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Wolfhunter (4.1)
Updated:09/16/18 01:58 PM
Created:09/11/18 09:42 AM
Monthly downloads:145
Total downloads:146
Favorites:6
MD5:
4.1
Rulebased Inventory
Version: 0.8.0
by: TaxTalis [More]
YOU ARE USING THIS ADDON AT YOUR OWN RISK!
I will not 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.

There is a known issue with the library LibLoadedAddons included in other installed addons, not as in RbI, which has it as external dependency. If anyone happens to get the error "FCOIS not found(...)" at login, this could be the very cause. Please notify me if you happen to get this error.


The main documentation is located at the addon's folder, there are all possible terms and functions for rules noted and it is quite impossible to go without it.
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.
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.

Needed libraries
  • LibStub
  • LibLoadedAddons
  • LibAddonMenu-2.0
  • LibCustomMenu
Supported addons
  • FCOIS
  • CraftStore
  • Master Merchant
  • Tamriel Trade Centre


About Rulebased Inventory
After installing it, it does nothing. It’s simple as that.
You have to define rules for different tasks which then are executed automatically.
Tasks to define rules for are:
  • Move from Backpack to Bank (starts when opening the Bank UI)
  • Move from Bank to Backpack (starts when opening the Bank UI)
  • Sell at Store and Fence (starts when opening the Store or Fence UI)
  • Launder (starts when opening the Fence UI)
  • Junk (is checked continuously (“on update”) for each item on the backpack)
  • Destroy (is checked continuously (“on update”) for each item on the backpack)
  • Deconstruct (starts when opening the deconstruct tab of an Crafting Station UI)
  • Notification (is checked continuously (“on update”) for each new item)
Currencies and Homebank are not supported. Please see features in development.



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 from MM and TTC, count of vouchers for masterwrits and the count you have in backpack, bank and craftbag
  • ...


Features and fixes in development
  • Fix for "FCOIS not found" at login
  • Homebank
  • Guildbank
Example rules
Bag-To-Bank (Exclude Bank-To-Bag is on)
Lua Code:
  1. itemnamematch("Lockpick") or (soulgem)
  2. or (survey)
  3. or (masterwrit)
  4. or (intricate)
  5. or (recipe)
Transfer all lockpicks, soulgems, surveys, masterwrits, recipes and items which are intricate to the bank.
Except items which would be transferred from bank to backpack!

Bank-To-Bag (Exclude off, otherwise rules are blocking themselves)
lua Code:
  1. ((itemnamematch("lockpick") or ((soulgem) and (filled) and not itemnamematch("Crown"))) and countbackpack < 100)
  2. or ((masterwrit) and itemnamematch("blacksmithing","clothier","woodworking"))
  3. or ((intricate) and cp >= 150)
  4. or (learnlist("Seika Kitamura", "Caelean", "Gilvalar Merohin") and ((recipe_drink) or (recipe_food)))
  5. or (learnlist("Caelean", "Seika Kitamura", "Gilvalar Merohin") and not ((recipe_drink) or (recipe_food)))
  6. or (item_enchanting)
  7. or ((item_jewelry) and not fcoisismarked)
  8. or (treasuremap)
This will transfer lockpicks and soulgems to the backpack until there are 100 of each or no more available in bank. Furthermore Blacksmithing, Clothier and Woodworking Masterwrits, intricate items with a minimal cp of 150, recipes this character is first of the list needing it (here: different lists for food/drink and other recipes), all glyphs, not by FCOIS marked jewelry and at last all treasurmaps will be transferred. All these items will be excluded from the previous task as the exclude-switch there is active. This only means for example soulgems and lockpicks ABOVE 100 in backpack will be transferred to bank.

Junk
Lua Code:
  1. (trash)
  2. or (treasure)
  3. or (ornate)
  4. or ((potion) and not ((crafted) or itemnamematch("crown", "gold")) and cp < 150)
  5. or (junk)
  6. or (((drink) or (food)) and not ((crafted) or itemnamematch("crown", "gold")))
This will junk any treasure, ornate items, potions (includes poisons), drinks and food which are not crafted, do not have "crown" or "gold" in their name and are below cp 150. Further all items of the lowest quality (like rotten food) are junked.

Destroy
Lua Code:
  1. (stolen) and (tool)

Will destroy all stolen lockpicks (and other stolen items of type tool, if there are any)
Needed libraries
  • LibStub
  • LibLoadedAddons
  • LibAddonMenu-2.0
  • LibCustomMenu

There is a known issue with the library LibLoadedAddons included in other installed addons, not as in RbI, which has it as external dependency. If anyone happens to get the error "FCOIS not found(...)" at login, this could be the very cause. I'll try to solve this as soon as possible.

