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Dragon Bones (3.3)
Updated:03/06/18 01:25 PM
Created:09/15/14 11:37 AM
Monthly downloads:138
Total downloads:135,257
Favorites:253
MD5:
Bank Manager Revived  Popular! (More than 5000 hits)
Version: 11
by: SnowmanDK, Ayantir, Eldrni
Bank Manager Revived will help you manage your Bank & your guild bank


It will automatically push or pull the specific items from your Main character inventory to the bank ou your bag. Really suited for managing mules for example because you can log your mules and take only the craft or items you want.

If you got a crafter/mule for provisioning for example, you can take all items for provisining from your bank and send all items you crafted (like food) to your bank instanly.





Global features
  • Bank & Guild Bank support
  • Auto move when opening bank (item/currencies)
  • Display a detail of each move and/or summary
  • Don't move items protected by ItemSaver / FCO Item Filter addon
  • Don't move items moved by other addons while interacting
  • Import setting between characters
  • Auto restack bank / bag /guild bank after completion
  • Fully localized
  • Pull your writs items needed for quests

Profile support
  • Each character can have 9 profiles defined with their own rules. If 2+ profiles are defined or the current profile is not set to automatically transfer items, an UI will appear at bank to let you switch between profiles. You can easily set a name, and reset a profile.

Currencies (Gold / TelVar)
  • 2 sliders to choose how much to keep in bag, how much to grab from bank if you don't have enought. (0 to disable the 2nd function). Gold sliders are 0 up to 200K, TelVar are 0-10K.

Trait stones
Each material is configurable
  • Choose to push/pull 1 or + (up to 10) stacks.

Styles stones
Each material is configurable
  • Choose to push/pull 1 or + (up to 10) stacks.
  • Same for raw style stones

Blacksmithing
Each material is configurable
  • Choose to push/pull 1 or + (up to 10) stacks of tremps.
  • Choose to push/pull 1 or + (up to 10) stacks of raw material.
  • Choose to push/pull 1 or + (up to 10) stacks of refined material.
  • Choose to push/pull weapons (set excluded).
  • Choose to push/pull heavy armors (set excluded).
  • Choose to push/pull intricate weapons (set excluded).
  • Choose to push/pull intricate heavy armors (set excluded).
  • Choose to push/pull researchable weapons (set excluded). <- CraftStore addon support inside
  • Choose to push/pull researchable heavy armors (set excluded). <- CraftStore addon support inside

Clothier
  • Same as blacksmithing. Medium and Light Armors are splitted

Woodworking
  • Same as blacksmithing

Provisionning
  • Choose to push/pull 1 or + (up to 10) ingredients for food
  • Choose to push/pull 1 or + (up to 10) ingredients for drinks
  • Choose to push/pull 1 or + (up to 10) rare ingredients
  • Choose to push/pull 1 or + (up to 10) Psijik Ambrosia
  • Choose to push/pull known recipes
  • Choose to push/pull unknown recipes

Enchanting
  • Choose to push/pull 1 or + (up to 10) aspect runes. Special option for "Ta"
  • Choose to push/pull 1 or + (up to 10) essence runes
  • Choose to push/pull 1 or + (up to 10) potency runes, each enchanting tier got its own configuration
  • Choose to push/pull 1 or + (up to 10) glyphs

Alchemy
  • Choose to push/pull 1 or + (up to 10) reagents
  • Choose to push/pull 1 or + (up to 10) solvants, each alchemy tier got its own configuration

Trophies
  • Choose to push/pull Treasure maps
  • Choose to push/pull Craft surveys
  • Choose to push/pull style motif fragments
  • Choose to push/pull recipe fragments
  • Choose to push/pull IC PVP trophies
  • Choose to push/pull IC PVE trophies
  • Choose to push/pull quest trophies

Misc
  • Choose to push/pull AvA repair
  • Choose to push/pull disguises
  • Choose to push/pull lockpics
  • Choose to push/pull lures
  • Choose to push/pull potions
  • Choose to push/pull racial books
  • Choose to push/pull containers
  • Choose to push/pull repair kits
  • Choose to push/pull soul gems, empty or charged


Your OWN rules

  • The Rule writer permit to advanced users to write their own rules. Few things to consider.
    User have to decide for all rules if they should be run before or after the standard ones embedded with the addon
    After hitting "enter" or at the lost of the focus (by clicking elsewhere), rule is analyzed. If this one is correct, a recap is shown. If the editbox get stripped, that's because you mistyped a rule.

    Syntax :

    Very basic :

    CONDITION : ACTION

    What is CONDITION ?
    • Condition is a list of 1+ conditions separated by the symbol +
    • Each condition MUST be filled in order to do the ACTION.



