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Compatibility:
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:09/08/23 03:47 AM
Created:04/07/21 04:24 AM
Monthly downloads:130
Total downloads:5,795
Favorites:13
MD5:
Categories:ToolTip, Utility Mods
Custom Item Notes  Popular! (More than 5000 hits)
Version: 1.23
by: Alianym [More]
Welcome to Custom Item Notes!

Created after a request to add notes to items. You can view/update these with the new context menu item "Edit Note" (text is localized). This is a relatively simple implementation that I may expand if anyone has other requests/thoughts/comments on how it could be improved but my aim for this initial release was to keep it fairly simple. Usage should hopefully be pretty straightforward, (see below).

To edit (add/remove) a note from an item:
Code:
Open context menu (right-click on Keyboard+Mouse) and select "Edit Note", then SAVE to update the note.
I can add a command to remove all CINs (custom item notes) at once if the desire is there, but for now it's a 1:1 add/remove.

Each note is tied to an item ID and the notes are currently stored account-wide per megaserver.

Required Libraries:
LibCustomMenu

Optional Libraries:
LibAddonMenu
v1.23
  • Added LibAddonMenu as an optional dependency, with options to change the color and rescale the inventory icon
    • This patch changes some details about your saved notes, so please back up your Saved Variables just in case before you update!

v1.22
  • Update to EditBox due to API changes

v1.21
  • Bug fixes for v1.20 (folder misname fixed and Crafted Potion notes should now properly delete)

v1.20
  • Separated out Crafted Potions for more accurate note-taking. Crafted Potion notes created or overwritten from this point onwards will be tied to the specific potion effects instead of itemId (which didn't take into account potion effects). This won't wipe existing potion notes. (re: HowellQagan)

v1.1
  • Removed the "Notes" header in the notes display – This has the result that notes will now scale to the size of the text (re: HowellQagan)

v1.0a
  • Fixed up the implementation from v1.0 (skipped over the wiki page too quickly the first time!)

v1.0
  • Added an icon to items in the inventory with notes (thanks ziplock9000 for prompting this, and thanks to whoever did the ESOUI wiki page with a PreHook/PostHook example of just this use-case)

v0.99f
  • Fixing compatibility issues, Part 2 (Thanks OneSkyGod for helping me reproduce and isolate the issue, and Baertram for helping me apply a fix)

v0.99e
  • Fixing compatibility issues

v0.99d
  • Fixing the bug, Round 2

v0.99c
  • Recreated the tooltip on mouse-over (hopefully the initial issue is fixed this time)
  • Added some multi-language support (thanks Baertram)

v0.99b
  • Updated a terribly generic global to be less generic

v0.99a
  • Updated functionality to mimic guild/friend notes (no more /commands)
  • Any notes you've created should carry over to this new system
Archived Files (12)
File Name
Version
Size
Uploader
Date
1.22
4kB
Alianym
08/22/22 05:04 AM
1.21
4kB
Alianym
03/27/22 08:40 PM
1.20
4kB
Alianym
03/27/22 07:38 AM
1.1
4kB
Alianym
09/25/21 05:21 AM
1.0a
4kB
Alianym
07/09/21 06:53 AM
0.99f
3kB
Alianym
04/15/21 05:46 AM
0.99e
3kB
Alianym
04/10/21 10:05 PM
0.99d
3kB
Alianym
04/09/21 09:36 AM
0.99c
3kB
Alianym
04/09/21 04:39 AM
0.99b
2kB
Alianym
04/08/21 02:01 AM
0.99a
2kB
Alianym
04/07/21 08:39 PM
0.99
1kB
Alianym
04/07/21 04:24 AM


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Unread 04/10/21, 11:01 AM  
crysis992

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Originally Posted by Alianym
I have no idea how this would be my AddOn causing it, the only option I can think of is if it's some weird conflict but still that function doesn't even get a mention in my code. Have you tried to see if the bug happens when you have only Custom Item Notes and LibCustomMenu installed?
No, doesn't happen with only these two installed.
But as soon as I enable my other addons and your addon it stops working.
Once I disable your addon but leave all other addons enabled it works fine.

