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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:225
Total downloads:26,654
Favorites:55
MD5:
Rulebased Inventory  Popular! (More than 5000 hits)
Version: 2.31
by: TaxTalis, demawi, otac0n

Automated item distribution/action management (Bag, Bank, Junk, Use, Deconstruct, Sell, Fence, Launder, Destroy, Notify, CraftBag, FcoisMarking), where YOU rule! (this means: YOU have to define the rules yourself) (>>Wiki<<)

What does it do?
After installing it, it does nothing. It’s simple as that.
You have to define rules for different tasks which then are executed automatically. Please see the Wiki for further documentation (after that you can ask your questions here in the comment section or at RbI-ESO Discord)

Automated Tasks are:
  • Bank-related (task starts when opening the Bank UI)
    • BagToBank moves items from Backpack to Bank (also with Homebank-Support)
    • BankToBag moves items from Bank to Backpack (also with Homebank-Support)
  • Itemupdate-related (checks the specific item, when it comes in changes its status, like 'junk'-flag)
    • Junk marks items as 'junk' (there also exists a consistency mode option for UnJunk)
    • Destroy destroys defined items
    • Use uses items (like type('fish'), type('container') or type('recipe'))
    • Notifiy notifies the user, when a defined item is looted
    • CraftToBag moves items from CraftBag to Backpack (also triggers after eso automatic to craft bag transfer)
    • FCOISMark marks items with FCO Item Saver markings (there also exists a consistency mode option for FCSOISUnmark)
  • Vendor-related (task starts when opening the Store or Fence UI)
    • Sell sells items
    • Fence fences items
    • Launder launders items
    • Buy buys items
  • CraftingStation-related (task starts when opening the crafting station UI or the respective tab)
    • Deconstruct deconstructs items
    • Extract extracts items
    • Refine refines items

Other automation gimmicks:
  • Auto open bank/shop/assistant
  • Auto close bank/shop/craft (at station and or assistant) after RbI work done
  • Auto despawn assistant

Needed libraries
Recommended libraries
Supported optional addons and libraries
  • FCOIS (check and set item-markers)
  • CraftStore (adds functions to check what your others characters need to learn or already learned)
  • LibPrice (adds given price informations)
  • AutoCategory (check the autoCategory-names)
  • LibSets (check types of the set)
  • WritWorthy (adds costpervoucher-function)
  • LibTextFilter (support for LibTextFilter's extensive syntax in addition for 'freetext'-parameters)
  • AlphaGear (adds alphagear-functions)
  • Dolgubons Lazy Writ Crafter (compatibility with working queue and station closing)

Special mentions/thx to the following addons for some functions:
Special Key Features
  • take actions on specific amounts of an item, not only on a whole stack (e.g. keep only 100 lockpicks in inventory)
  • check if your current character is the first one of a defined list in need of an item for research or a recipe to learn (so you can "hand down" a recipe if your main crafter doesn't need it to your secondary and further) (CraftStore needed)
  • save profiles and load them on multiple characters
  • a notification will include pricing (provided by LibPrice if installed), count of vouchers for masterwrits and the count you have in backpack, bank and craftbag
  • ...

YOU ARE USING THIS ADDON AT YOUR OWN RISK!
I will not be hold responsible for any damage or inconvenience this addon might cause for any reason.
This said, I have tested this addon on my main account for quite some time and try to do everything I can to make your experience with this addon as good and as safe as possible.
I admit, this is not an addon for everyone. There is no interface defining the rules for you by clicking buttons, you have to insert them by text. (See the mentioned Wiki for this.
A wrongly defined (but valid) rule may cause severe damage when fencing, destroying or deconstructing as the items will never return after such an action was taken.


Features and fixes in development (or at least considered)
  • ... see Wiki-Roadmap for further information. Currently it's a lot but we're always interested in your ideas.

Cumulative change log for version 2.31
  • added: AwesomeGuildStore integration. Recommended to use a rule reference, like `rule('Recipes for Main')`
  • re-fixed: text filter for `tag` function (sorry!)

Cumulative change log for version 2.30.2
  • references to the removed function IsInTutorialZone have themselves been removed.

Cumulative change log for version 2.30.1
  • bug fix for tag()

Cumulative change log for version 2.30.0
  • added characterLevel(), characterLevelMin(...), and characterLevelMax(...) functions.
  • added hasQuest() function, using quest name. ('Glitter and Gleam', etc.)
  • added characterName() function (similar to isCharacter(), but supports e.g. creator(characterName()))
  • added 'my_house' to ZoneTypes.

Cumulative change log for version 2.29.13
  • prevent unconstrained purchase by the Buy task.

Cumulative change log for version 2.29.12
  • removed references to FISHING_MANAGER for compatibility with upcoming releases
  • fixed: buy interaction now updates cache to prevent duplicate purchases

Cumulative change log for version 2.29.11
  • added buy interaction along with supporting functions: buyItemPrice, buyStackPrice
  • updated functions to support buy interaction: countStack, countStackMax
  • fixed: round displayed currencies to match guild store

Cumulative change log for version 2.29.10
  • fixed: countBag-function returned nil instead of 0 for items not present in bag

Cumulative change log for version 2.29.9
  • fixed: notify-task without LibPrice installed made problems

Cumulative change log for version 2.29.8
  • fixed: WritWorthy addon can return a nil matList, so canCraftMasterwrit had problems with some witches-recipes/writs

