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Updated: 09/22/19 05:48 AM
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Dragonhold (5.2.5)
Scalebreaker (5.1.5)
Elsweyr (5.0.5)
Updated:09/22/19 05:48 AM
Created:03/22/19 12:08 PM
Monthly downloads:55
Total downloads:5,443
Favorites:12
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Categories:Bags, Bank, Inventory, Utility Mods
ItemTrig  Popular! (More than 5000 hits)
Version: 1.0.14
by: DavidJCobb [More]
ItemTrig is an inventory management add-on that allows you to define custom rules, to automatically perform actions on items in your inventory.

Custom rules come in the form of triggers. Each trigger has entry points, conditions, and actions. The entry point decides when ItemTrig should attempt to test the trigger's conditions; if all of the conditions are met, then the actions will be performed in sequence. This allows you to define flexible rules for handling items as they enter your inventory, or when you open certain services (e.g. crafting stations, merchants).

Here's a basic trigger, to serve as an example:

Name: Deconstruct intricate
Entry points: Crafting Menu Opened
Conditions:
1. The item [is] an [any equippable].
2. The item [is] intricate.
3. The current crafting station [is appropriate for] this item.
4. The player [has not] maxed out their [crafting skill for this item] skill.
Actions:
1. Deconstruct the item.

If you were to define that trigger and then open the crafting menu, then ItemTrig would attempt to automatically deconstruct any intricate equipment in your inventory -- but only if you haven't already maxed out the relevant item skill!

One word of warning, though: ItemTrig will do exactly what you tell it to, even if that's not what you meant.

How does this compare to Dustman?
Dustman is fast and much simpler to set up. It's an excellent mod, and if you're not looking to perform specialized tasks, then it's the mod for you.

ItemTrig is more useful for specialized tasks. You may wish, for example, to destroy low-rarity stolen treasures unless they're useful for the Covetous Countess quest, in which case you might want them laundered instead. You may wish to destroy stolen lockpicks if you already have a full or nearly-full stack of "clean" ones. You may wish to destroy incoming equipment unless it belongs to a specific item set. ItemTrig gives you the building blocks to do any of these (and much more), but you have to assemble those building blocks yourself. The ability to do so is ItemTrig's raison d'être.

Extra notes
This add-on requires LibAddonMenu-2.0 and LibStub to function.

You can open the trigger editor via the add-on's options menu, or by entering /itemtrig edit in the chatbox.

ItemTrig has a gallery of built-in triggers. You can import triggers from the gallery, or between characters, by clicking the "Import" button in the main window.

Most entry points only run triggers on the items in your backpack. Your equipped gear does not count as being "in your backpack." The entry points that run triggers on items in your bank are explicitly marked (e.g. "Crafting Menu Opened (runs on banked items)").

When writing your own triggers, consider enabling "Pretend Mode" in the options when you're testing. This feature prevents ItemTrig from taking any action on your inventory, instead announcing the actions it would take. It's a good way to make sure your "destroy these items that I don't care about" trigger doesn't match more than it's meant to!

Links
Github repo
1.0.14
Fixed a bug in the Modify Junk Flag action which caused it to always think it failed. Previously, the action was programmed to double-check that the "junk" flag on the item was successfully changed; however, this is not possible, as the game only updates the flag on the item once the server confirms it's been set (which can take over a tenth of a second). The action no longer runs this check; it now always assumes it will succeed.

Added a "Play Sound" trigger action. The action is programmed so that no more than one of each sound can play at a time (i.e. if fifty items match the same trigger, you won't hear the trigger's sound at 50x volume). However, different sound effects can still stack.

After deleting a condition or action from a trigger, the editor will now select the next condition/action in the list (or the previous one, if there is no next one).

1.0.13
Fixed a typo that caused ItemTrig to improperly save triggers that used multiple entry points: only the last-selected entry point for the trigger would be saved.

1.0.12
Fixed a bug that caused the Total Count condition to always check your inventory count, even if you asked for the bank or craft bag count.

Updated the mod in preparation for API changes currently being tested on the PTS.

1.0.11
ItemTrig should now be compatible with FCO ItemSaver: trigger actions will fail if FCO ItemSaver has been set to prevent them (e.g. trying to deconstruct something that you've locked in FCOIS). ItemTrig also offers a trigger condition to check whether FCOIS is installed, a condition to check the FCOIS marks on an item, and a trigger action to modify the marks on an item.