I've just enabled PersonalAssistant and your addon, it stopped working. Once i disabled your addon it worked fine to open containers in my inventory.

It must be something in your addon that breaks this :/
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Unread 04/10/21, 09:50 AM  
Alianym
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Originally Posted by crysis992
I'm still unable to open containers with this addon enabled. Getting following error when trying to open a container with the keybind.

Code:
EsoUI/Ingame/Inventory/InventorySlot.lua:1110: function expected instead of nil
stack traceback:
EsoUI/Ingame/Inventory/InventorySlot.lua:1110: in function 'TryUseItem'
EsoUI/Ingame/Inventory/InventorySlot.lua:1344: in function 'INDEX_ACTION_CALLBACK'
EsoUI/Ingame/Inventory/InventorySlotActions.lua:96: in function 'ZO_InventorySlotActions:DoPrimaryAction'
EsoUI/Ingame/Inventory/ItemSlotActionController.lua:30: in function 'callback'
EsoUI/Libraries/ZO_KeybindStrip/ZO_KeybindStrip.lua:679: in function 'ZO_KeybindStrip:TryHandlingKeybindDown'
(tail call): ?
(tail call): ?
Hey there,

Thanks for the error message, but it's kind of weird because at InventorySlot.lua:1110 is:
Code:
1105    local function TryUseItem(inventorySlot)
1106        local bag, index = ZO_Inventory_GetBagAndIndex(inventorySlot)
1107        local usable, onlyFromActionSlot = IsItemUsable(bag, index)
1108        if usable and not onlyFromActionSlot then
1109            ClearCursor()
1110            UseItem(bag, index)
1111            return true
1112        end
1112    end
And that's a base ZOS function I don't even touch, (and would definitely risk breaking things if I did).
Code:
UseItem *protected* (*[Bag|#Bag]* _bagId_, *integer* _slotIndex_)
I have no idea how this would be my AddOn causing it, the only option I can think of is if it's some weird conflict but still that function doesn't even get a mention in my code. Have you tried to see if the bug happens when you have only Custom Item Notes and LibCustomMenu installed?
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Unread 04/10/21, 08:36 AM  
crysis992

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I'm still unable to open containers with this addon enabled. Getting following error when trying to open a container with the keybind.

Code:
EsoUI/Ingame/Inventory/InventorySlot.lua:1110: function expected instead of nil
stack traceback:
EsoUI/Ingame/Inventory/InventorySlot.lua:1110: in function 'TryUseItem'
EsoUI/Ingame/Inventory/InventorySlot.lua:1344: in function 'INDEX_ACTION_CALLBACK'
EsoUI/Ingame/Inventory/InventorySlotActions.lua:96: in function 'ZO_InventorySlotActions:DoPrimaryAction'
EsoUI/Ingame/Inventory/ItemSlotActionController.lua:30: in function 'callback'
EsoUI/Libraries/ZO_KeybindStrip/ZO_KeybindStrip.lua:679: in function 'ZO_KeybindStrip:TryHandlingKeybindDown'
(tail call): ?
(tail call): ?
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Unread 04/09/21, 10:13 AM  
Alianym
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Originally Posted by Baertram
Never happens to me /irony off
The life of an AddOn author!

Originally Posted by Baertram
Could also be the side effect of other addons!
I'd always ask the error reporters to proof it throws the error with ONLY this addon + needed libs enabled as well, else it's there work to check what other of theire addons enabled casues this in combination (as you cannot know these addons + have them installed + got the same settings like the reporter does).

Sounds harsh but simply is the way to be able to rebuild and find a fix. We all learned this in several field tries

About the invSlot: Weird. They should have the same structure.
Happy to be corrected about invSlot, but that’s definitely how it looked to me, even in the ESOUI source.