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 (2)
File Name
Version
Size
Author
Date
0.6.1
909kB
TaxTalis
09/15/18 07:08 AM
0.4.2
903kB
TaxTalis
09/11/18 10:06 AM


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Unread 09/18/18, 04:03 PM  
TaxTalis
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Re: lag

Originally Posted by nvSleep
This is a good addon for me,but when i loot and drink a potion or open BankUI,i get a lag,i don't know why......
When looting or drinking potions/eating food there is an inventory update and the addon checks if a condition was met to junk or destroy. I noticed a slight lag, too and am trying to optimize it.

When opening the bankUI the whole bank and backpack are scanned for items fitting the defined rules, this will cause a short but hefty lag. This should only last for a split second, does it not?
This should also get better with every optimization for the first case mentioned above.

Thank you for considering or even using this addon!
Last edited by TaxTalis : 09/18/18 at 04:04 PM.
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Unread 09/18/18, 03:01 PM  
nvSleep
 
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lag

This is a good addon for me,but when i loot and drink a potion or open BankUI,i get a lag,i don't know why......
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Unread 09/15/18, 05:02 PM  
TaxTalis
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Originally Posted by ovinnik
Originally Posted by SlippyCheeze
Uh, FWIW, because ZOS can't manage to bill me each month, I end up with, like, 170/100 personal bank capacity reported each month, until I pay them, and relog, so ... maybe something like "previously had ESO+, no longer does" could be in play?

IDK, but figured it worth mentioning anyway.
Still trying to make sense of this, yes. If you're curious, though: No ESO+ here for a good while.

Oh, and @Tax: Thanks buckets for the update!
Your welcome.


If anyone having problems with RbI not recognizing FCOIS correctly at startup, I am already investigating this.
Last edited by TaxTalis : 09/15/18 at 05:03 PM.
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Unread 09/15/18, 04:01 PM  
ovinnik

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Originally Posted by SlippyCheeze
Uh, FWIW, because ZOS can't manage to bill me each month, I end up with, like, 170/100 personal bank capacity reported each month, until I pay them, and relog, so ... maybe something like "previously had ESO+, no longer does" could be in play?

IDK, but figured it worth mentioning anyway.
Still trying to make sense of this, yes. If you're curious, though: No ESO+ here for a good while.

Oh, and @Tax: Thanks buckets for the update!
Last edited by ovinnik : 09/15/18 at 04:09 PM.
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Unread 09/15/18, 03:38 PM  
TaxTalis
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Originally Posted by SlippyCheeze
Originally Posted by ovinnik
Originally Posted by TaxTalis
But to clarify: the numbers of inventory are rising higher than the maximum capacity?
Like it goes up to 100/100 and than 101/100 and further up?
Exactly like that, yes. If you need any other information, I'll provide what I can. That said, this issue isn't exactly game-breaking. Amusing, more like, and hopefully not ban-worthy. Thanks for looking into this.
Uh, FWIW, because ZOS can't manage to bill me each month, I end up with, like, 170/100 personal bank capacity reported each month, until I pay them, and relog, so ... maybe something like "previously had ESO+, no longer does" could be in play?

IDK, but figured it worth mentioning anyway.
Thank you for this piece of information!
We are still trying to figure this one out, but in PM to not spam the comments
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Unread 09/15/18, 02:52 PM  
SlippyCheeze
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Originally Posted by ovinnik
Originally Posted by TaxTalis
But to clarify: the numbers of inventory are rising higher than the maximum capacity?
Like it goes up to 100/100 and than 101/100 and further up?
Exactly like that, yes. If you need any other information, I'll provide what I can. That said, this issue isn't exactly game-breaking. Amusing, more like, and hopefully not ban-worthy. Thanks for looking into this.
Uh, FWIW, because ZOS can't manage to bill me each month, I end up with, like, 170/100 personal bank capacity reported each month, until I pay them, and relog, so ... maybe something like "previously had ESO+, no longer does" could be in play?

IDK, but figured it worth mentioning anyway.
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Unread 09/14/18, 04:45 AM  
ovinnik

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Originally Posted by TaxTalis
But to clarify: the numbers of inventory are rising higher than the maximum capacity?
Like it goes up to 100/100 and than 101/100 and further up?
Exactly like that, yes. If you need any other information, I'll provide what I can. That said, this issue isn't exactly game-breaking. Amusing, more like, and hopefully not ban-worthy. Thanks for looking into this.
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Unread 09/14/18, 04:38 AM  
TaxTalis
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Originally Posted by SlippyCheeze
Some early impressions:

First, thank you for writing this. It saves me doing so, which as you can imagine, means I'm pretty pleased!

