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Update 7 (1.7.0)
Updated:10/05/15 12:27 AM
Created:04/23/14 08:18 AM
Monthly downloads:65
Total downloads:11,580
Favorites:36
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X4D Bank  Popular! (More than 5000 hits)
Version: 1.26
by: wilson0x4d [More]
X4D Bank

X4D Bank is a LibStub-compatible Add-On that performs regular Bank deposits.

Features
  • Auto-Deposit Gold, either fixed amount or percentage.
  • Specify a Reserve Amount, and optionally Auto-Withdraw to maintain your Reserve.
  • Specify Deposit Down-Time, such as depositing Gold only once an hour.
  • Auto-Deposit Items by filling incomplete stacks in your bank..
  • Deposit and Withdraw based on Item Type.
  • Options UI for easy configuration.

Planned Features
  • Display Gold Deposit output, currently relies on X4D Loot (or any similar add-on) for displaying Balance Changes.


Installation

First, make sure you have the latest X4D Core installed.

As with most Addons, simply open the Archive and copy the contents into "%USERPROFILE%\Documents\Elder Scrolls Online\live\Addons\" folder.

If ESO is already running, execute /reloadui command.


Change Log

To see version history, including 'vNext' (soon to be published) changes, view the README on Github.
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Unread 06/25/14, 12:15 PM  
gillysan

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SektaNZ is highly mistaken. Anyways...since the big patch for 1.0.2 this addon isn't working for me. I'm checking in to see if the author is still active? I hope. Can't live without this addon.
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Unread 06/26/14, 01:18 PM  
Collector

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Flag individual items to be left untouched

Great addon... thanks for the work. I would be nice to be able to flag individual items per character that won't be moved back and forth automatically. For instance, I would like to deposit all of alchemy items for my alchemy mule, but I want my main to hold on to that stack of [Elixir of Spell Critical].
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Unread 06/27/14, 06:08 PM  
farangkao
 
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Originally Posted by gillysan
SektaNZ is highly mistaken. Anyways...since the big patch for 1.0.2 this addon isn't working for me. I'm checking in to see if the author is still active? I hope. Can't live without this addon.
It seems to work for me, do you get an error message or something specific that isn't working?
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Unread 06/28/14, 01:19 AM  
Kenzo

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Hi,

the enchanting stones withdraw or deposit are not working anymore since Patch 1.2.3
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Unread 07/03/14, 02:16 PM  
Wardan

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Originally Posted by Kenzo
Hi,

the enchanting stones withdraw or deposit are not working anymore since Patch 1.2.3
Disclaimer: I am not a programmer and cannot guarantee this will work for you. but it did work for me.

in the X4D_Bank.lua file replace:

[6] = {
Title = 'Enchanting Items',
Description = 'Enchanting Runes, Boosters and Glyphs',
Types = {
ITEMTYPE_ENCHANTING_RUNE,
ITEMTYPE_ENCHANTMENT_BOOSTER,
ITEMTYPE_GLYPH_ARMOR,
ITEMTYPE_GLYPH_JEWELRY,
ITEMTYPE_GLYPH_WEAPON,
},

with:

[6] = {
Title = 'Enchanting Items',
Description = 'Enchanting Runes, Boosters and Glyphs',
Types = {
ITEMTYPE_ENCHANTING_RUNE_ASPECT,
ITEMTYPE_ENCHANTING_RUNE_ESSENCE,
ITEMTYPE_ENCHANTING_RUNE_POTENCY,
ITEMTYPE_ENCHANTMENT_BOOSTER,
ITEMTYPE_GLYPH_ARMOR,
ITEMTYPE_GLYPH_JEWELRY,
ITEMTYPE_GLYPH_WEAPON,
},
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Unread 07/21/14, 12:29 AM  
Xanderificus

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I'd like to be able to have my woodworker withdraw staves/shields but still have my smith withdraw all the metal weapons/armour. Is there any way to differentiate?

Likewise, could traits and raws be separated? I'm keeping all trait stones banked so wood/smith/cloth alts can access them but would like for each to be able to withdraw their respective raw items.

Might be shooting high but changes don't happen if you don't ask, right?
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Unread 04/16/15, 03:35 AM  
wilson0x4d
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Post v1.13 - Ignored Items, Additional Item Types, Improved 'Raw Materials' handling, etc

Originally Posted by Xanderificus
I'd like to be able to have my woodworker withdraw staves/shields but still have my smith withdraw all the metal weapons/armour. Is there any way to differentiate?
I've added an 'Ignored Items' option to the add-on. It allows you to ignore items by quality, item type, level, name, etc. The implementation allows you to use LUA patterns (which also means simple string matching is supported.) This may not be perfect for your particular case, but it may work.

Originally Posted by Xanderificus
Likewise, could traits and raws be separated? I'm keeping all trait stones banked so wood/smith/cloth alts can access them but would like for each to be able to withdraw their respective raw items.
I've modified the 'Raw Materials' category to include raw materials from all tradeskills. Let me know if this is the behavior you were looking for. In the next release I'm providing finer control over item types and restructuring how groups are presented/managed. Thus, if you need more control than the current version provides, stay tuned, it's on the way.

