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Compatibility: | 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: | 79 |
Total downloads: | 5,889 |
Favorites: | 12 |
MD5: | |
Categories: | Bags, Bank, Inventory, Utility Mods |
File Name |
Version |
Size |
Uploader |
Date |
1.0.12 |
185kB |
DavidJCobb |
08/08/19 05:59 AM |
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1.0.11 |
184kB |
DavidJCobb |
07/11/19 05:21 AM |
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1.0.10 |
171kB |
DavidJCobb |
06/22/19 06:01 PM |
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1.0.9 |
170kB |
DavidJCobb |
05/02/19 02:34 PM |
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1.0.8 |
168kB |
DavidJCobb |
04/30/19 04:01 PM |
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1.0.7 |
168kB |
DavidJCobb |
04/25/19 06:57 PM |
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1.0.6 |
168kB |
DavidJCobb |
04/25/19 05:29 PM |
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1.0.5 |
165kB |
DavidJCobb |
04/07/19 03:04 PM |
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1.0.4 |
162kB |
DavidJCobb |
03/28/19 03:08 PM |
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1.0.3 |
159kB |
DavidJCobb |
03/23/19 07:25 PM |
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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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Shinni |
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DavidJCobb |
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Finally, also future plans?
Hey,
Thank you for this plugin – it finally does the right thing, i.e. implements straightforward triggers! Do you plan to expand the functionality (already huge) further, for example to allow currency manipulations at bank, or to allow wider range of conditionals (akin to autoinventory), or, by any chance, to store the state and interval from last succesful run of the same trigger? (I'm looking forward to replace a number of plugins that I'm using right now with yours… ;-)) |
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jubalfh |
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Re: Finally, also future plans?
More conditions -- if I think of any decent ones. Storing state -- probably not. I want to avoid feature creep. It's always tempting to try and do absolutely everything, but I don't want this project to become some runaway thing that tries to do everything and does little of it well. You complimented it for being straightforward; I want to be quite careful to keep it that way. |
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DavidJCobb |
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Forum posts: 0
File comments: 45
Uploads: 0
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Updated Pre-made triggers
Do we need to re-import the triggers on all of our characters when a change is made to a pre-made trigger?
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Kyndrith |
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Re: Updated Pre-made triggers
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DavidJCobb |
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Forum posts: 0
File comments: 2
Uploads: 0
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Deconstruction Triggers
Hi! Love the mod, but I'm curious why my triggers dealing with deconstructing items only deconstructs one item each time the crafting interface is opened? The log SAYS that all relevant items meeting my conditions are deconstructed, and yet only one instance actually occurs. If I exit the table and re-activate it, the next item that would have been deconstructed actually gets done, and so on and so on. This occurs with all tables and doesn't seem to matter how many items meet the criteria, only one Deconstruct Item action actually gets taken. Again, the log output in the chat window correctly identifies, and lists all items that the action would have occurred against (and claims they are all deconstructed) but only the first item in the list is actually deconstructed. Is there something I'm not adding to my conditions to cause it to continue to repeat the action until no more items meet the conditions? I've tried simply using an 'always true' condition and using a bunch of nest actions to cause it to re-iterate through the trigger multiple times but the same behavior occurs.. it executes the first nest but no more.
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vakisari |
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Re: Deconstruction Triggers
My guess would be that crafting tables only allow add-ons to deconstruct one item at a time, but don't give any indication that any limit has been reached. It looks like there's an event I can use to detect when a deconstruction finishes, so it should be relatively easy to fix this: 1. I'll need to make it so that the "Deconstruct" action doesn't directly deconstruct the item, but instead adds it to a queue. 2. Once the trigger list finishes running, I'll need to run that queue, listening for events and deconstructing the items one-by-one. EDIT: I should also update the wiki docs for the deconstruct API... Thanks for reporting this issue. EDIT: Should be fixed in the latest update.
Last edited by DavidJCobb : 03/28/19 at 03:11 PM.
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DavidJCobb |
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Forum posts: 0
File comments: 2
Uploads: 0
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Re: Deconstruction Triggers
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vakisari |
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Re: Re: Deconstruction Triggers
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DavidJCobb |
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Forum posts: 0
File comments: 45
Uploads: 0
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Museum Items
Question - What option would I use to prevent the museum (unique) pieces from being auto-destroyed based on zero gold items.
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Kyndrith |
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Forum posts: 0
File comments: 50
Uploads: 0
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Hi. Great addon!
![]() I can't find "Refine" action. Does one exist? |
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wazoo |
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Re: Museum Items
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DavidJCobb |
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There is SPECIALIZED_ITEMTYPE_TROPHY_MUSEUM_PIECE, tho I don't know which museum items exactly we are talking about and if they have this specialized item type.
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Kyoma |
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Great addon. Could use more work.
Found this addon during my search for an up to date alternative to Inventory Manager. ItemTrig is a nice one to be sure. There's a bit of a learning curve to it, much like any addon of its kind, and I was wondering if there is a way to have ItemTrig withdraw certain items from the bank, say if I wanted to have all known recipes deposited to my bank while all the unknown recipes get withdrawn. As of now, I haven't been able to identify a method for performing this action to withdraw, only to deposit.
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Lifeseeker128 |
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