Cumulative change log for version 2.29.7
  • fixed: the new LibPrice dependency within the "price" function broke the safety function (thx@Sensei27)

Cumulative change log for version 2.29.4/2.29.5/2.29.6
  • fixed: under some circumstances zo_strformat(SI_UNIT_NAME, charName) does not uppercase the first character so for the mutichar-api we're now using zo_strformat("<<C:1>>", charName) (thx@punkfairie)
  • fixed: reconstructionCost wrongly returned a boolean for non reconstructable items, now it will return RbI.NaN (thx@Thiana)

Cumulative change log for version 2.29.3
  • added all currencies to loot informations
  • fixed targetBank with named chests

Cumulative change log for version 2.29.2
  • Fixed quest-cache error for masterwrit-handling, which occurs when LibCraftText isn't installed
  • Added default-argument for price-function. When there is no price. price will return NaN, while price(value()) will return the npcVendor price.
  • countBank can now also be used for homebanks
  • ItemInspector-Fix for inspecting an itemLink (there was a problem with autoCategory throwing a nil-error)

Cumulative change log for version 2.29.1
  • Fixed intern caching problem for bank2bag,deconstruction,sell tasks

Cumulative change log for version 2.29.0
  • Lightweight currency-transfer settings
  • Fixed craftingExtractBonus-function for enchanting (thx@altlavista)
  • New task/functionality for homebanks. This comes with 2 options
    • Target Mode: within BankToBag/BagToBank you can specify the target bank via targetBank-functionality
    • Task Mode: for every homebank (1-10) will be added a new task-pair HomebankXToBag/BagToHomebankX
  • New functions:
    • needForWrit() returns whether the item is needed for a crafting writ. This also includes masterwrits. (Addon-Dependency: LibCraftText)
    • needForWritCount() returns how much of the item is needed for a crafting writ. This also includes masterwrits. (Addon-Dependency: LibCraftText)
    • mountLevel(mountSkill) returns the current mount training level for stamina, capacity and speed
    • mountLevelMin(mountSkill, charNames) returns the minimum of the specified mount training level over all given chars
    • mountLevelMax(mountSkill, charNames) returns the minimum of the specified mount training level over all given chars
    • needMountLevel(mountSkill, charNames) returns if an of the given characters has not maxed the given mount training level
    • needMountLevelInOrder(mountSkill, charNames) returns true for the first character who hasn't maxed the given mount training level yet
    • task(taskName) if someone wants to unify some tasks in one rule
    • tradeableTemporarily() aka. tradeableTemp() returns true whether the item is temporarily tradeable
    • tradeableTemporarilyWithGroupMember() aka. tradeableGroup() returns true whether the item is temporarily tradeable with a member of the current group.

Cumulative change log for version 2.28.1
  • Fixed Quickslotted

Cumulative change log for version 2.28.0
  • Fixed autocategory function with casesensitivy=on
  • removed "OnQuest" as option for AutoOpenStore, as return-quest-dialog-options are indistinguishable from normal chatter for e.g. undaunted pledges
  • New functions:
    • zoneType(zoneTypeNames) returns true whether we're in a given zoneType (like "pve", "pvp", "dungeon"...)
    • groupSize() returns the current size of the group
    • groupRole(groupRoleNames) returns true whether we're in a given groupRole

Cumulative change log for version 2.27.2/2.27.3
  • fix for ItemInspector when CraftStore isn't installed

Cumulative change log for version 2.27.1
  • Fixed auto-close for controllerUI

Cumulative change log for version 2.27.0
  • Constant UI: As like rules now also constants can be defined. In rules they can be used via the new constant(constantName)-function. (This can be used e.g. to specify a specific character order.)
  • craftingType characteristic is now also determined for masterwrits
  • fixed function "craftingRank"s first argument: before it took an integer value, now it's corrected to crafttypeName
  • New functions:
    • All functions can now have an itemLink as first argument. When the first argument is identified as itemLink, it will be cut off and will be set as ctx.item.link (while ctx.item.bag and ctx.item.slot will be set to nil) for this function-call.
    • constant(constanName): use a predefined constant
    • needForDailyWrit(): returns true whether the item is needed for a crafting quest
    • needForDailyWritCount(): returns how much of the item is needed to fullfill a crafting quest. You could use: "needForWrit() and countBackpack('<', needForWritCount())" in Bank2Bag which ensures that you're pulling not more materials for writs than you need
    • inArmory(): return whether the item is part of an armory build
    • armorybuild(buildNames): return whether the item is part of one of the given buildNames
    • getRefined() which will return an itemLink, which can be used as parameter for other functions
    • reconstructionCost() will return the transmutation crystal costs for a reconstruction of the item
    • alphaGearBuild(buildNames) checks if the item is in the given alpha-gear-build referenced by build-name
    • alphaGearBuildNumber(buildIndex) checks if the item is in the given alpha-gear-build reference by index
  • New timesaver settings:
    • Auto open bank/shop/assistant with different options. Additionally with defining a prevent key.
    • Auto close bank/shop/craft with different options after RbI has finished. Additionally with defining a prevent key.
    • Auto despawn assistant: also despawn assistant after auto close.
  • Plugin system for other multi-character knowledge provider beside CraftStore.
  • RuleInspector now differs between Syntax and Unknown-term errors.
  • checked new version 8.0 "HighIsle" compability.