Added new conditions to check an armor's type (light/medium/heavy) and a weapon's type (sword/greatsword/staff/shield/etc.).

Added new conditions to check whether an item can be deconstructed, and to check whether an item can be refined. Gallery triggers involving deconstruction now use the former condition.

Added a new condition to check whether the Craft Bag is accessible.

Added a new action to queue the mass refinement of a single type of raw material, or of all raw materials across your inventory and Craft Bag. Due to how refinement works in-engine, it is impossible to limit what materials get refined or from where.

The "Log Message" trigger action now offers a "$(link)" token that can be used to produce an item link.

Users have reported that the "Withdraw from Bank" trigger action withdraws an entire item stack, even if it is directed to only withdraw a certain amount of the item. Unfortunately, this appears to be an issue with the underlying ZOS API: the same API is used for deposits and withdrawals, and when withdrawing, it seems to ignore its "count" parameter. As such, the "Withdraw from Bank" trigger action has had its own count option removed; it now only offers the option to withdraw a full stack, and its description makes this clear.

Fixed a Lua error that left the "Meets Usage Requirement" condition unusable.

1.0.10
Fixed issues that prevented ItemTrig from seeing the expanded bank space added by ESO Plus.

Fixed a few pieces of code that mixed up the Craft Bag with the expanded bank space added by ESO Plus. The fixed functions include those that power the Total Count condition.

Added a "Withdraw from Bank" trigger action, available for the "Bank Opened (run on banked items)" entry point.

Made minor fixes to savedata versioning (don't worry; the relevant bugs didn't affect anything).

1.0.9
Fixed defects in multiple gallery triggers: "sell" triggers will no longer attempt to sell stolen items; the "sell trash" trigger now correctly uses the "sell" action instead of the "launder" action; the "deconstruct worthless equipment" trigger will no longer try and fail to deconstruct provisioning ingredients when you are at a cooking station.

As of this version, ItemTrig will remember which triggers you imported from the Trigger Gallery. As long as you don't modify these triggers, they will auto-update if later versions of the mod fix their counterparts in the Trigger Gallery. You can disable this auto-updating in the mod settings.

1.0.8
Fixed a minor issue with the "Banked items: allow destroy" pref, which could cause LibAddonMenu errors to appear in the chat console.

1.0.7
Fixed a hang that could occur when trying to deconstruct multiple items, if your triggers directed ItemTrig to deconstruct items that for non-obvious reasons aren't considered deconstructable (e.g. the Forgotten Adventurer's Bow).

Deconstruction now properly "finishes" and logs a success after processing deconstruction of one single item; you should no longer incorrectly see warnings about "interrupting" the queue when leaving the crafting station.

1.0.6
Added two new entry points that will run triggers on items in your bank: "Bank Opened (run on banked items)" and "Crafting Menu Opened (run on banked items)." If you wish to run a trigger on both carried and banked items, then use it on both these entry points and the normal "Bank Opened" and "Crafting Menu Opened" entry points. The intended use case for this is being able to automatically deconstruct banked items.

The "Deposit in Bank" action will now cause a trigger failure and show an error message when attempting to deposit Character Bound items, instead of just failing silently.

Added a "Bound" condition to test whether an item is bound, or to test whether an item is Character Bound, specifically.

Zenimax forcibly disconnects players from the server if their add-ons attempt to deposit more than 99 item stacks in the bank during one bank session. ItemTrig is now aware of this and will attempt to stay 2 stacks below the limit. Note that ItemTrig cannot be aware of what other add-ons are doing, so ItemTrig and other add-ons can still exceed the limit together (this is also the case for laundering items).

Fixed a bug that could cause attempts to enable/disable a top-level trigger to fail.

Added an option to improve logging of trigger failures by "collapsing" certain kinds of trigger failures when they occur more than once. For example, if you have a trigger that tries to deposit ten items into your bank, and your bank is full, you do not need to see ten error messages all telling you that the bank is full. This option will instead display full details on the first such trigger failure, and then (after all triggers for the entry point have finished running) display the number of triggers that experienced the same error. This option is enabled by default.

