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Murkmire (4.2)
Updated:11/07/18 09:25 AM
Created:09/13/17 05:41 PM
Monthly downloads:1,791
Total downloads:227,960
Favorites:206
MD5:
Categories:Bags, Bank, Inventory, Data Mods, Graphic UI Mods, Miscellaneous, Utility Mods
Auto Category - Custom Inventory Categories  Popular! (More than 5000 hits)
Version: 1.34
by: rockingdice, crafty35a
Still struggling to manage your inventory? Always full of items that you don't know how to deal with?

This add-on will help sort things out!

Auto Category adds categories to your inventory, bank, guild bank, craft bag, and crafting station screens. Fully customizable!


Supported add-ons:
Alpha Gear
FCO Item Saver
Tamriel Trade Centre
Master Merchant
Iakoni's Gear Changer
BetterUI
Set Tracker



Original Keyboard Interface:





Inventory Grid View:





BetterUI for Gamepad:




  • Pre-defined rules and settings for beginners, download and use with no more settings required. Just that easy!
  • A nice header is added for each custom category. Get a clear view of your inventory.
  • Auto integrate with all interfaces. Keyboard is fully supported. Gamepad supports most of them, and
    Gamepad with BetterUI is supported.
  • Fully customizable rules based on LUA, for advanced users you can categorize items as the way you want.
  • Use pre-defined or your own rules, applying them to your backpack/bank/guild bank/craft bag/craft station, it will refresh categories immediately without reloading.
  • Complete wiki for learning rules. Need more rules/Have great ideas/Need other add-on integration? Just request a new API!
  • Auto group for your set items without adding rules one by one.


You can find more rule details and examples in:
Auto Category's wiki

If you enjoy this add-on and think my work is really worthy, you can send me in-game coin to:
@RockingDice in NA megaserver
or donate via Paypal :
Donate!

Any donations will keep me make more good add-on for improving your gaming experience!
[b]
1.34 Changes:
  • Added itemname() to match items by name. Returns true if the item name contains any of the provided strings (case insensitive), e.g. itemname("Maelstrom", "Alkosh")

1.33 Changes:
  • Bumped API version for Murkmire.

1.32 Changes:
  • More huge performance improvements! Thanks again to Shadowfen who did all the work here. (Pre-compile rules as they are changed)
  • Replaced Set Tracker support function GetSetTrackerState() with IsTracked(). If you used the old function, you will need to update your rule (sorry). This was done to bring the usage inline with the way the other similar functions work. Usage, e.g.: IsTracked("Sell/Decon", "Collecting")

1.31 Changes:
  • Big performance increase (2x or better for me), thank you to Shadowfen for the code change suggestion!
  • Updated libraries

1.30 Changes:
  • Added French translation. Big thanks to Hasgaad!

1.29 Changes:
  • HOTFIX - resolve errors at merchant due to Wolfhunter API changes.

1.28 Changes:
  • Bumped API version for Wolfhunter.

1.27 Changes:
  • Bumped API version for Summerset.
  • Added support for jewelry crafting ingredients. Note: you will need to either create a new rule yourself, or reset AutoCategory to default settings to grab the new default rule.
    • To create your own rule, use
      Lua Code:
      1. filtertype("jewelrycrafting")
    • To reset to default settings: In the Auto Category add-on menu, use the Defaults button. Then use the /reloadui command. Important: this will remove any custom rules/settings you have defined.
  • New API function "IsMarkedIS()" - use to test whether an item is marked with Item Saver. Note that FCO ItemSaver users should continue to use "IsMarked()"

1.26 Changes:
  • New API function "islocked()" - use to test whether an item has been locked.

1.24 Changes:
  • Resolve circular dependency issue with DoItAll (requires matching update to DoItAll).


1.23 Changes:
  • Added Set Tracker support! Use "getsettrackerstate()" to retrieve the name of the Set Tracker category, if an item is tracked.
  • Added charlevel() and charcp() to pull current character level and CP. Can be used to compare item level to your character level with a custom rule. (Thanks to VulcanTourist)

1.22 Changes:
  • You can now define separate settings for your home storage chests (they will take their initial settings from your bank settings, but can be customized at will).