Cumulative change log for version 2.26.0/2.26.1
  • Fixed an error which occured with DLWC and/or long TaskDelay setting

Cumulative change log for version 2.26.0/2.26.1
  • Optimized loot-handling after container-use
  • Now all bags emitting an OnItemUpdate after specific status changes (also like FCOISMark or junk operations). Enhanced the performance for OnItemUpate.
  • Settings-Menu sightly changed in the task-section.
  • Compability with DolgobonLazyWritCrafter: waiting for DLWC to finish. RbI runs only when DLWC doesn't closes the station. So immediate DLWC and immediate RbI should be compatible now.
  • Auto-Data-Import for functions type and stype. Some keys have slightly changed.
    • type: armor_booster -> booster_armor
    • stype: removed "s_"-prefixes
    • stype: s_eventcontainer -> container_event
  • functions added:
    • needCraftingLevelInOrder: if the character you're logged in is the first one who has a craftingLevel (depending on the item) < 50 it will return true
    • craftingRankCount, which will counts how many characters have the same rank as the required rank for the item. With that we can determine if a ressource is need for daily quests or not. The first argument can be optional the craftingRank otherwise the requiredCraftingRank of the item will be used.
    • collectible: returns true when the item is a collectible item (like a set-item or a stylepage)
    • collected: returns true when an isCollectible already unlocked
    • tradeable: returns true when the item isn't bound in any way

Cumulative change log for version 2.25.0
  • Support for the new deconstruction assistant (thx @AndASM for code and testing)

Cumulative change log for version 2.24.9
  • Settings-Menu: Changed layout and added checkbox, when anyone don't want to use/see "ruleset"-template functionality.
  • Problem with FCOIS 2.2.5 fixed (thx @AndASM for a quickfix)
  • Refactoring: Eso event listening only after complete addon initialization.
  • Changed OnItemUpdate-task order. It's now FCOISMark, Junk, Use, Destroy. So Junk now can react on FCOISMarks.

Cumulative change log for version 2.24.8
  • under some circumstances (like using a container with a treasure map, while having the same treasure map already in the inventory) the UseTask took a long time (~80sec for the 5 retries) till it reports the failure, that the item can not be used. This should be registered much faster now (~5-6sec for the 5 retries).

Cumulative change log for version 2.24.7
  • for (custom-user) functions: enriched the ctx-object with ctx.task = {} and ctx.item = {bag = bag,slot = slot,link = itemLink} which will be completely reset accordingly to their lifecycle.

Cumulative change log for version 2.24.6
  • fixed filter comparison functionality for integer based functions like setId, id, instanceid..

Cumulative change log for version 2.24.5
  • fixed RbI.ConsistencyCheck at the beginning, when also FCOItemSaver is used (thx @AndyDrew for the hint)
  • removed itemLink from Iteminspector, istead the name will be shown

Cumulative change log for version 2.24.4
  • fixed incorrect profile initialization (which could occur under some circumstances)
  • fixed itemdata for the tag-function => cut of encoded language specific pronouns like "^f"

Cumulative change log for version 2.24.2+2.24.3
  • fixing colorized message output

Cumulative change log for version 2.24.1
  • fixed canCraftMasterwrit when no knowledge is needed. Added holidaywrit for stype function.

Cumulative change log for version 2.24.0
  • Selectable chat message color
  • Add task-option for Junk/FCOISMark tasks to also run their counterpart/reverse tasks (when checking an item, on manually task run/test and initial item-check) So we have two task types:
    • one-way marking: like Junk is/was initially designed. Additional manually markings won't be reverted.
    • two-way marking: implicit UnJunk/UnMark tasks will also be executed. Manually markings will be reverted.
  • rule-content limitation to 2000, because eso will not save greater content.

Cumulative change log for version 2.23.3
  • ItemInspector: corrected output for fcoisMarker
  • Fixed: after using and looting a container some consumables weren't checked for further tasks

Cumulative change log for version 2.23.2
  • When there are no rules specified, also the opposite task (UnJunk or FCOISUnmark) should not be called. Accidentally this was the case for new items and the item startup-check.

Cumulative change log for version 2.23.1
  • FCOISMark-tasks now using the constant icon name, so instead of fcoisMarker(1) we're using fcoismarker('lock') now. Just run a test with a wrong marker name and the RuleInspector will show you all static ids and language dependent names.
  • added scrollable for task-selection

Cumulative change log for version 2.23.0
  • added function cancraftmasterwrit, which determines if the current character has everything (knowledge and materials) for a masterwrit (needs addon WritWorthy)
  • support for anonym custom user functions...
    • added function call which will execute a lua-function and returns the return value of the function, like: call(function() d(ctx.itemLink) return false end) or call(function() return IsItemJunk(ctx.bag, ctx.slot) end)
    • populated the global to the ruleExecutionEnvironment. So global functions like IsItemJunk can be used.
    • populated a table-variable 'ctx' to the ruleExecutionEnvironment. So ctx.itemLink, ctx.bag, ctx.slot, ctx.station, ctx.taskName can be used.
    • added setting for activating case-sensitivity for rules. So we can reach all global-functions (and use variables like ctx.itemLink). Normally rules will be lowercased before execution. (After activating it, you have to use the lowercase or the official camel-case function names.)
    • refactored and generalized the multi-character functions (needTraitInOrder, needTrait, needLearnInOrder, needLearn, craftingLevelMin, craftingLevelMax, craftingRankMin, craftingRankMax). The refactoring will also reducing the introducing effort for other multi-character knowledge provider like CraftStore.
  • added task FCOISMark tasks, which automatically sets Fcois-Marker
  • functions id, instanceId, craftingrankRequired, glyphMinLevel and glyphMinCP can now used with arguments and works with arguments as a filter-function. So we can simplify something like id() == 2 or id() == 3 to id(2, 3)
  • added id print out for ItemInspector
  • change function fcoisMarker, when it's used without any argument it will not throw an error anymore. Instead it checks, whether if any marker exists. Additional now it also takes icon-ids (1-45) as argument, like fcoismarker(13) for the first dynamic icon-marker. Strings and iconIds can also be mixed.
  • optional item check after login (can be activated via settings), which checks the following tasks for the backpack: Junk (+Unjunk), Use, Destroy, FCOISMark (+Unmark). So it's the same as you would hit "Run" button for all of these tasks.
  • added "not companion()" as precondition for junk-task