I have a few feedback on it, based on early interactions. Please don't take this as any slight against the addon, or anything like that!

1. It would be great if the languages of Auto Category, and this addon, were the same. See https://github.com/rockingdice/AutoC...Become-veteran! for details on their language.

2. It would be much, much easier to reason about the rules if I could have multiple, and the first matching result determined what was done. (or, better, could determine if evaluation proceeded or not, defaulting to not.)

3. It would be convenient, though not necessary, to reuse the Auto Category rules for matching. For example, my "Known Recipes" category plus a value filter would be great for "automatically deposit into guild bank" -- when the later is supported, of course.

4. "Safe Mode" could use a tooltip, or better, some explanatory text in the configuration.

5. A "global" profile would be nice to have, or at least an "auto-save profile" option. (or, uh, if it works like that today, then I guess it'd be "make that more obvious")

6. A wiki of some sort, such as a github wiki, for the rules would be wonderful to have. PDF is not a great format to browse it in, sadly.

7. If there are rules to deconstruct things, and there are matching items, automatically switch to the deconstruction tab.

8. Add rules to auto-refine things, same as auto-deconstruct.

9. Make sure the crafting station bits cope with, eg, automatic crafting by LazyWritCrafter and all.

Thank you again for this. I am very happy it exists, and it is already taking over from previous tools, and filling in the gaps I wished they covered.
Thank you for your feedback!
1 and 3: I’ve checked the language of autoCategory. If I had notice of this earlier on, I would probably have implemented it similar, but now I don’t think I will invest time in this, but I must admit it would be very convenient! And the more people build up rules for RbI, the more people I will anger by changing the language later on. Hard stuff. Need to think about it. Many terms seem close by, but I hoped to reduce writing and improve readability the way I did it. Maybe I must rethink this aswell.

2. Yes multi-rule for task is in discussion for a long time. But these would not help in terms of complex rules with many parentheses, which need to be written in “one rule” anyway. Disjunctive terms on the first tier could be split up with this. Readability up, but Copy&past would be harder this way.
I also thought about profiles for every task and a profile for profiles

4. Safe mode has got a tooltip, if not (will check) this is a bug an will be fixed. Thanks!

5. I dislike the concept of auto-update profile when you change things, because this way you might just loose stuff. Overwriting the profile is a more conscious decision. If a profile of a character was updated by another character it will load the changes automatically at login.

6. Yes there should and shall be a better documentation. But it is very tiring and for now the pdf has to be sufficient.

7-9. yes crafting could be a more automated thing. I had enough problems with starting it only at deconstruct tab, and personally like it not to start without selecting the tab. This way it does not interfere with writcrafting and so on, for which a schedule or protection for refining (which is a feature in discussion) I have to implement for sure.
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Unread 09/14/18, 04:18 AM  
TaxTalis
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Originally Posted by ovinnik
So, uh, I believe RbI is able to circumvent the bank's capacity limit. At least for me, it continues to push items (materials, if that's relevant) beyond the number of items accepted by the bank. The item count reflects this (in red). Naturally, I can't add any more items myself when this happens, but I can remove some. After that, everything is in order again until RbI's next push.

I probably shouldn't complain, but ... well. Figured I'd let you know. Haven't yet checked whether this also happens when pulling items to one's bag.

Oh, and I don't subscribe, if that matters. Maybe it has something to do with some BAG_SUBSCRIBER_BANK mix-up. I don't know.
I have never encountered this, and will investigate later.
For what I can say, RbI will always try to fill subscriber bank first, but shouldn’t be able to do so if one has no subscription. Furthermore it will stack items if possible, so there could be movements without any “empty slots” in bank or backpack.
This said there shouldn’t be any filling of slots not available.
Mainly I am afraid that, as I own a subscription, I may not be able to reproduce this behavior.

But to clarify: the numbers of inventory are rising higher than the maximum capacity?
Like it goes up to 100/100 and than 101/100 and further up?
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Unread 09/14/18, 03:23 AM  
ovinnik

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So, uh, I believe RbI is able to circumvent the bank's capacity limit. At least for me, it continues to push items (materials, if that's relevant) beyond the number of items accepted by the bank. The item count reflects this (in red). Naturally, I can't add any more items myself when this happens, but I can remove some. After that, everything is in order again until RbI's next push.

I probably shouldn't complain, but ... well. Figured I'd let you know. Haven't yet checked whether this also happens when pulling items to one's bag.