Originally Posted by Xanderificus
Might be shooting high but changes don't happen if you don't ask, right?
Yeah, not only for this addon, but typically for authors of other addons looking for ideas now and in the future as well. Suggestions are always welcome!
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Unread 04/17/15, 11:48 AM  
Glen348
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Per chars SavedVariables not working
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Unread 04/17/15, 08:19 PM  
wilson0x4d
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WILL-FIX:
Originally Posted by Glen348
Per chars SavedVariables not working
I cleaned out my savedvars and this helped uncover a bug they were previously hiding.

Thanks for this report, I've resolved the issue and will have new packages uploaded later tonight (or tomorrow, at the latest, I need to do a lot of testing before I publish with some of the changes I'm making.)

Thanks!
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Unread 04/18/15, 03:28 PM  
Glen348
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Originally Posted by Glen348
Per chars SavedVariables not working
Wiped all my addons and SavedVariables, only running X4d-core,bank,loot,xp and still not saving
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Unread 04/18/15, 06:17 PM  
wilson0x4d
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Originally Posted by Glen348
Originally Posted by Glen348
Per chars SavedVariables not working
Wiped all my addons and SavedVariables, only running X4d-core,bank,loot,xp and still not saving
yeah found this a bit ago, fix is about to get uploaded.

i rushed the deployment this morning, i shouldn't have. i know better.
Last edited by wilson0x4d : 04/18/15 at 06:24 PM.
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Unread 04/19/15, 03:58 AM  
Joklix

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Itemsave

Could you please add an option to ignore items marked with Itemsaver?

It would be great also if you could add a changelog to your addons. It is easier to have a look at new or reworked parts.
Last edited by Joklix : 04/19/15 at 04:04 AM.
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Unread 04/19/15, 12:14 PM  
wilson0x4d
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PLANNED-
Originally Posted by Joklix
Could you please add an option to ignore items marked with Itemsaver?
I'll look into it. I scanned a few addons this morning and nothing obvious jumped out, and the ItemSaver docs don't explicitly note any libStub-based mechanism for hooking into ItemSaver. What little I saw just now looked hack-ish. Worst case I reach out to ItemSaver author(s) and legitimize integration (if it hasn't already been done.) Best case is there are already integration hooks exposed and I just need to find them.

Originally Posted by Joklix
It would be great also if you could add a changelog to your addons. It is easier to have a look at new or reworked parts.
Yeah, I hear ya. It's hard to trust an update when you don't know what was changed (or, rather, what may have broken.)

I used to publish the changelog on ESOUI, but it actually takes me a fair amount of time to upload packages let alone edit the text. It drives me a little bonkers. Sometimes I wish ESOUI would optionally use the included README.md instead of requiring me to hand edit BBCODE, in the same vein, I wish ESOUI would let me upload a ZIP and read the Addon name out of the one root-most XXX.txt file and make assumptions about which addon i'm attempting to update (verifying, of course, that it's the right one.) Unfortunately, ESOUI's primary user flow isn't uploads. It's downloads. I doubt the current flow will change.

That said.. I *do* maintain a user-friendly changelog for each Addon, I'm just not publishing it on ESOUI anymore (this saves me about 10-15 minutes overall when republishing, and spares me a bit of sanity.)

You can check the changelogs inside the download(s) or on Github where the source code is hosted. The changelogs are at the end of each README.md (except for All-In-One, for this I include no Changelog, only installation notes.)

For example:

I plan on rendering these inside the Addons (inside or next to the Settings UI for example) but it has been at the bottom of my list since the beginning.

Hope this helps!
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Unread 04/19/15, 12:56 PM  
wilson0x4d
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Originally Posted by wilson0x4d
PLANNED-
Originally Posted by Joklix
It would be great also if you could add a changelog to your addons. It is easier to have a look at new or reworked parts.
You can check the changelogs inside the download(s) or on Github where the source code is hosted. The changelogs are at the end of each README.md (except for All-In-One, for this I include no Changelog, only installation notes.)
I forgot to mention, there is also the commit log. I'm a diligent dev, and usually make very clean commits with concise descriptions, and 99% of the time I prefix with a tag so I know "where" in the code the change was made:

X4DESO Master Commit Log

While it's not as attractive as the README, this is more accurate and will let you know *everything* I changed (and occasionally I explain why.)
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Unread 04/19/15, 02:37 PM  
Joklix

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Originally Posted by wilson0x4d
PLANNED-
Originally Posted by Joklix
It would be great also if you could add a changelog to your addons. It is easier to have a look at new or reworked parts.
You can check the changelogs inside the download(s) or on Github where the source code is hosted. The changelogs are at the end of each README.md (except for All-In-One, for this I include no Changelog, only installation notes.)

For example:
Thx for clarification. It would be enough to have a link to those readme files. So users who are not familar with github will find changes easier.
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