Oko", "Ta") Thanks! |
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Talegas |
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10/10/20, 01:43 PM | |
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Re: Context Menu and name function
ok, I did enrich the wiki with some new content regarding the context menu now:
https://gitlab.com/taxtalis/rulebase...anual/Settings in even shorter: go to your inventory, right-click an item, select "RbI: Print Item Data" and watch the chat, which will output the items data. Regarding the name search, this seems to be a side effect of using LibTextFilter, and for now there is no way to not have it search for substrings, it seems. If you don't care for LibTextFilter (and don't need it for other addons) you can disable it and then the string-match will be only taking the whole name into account. EDIT: confirmed, it's a ... feature of LibTextFilter Maybe I will introduce two different functions, one doing a direct match, the other using LibTextFilter, but not anytime soon, sorry. Please see to get past that restriction by somehow enriching your search terms for the moment.
Last edited by TaxTalis : 10/10/20 at 02:20 PM.
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TaxTalis |
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10/10/20, 04:17 PM | |||
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Re: Re: Context Menu and name function
I'll disable it in the meantime as i rather use your addon than the search. |
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Talegas |
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10/12/20, 01:15 AM | ||
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Re: Re: Re: Context Menu and name function
Please see https://gitlab.com/taxtalis/rulebase...22Extention%22 |
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TaxTalis |
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10/14/20, 07:30 AM | ||
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Re: Re: Re: Re: Context Menu and name function
I have to say, you went the other route :P Normally, you use a "wild card" or marker to define a substring. Still, I'll take it like this! Thank you! |
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Talegas |
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10/14/20, 07:34 AM | |||
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Re: Re: Re: Re: Re: Context Menu and name function
In Regex you do exactly as I did, except using ^ for the beginning, but this very character is already used in LibTextFilter, so I just went for using $ for both beginning and ending (as in Regex it is only used for the ending). Like so.
You're welcome!
Last edited by TaxTalis : 10/14/20 at 07:35 AM.
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TaxTalis |
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10/28/20, 08:12 PM | |
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Is there a way to have a rule only evaluate to true if there are more/less than a specific number of backpack slots free? I'm working on my legerdemain for some alts and I'd like to prioritize keeping more valuable treasures. ie, start deleting the white 40g treasures if bag slots < 10. I don't want to just delete all whites because that could mean I won't have enough items to max out the fence interactions depending on time/luck that day.
Thanks. |
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MegwynW |
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10/29/20, 02:08 PM | |
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Hi MegwynW, I am sorry to inform you that currently there is no such function available.
But I am looking into it and working on it! Please stand by and wait for the next update. |
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TaxTalis |
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