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Compatibility: | Homestead (2.7) |
Updated: | 02/11/17 10:36 PM |
Created: | 06/21/15 08:39 PM |
Monthly downloads: | 366 |
Total downloads: | 46,002 |
Favorites: | 48 |
MD5: | |
Categories: | Bags, Bank, Inventory, Miscellaneous |
File Name |
Version |
Size |
Uploader |
Date |
1.7.0 |
48kB |
Agathorn |
12/25/16 07:32 PM |
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1.5.0 |
47kB |
Agathorn |
12/24/16 07:47 PM |
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1.3.0 |
30kB |
Agathorn |
06/23/15 10:42 PM |
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1.2.0 |
30kB |
Agathorn |
06/22/15 08:15 AM |
|
1.1.0 |
30kB |
Agathorn |
06/21/15 09:33 PM |
|
1.0.0 |
29kB |
06/21/15 08:39 PM |
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Zeeber |
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HowellQagan |
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12/27/16, 07:07 PM | |
Forum posts: 0
File comments: 1
Uploads: 0
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Using the newest version, it completely ate up my rubedite, rubedo leather, ancestor silk, ruby ash wood, improvement items, trait items, style items, and several of my alchemy mats. I'm devastated.
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Nannerpunk |
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12/25/16, 07:35 PM | ||
One thing is sure, SmarterAutoLoot:DestroyItems() gets stuck before it could actually get to the point of "self.destroying = false", but donno where :( An ingame lua console would help I guess but I couldn't find one anywhere. edit: actually I don't even get why it starts running this function if I'm using a container and don't click on the destroy button...
Last edited by HowellQagan : 12/25/16 at 07:57 PM.
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HowellQagan |
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12/25/16, 07:29 PM | |
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@HowellQagan
Please understand that the version you have is bad in that none of the filters actually work as intended. I had changed the UI setup and never changed the back end code. So it is really hard to say what is a bug and what is just not done yet with the version you have. That said I am about to upload a new version. I worked on this most of the day to get the backend hooked up. So get this new version and then let me know what still doesn't seem to work right. It is very hard to test every possible situation. |
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Agathorn |
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12/25/16, 06:58 PM | |
itemType == ITEMTYPE_ARMOR_TRAIT or itemType == ITEMTYPE_WEAPON_TRAIT
is a new thing maybe, probs they were the BOOSTER types before? IDK, didn't play back then yet. I'm adding it to lootMats in mine. Also got Gunny Wet Sacks again, gonna try something now, will edit this if I succeed. edit: nope. Code:
function SmarterAutoLoot:DestroyItems() local num = GetNumLootItems() self.destroying = true self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, function( _, ... ) self:OnInventoryUpdated( ... ) end) self.control:RegisterForEvent(EVENT_LOOT_CLOSED, function( _, ... ) self:OnLootClosed( ... ) end) for i = 1, num , 1 do local lootId,name,icon,quantity,quality,value,isQuest, isStolen = GetLootItemInfo(i) -- d("Looting item to destroy..."..name) LootItemById(lootId) end self.destroying = false -- EndLooting() end function SmarterAutoLoot:OnInventoryUpdated(bagId, slotId, isNewItem, _, _) -- if (self.destroying) then if (true and isNewItem) then local link = GetItemLink(bagId, slotId) d("Destroying "..link) DestroyItem(bagId,slotId) end end I tried removing the comment mark from infront of EndLooting() but it didn't change. Imo the destroy function should be taken out until there is a fix for this. Also something else: I'm adding item type lure to the alchemy mats and other mats types because having them apart will only increase the amount of nodes/flying insects that do not have the material in them, only bait... I'll also leave them for "Looting bait" separately, coz there might be people who only want the bait, but not the mats. Who knows, but at least latter isn't a problem.
Last edited by HowellQagan : 12/25/16 at 07:14 PM.
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HowellQagan |
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12/25/16, 05:43 PM | |||
Re: Re: Issue
Code:
d("got lootId: "..lootId) d("got link: "..link) |
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HowellQagan |
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12/25/16, 05:37 PM | |
isStolen
There is this:
Code:
local lootId,name,icon,quantity,quality,value,isQuest, isStolen = GetLootItemInfo(i) If I set the loot stolen items on, it doesn't change anything. When I added isStolen = OwnershipStatusType == OWNERSHIP_STATUS_STOLEN it just started ignoring the stolen status on anything (I set looting of stolen items off and still it looted them), even though this is how the whole thing starts: if ((not isStolen) or (self.db.lootStolen)) then I have no idea what's going on. Okay, hopefully last edit on here, lololol: switched if ((not isStolen) or (self.db.lootStolen)) then to if (not isStolen or self.db.lootStolen) then and now the switch works perfectly. If I have an item type selected to be looted and the stolen is off, I will only loot items that are legal. If I have an item type selected to be looted and the stolen is on, then it will only loot stolen items of selected item types.
Last edited by HowellQagan : 12/25/16 at 06:38 PM.
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HowellQagan |
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12/25/16, 05:07 PM | |||||
Re: Re: Update
Last edited by HowellQagan : 12/25/16 at 05:14 PM.
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HowellQagan |
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12/25/16, 02:25 PM | |||
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Re: Update
When this happens make sure you manually close that window FIRST before doing anything else. What most likely happened in your case was a sequence of events that caused the auto destroy on close of the empty Gunny Sack to hit a different container. You could also turn off the destroy items option. Eventually I will track this down but I haven't had the time yet to look into it. But it bothers me as well so I probably will soon.
Last edited by Agathorn : 12/25/16 at 02:26 PM.
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Agathorn |
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12/25/16, 02:14 PM | ||||
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Re: Re: Re: Update
1) Is this an item type I want 2) If it isn't, is it at least valuable in some way If either was a match then it was looted. The new system gives you more fine grained control. So if for example you never ever want to loot armor regardless of its value or quality you can, by setting Armor to "never loot". I am almost finished wrapping that up now. It will no doubt require a patch or two of tweaking based on feedback, but should give you more control. |
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Agathorn |
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12/25/16, 02:06 PM | |||
Re: Re: Update
Don't think that's supposed to work like that. |
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HowellQagan |
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12/25/16, 01:30 PM | ||
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Re: Issue
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Agathorn |
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12/25/16, 01:27 PM | ||
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Re: Question regarding 1.5
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Agathorn |
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12/25/16, 01:26 PM | ||
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Re: Update
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Agathorn |
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