Cumulative change log for version 2.22.4
  • deconstruction task: fixed test-run preview

Cumulative change log for version 2.22.3
  • fixed destroy task execution, when there are no junk or use-task rules defined

Cumulative change log for version 2.22.2
  • added loot-information, for use-task when the item is a container.

Cumulative change log for version 2.22.1
  • fixed: under certain conditions the use-action-output did not trigger

Cumulative change log for version 2.22.0
  • added 'use' task (will be released as 'beta')
    • currently I have tested following itemtypes: fish, container, currency_container, recipe, motif (are there more interesting use-types?)
    • usages will be delayed, when interacting elsewhere (like opened bank/mail/store, swimming, combat, looting)
    • fish-usage also will be delayed when running, because it needs an animation, that won't be executed when running
    • support for automated looting containers, with respecting transmutation crystal limit
  • new function 'usable()', which is used as precondition for the new 'use' task
  • added ItemInspector context menu for itemLinks (like chatLinks, guildtradinghouses, lootwindows, mailattachments)
  • added missing static key (SPECIALIZED_)ITEMTYPE_CONTAINER_CURRENCY for type and sType

Cumulative change log for version 2.21.0
  • added language independent shortnames for function trait. So trait-names like 'training', 'aggressive' can be used regardless of the language and regardless of whether it is armor, weapon or jewelry. Like trait('aggressive') or trait('training')
  • fixed data structure for data-types, especially language dependent for data-type 'trait'. Problem: Different traits (like armor_aggressive, jewelry_aggressive) that are mapping on the same key-name (like aggressive) currently will be overwritten
  • test method dumpWhen(<boolean>, ...) now returns the first argument instead of generally 'false'. For the generally 'false' return value it now gives dumpWhenF(<boolean>, ...)
  • ignoring 'do not translate' in given eso-translations. So they can not be found in dataTypes (like equipType) anymore.

Cumulative change log for version 2.20.0
  • optimized clipboard with title/footer and colorized content, which decides between language dependency and independency.
  • ItemInspector: grouped item charasteristics for gear and crafting-stuff.
  • ItemInspector: added function-listing at the end, which non-parameter functions will return true for an item
  • setId now also works as a filter so setId(1,2,3) will return true/false and setId() without argument will return the setId of the item as it was before.
  • on the other hand the following previous filter functions now return their value when using it without parameters: name(), setName(), creator()
  • workaround for a eso-bug at enchanting station, where a creation crafting-sound wants to be played, on extraction.

Cumulative change log for version 2.19.1
  • fixed ischaracter-function

Cumulative change log for version 2.19.0
  • fixed crowngems-soulgemtype for non-english-clients (they were processed as empty)
  • added filterType-function, which can itself have mutliple values for an item (like "armor" and "companion"), if only one argument matches one of the rule inputs the function will return true
  • added simplification function companion() for "filterType('companion')"
  • added companion trait types (aggressive...)

Cumulative change log for version 2.18.2
  • Fixed ItemInspector throwing error when not having CraftStore installed

Cumulative change log for version 2.18.1
  • Fixes the character-name validation
  • craftType(...) is not a simplifaction of "gearCraftingType(...) or recipeCraftingType(...)" anymore. It now works on craftingTypeGet()-function, which also delivers craftingType for raw jewelrytraits.

Cumulative change log for version 2.18.0
  • When running a rule test, the items from the craftbag also will be included now
  • changed gear() from "not equipType('none')" to "not equipType('none', 'poison', 'costume')"
  • added craftingTypeGet-Retrieval for "material_raw_jewelrytrait", because GetItemLinkCraftingSkillType returns 0 for them. Traits can not be assigned to craftingType in general, like armor-traits or weapon-traits.
  • New functions...
    • craftingTypeGet():string, Determines the craftingType of an item. Is used internally as default for the following crafting-functions.
    • craftingExtractBonus():int[0-3], which looks at the crafting skillline regarding extract/deconstruct skill
    • craftingRank():int[0-10], returns the rank of the craftingType
    • craftingRankMin(List<Charnames>):int[0-10], returns the minimum craftingRank over all given characters.
    • craftingRankMax(List<Charnames>):int[0-10], returns the maximum craftingRank over all given characters.
    • craftingRankRequired():int, which determines the required crafting rank for a material item
    • cSkillSpent(championStarName):int, returns the skill points spent on this star
    • cSkill(championStarName):int, return, if it is a slotable star it returns the skill points spent on this star, otherwise 0. So it returns only really used skill points.
    • cSkillSlotted(championStarName):bool, returns, whether the skill is currently slotted
    • cSkillSlotable(championStarName):bool, returns, whether the skill is 'TypeSlotable' and has enough points.
    • cSkillTypeSlotable(championStarName):bool, returns, whether the skill can be slotted in general
  • added more data for the ItemInspector including 'setId' and 'setName'
  • Hint: The refinement task with a rule with "cSkillSlotted('meticulousdisassembly') and craftingExtractBonus() == 3" ensures that you refine only with the best possible results. It works also with deconstruction/extraction, but of course for this tasks we have to define what gear/glyph should be deconstructed/extracted in the first place.