    The items which won't be NEVER moved :
    • The items marked as Junk
    • The Crown Store items
    • The items that are bound to your backpack
    • The Locked Items (by the lock function of ESO, ItemSaver or FCO ItemSaver).

    Weapons / Armors / Jewels : The SET Information.
    • Per default, for Weapons, Armors and Jewels, BMR won't move items which are part of a set. But you'll be able to move them even if you want with a special keyword.

    Some Keywords will require an additional info with a Comparison operator OR a list of valid values.
    • Per example the keyword QUALITY will require a logical operator followed by the concerned quality.
      You can use < > <= >= == ~= as operator.
      == means equal and ~= means different
    • Operator == accept multiple values separated by a comma ,

    Case sensitive ?
    • No. Type as you want.


    Before starting with the list : 2 examples :

    ARMOR HEAVY + QUALITY == YELLOW : PUSH
    It means that this rule will push to bank all heavy armors with a quality strictly equal to yellow

    RESEARCHABLE SHIELD + QUALITY == WHITE,GREEN + STYLE BASIC + MAX 2 : PULL
    It means that this rule will pull from bank Maximum 2 researchable shields with a quality green OR white which are from a basic style.


    List of keywords

    Please note that some keywords accept optional parameters.

    ARMOR : The armors of the game.
    Optional:
    • LIGHT : The light armors
    • MEDIUM : The medium armors
    • HEAVY : The heavy armors

    WEAPON : The weapons of the game : Please note: Shield IS a weapon.
    Optional:
    • SMITHING : The weapons made at smithing station. (1/2H Sword, Axe, Mace, Dagger).
    • 1HSWORD : Sword 1 handed
    • 2HSWORD : Sword 2 handed
    • 1HAXE : Axe 1 handed
    • 2HAXE : Axe 2 handed
    • 1HMACE : Mace 1 handed
    • 2HMACE : Mace 2 handed
    • DAGGER : Daggers
    • WOODWORKING : The weapons made at woodworking station. (staff + bows + shields).
    • STAFF : The staffs (Ice, Fire, Storm, Resto)
    • INFERNOSTAFF Inferno staff
    • ICESTAFF : Ice staff
    • LIGHTNINGSTAFF Lightning staff
    • BOW : The bows
    • SHIELD : The Shields


    RECIPE : Recipes of the game
    • FOOD : Food recipes
    • DRINK : Drink Recipes
    • FURNITURE : Furniture recipes


    QUALITY
    Mandatory parameter (with an operator)
    • GREY
    • WHITE
    • GREEN
    • BLUE
    • PURPLE
    • YELLOW

    MAXIMUM : Maximum count if items to move (even if there is more to move).
    Mandatory parameter (without an operator)
    • A valid number between 1 and 10000. Please note, no space, no commas 10000 is valid, 10 000 is invalid, 10,000 is also invalid


    ITEM : An item identified by its name
    Mandatory parameter : Name of the item between double quotes. ex ITEM "Nirnroot".
    This is a totally static thing. if zenimax change the item name, the rule will need to be redo. If there is multiple items with same names, all items will be triggered (ex: potions).





    What is ACTION ?

    Action is at your choice :
    • PUSH : It will push the item(s) into your bank.
    • PULL : It will push the item(s) into your bank.
    • PUSH BANK AND "The Name of My Guild Bank" : It will push the item into your Bank, and if the stack count defined in ACTION is hitted, will be pushed into the concerned Guild bank. Ex: PUSH BANK AND "Imperial Traders"
    • PUSH TO "The Name of My Guild Bank" : It will push the item into the concerned Guild bank. Ex: PUSH TO "Warehouse Lovers"








For all thoses actions, you can either choose to push to bank, pull from bank, push to guild bank, or push to your bank first and let the modulo to your guild bank or as is in your bag.

Every group of rules can be linked to a specific bank allowing you to use multiple Guild Banks for specific rules aswell.
10.5
- API, Lib Bump
- Little fix on currencies labels
- Little update of raw style stones rule

10.5
- Tiny fix for protected items

10.4
- Repair Kits are now correctly moved
- Fixed bug with FCO ItemSaver addon

10.2
- Added Vouchers as currencies
- Currencies actions now follow detailled moves and summary settings
- Merged currencies subpanels into one
- Fixed the Heartwood not being moved by furniture material rule