1.21 Changes:
  • Added support for home storage chests (big thanks to raj72616a). Currently, they will use the settings selected for your bank (no custom settings for home chests yet).
  • Bumped API version for Dragon Bones.
  • New maintainer (crafty35a).


1.19 Changes:
  • Fixed Localization.
  • New Feature: Collapsed/Expanded status can be saved now. You can turn it on in the general setting menu.

1.18 Changes:
  • Fixed Bug: IGV will show the last category correctly.
  • Fixed Bug: Items Count can be turned off permanently.
  • Fixed Bug: Quest Panel will not complain about lua error.

1.17 Changes:
  • Removed debug logs in destruct/improvement panel

1.16 Changes:
  • New Feature: Collapsible Category. You can now click the header to fold all items inside. Get an overall view of your inventory! Context Menu is available, you can collapse/expand all headers with one click.
  • New Feature: Hide-able Category. You can hide some categories to focus on the items you need to deal with. Also you can hide the items that are not matched in the 'Other' category. Can be set in bag setting menu.
  • New Feature: Items Count. You can get a total number about how many items inside the category. This can be turned off in the general setting menu.
  • Account Wide setting changed: You can switch account wide/character wide for each of your characters. (* Need to select again if you use character setting before, don't affect the bag settings)
  • Fixed bug: Removed duplicated rules in bag setting.
  • Fixed bug: German set names should be able to be matched now.
  • Changed api:keepresearch()
    After a lot of tests, the api is not working fine. So I decided to make the api work more simple: It will match all the items can be researched. If you want better result, please use it with other api together. This is a basic idea to filter the item that is not part of a set and can be researched:
    Lua Code:
    1. keepresearch() and not isset()
  • New api:isset() api:ismonsterset()

1.15 Changes:
  • New feature: Category header's height is customizable!
  • New feature: You can change the name of ungrouped Category.
  • New feature: Added a message in chat when toggling the add-on's function, and a switch for it to turn on/off.
  • Fixed bug: Toggling in Inventory Grid View should not result a bad layout.
  • Fixed bug: Removed tag should not to be restored after relog.
  • New Add-ons Integrated!
    Do It All: You can now use it with AC together.
    Alpha Gear: Added a new api:alphagear
    Master Merchant: Added a new api:getpricemm
    Tamriel Trade Centre: Added a new api:getpricettc
  • New api:isinbank

1.14 Changes:
  • CwC is supported!
  • Fixed integration for Inventory Grid View(3.2).

1.13 Changes:
  • Fixed Bug: Setting for Craft Station is not working.
  • Added API:
    Code:
    getquality
    please see api:getquality
  • Updated localization for Chinese.

1.12 Changes:
  • New Function: Export to all bag settings. You can now replace all bag settings by one of them.
  • Added API:
    Code:
    quality
    please see api:quality
  • Fixed Bug: Import from bag setting will incorrectly make settings be linked together.

1.11 Changes:
  • New bags supported: Guild Bank / Craft Bag / Craft Station for both keyboard and gamepad mode.
  • New function: Import from bag setting: you can import from a bag setting to replace current one. No need to create it from the beginning. Make backups by copying your AutoCategory.lua in SavedVariables folder!
  • New add-on supported: Quick Menu you can toggle Auto Category by Quick Menu to save a key binding, check it out!
  • Added API:
    Code:
    sellprice
    islearnable
    please see api:sellprice and api:islearnable for more info.

1.10 Changes:
1.09 Changes:
1.08 Changes:
  • Fixed Category 'Trait/Style Gems' (If not changed, please try to restore to defaults)
  • Added Localization support.