Cumulative change log for version 2.17.0
  • Optimized error handling and better feedback to the user due to Stacktracing!! for the rule/function environment (inclusive the list of used arguments), with hints what is wrong and which should be used instead. Just write and test a wrong rule stype("bla") or stttttype() or completely emtpy rule to see it :) Works also with new "rule"-function (see below) (btw.: Max-Stacktrace size is currently set to 30)
  • New functions...
    • gearCraftingType(<craftingTypes>). Select gear for a given crafting-type. (like gearCraftingType("woodworking"))
    • recipeCraftingType(<craftingTypes>). Select recipes for a given crafting-type. (like recipeCraftingType("blacksmithing"))
    • craftingType(<craftingTypes>), simplification function for "gearCraftingType(...) or recipeCraftingType(...)"
    • craftingLevel(optionalCraftingType):int[0-50] same as skilllinelevel (which is now marked as deprecated), but allow to leave out the argument. The "craftingType" (gear and recipes) will be automatically determined from the item.
    • craftinglevelmin(<charNames>):int[0-50], craftinglevelmax(charNames):int[0-50]. Returns the "craftinglevel" over all given characters (Requires CraftStore addon)
    • simplification function gear() for not equipType("none")
    • simplification function fragment() for sType("key_fragment", "recipe_fragment", "runebox_fragment", "collectible_fragment", "upgrade_fragment")
    • simplificationfunction glyph() for type("glyph_armor", "glyph_jewelry", "glyph_weapon")
    • rule("ruleName"):bool (an allias for rule is "_", so _("myRule") is also fine), which will call the given rule.
  • Test functions... (functions for testing purposes)
    • dump(output-expression) and dumpWhen(boolean-expression, output-expression), like dump(craftingType()) or dumpWhen(not craftingType("none"), craftinglevel()). When testing the rule, the outputs will written for each testing item.
    • ensure("rule-expression") like ensure("gear()"). Will throw an error when wrong items reach the ensurance function.
  • Renaming for rules. This will rename the rule itself and update the references in characters/profiles and rulesets. But it can not update the names when the rule is used from another rule via rule("myRule1")-function.

Cumulative change log for version 2.16.1
  • fixed an issue when laundering craftbag materials while having active esoplus

Cumulative change log for version 2.16.0
  • Trigger
    • Junk/Destroy-tasks are also triggered when an item state change (not only for new items). So now "junked()" can be used in a destroy rule and we can react on manually-junked items by the user.
    • CraftToBag-task now also triggers after the game had run his auto-transfer-to-craftbag-routine.
  • Character-related and CraftStore rules
    • Motif/style support for needlearn(...) and needlearninorder(...) including stylepages, -chapters, and -books
    • Introduced a inner-variable "defaultchars", which is automatically filled with all your characternames. So we can use 'needlearn(defaultchars)' (same for needlearninorder, needtraitinorder, needtrait) [The feature for self defining this variable is in the pipe.]
    • When using needlearninorder and needtraitinorder without an argument, the 'defaultchars'-list will be used (The default for needlearn and needtrait remains with the current logged in character).
    • A hint will be given, when using '...inorder'-functions with only one charname argument. Performance-wise it would be better to use the function without 'inorder'.
    • Character names will now ensure that all character data are correctly written and also available in craftstore. If you're getting an missingCraftStoreCharacter error, you have to relog into the specified character.
  • Item inspection via context menu
    • Fixed the output and inner-variable for style() combined with monstersets. Now it's really "undaunted".
    • Now all valid values will be shown (the fixed key-values and also the language dependent ones, which were introduced with version 2.15.1)
    • Errors now will be printed to clipboard
  • Clipboard-UI
    • Item inspector now prints the output to this separate "clipboard"-window (where you can scroll and strg+c).
    • Errors are also will be printed into this clipboard. Additionally argument-errors will also print all valid arguments.
  • Updated some tooltips in general settings (p.e. "Safety Rule" tooltip now shows directly the inner safety rule and to which tasks it will be applied)
  • Checked Blackwood API compatibility

Cumulative change log for version 2.15.3
  • fixed taskStartOutput setting not being used, thanks Friday_The13_rus!

Cumulative change log for version 2.15.2
  • fixed FCOIS issue when ControllerUI is enabled but FCOIS (which wouldn't work) isn't active or even installed

Cumulative change log for version 2.15.1
  • updated for Flames of Ambition API
  • added checking for ControllerUI which would make FCOIS functions unsound
  • new general setting: immediate execution at crafting stations. you now don't have to click on the deconstruction or refinement tab to start the task! just enable in menu
  • added function reconstructed() for getting items which where crafted via transmutation
  • added functions esoplus() and ischaracter() implemented by MegwynW
  • function inputs are now gathered from within the game where possible. Thus it is in your clients language and for now I won't provide a list of those. Please use the context menu to get the correct inputs. The previous data is left as legacy data and your rules will work normally. But new e.g. styles like "welkynar" (yes long time no update to the data) and sTypes like "toy" are added now, but exactly these will be in your clients language!