Added an option to forcibly prevent triggers from destroying items in your bank, even if they run on bank-specific entry points. If the option is enabled, then Destroy actions on a banked item will cause a trigger failure. This does not apply to deconstructing items.

Made various fixes and improvements to ItemTrig's tooltips.

1.0.5
Added a new condition: "Item Type (Detailed)." This condition can be used to check for very specific item categories, such as "Museum Piece."

Added buttons to the trigger editor to duplicate a selected condition or action.

Fixed window sizing for the condition/action editor. Sizing errors could be seen when editing conditions/actions with long values (e.g. a Comment condition with copypasta stuffed into it).

Fixed theming for the condition/action option editor. Previously, explanatory text for some condition/action options didn't theme properly and was always in white print.

The description for the "Covetous Countess" condition should no longer produce an incorrect sentence.

Minor fixes to the "Deconstruct" trigger action: ItemTrig should no longer log both a "success" message and a "failure" message if a deconstruct is attempted and fails; if a deconstruct fails because your inventory is full, then all pending deconstructs will be aborted.

1.0.4
Critical fixes to the "Deconstruct" trigger action; it will no longer fail silently after deconstructing a single item, and it now works on enchanting glyphs.

Fixed the "Pretend Mode" option: triggers will no longer continue to run on an item after pretending to destroy, deconstruct, sell/fence, or deposit it.

1.0.3
Added a theme switcher to the add-on's options menu.

Added a dark theme.

Added more pre-made triggers to the Trigger Gallery accessible via the "Import" button.

Fixed some pre-made triggers that would've logged errors if run on locked items.

Fixed a bug with the "Esc force-closes the editor" option that made it always take effect even if disabled.

Fixed spacing on the validation tooltip in the opcode argument editor.

Deprecated the "Priority Sell" condition.

1.0.2
Fixed a packaging mistake with the mod.

The "Sell or Fence" action will now fail on locked items.

1.0.1
Fixed the sort order for the rarities in the "Item Rarity" condition.

The "Sell or Fence" action's explanation text now properly identifies it as being usable in the merchant or fence menus.

Fixed internal issues with quantity options (e.g. "at most 5," "at least 1") for conditions and actions.
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Archived Files (12)
File Name
Version
Size
Uploader
Date
1.0.12
185kB
DavidJCobb
08/08/19 05:59 AM
1.0.11
184kB
DavidJCobb
07/11/19 05:21 AM
1.0.10
171kB
DavidJCobb
06/22/19 06:01 PM
1.0.9
170kB
DavidJCobb
05/02/19 02:34 PM
1.0.8
168kB
DavidJCobb
04/30/19 04:01 PM
1.0.7
168kB
DavidJCobb
04/25/19 06:57 PM
1.0.6
168kB
DavidJCobb
04/25/19 05:29 PM
1.0.5
165kB
DavidJCobb
04/07/19 03:04 PM
1.0.4
162kB
DavidJCobb
03/28/19 03:08 PM
1.0.3
159kB
DavidJCobb
03/23/19 07:25 PM
1.0.2
152kB
DavidJCobb
03/22/19 07:04 PM
1.0.1
151kB
DavidJCobb
03/22/19 01:12 PM


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Unread 05/26/19, 11:45 AM  
DavidJCobb
 
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I'm currently dealing with a physical injury that, while comparatively minor, prevents me from doing much coding work at present. I can only type for short periods of time, if at all. I haven't even started ESO since the latest update.

If there are urgent issues, please let me know, but please also understand that I might not be able to address them in an especially timely manner. I apologize for any inconvenience.
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Unread 05/04/19, 04:57 AM  
MarkusFox

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If I wanted to write a trigger to withdraw purple and gold crafting mats from the bank (one at a time like manual withdrawls), would that eventually be supported?

I realize that there is no current support to withdraw items from the bank in such a manner. I'm not an ESO+ member, so I have a "pack mule" I keep these more valuable "upgrade mats" (like Dreugh Wax) on.
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Unread 04/30/19, 05:31 PM  
Kyndrith

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Re: Re: Re: Re: LUI Error

Originally Posted by DavidJCobb
Originally Posted by Kyndrith
[LAM2] Could not create checkbox 'Banked items: allow destroy' of ItemTrigOptionsMenu.
That's a separate problem -- apparently the result of a typo in the code. I'm uploading an update that should fix it.