Oh, and I don't subscribe, if that matters. Maybe it has something to do with some BAG_SUBSCRIBER_BANK mix-up. I don't know.
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Unread 09/13/18, 03:49 PM  
SlippyCheeze
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Some early impressions:

First, thank you for writing this. It saves me doing so, which as you can imagine, means I'm pretty pleased!

I have a few feedback on it, based on early interactions. Please don't take this as any slight against the addon, or anything like that!

1. It would be great if the languages of Auto Category, and this addon, were the same. See https://github.com/rockingdice/AutoC...Become-veteran! for details on their language.

2. It would be much, much easier to reason about the rules if I could have multiple, and the first matching result determined what was done. (or, better, could determine if evaluation proceeded or not, defaulting to not.)

3. It would be convenient, though not necessary, to reuse the Auto Category rules for matching. For example, my "Known Recipes" category plus a value filter would be great for "automatically deposit into guild bank" -- when the later is supported, of course.

4. "Safe Mode" could use a tooltip, or better, some explanatory text in the configuration.

5. A "global" profile would be nice to have, or at least an "auto-save profile" option. (or, uh, if it works like that today, then I guess it'd be "make that more obvious")

6. A wiki of some sort, such as a github wiki, for the rules would be wonderful to have. PDF is not a great format to browse it in, sadly.

7. If there are rules to deconstruct things, and there are matching items, automatically switch to the deconstruction tab.

8. Add rules to auto-refine things, same as auto-deconstruct.

9. Make sure the crafting station bits cope with, eg, automatic crafting by LazyWritCrafter and all.

Thank you again for this. I am very happy it exists, and it is already taking over from previous tools, and filling in the gaps I wished they covered.
Last edited by SlippyCheeze : 09/13/18 at 04:27 PM.
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Unread 09/13/18, 01:59 PM  
Baertram
 
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About potions:
Lua Code:
  1. local itemType = GetItemLinkItemType(itemLink)
  2.             if itemType == ITEMTYPE_POTION or itemType == ITEMTYPE_POISON then
  3. --potion
  4. end

And if you want to check if the potion was crafted or not you can use this code snippet within the if itemType == ITEMTYPE_POTION ... above
Lua Code:
  1. if select(24, ZO_LinkHandler_ParseLink(itemLink)) ~= "0" then
  2. --Item is a crafted potion
  3. end

Code was taken from addon CraftedPotions, all rights to the author!
Last edited by Baertram : 09/13/18 at 02:02 PM.
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Unread 09/13/18, 01:14 PM  
ovinnik

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Originally Posted by TaxTalis
I think it is good to know when the addon finishes even when the actions are not displayed. Don't you think?
Absolutely. Even when the display of individual moves is disabled, it's very helpful to know when exactly the addon's finished processing. My question was indeed only related to cases in which there's nothing to process to begin with. Thank you for clearing this up.

Originally Posted by TaxTalis
I don't see any problems with this and will reduce the minimum delay with the next patch. The default will be unchanged, but you should have all the freedom I can get you. Only for deconstruction I can't change it, as the delay is - for now at least - mandatory to not abort the previous action.
As for this: Thank you. I hope you won't be showered in error reports. But then again, the tooltip makes the potential risk pretty clear, I think.
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Unread 09/13/18, 12:33 PM  
TaxTalis
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Originally Posted by ovinnik
So far, this has been working nicely. I'd say that editing rules straight inside the SV file is, perhaps, even more convenient, but that's purely a matter of personal preference.

Two more queries (sorry!):

1. I seem unable to turn of the "Actions finished"-notification even when no rules are defined. Take deconstruction, for example: There are no rules set up. When I turn off the option for "Output", located in "Deconstruct", the notification is still displayed. When I turn off "Summary" and/or "Output", located in "General", the notification is also still displayed. Is this intended? Is something wrong on my end? Is it a bug? Questions, questions.

2. Do you think it is at all feasible to allow for a shorter delay between actions? I've used one as low as 0 with another addon and had no issues. It would be nice to reduce the value a little further, at the very least.
1. For the occasion of no rule defined I will disable it, thanks for the hint!
For the other case I think it is good to know when the addon finishes even when the actions are not displayed. Don't you think?

2. I don't see any problems with this and will reduce the minimum delay with the next patch. The default will be unchanged, but you should have all the freedom I can get you. Only for deconstruction I can't change it, as the delay is - for now at least - mandatory to not abort the previous action.
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Unread 09/13/18, 11:02 AM  
lukkian
 
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Wink Thank you

Thank you SlippyCheeze and TaxTalis for the answers. I should have thought of that.
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