Yeah I was thinking about that just afterwards.

So questions for users encountering bugs;
  • how long until the error showed up?
  • did it error on your first container?
  • keyboard + mouse or Gamepad?
  • did you try with only Custom Item Notes and LibCustomMenu active?
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Unread 04/09/21, 09:56 AM  
Baertram
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Could also be the side effect of other addons!
I'd always ask the error reporters to proof it throws the error with ONLY this addon + needed libs enabled as well, else it's there work to check what other of theire addons enabled casues this in combination (as you cannot know these addons + have them installed + got the same settings like the reporter does).

Sounds harsh but simply is the way to be able to rebuild and find a fix. We all learned this in several field tries

About the invSlot: Weird. They should have the same structure.

(It could just be I'm spending too much time developing and reloading UI to play long enough to come across the error. )
Never happens to me /irony off

Originally Posted by Alianym
Originally Posted by Baertram
Try if moving the LibCustomMenu:RegisterContextMenu(AddNote, LibCustomMenu.CATEGORY_LATE) lines to your event_add_on_loaded or event_player_activated callback fixes this.
If the customslotaction will be added too early, it may break the normal inventory slot actions somehow.
Only a guess, so you'd have to test this.

The dialog you define should be put into the event_add_on_loaded as well, else the lua code could try to use the xml file too early, if you change the initialization one day. Must not, had happened in the past


btw, in your callback function to "ZO_InventorySlot_OnMouseEnter" you also could use
local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
Instead of hardcoding the lines for bagId and slotIndex to the dataEntry.data tables

As you reuse the same code in your 2 funcitons, maybe only create 1:
Code:
local function getSlotIds(inventorySlot)
    local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
    local itemId = GetItemId(bagId, slotIndex)
    return bagId, slotIndex, itemId
end
So funny thing about inventorySlot, it doesn't always have the same structure. In this case this means that the inventorySlot I use in ZO_InventorySlot_OnMouseEnter(inventorySlot) is different to the inventorySlot format used with AddNote(inventorySlot, slotActions). I confirmed this with some debugging. So ZO_Inventory_GetBagAndIndex(inventorySlot) won't always return the right values. I'm actually using ZOS's ways of getting the bagId and slotId. I did create a GetSlotIds(inventorySlot) local function anyway and just accounted for both formats.

Going to upload a version with LibCustomMenu:RegisterContextMenu in the EVENT_PLAYER_ACTIVATED callback.

As far as testing, I'm curious why I haven't run into these errors myself. Questions to those who've gotten the errors in the past; how long are you playing before the error shows up? Also, Gamepad or Keyboard+Mouse? Are you successfully opening containers or the first container you try is bugged?

(It could just be I'm spending too much time developing and reloading UI to play long enough to come across the error. )
Last edited by Baertram : 04/09/21 at 09:58 AM.
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Unread 04/09/21, 09:26 AM  
Alianym
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Originally Posted by Baertram
Try if moving the LibCustomMenu:RegisterContextMenu(AddNote, LibCustomMenu.CATEGORY_LATE) lines to your event_add_on_loaded or event_player_activated callback fixes this.
If the customslotaction will be added too early, it may break the normal inventory slot actions somehow.
Only a guess, so you'd have to test this.

The dialog you define should be put into the event_add_on_loaded as well, else the lua code could try to use the xml file too early, if you change the initialization one day. Must not, had happened in the past


btw, in your callback function to "ZO_InventorySlot_OnMouseEnter" you also could use
local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
Instead of hardcoding the lines for bagId and slotIndex to the dataEntry.data tables

As you reuse the same code in your 2 funcitons, maybe only create 1:
Code:
local function getSlotIds(inventorySlot)
    local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
    local itemId = GetItemId(bagId, slotIndex)
    return bagId, slotIndex, itemId
end
So funny thing about inventorySlot, it doesn't always have the same structure. In this case this means that the inventorySlot I use in ZO_InventorySlot_OnMouseEnter(inventorySlot) is different to the inventorySlot format used with AddNote(inventorySlot, slotActions). I confirmed this with some debugging. So ZO_Inventory_GetBagAndIndex(inventorySlot) won't always return the right values. I'm actually using ZOS's ways of getting the bagId and slotId. I did create a GetSlotIds(inventorySlot) local function anyway and just accounted for both formats.