1.07 Changes:
  • Fixed a rare issue of IGV integration.

1.06 Changes:
  • Fixed Quest tab issue.
  • Adjusted the height of header to the same as item row.
  • Added custom appearance of header text. You can set up them in the setting menu (or type /ac)

1.05 Changes:
  • Fixed multiple add-on compatible issue.
  • Fixed auto set name in different languages.
  • Added API:
    Code:
    iscrafted
    please see api reference and tutorial for more info.

1.04 Changes:
  • Added gamepad trade inventory support. Thanks @catsith105 for testing!

1.03 Changes:
  • Integrated with 'Inventory Grid View'
  • Added a tutorial button.
  • Added a wiki home page and tutorial page.

1.02 Changes:
  • Fixed banking issue with deposit/withdraw items.

1.01 Changes:
  • Updated lib: LibAddonMenu to r24
  • Refined Addon Setting Menu
Archived Files (30)
File Name
Version
Size
Uploader
Date
1.33
110kB
crafty35a
10/22/18 06:46 AM
1.32
109kB
crafty35a
09/21/18 12:32 PM
1.31
110kB
crafty35a
09/17/18 09:08 AM
1.30
105kB
crafty35a
08/24/18 11:57 AM
1.29
104kB
crafty35a
08/13/18 08:39 AM
1.28
104kB
crafty35a
08/13/18 06:56 AM
1.27
104kB
crafty35a
05/21/18 06:31 AM
1.26
105kB
crafty35a
04/20/18 11:11 AM
1.25
105kB
crafty35a
04/19/18 01:21 PM
1.24
105kB
crafty35a
04/16/18 09:57 AM
1.23
105kB
crafty35a
04/15/18 06:37 PM
1.22
105kB
crafty35a
04/12/18 09:14 PM
1.21
104kB
crafty35a
04/11/18 11:25 AM
1.19
104kB
rockingdice
10/29/17 09:35 PM
1.18
103kB
rockingdice
10/29/17 11:11 AM
1.17
103kB
rockingdice
10/29/17 07:53 AM
1.16
103kB
rockingdice
10/28/17 11:55 PM
1.15
105kB
rockingdice
10/25/17 10:07 AM
1.14
103kB
rockingdice
10/23/17 07:59 PM
1.13
103kB
rockingdice
10/21/17 02:09 AM
1.12
107kB
rockingdice
10/19/17 05:04 AM
1.11
106kB
rockingdice
10/18/17 09:33 AM
1.10
104kB
rockingdice
10/08/17 08:26 AM
1.09
98kB
rockingdice
09/21/17 09:50 PM
1.08
96kB
rockingdice
09/18/17 09:13 PM
1.07
75kB
rockingdice
09/17/17 09:42 AM
1.06
75kB
rockingdice
09/15/17 09:12 PM
1.05
71kB
rockingdice
09/15/17 01:02 PM
1.04
71kB
rockingdice
09/14/17 10:25 AM
1.03
71kB
rockingdice
09/13/17 05:41 PM


Post A Reply Comment Options
Unread 10/26/17, 12:10 PM  
Kyndrith

Forum posts: 0
File comments: 45
Uploads: 0
Re: LUA Error

Originally Posted by Kyndrith
I'm receiving the following LUA error, but only on one character. I'm using the account wide option.

stack traceback:
user:/AddOns/AutoCategory/AutoCategory.lua:465: in function 'RebuildBagSettingIfNeeded'
user:/AddOns/AutoCategory/AutoCategory.lua:468: in function 'CheckVersionCompatible'
user:/AddOns/AutoCategory/AutoCategory.lua:516: in function 'AutoCategory.LazyInit'
user:/AddOns/AutoCategory/AutoCategory.lua:540: in function 'AutoCategory.Initialize'
user:/AddOns/AutoCategory/AutoCategory.lua:563: in function '(anonymous)'|r

Any help would be appreciated.