Cumulative change log for version 2.10.3
  • corrected unforeseen consequences of quickslotted function as the value needed to be stored in item lookup to be save to interleave tasks
  • excluded ingame-locked items from junking as it isn't possible anyway
  • excluded non-sellable items from selling

Cumulative change log for version 2.10.0
  • added function quickslotted (brilliant idea (and even implementation) by Random!)

Cumulative change log for version 2.9.2
  • for materials level function now returns highest craftable gear level
  • for materials cp function now returns highest craftable gear champion point level
  • for raw materials level and cp functions will refer to the materials refined form
  • added cp and level to context menu output

Cumulative change log for version 2.8.0
  • updated for Markarth API
  • added function freeSlots
  • added function setCollection
  • added function setItemCollected

Cumulative change log for version 2.7.0
Cumulative change log for version 2.6.0
  • needTrait and needLearn functions now support "no input" to check current character only

Cumulative change log for version 2.5.0
  • updated for Stonethorn API
  • added FCOIS marker to context menu output
  • corrected return of "locked"-function now correctly taking FCOIS "lock" into account

Cumulative change log for version 2.4.0
  • updated for Greymore API
  • updated usage of LibCustomMenu (thanks Baertram!)
  • fixed renamed function of LibSets
  • added function skillLineLevel
  • corrected typo in input data (corwnitem -> crownitem, corwnrepair -> crownrepair)
  • fixed file encoding in manifest
  • fixed error in FCOIS dependency

Cumulative change log for version 2.3.0
  • countbackpack/bank/craftbag will now return count when no input is given
  • replaced PreHookHandler with new SetHandler function (thanks sirinsidiator!)

Cumulative change log for version 2.2.1
  • fixed error on opening housebank

Cumulative change log for version 2.2.0
  • added function motifKnown
  • corrected testing of rule now also including items in subscriberbank

Cumulative change log for version 2.1.0
  • added Task CraftToBag which is executed on Bank visit and fetches items from craftbag to backpack
  • added simplification-functions "material" etc. (Wiki: Functions without input)
  • item-functions "name", "setName" and "creator" now support LibTextFilter (optional)
  • added context menu button in inventory to print most of the item's data for reference (requires LibCustomMenu) (optional)
  • fixed erroneous item-functions


Cumulative change log for version 2.0.0
  • Rules and Settings will be lost when updating to 2.0.0
  • Backup settings for reference by copying SavedVariables/RulebasedInventory.lua.
  • Be willing to rewrite your rules and recreate your profiles...
  • OR DO NOT UPDATE TO 2.0.0!
  • Complete rewrite
  • new rule syntax (sorry, for the now mandatory rewrite of rules)
  • added task for refinement
  • deconstruction now uses the game's multi-deconstruct feature
  • introduced RuleSets (two-leveled set of rules)
  • tasks can now have a RuleSet instead of a Rule (so, multiple rules per task instead of one!)
  • added support for LibSets and LibPrice
  • huge performance improvements (at least for me, tested on i7-7700k, GTX1080ti, 16gb DDR4)


Cumulative change log for version 1.6.2
  • Update 2.0.0 is right around the corner
  • Rules and Settings will be lost when updating to 2.0.0
  • Backup settings for reference by copying SavedVariables/RulebasedInventory.lua.
  • Be willing to rewrite your rules and recreate your profiles...
  • OR DO NOT UPDATE TO 2.0.0!


Cumulative change log for version 1.6.1
  • removed libstub (thank's Beartram!)

Cumulative change log for version 1.6.0
  • removed rulestring-colorization for output as it didn't work correctly anyway and furthermore could cause a game crash

Cumulative change log for version 1.5.2
  • Updated for API 100028
  • Source is now available at https://gitlab.com/taxtalis/rulebased-inventory, wiki there might be used in the future

Cumulative change log for version 1.5.1
  • Fixed an error with writworthy integration when ttc was not found

Cumulative change log for version 1.5.0
  • Updated for API 100027
  • renamed 'schematic' (derived from constant's name SPECIALIZED_ITEMTYPE_RECIPE_ENCHANTING_SCHEMATIC_FURNISHING) to 'praxis' (ingame name)
  • added writworthy integration with wwMatCost and wwMatCostPerVoucher (thx to ziggr)
  • added functions itemsetname and itemsetnamematch to filter for setnames

Cumulative change log for version 1.4.2
  • fixed usage of AutoCategory function

Cumulative change log for version 1.4.1
  • added general option for a message when starting a task
  • added support for AutoCategory
  • added function: autocategory("category1",...)
  • fixed multiple bugs which occurred on a full bag
  • fixed test of deconstruct
  • fixed test of notification not using an unsaved rule
  • fixed an issue where in bagCache the count of an item would not be updated

Cumulative change log for version 1.2.2
  • added filters for events to not listen to unnecessary ones
  • rewrite of action- and event-queue
  • rewrite of action execution
  • rewrite of bagCache and generation of actions from task
  • rewrites for integration of LibAsync to reduce runtime per frame for less lag
  • API bump for Murkmire

Cumulative change log for version 0.10.1
  • dropped library because of instability: LibLoadedAddons
  • functions fcoismarker and fcoismarkermatch now support the custom names for fcois markers
  • safe rule switch for deconstruct now has the tooltip it deserves
  • events (junk/notification/destroy) now only are accepted when items were added to the bag to reduce lag
  • fixed notification to try to notify about already again empty slots (like loot containers directly extracted by other addons)
  • optimized events (junk/notification/destroy) to only create a cache of the whole bag if necessary to further reduce lag