If you wish to send me your SavedVariables file for ItemTrig, feel free, and I'll take a look at it and see if I can investigate the other issue.
The file can be found here: https://drive.google.com/file/d/1WBc...ew?usp=sharing

Again, I appreciate you taking the time to review. Thanks.
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Unread 04/30/19, 03:59 PM  
DavidJCobb
 
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Re: Re: Re: LUI Error

Originally Posted by Kyndrith
[LAM2] Could not create checkbox 'Banked items: allow destroy' of ItemTrigOptionsMenu.
That's a separate problem -- apparently the result of a typo in the code. I'm uploading an update that should fix it.

If you wish to send me your SavedVariables file for ItemTrig, feel free, and I'll take a look at it and see if I can investigate the other issue.
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Unread 04/29/19, 03:56 PM  
Kyndrith

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Re: Re: LUI Error

Originally Posted by DavidJCobb
Originally Posted by Kyndrith
I've been getting this since moving to the new version. Thanks in advance for your assistance.

user:/AddOns/ItemTrig/triggers/trigger.lua:87: attempt to index a nil value
stack traceback:
user:/AddOns/ItemTrig/triggers/trigger.lua:87: in function 'ItemTrig.filterTriggerList'
|caaaaaa<Locals> list = tbl, entryPoint = "BRTR", filtered = tbl, mapping = tbl, i = 2 </Locals>|r
user:/AddOns/ItemTrig/triggers/trigger.lua:43: in function 'ItemTrig.executeTriggerList'
|caaaaaa<Locals> list = tbl, entryPoint = "BRTR", context = tbl, options = tbl, eventRecipient = tbl </Locals>|r
user:/AddOns/ItemTrig/ItemTrig.lua:286: in function 'functor'
|caaaaaa<Locals> item = tbl </Locals>|r
user:/AddOns/ItemTrig/misc/item.lua:27: in function 'ItemTrig.forEachBagSlot'
|caaaaaa<Locals> bag = 1, functor = user:/AddOns/ItemTrig/ItemTrig.lua:281, slot = 18, interface = tbl </Locals>|r
user:/AddOns/ItemTrig/ItemTrig.lua:281: in function '_processInventory'
|caaaaaa<Locals> entryPoint = "BRTR", entryPointData = tbl, list = tbl </Locals>|r
user:/AddOns/ItemTrig/ItemTrig.lua:374: in function '_OnOpenClose'
|caaaaaa<Locals> eventCode = 131289 </Locals>|r
Strange... Can you provide me with a screenshot of your triggers? I'll also need to know the entry points that each trigger is assigned to, and I'll need to know if this happens more than once, or if it was just one time.

When ItemTrig runs triggers for a particular entry point, it does so by creating a copy of your trigger list and filtering out the triggers that aren't for that entry point. It then runs over every trigger in the filtered list. For some reason, you have a gap in your trigger list, which causes the filtering step to break.

If you need a temporary fix, then you can achieve that by modifying line 87 in ItemTrig/triggers/trigger.lua: replace this

Code:
if trigger:allowsEntryPoint(entryPoint) then

with

Code:
if trigger and trigger:allowsEntryPoint(entryPoint) then
The error is only on one of my characters. I've tried deleting all of the triggers for that character and re-importing them, but I still end of with this odd message in chat.

[LAM2] Could not create checkbox 'Banked items: allow destroy' of ItemTrigOptionsMenu.

I'm happy to upload a file if that would help. Not sure you'd see everything with screen shots but I can try if that's what you'd prefer. Thanks for your reply.
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Unread 04/28/19, 09:18 AM  
DavidJCobb
 
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Re: LUI Error

Originally Posted by Kyndrith
I've been getting this since moving to the new version. Thanks in advance for your assistance.