Thanks,
I removed the section for that character in the AutoCategory.lua and it corrected itself. Sorry for the post.
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Unread 10/26/17, 11:39 AM  
Kyndrith

Forum posts: 0
File comments: 45
Uploads: 0
LUA Error

I'm receiving the following LUA error, but only on one character. I'm using the account wide option.

stack traceback:
user:/AddOns/AutoCategory/AutoCategory.lua:465: in function 'RebuildBagSettingIfNeeded'
user:/AddOns/AutoCategory/AutoCategory.lua:468: in function 'CheckVersionCompatible'
user:/AddOns/AutoCategory/AutoCategory.lua:516: in function 'AutoCategory.LazyInit'
user:/AddOns/AutoCategory/AutoCategory.lua:540: in function 'AutoCategory.Initialize'
user:/AddOns/AutoCategory/AutoCategory.lua:563: in function '(anonymous)'|r

Any help would be appreciated.

Thanks,
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Unread 10/26/17, 12:55 AM  
lokicoon

Forum posts: 3
File comments: 31
Uploads: 0
Re: New version(1.15) in pending!

Hi
Can you add ATT (Arkadius' Trade Tools) integration, including quality variation price call?

Can you add "hide other categories" ability (eg after double click on category name) - this might be useful for mass DoItAll processing.

May be you can add other category-wide processings (eg context menu on category name ) - eg mass locking, or setting flag for FCO Item Saver?

What about adding (stack counter)/(item counter) at right side of category name plate?
Last edited by lokicoon : 10/26/17 at 01:09 AM.
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Unread 10/25/17, 10:08 AM  
rockingdice
 
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Forum posts: 10
File comments: 166
Uploads: 9
New version(1.15) in pending!


1.15 Changes:
  • New feature: Category header's height is customizable!
  • New feature: You can change the name of ungrouped Category.
  • New feature: Added a message in chat when toggling the add-on's function, and a switch for it to turn on/off.
  • Fixed bug: Toggling in Inventory Grid View should not result a bad layout.
  • Fixed bug: Removed tag should not to be restored after relog.
  • New Add-ons Integrated!
    Do It All: You can now use it with AC togeter.
    Alpha Gear: Added a new api:alphagear
    Master Merchant: Added a new api:getpricemm
    Tamriel Trade Centre: Added a new api:getpricettc
  • New api:isinbank
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Unread 10/25/17, 04:52 AM  
Bierdeife

Forum posts: 1
File comments: 116
Uploads: 0
Originally Posted by rockingdice
Originally Posted by Bierdeife
Originally Posted by rockingdice
Originally Posted by Bierdeife
Originally Posted by rockingdice
Originally Posted by Bierdeife
Why there is that space between the categories? It isn't on the screenshots.

The category's height is adjusted to improve performance, or it'll get more laggy.
But why that space isn‘t on the screenshot?
The bigger the bag is, the more lagy it is, so that space is counterproductive.

I don‘t have that many items in my inventory, so my plan was to see my full inventory without scrolling but that space doesn‘t allow it, without sizing the font/icons totally down.
i'll see what i can do for it.
Thank you!

I got another issue:
I just want to create categories for each of my gear but everytime I delete all the following categories, they are back after logging out and in again?!



Btw: Are you german? Would make it easier for me!
It's a bug. I will update it after it works fine for 3.2.
I'm not German, sorry. I can use English, Japanese and Chinese.

The German localization is from Baertram who is also an add-on author here
Can you fix that bug, please? It's really disturbing. :/

Two another questions:

1.) If I delete all default categories, there is one categorie left named "Andere". How can I rename it to "Sonstiges"?

2.) Can you add the option to remove this, please?

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Unread 10/24/17, 11:09 PM  
rockingdice
 
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Forum posts: 10
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Uploads: 9
Originally Posted by Greevir
Is there any possibility to get AlphaGear support added in? I prefer it over Iakoni's.
I'll have a look if it's possible.
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Unread 10/24/17, 11:09 PM  
rockingdice
 
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Originally Posted by Deadmano
Originally Posted by rockingdice
Ring is a kind of armor in the game. If you don't want to include rings, you can add an additional condition:
Lua Code:
  1. and not equiptype("ring")

Hiding categories is interesting and useful. You can set category hidden in the bag settings I think, just like the priority slider, a checkbox may fit. I'll check if it's doable.
So the issue is this... Sunderflame's ring is part of a set ONLY available in MEDIUM armour.