Going to upload a version with LibCustomMenu:RegisterContextMenu in the EVENT_PLAYER_ACTIVATED callback.

As far as testing, I'm curious why I haven't run into these errors myself. Questions to those who've gotten the errors in the past; how long are you playing before the error shows up? Also, Gamepad or Keyboard+Mouse? Are you successfully opening containers or the first container you try is bugged?

(It could just be I'm spending too much time developing and reloading UI to play long enough to come across the error. )
Last edited by Alianym : 04/09/21 at 09:38 AM.
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Unread 04/09/21, 08:06 AM  
Baertram
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Try if moving the LibCustomMenu:RegisterContextMenu(AddNote, LibCustomMenu.CATEGORY_LATE) lines to your event_add_on_loaded or event_player_activated callback fixes this.
If the customslotaction will be added too early, it may break the normal inventory slot actions somehow.
Only a guess, so you'd have to test this.

The dialog you define should be put into the event_add_on_loaded as well, else the lua code could try to use the xml file too early, if you change the initialization one day. Must not, had happened in the past


btw, in your callback function to "ZO_InventorySlot_OnMouseEnter" you also could use
local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
Instead of hardcoding the lines for bagId and slotIndex to the dataEntry.data tables

As you reuse the same code in your 2 funcitons, maybe only create 1:
Code:
local function getSlotIds(inventorySlot)
    local bagId, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
    local itemId = GetItemId(bagId, slotIndex)
    return bagId, slotIndex, itemId
end
Last edited by Baertram : 04/09/21 at 08:12 AM.
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Unread 04/09/21, 07:17 AM  
crysis992

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The latest version breaks hotkeys on items.
With the addon enabled I cannot open the anniversary boxes in my inventory by pressing the open key.
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Unread 04/09/21, 04:43 AM  
Alianym
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Originally Posted by ksorah
Hello,

I made this image hoping to give you some inspiration, it's an idea like any other, and probably too difficult to implement! It's all just as you want!

Warning: Spoiler


i can think more if you want
So kinda like an editable tooltip? I re-instated the tooltip in this latest update (hopefully not breaking anything again) so if this works we'll go from there!

@Baertram
Added in a couple language files, (with a default en.lua utilizing the ZOS official translations).
Also I re-added the SecurePostHook("ZO_InventorySlot_OnMouseEnter", ...) function, but this time after EVENT_PLAYER_ACTIVATED, because I want to confirm whether or not this'll work. So anyone gets any bugs, be certain to let me know!
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Unread 04/08/21, 09:47 AM  
Baertram
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Originally Posted by Alianym
Originally Posted by Baertram
Originally Posted by Alianym
I often figured SecurePostHook was more 'trusted' because of the word 'Secure', but I guess not!

Otherwise, I'll go ask Votan. :P
It definatel is and was created for that purpose, but the inventory still handles a lot as "untrusted" if you try to get "in between".
Means: If the inventory has not finished loading it's code from A to Z and you somehow get in between before Z was finished, it will taint the code of the inventory and thus throw this kind of errors. The call stack shows you then at what place your code got inserted and tainted ZOs code.

btw, if you'd like to add more language support:

Edit note:
[German]
"Notiz bearbeiten"

[Spanish]
"Editar nota"
Ahhh... I see. Yeah, figured that about the call stack, just decided it was faster/more efficient to just do the re-write anyway.