Cumulative change log for version 0.8.0
  • tasks are only executed if a rule was defined
  • output now shows intricate and ornate symbols
  • added itemdata: fcoisismarked (replaces fcoislocked)
  • added itemdata: fcoismarker
  • added function: fcoismarker
  • added function: fcoismarkermatch

Cumulative change log for version 0.6.1
  • fixed variables leaking into global namespace (thanks Votan!)
  • added German translation
  • added itemdata: tags
  • added function: itemtag
  • added function: itemtagmatch
  • added itemdata: reagenttraits
  • added function: reagenttrait
  • added function: reagenttraitmatch
  • minimum delay and timeout lowered

-Version 0.4.2 was initial release-
Archived Files (84)
File Name
Version
Size
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2.30.2
105kB
otac0n
08/24/23 01:04 PM
2.30.1
105kB
otac0n
06/19/23 05:03 PM
2.30.0
105kB
otac0n
06/18/23 09:04 PM
2.29.13
110kB
otac0n
05/07/23 09:49 AM
2.29.12
110kB
otac0n
05/02/23 08:45 PM
2.29.11
104kB
otac0n
03/19/23 05:26 PM
2.29.10
102kB
TaxTalis
02/05/23 07:07 AM
2.29.9
103kB
demawi
11/06/22 10:23 AM
2.29.8
102kB
demawi
11/02/22 04:15 PM
2.29.7
102kB
demawi
08/29/22 06:13 PM
2.29.6
102kB
demawi
07/19/22 01:40 PM
2.29.5
102kB
demawi
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2.29.4
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demawi
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2.29.3
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demawi
07/14/22 05:11 AM
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demawi
07/07/22 04:22 AM
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demawi
07/01/22 04:30 PM
2.29.0
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demawi
06/23/22 02:29 PM
2.28.1
96kB
demawi
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2.28.0
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demawi
05/22/22 09:44 AM
2.27.3
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demawi
05/16/22 02:31 AM
2.27.2
92kB
demawi
05/15/22 01:37 PM
2.27.1
92kB
demawi
05/11/22 02:14 PM
2.27.0
92kB
demawi
05/10/22 02:16 PM
2.26.2
76kB
TaxTalis
04/24/22 02:06 PM
2.26.1
75kB
demawi
04/23/22 11:55 AM
2.26.0
75kB
demawi
04/23/22 11:20 AM
2.25.0
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demawi
04/10/22 11:51 AM
2.24.9
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demawi
04/06/22 02:50 PM
2.24.8
70kB
demawi
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70kB
demawi
01/26/22 07:21 PM
2.24.6
70kB
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01/19/22 03:20 PM
2.24.5
70kB
demawi
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2.24.4
70kB
demawi
09/06/21 05:43 AM
2.24.3
70kB
demawi
08/12/21 02:49 AM
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70kB
demawi
08/10/21 10:36 AM
2.24.1
70kB
demawi
07/31/21 09:04 AM
2.24.0
70kB
demawi
07/30/21 04:02 PM
2.23.3
69kB
demawi
07/17/21 08:23 AM
2.23.2
69kB
demawi
07/15/21 05:07 PM
2.23.1
69kB
demawi
07/15/21 04:45 PM
2.23.0
69kB
demawi
07/15/21 07:38 AM
2.22.4
65kB
demawi
07/01/21 10:46 AM
2.22.3
65kB
demawi
06/28/21 04:29 AM
2.22.2
65kB
demawi
06/26/21 12:33 PM
2.22.1
65kB
demawi
06/26/21 09:06 AM
2.22.0
65kB
demawi
06/24/21 04:01 AM
2.21.0
62kB
demawi
06/09/21 12:27 PM
2.20.0
61kB
demawi
06/07/21 10:11 AM
2.19.1
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demawi
06/02/21 01:33 PM
2.18.2
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demawi
05/30/21 07:31 AM
2.18.1
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demawi
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2.17.0
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demawi
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2.16.1
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demawi
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05/13/21 09:25 AM
2.15.3
42kB
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02/23/21 01:36 AM
2.15.2
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02/22/21 09:42 AM
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TaxTalis
02/21/21 03:30 PM
2.10.3
39kB
TaxTalis
11/25/20 11:12 AM
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TaxTalis
11/18/20 04:18 PM
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TaxTalis
11/15/20 06:25 AM
2.8.0
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TaxTalis
11/08/20 07:46 AM
2.7.0
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TaxTalis
10/11/20 11:54 AM
2.6.0
38kB
TaxTalis
09/09/20 06:01 AM
2.5.0
38kB
TaxTalis
08/11/20 10:59 AM
2.4.0
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TaxTalis
05/25/20 02:34 AM
2.3.0
37kB
TaxTalis
02/26/20 12:20 PM
2.2.1
37kB
TaxTalis
01/07/20 01:05 PM
2.2.0
37kB
TaxTalis
12/30/19 02:22 AM
2.1.0
37kB
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12/25/19 12:17 PM
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35kB
TaxTalis
12/18/19 05:03 AM
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920kB
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09/06/19 08:47 AM
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920kB
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1.5.2
922kB
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08/14/19 09:25 AM
1.5.1
920kB
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05/25/19 02:57 AM
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920kB
TaxTalis
05/24/19 10:07 AM
1.4.2
914kB
TaxTalis
10/27/18 09:00 AM
1.4.1
914kB
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10/26/18 02:36 PM
1.2.2
911kB
TaxTalis
10/12/18 01:27 PM
0.10.1
910kB
TaxTalis
09/26/18 12:27 PM
0.8.0
911kB
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09/16/18 01:58 PM
0.6.1
909kB
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09/15/18 07:08 AM
0.4.2
903kB
TaxTalis
09/11/18 10:06 AM