user:/AddOns/ItemTrig/triggers/trigger.lua:87: attempt to index a nil value
stack traceback:
user:/AddOns/ItemTrig/triggers/trigger.lua:87: in function 'ItemTrig.filterTriggerList'
|caaaaaa<Locals> list = tbl, entryPoint = "BRTR", filtered = tbl, mapping = tbl, i = 2 </Locals>|r
user:/AddOns/ItemTrig/triggers/trigger.lua:43: in function 'ItemTrig.executeTriggerList'
|caaaaaa<Locals> list = tbl, entryPoint = "BRTR", context = tbl, options = tbl, eventRecipient = tbl </Locals>|r
user:/AddOns/ItemTrig/ItemTrig.lua:286: in function 'functor'
|caaaaaa<Locals> item = tbl </Locals>|r
user:/AddOns/ItemTrig/misc/item.lua:27: in function 'ItemTrig.forEachBagSlot'
|caaaaaa<Locals> bag = 1, functor = user:/AddOns/ItemTrig/ItemTrig.lua:281, slot = 18, interface = tbl </Locals>|r
user:/AddOns/ItemTrig/ItemTrig.lua:281: in function '_processInventory'
|caaaaaa<Locals> entryPoint = "BRTR", entryPointData = tbl, list = tbl </Locals>|r
user:/AddOns/ItemTrig/ItemTrig.lua:374: in function '_OnOpenClose'
|caaaaaa<Locals> eventCode = 131289 </Locals>|r
Strange... Can you provide me with a screenshot of your triggers? I'll also need to know the entry points that each trigger is assigned to, and I'll need to know if this happens more than once, or if it was just one time.

When ItemTrig runs triggers for a particular entry point, it does so by creating a copy of your trigger list and filtering out the triggers that aren't for that entry point. It then runs over every trigger in the filtered list. For some reason, you have a gap in your trigger list, which causes the filtering step to break.

If you need a temporary fix, then you can achieve that by modifying line 87 in ItemTrig/triggers/trigger.lua: replace this

Code:
if trigger:allowsEntryPoint(entryPoint) then

with

Code:
if trigger and trigger:allowsEntryPoint(entryPoint) then
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Unread 04/27/19, 11:00 AM  
Kyndrith

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LUI Error

I've been getting this since moving to the new version. Thanks in advance for your assistance.

user:/AddOns/ItemTrig/triggers/trigger.lua:87: attempt to index a nil value
stack traceback:
user:/AddOns/ItemTrig/triggers/trigger.lua:87: in function 'ItemTrig.filterTriggerList'
|caaaaaa<Locals> list = tbl, entryPoint = "BRTR", filtered = tbl, mapping = tbl, i = 2 </Locals>|r
user:/AddOns/ItemTrig/triggers/trigger.lua:43: in function 'ItemTrig.executeTriggerList'
|caaaaaa<Locals> list = tbl, entryPoint = "BRTR", context = tbl, options = tbl, eventRecipient = tbl </Locals>|r
user:/AddOns/ItemTrig/ItemTrig.lua:286: in function 'functor'
|caaaaaa<Locals> item = tbl </Locals>|r
user:/AddOns/ItemTrig/misc/item.lua:27: in function 'ItemTrig.forEachBagSlot'
|caaaaaa<Locals> bag = 1, functor = user:/AddOns/ItemTrig/ItemTrig.lua:281, slot = 18, interface = tbl </Locals>|r
user:/AddOns/ItemTrig/ItemTrig.lua:281: in function '_processInventory'
|caaaaaa<Locals> entryPoint = "BRTR", entryPointData = tbl, list = tbl </Locals>|r
user:/AddOns/ItemTrig/ItemTrig.lua:374: in function '_OnOpenClose'
|caaaaaa<Locals> eventCode = 131289 </Locals>|r
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Unread 04/25/19, 05:33 PM  
DavidJCobb
 
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Originally Posted by Clazy
Loving the addon and its been making my life easier. But of recent I have encountered a problem with one of the triggers I'm using. The trigger is "Deposit in Bank". The trigger works at first for me and it does what it is suppose to. But when I start reaching around 215 items in my bank it will not longer "Deposit in Bank". I usually have to start manuelly depositing stuff after that. I'm wondering if there is a problem with how I am using it or if it is just me.
Your trigger looks correct.

I attempted to reproduce this on the PTS (I don't have Plus; it's much harder for me to mess around with my bank and inventory on Live) and didn't experience it; with my bank filled up to 215 items, I was still able to auto-deposit items.