Thanks! Always looking for ways to include more people/languages. (Speaking of that, I'm going to look into Gamepad support. I think here it's pretty doable). I'm using GetString(SI_EDIT_NOTE_DIALOG_TITLE) which is the ZOS string for "Edit Note" (or "Notiz bearbeiten", etc.) but I haven't done much with support for unofficial language translations.

Do you know if that's just a case of accounting for a GetCVar("language.2") value of "es"?

SI_EDIT_NOTE_DIALOG_TITLE will only work for the default languages of the client: en, de, fr, ru and jp (special Japanese client needed).
All other custom langugaes are not supported via ZOs translated strings like SI_.
But you can buid your own ones via ZO_CreateStringId and using the txt file to specify a $(language).lua file e.g.
Read more about it here:
https://wiki.esoui.com/Addon_manifes...able_Expansion
-> Examples
Code:
lang/en.lua   <- fallback to always load the EN strings first, for non supported languages
lang/$(language).lua <-- load the other language file depend on the language of the client ( same as GetCVar("language.2") but before lua code)
In the en.lua you can define a new unique constant like CUSTOM_ITEM_NOTES_EDIT_NOTE and assign GetString(SI_EDIT_NOTE_DIALOG_TITLE)
So you load the ZOs default translated text into it for existing languages.
And only in non official language files like es.lua or pl.lua or pt.lua you do not use GetString(...) but assign a new string via "Hello world".

Example addon using this type of translation to spy on, eg. pChat.

Depending on your usecase and amount of needed translations you could also not use ZO_CreateStringId but use your own addons global table like

Lua Code:
  1. CustomItemNotes = {}
  2. local lang = {}
  3. lang["en"] = {
  4.  editNote = GetString(SI_EDIT_NOTE_DIALOG_TITLE)
  5. }
  6. lang["es"] = {
  7.  editNote = "Aye caramba!"
  8. }
  9. --Using metatables to get missing entries of a table lang["languageId"] from lang["en"]
  10. setmetatable(lang["de"], {__index = lang["en"]})
  11. setmetatable(lang["fr"], {__index = lang["en"]})
  12. setmetatable(lang["jp"], {__index = lang["en"]})
  13. setmetatable(lang["ru"], {__index = lang["en"]})
  14.  
  15. CustomItemNotes.lang = lang

You can also mix both so that the table contets vill be loaded from the $(language).lua files dynamically so users can send in new files quickly.
And you do not need to change any other addon code.
Last edited by Baertram : 04/08/21 at 09:48 AM.
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Unread 04/08/21, 03:19 AM  
Alianym
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Originally Posted by Baertram
Originally Posted by Alianym
I often figured SecurePostHook was more 'trusted' because of the word 'Secure', but I guess not!

Otherwise, I'll go ask Votan. :P
It definatel is and was created for that purpose, but the inventory still handles a lot as "untrusted" if you try to get "in between".
Means: If the inventory has not finished loading it's code from A to Z and you somehow get in between before Z was finished, it will taint the code of the inventory and thus throw this kind of errors. The call stack shows you then at what place your code got inserted and tainted ZOs code.

btw, if you'd like to add more language support:

Edit note:
[German]
"Notiz bearbeiten"

[Spanish]
"Editar nota"
Ahhh... I see. Yeah, figured that about the call stack, just decided it was faster/more efficient to just do the re-write anyway.

Thanks! Always looking for ways to include more people/languages. (Speaking of that, I'm going to look into Gamepad support. I think here it's pretty doable). I'm using GetString(SI_EDIT_NOTE_DIALOG_TITLE) which is the ZOS string for "Edit Note" (or "Notiz bearbeiten", etc.) but I haven't done much with support for unofficial language translations.

Do you know if that's just a case of accounting for a GetCVar("language.2") value of "es"?
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Unread 04/08/21, 02:21 AM  
Baertram
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Originally Posted by Alianym
I often figured SecurePostHook was more 'trusted' because of the word 'Secure', but I guess not!