Post A Reply Comment Options
Unread 08/10/20, 05:22 PM  
FrostByghte

Forum posts: 1
File comments: 72
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fcoismarker

I'm attempting to work with fcoismarker("SELL") or at least figure out what designation the icon has. I enabled the context menu and I noticed that my FCOIS assigned icons don't appear to output anything? I can work with intricate, deconstruct etc with proper rules. Here is what I get on a properly marked deconstruct item:

------------ITEMDATA--------------
ItemLink: [Spinner's Ring]
bag: bank
slot: 65
armorType: none
bindType: onequip
equipType: ring
quality: superior
traitInfo: none
trait: jewelry_arcane
style: woodelf
type: armor
sType: s_typeless
weaponType: none
crownStore: false
crownCrate: false
weaponType: none
price: 47
My assumption here was that the context menu would output the fcois marked info as well?

So in short, I'm attempting to use fcoismarker("SELL") it doesn't match anything so I'm trying to use the context menu to figure out what the marker is, but the context menu isn't outputting anything in order to verify this.
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Unread 08/11/20, 08:11 AM  
TaxTalis
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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.

Originally Posted by FrostByghte
I'm attempting to work with fcoismarker("SELL") or at least figure out what designation the icon has. I enabled the context menu and I noticed that my FCOIS assigned icons don't appear to output anything? I can work with intricate, deconstruct etc with proper rules. Here is what I get on a properly marked deconstruct item:



My assumption here was that the context menu would output the fcois marked info as well?

So in short, I'm attempting to use fcoismarker("SELL") it doesn't match anything so I'm trying to use the context menu to figure out what the marker is, but the context menu isn't outputting anything in order to verify this.
Last edited by TaxTalis : 08/11/20 at 08:59 AM.
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Unread 08/11/20, 02:18 PM  
FrostByghte

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Re: Re: fcoismarker

Originally Posted by TaxTalis
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.
This is most helpful, thank you
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Unread 10/09/20, 12:50 PM  
Talegas

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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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Unread 10/09/20, 04:14 PM  
TaxTalis
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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()
This would get you all jewelry material (except jewelrytrait) as well as those for woodworking, both excluding those for furnishing.
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")
to get these (the above functions like "material_jewelry" are just for convenience, combining multiple "types" in one querry).

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.

Originally Posted by Talegas
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 TaxTalis : 10/09/20 at 04:29 PM.
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Unread 10/10/20, 06:13 AM  
Talegas

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File comments: 16
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Re: Re: Identifying different Materials/Ingredients

Thank you for the quick response!

Originally Posted by TaxTalis

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()
Thank you, yes this is what i wanted to do and I ended up just running the tests with different functions/inputs to figure out what they apply to. For example, i was not sure what "booster" was, and it turned out to be the materials used to improve the quality.

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


Originally Posted by TaxTalis
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.
Thanks, I'll do that. Wiki's screenshot of the settings section does not have this entry and was not sure what it meant or what it was used for. There is no tooltip either for it.

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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Unread 10/10/20, 06:57 AM  
TaxTalis
AddOn Author - Click to view AddOns

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File comments: 190
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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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Unread 10/10/20, 01:03 PM  
Talegas

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")
That rule will apply to items such as HaOKO, RekuTA, ITAde, Pulverized TiTAnium. Any thoughts on what i can do to enforce full match always and not a "contain"?

Thanks!
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Unread 10/10/20, 01:43 PM  
TaxTalis
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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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Unread 10/10/20, 04:17 PM  
Talegas

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Re: Re: Context Menu and name function

Originally Posted by TaxTalis
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.


Originally Posted by TaxTalis
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.
That would be very cool and awesome. I use the library because i have Votan Search installed. I use it to find the items i need from my inventory quickly. It definitely matches the results I was getting from the rule :P

I'll disable it in the meantime as i rather use your addon than the search.
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Unread 10/12/20, 01:15 AM  
TaxTalis
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Re: Re: Re: Context Menu and name function

Originally Posted by Talegas

That would be very cool and awesome. I use the library because i have Votan Search installed. I use it to find the items i need from my inventory quickly. It definitely matches the results I was getting from the rule :P

I'll disable it in the meantime as i rather use your addon than the search.
You can activate it again
Please see https://gitlab.com/taxtalis/rulebase...22Extention%22
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Unread 10/14/20, 07:30 AM  
Talegas

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Re: Re: Re: Re: Context Menu and name function

Originally Posted by TaxTalis
You can activate it again
Please see https://gitlab.com/taxtalis/rulebase...22Extention%22
NOICE!

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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Unread 10/14/20, 07:34 AM  
TaxTalis
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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!

Originally Posted by Talegas
Originally Posted by TaxTalis
You can activate it again
Please see https://gitlab.com/taxtalis/rulebase...22Extention%22
NOICE!

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!
Last edited by TaxTalis : 10/14/20 at 07:35 AM.
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Unread 10/28/20, 08:12 PM  
MegwynW

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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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Unread 10/29/20, 02:08 PM  
TaxTalis
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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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