If I have a rule set up, like:

Lua Code:
  1. autoset() and cp() >= 160 and getquality() >= 4 and armortype("light")

I ALSO want rings that are part of a LIGHT armour set to be added. The issue is, if I don't specify armortype to light above, it will also add rings to sets. So for example, I will get a set called Sunderflame (Light) with only the ring in it, when the ring actually won't work on a complete light build, does that make sense?
I'll send you a PM.
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Unread 10/24/17, 05:30 PM  
Greevir
 
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Is there any possibility to get AlphaGear support added in? I prefer it over Iakoni's.
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Unread 10/24/17, 03:30 PM  
Deadmano

Forum posts: 0
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Originally Posted by rockingdice
Ring is a kind of armor in the game. If you don't want to include rings, you can add an additional condition:
Lua Code:
  1. and not equiptype("ring")

Hiding categories is interesting and useful. You can set category hidden in the bag settings I think, just like the priority slider, a checkbox may fit. I'll check if it's doable.
So the issue is this... Sunderflame's ring is part of a set ONLY available in MEDIUM armour.

If I have a rule set up, like:

Lua Code:
  1. autoset() and cp() >= 160 and getquality() >= 4 and armortype("light")

I ALSO want rings that are part of a LIGHT armour set to be added. The issue is, if I don't specify armortype to light above, it will also add rings to sets. So for example, I will get a set called Sunderflame (Light) with only the ring in it, when the ring actually won't work on a complete light build, does that make sense?
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Unread 10/24/17, 01:05 AM  
rockingdice
 
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Uploads: 9
Originally Posted by Deadmano
Thanks for your explanations, they're really useful! But it didn't quite answer my question;

It's try to simplify it: How can I add a ring to an autoset() rule that checks for armour quality "light" but ONLY if that set exists in "light" armour, as, as I said, some sets like "Sunderflame" which is "medium" only. So for example, the Sunderflame set ring should NOT be part of the "autoset() and cp() >= 160 and getquality() >= 4 and armortype("light")" rule. Does that make more sense?

I basically want to have the sets grouped by armour type (Light, Medium and Heavy) which can already be done, but when grouped, the appropriate rings added to the category as well. The "Sunderflame" ring, again as an example, can't be added to "light" as the complete set is only in "Medium".

I guess what I'm asking for (if it doesn't already exist) is an API to check if jewelry can be used in certain armour quality.

EDIT: Question, is there a way to hide items that are part of a category for specific UI views? Maybe an API we can add, so hide("bank", "deconstruction") etc? That way would really cut down on clutter.

Ring is a kind of armor in the game. If you don't want to include rings, you can add an additional condition:
Lua Code:
  1. and not equiptype("ring")

Hiding categories is interesting and useful. You can set category hidden in the bag settings I think, just like the priority slider, a checkbox may fit. I'll check if it's doable.
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Unread 10/23/17, 08:35 PM  
Deadmano

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Thanks for your explanations, they're really useful! But it didn't quite answer my question;

It's try to simplify it: How can I add a ring to an autoset() rule that checks for armour quality "light" but ONLY if that set exists in "light" armour, as, as I said, some sets like "Sunderflame" which is "medium" only. So for example, the Sunderflame set ring should NOT be part of the "autoset() and cp() >= 160 and getquality() >= 4 and armortype("light")" rule. Does that make more sense?

I basically want to have the sets grouped by armour type (Light, Medium and Heavy) which can already be done, but when grouped, the appropriate rings added to the category as well. The "Sunderflame" ring, again as an example, can't be added to "light" as the complete set is only in "Medium".