Otherwise, I'll go ask Votan. :P
It definatel is and was created for that purpose, but the inventory still handles a lot as "untrusted" if you try to get "in between".
Means: If the inventory has not finished loading it's code from A to Z and you somehow get in between before Z was finished, it will taint the code of the inventory and thus throw this kind of errors. The call stack shows you then at what place your code got inserted and tainted ZOs code.

btw, if you'd like to add more language support:

Edit note:
[German]
"Notiz bearbeiten"

[Spanish]
"Editar nota"
Last edited by Baertram : 04/08/21 at 02:24 AM.
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Unread 04/07/21, 08:47 PM  
Alianym
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Originally Posted by ksorah
First thank you very much because you done it and you said that was my idea (I didn't ask for this, it is very honest)...

I try it right now !
You're welcome!

I had to update how it worked to get around some issues with ZOS-code conflicts, but hopefully it still suits your purposes.
Let me know what you think of the new way of doing the notes. Open to feedback!

Originally Posted by Baertram
Warning: Spoiler
I think I managed to get around the problem but we'll find out I guess!
I often figured SecurePostHook was more 'trusted' because of the word 'Secure', but I guess not!

Otherwise, I'll go ask Votan. :P
Last edited by Alianym : 04/07/21 at 08:48 PM.
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Unread 04/07/21, 04:17 PM  
Baertram
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Attempt to access a private function 'UseItem' from insecure code. The callstack became untrusted 1 stack frame(s) from the top.
This happens if you access functions of the inventory (ZO_PlayerInventory e.g.) and alter them/hook them. The inventory get's untrusted than due to addon changes and some functions will fail to run after that.

e.g. in your lua file:
Lua Code:
  1. SecurePostHook("ZO_InventorySlot_OnMouseEnter", ...)

If you change anything within the inventory, or use ZO_PreHook or ZO_PostHook/SecurePostHook this happens quite often.
That's why e.g. LibCustomMenu was created and should be used for inventory context menu related stuff.

If the lib does not provide API functions for this you could try to create the hook later, at EVENT_PLAYER_ACTIVATED. EVENT_ADD_ON_LOADED maybe too early for the inventory. But it could still have the problem that the inventory will be "created" as the inv is opened the first time. And after that the hooks should be done than. In the past this helped but it's quite difficult to do.

Maybe ask Votan, he got more experience with this!
https://gitter.im/esoui/esoui
Last edited by Baertram : 04/07/21 at 04:20 PM.
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Unread 04/07/21, 11:32 AM  
Alianym
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Originally Posted by Baertram
Abou your description text:


If you use the itemId this will not change as the item get's upgraded or enchanted!

Only if you use the itemLink of the item it will change. But the itemId is the same number for the same item! Also do not use the uniqueId, or the itemInstanceId! Both will change for each item each time you change anything like quality, enchantment, level etc.

You can get the itemId of the item via GetItemLinkItemId(Itemlink) or GetItemId(bagId, slotIndex) API functions.
Depending on your usecase GetItemInstanceId(bagId, slotIndex) could be helping as well. But it's changing too for the same "itemId"!

P.S.
If you minify the lua file it will not really speed up the addon load time.
But we wont be able to help here as all in 1 line just sucks and is not human readable :-(
Not sure if this was intended or not (as a kind of protection), but I wouldn't recommand it.
Huh, interesting. Ah, maybe it was uniqueId or itemInstanceId I was confusing it with, then (in a random AddOn I made for myself I was playing around with various IDs so might've gotten them mixed up). I'm getting it via GetItemId(bagId, slotIndex). I got into the habit of minifying from one of my other AddOns where I was storing a ton of table data about quests (which I'm now able to get from updated Libs so !) and the file was getting pretty big (for a text file) so it's pretty much a habit now. Anyway, I'll upload an un-minified version once I'm back at my computer and able to grab the original version then you guys can have at the code yourselves. :P

Will have a look at your error, too, LoneStar.
Last edited by Alianym : 04/07/21 at 11:52 AM.
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