However, I did run into a different issue: there is an undocumented API limit on how many item stacks your add-ons can deposit at one time. On the PTS, depositing more than 99 stacks of items (per bank menu opening) will forcibly disconnect you from the server. Maybe on the Live server, it just fails silently instead?
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Unread 04/21/19, 01:11 AM  
Clazy

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Loving the addon and its been making my life easier. But of recent I have encountered a problem with one of the triggers I'm using. The trigger is "Deposit in Bank". The trigger works at first for me and it does what it is suppose to. But when I start reaching around 215 items in my bank it will not longer "Deposit in Bank". I usually have to start manuelly depositing stuff after that. I'm wondering if there is a problem with how I am using it or if it is just me. The conditions and trigger specifically:

Conditions:
The item is an [any equippable].
The item is not flagged as junk.
The item is not locked.
Actions
Deposit 1 of the item in the Player's Bank.

Thank you in advanced.

btw My max bank space as of right now in my bank is 480 and that is including the doubled space by ESO Plus.
Last edited by Clazy : 04/25/19 at 12:12 AM.
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Unread 04/16/19, 02:49 PM  
DavidJCobb
 
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Originally Posted by zelenin
Originally Posted by DavidJCobb
This is by design. ItemTrig only runs triggers on items in your inventory -- not banked items, and not equipped gear.
I put the loot collected by five characters (100-200 items) to the bank and then deconstruct it with the crafter with max skills. Is this a strange case? How do I use this addon?
It's not a strange thing to do; it's just not something this add-on supports right now, because it's not something that occurred to me when I was designing it. (I play without ESO Plus. I've got a comfortable amount of inventory/bank space, but not nearly enough to approach crafting the way you do!)

Running triggers only on your inventory helps to keep things fast, helps keep things simple, and helps to minimize the consequences of user error. When I next have a chance to work on ItemTrig, I'll see about adding an option that will allow it to also run triggers on banked items explicitly in situations where that would be appropriate (the "crafting" and "bank" trigger entry points), but no guarantees.
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Unread 04/16/19, 11:07 AM  
zelenin
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Originally Posted by DavidJCobb
This is by design. ItemTrig only runs triggers on items in your inventory -- not banked items, and not equipped gear.
I put the loot collected by five characters (100-200 items) to the bank and then deconstruct it with the crafter with max skills. Is this a strange case? How do I use this addon?
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Unread 04/15/19, 02:31 PM  
DavidJCobb
 
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Originally Posted by joenk
Hi

this rule:

conditons:
- item belongs to the Provisioning category
- the player's bank contains not equal to 0 of the item

actions:
- depposit 9999...

also deposits Bait in the bank.

Is this a bug or is bait also valid provisioning?
Bait is valid for provisioning. There are some recipes -- ones from the Witches Festival come to mind -- that use bait as ingredients.

Originally Posted by zelenin
Trigger "The item is intricate => Deconstruct item" works only for items in player's bag and not works for bank items.
This is by design. ItemTrig only runs triggers on items in your inventory -- not banked items, and not equipped gear.
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Unread 04/14/19, 06:39 PM  
zelenin
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Trigger "The item is intricate => Deconstruct item" works only for items in player's bag and not works for bank items.
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Unread 04/13/19, 12:55 PM  
joenk

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Bait considered as Provisioning?

Hi

this rule:

conditons:
- item belongs to the Provisioning category
- the player's bank contains not equal to 0 of the item

actions:
- depposit 9999...

also deposits Bait in the bank.

Is this a bug or is bait also valid provisioning?
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Unread 04/07/19, 02:00 PM  
DavidJCobb
 
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Originally Posted by palejaune
can not withdraw from the bank?
Nope. This feature is not implemented and not planned.

Originally Posted by palejaune
actualy the auto-deconstruct (from the imported rules) do not work for me. Finaly nothing works actualy for me. Not working even with LibStub, it don't sell and deconstruct random items, not all complex.
I'm going to need much more detail than this in order to look into the bug.

Are you using the latest version of the mod?

Triggers are per-character, not per-account. Are you experiencing problems on the same character that you used to import the trigger?

What do you mean by "not working?"

If you are seeing any UI errors, can you send them to me? Screenshots are fine.

What items is it failing to deconstruct? You said you're using the imported triggers, so what are these items' rarities and sale prices?

Are you at the right crafting station for deconstructing those items?

If you enable the "Log actions taken on items" option, do any error messages appear in the chatbox?
Last edited by DavidJCobb : 04/07/19 at 02:03 PM.
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