I guess what I'm asking for (if it doesn't already exist) is an API to check if jewelry can be used in certain armour quality.

EDIT: Question, is there a way to hide items that are part of a category for specific UI views? Maybe an API we can add, so hide("bank", "deconstruction") etc? That way would really cut down on clutter.
Last edited by Deadmano : 10/23/17 at 09:23 PM.
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Unread 10/23/17, 06:00 PM  
rockingdice
 
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Forum posts: 10
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Uploads: 9
Originally Posted by Bierdeife
Originally Posted by rockingdice
Originally Posted by Bierdeife
Originally Posted by rockingdice
Originally Posted by Bierdeife
Why there is that space between the categories? It isn't on the screenshots.

The category's height is adjusted to improve performance, or it'll get more laggy.
But why that space isn‘t on the screenshot?
The bigger the bag is, the more lagy it is, so that space is counterproductive.

I don‘t have that many items in my inventory, so my plan was to see my full inventory without scrolling but that space doesn‘t allow it, without sizing the font/icons totally down.
i'll see what i can do for it.
Thank you!

I got another issue:
I just want to create categories for each of my gear but everytime I delete all the following categories, they are back after logging out and in again?!



Btw: Are you german? Would make it easier for me!
It's a bug. I will update it after it works fine for 3.2.
I'm not German, sorry. I can use English, Japanese and Chinese.

The German localization is from Baertram who is also an add-on author here
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Unread 10/23/17, 05:55 PM  
rockingdice
 
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Forum posts: 10
File comments: 166
Uploads: 9
Originally Posted by Lakes
Throws up errors if used in conjunction with Inventory Grid View after CwC. Both are fine on their own.
hmm, I'll check it soon. Are you using the latest version(3.2) of IGV?

Edited: It should be fixed in the latest version(1.14).
Last edited by rockingdice : 10/23/17 at 08:06 PM.
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Unread 10/23/17, 05:53 PM  
rockingdice
 
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Forum posts: 10
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Uploads: 9
Originally Posted by Deadmano
You're making dreams come true with every update... I've got another challenge for you...

Would it at all be possible to somehow list jewelry in the auto-categories IF they are part of a specific armour type? For example, the "Sunderflame" set is medium armour only, but I have a rule to group together light armour sets with:

Lua Code:
  1. autoset() and cp() >= 160 and getquality() >= 4 and armortype("light")

How would I be able to still add jewelry (equiptype("ring", "neck")) but only if they are part of a set that exists in light armour? Not sure if at all possible, but would really neaten things up.

Right now I have to have "armour type sets" separately, and then a category for "set jewelry" which are auto-categorised with autoset().

EDIT: Hoping to get some advice from you to write neater rules. Is there any way to shorten the below rule, as I am duplicating some aspects:

Lua Code:
  1. keepresearch() and cp() <= 160 and not set("") and getquality() < 5 or keepresearch() and cp() <= 160 and getquality() < 4

Basically, I want any gear that can be researched, that isn't in a set and is not a Legendary item to be categorised, OR any gear, regardless of in a set or not, which isn't an Artifact or Legendary, to be categorised.

EDIT 2: Is there a way to differentiate between the only item that has a trait researchable vs. the duplicates that can be safely discarded? As right now the only thing stopping this item from being properly categorised as "Deconstruct" is the keepresearch() rule, which I'm afraid to remove from the overall rules lest my Deconstruct rule then wants to also deconstruct items that I have only one of a specific trait...

My Deconstruct rule, as it stands, and here is my Researchable rule.

EDIT 3: I definitely need some help writing more efficient rules, see the below:

Lua Code:
  1. type("armor", "weapon") and not keepresearch() and not set("") and cp() <= 160 and not equiptype("neck", "ring") and not inset() and getquality() < 5 or type("armor", "weapon") and not keepresearch() and cp() <= 160 and not equiptype("neck", "ring") and not inset() and getquality() < 4 or type("armor", "weapon") and not keepresearch() and cp() < 160 and not equiptype("neck", "ring") and not inset() and getquality() < 5

I have 3 different rules to match for, to Deconstruct an item:

1) It must be a weapon or armor, less than or equal to CP 160, not a set item, and less than Legendary.
2) It must be a weapon or armor, less than or equal to CP 160, and less than Legendary.
3) It must be a weapon or armor, less than CP 160, and less than Legendary.

I know it is somewhat overkill, but when you have OCD, time is of the essence and you have no idea how much your add-on really saves me... I can just farm and farm and farm and it takes seconds to deal with the loot. I'm hoping to perhaps share my rules, in time, with others. Perhaps you can add it as a "preset" as it has a really good base to categorise pretty much everything.

EDIT 4: Am I wrong in assuming the following:
Lua Code:
  1. keepresearch() and cp() <= 160 and not set("") and getquality() < 5 or keepresearch() and cp() <= 160 and getquality() < 4 or keepresearch() and cp() < 160 and getquality() < 5

If we have a CP 160 item, not in a set, of Artifact quality, the moment it finds a match, it'll stop looking for the same research trait to put in the Researchable category? Or is that not how it works? Do I want to be matching the lowest level/quality first (reverse the rules) to be more effective?

Also, please let me know if you'd rather I send such things to your PM so as not to clutter your mod page, though, perhaps others can learn from this as well.
Seems a little complicated for me, I'll provide some basic idea about how the categories work, so that you can have a clear understand to make rules on your own.

* keepresearch() api:

It is designed to find an item that you can research for your current character. And if more items match, it should only match the one with the lowest level and the lowest quality. Other gears should not be matched by the keepresearch().
But I think it just satisfies most people, but not all of you. The one that suits you is a new api like isresearchable() which is only filtering by the trait you don't know, and you can add other conditions you want. I can add it in future version.

* autoset() api:

It is a special api for people who don't want to do anything about making rules. This api will make different categories by different set names. If the item is a set gear, it will be matched(in another word, the result of autoset() is 'true' if the item is a set item.) I think I can add an api:isset() which is more clear to use.

* how is rule working:
Consider these two rules:
A or B or C
if A is true, B and C will not be processed because the result is already true.

A and B and C
A, B and C should all be true, then the result is true, or it will be false if any is false.

The rule is actually a lua expression and Boolean calculation. It matches the item if the result of the expression is true, it won't match if the result is false.

I think you can find more examples about it by google

* how are the categories working:
Consider there are 3 categories(3 rules)
Category1:
Rule: set("SetName1")
Priority: 100
Category2:
Rule: quality("blue")
Priority: 50
Category3:
Rule: cp() >= 160
Priority: 10

Then all items with set name 'SetName1' are in the first category(may also be blue quality and cp is 160 or higher), because the priority is higher than others.
Next, all items with blue quality are in the second category. (except those are already in category1)
Then, all items with cp level 160 or higher are in the third category. (except those are already in category1 and category2)
Last, all other items are in the category 'Others'.

As you can see, the priority is very important. It filters the items by the order of priority. AND you should always be aware of the rules that also includes in two categories, for example:

Category1:
Rule: set("Name1")
Priority: 100
Category2:
Rule: set("Name1") and quality("blue")
Priority: 50

'set("Name1")' in category2 can be removed since it won't work for the items that already be filtered by the first category. But if you swap the priority, it works differently:

Category1:
Rule: set("Name1") and quality("blue")
Priority: 100
Category2:
Rule: set("Name1")
Priority: 50

All items with set name 'Name1' and blue quality are in category1, and all other quality but with set name 'Name1' are in category2. You cannot remove the set part, since the first rule is not filtering all the item with set 'Name1'.

I hope It's helpful for you.
Last edited by rockingdice : 10/23/17 at 06:24 PM.
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Unread 10/23/17, 01:36 PM  
Lakes

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Throws up errors if used in conjunction with Inventory Grid View after CwC. Both are fine on their own.
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