10
- API & Lib Update
- Added Alliance Points in currencies automatic moves
- Reworked Housing > Ingredients rule. It's now labelized as Furnishing Material and will move those items again.
- Renammed Crown Repair in Misc section to Repair & Crown Repair. This rule move repair kits for your armor.
- Renammed Psijik Ambrosia rule in Provisionning to Psijik Ambrosia & Mythic Aetherial Ambrosia to better reflect what the rule was doing.
- Added Grain of Pearl Sand in Raw styles stones as they can be looted ingame in order to make the Order of the Hour stylestone.
- https://github.com/Ayantir/BankManagerRevived

9
- API & Lib Update
- Added support for Subscriber Bank
- Resetted Intricate rules for Smithing Weapons and Woodworking as they were buggy. They now works too.
- Bags won't be stacked anymore if nothing has been moved

8.2
- Reverted a little error for ingredients handling.
- Really suppressed trophyQuests filter
- Fixed a tiny typo for Potions label rule in FR/DE languages.

8.1
- Added Housing Subcategory
- Added a rule to move Housing Known recipes
- Added a rule to move Housing Unknown recipes
- Added a rule to move Housing Furnitures
- Added a rule to move Housing Ingredients
- Added a rule to move Master Writs

8
- API Update
- Lib Update
- Filter trophyICPVP (Bones, Ether, etc) has been removed has the items doesn't drop anymore. To move IC Key fragments, please use trophyICPVE filter.
- Filter trophyQuests has been removed has the items are now handled by memento system.
- Filters trophyFragRecipe has been a little bit improved, even if there was no collision.
- Filters trophyFragMotifs has been fixed, because its type had changed by ZOS and now include all Style Motif Fragments. Please note that some Motifs Fragments are bound to backpack and cannot be moved to banks.
- Filters trophySurveys has been fixed, and don't touch anymore Thiefs Edicts.
- Filter cookingRecipeKnown / cookingRecipeUnknown don't move anymore Furniture recipes.
- Fix for import setting option between characters.

7
- API Update
- Added few raw stylestones introduced by last DLCs

6
- API & Lib Update

5
- API Update
- Poisons Solvants are now handled by same rules than Potions Solvants. (All metafilter and each solvant level rule).

4.6
- Fix for slowdowns (crahs) at bank for some users
- Fix for a rare case where the addon wasn't doing anything more after leaving bank

4.5
- Option to add a delay (in ms) added. 0 per default. Set it to 10ms to avoid freeze/crashes, and more if you often move 100+ different items in a row to avoid "Spam kick".

4.4
- Added specific option for Aspect rune "Ta". Please note that "Aspect Runestones" rule won't move anymore this item. You can also choose guild and stack option for this new rule. It is located at the bottom of Enchanting submenu.
- Added option for Psijik Ambrosia. Please note that the item cannot be moved per unit, but only per stack.
- Due to ZOS restriction, you'll be kicked if moving more than 100 items in less than 10 seconds. BMR will now stop at 98 items, and warn you. You'll need to wait 10s to re-execute BMR again, or you'll be kicked
- Tiny fix to Medium armors.
- Added a check to handle a rare Lua error still unsolved.
- Updated LibAddonMenu library

4.3.2
Bumped to API 100014.

4.3.1
- Writs quests now recognize Glyphs & Potions needed for the quest
- Soul gems have been splitted into 2 options, charged ones and empty ones. you'll need to reactivate the rule

4.3
- Added a new filter for writs quests. If you got a writ quest and this filter activated, BMR will pull the needed quantity to your bag. please note that BMR will only move reagents, solvants, runes, food & drinks and can fail for food and drinks for the cooking writ due to mistranslations if you play in german or french.

- Added an option to do not overfill your destination bag (bank or bag). BMR won't push items if they need a new slot and space is inferior to the threshold set
- Added an option to set the delay when bank and guild bank is opened. Consider that decreasing too much can cause bugs.
- Added an option to do not display non-moved items. Please note that "non moved notices" are displayed only when destination bag is full (or when overfill limit is reached).
- Roomba restack is now made only if BMR has moved items
- Profiles submenu is now displayed first in list and top options are now subcategorized after profiles submenu


4.2.1
- Guild Bank Support. Choose an associated guild for some rules, choose to configure BMR to push to Guild bank or both banks and BMR will push items or the modulo in the desired Guild Bank.
- CraftStore 3.30 compatibility
- Fix for Matarials meta rules which were not receiving the correct value of "Only if full stack" option and "Max stacks" option
- Items moved by another addons while interacting at bank are no longer moved
- BMR options are now accessible by /bmr
- Tiny optimizations


4.1
- API Bump
- Added raw materials and associated rules relative to Orsinium
- Dynamic addition of new styles (even without updating \o/)
- Little fix to the checking engine, BMR should only display that it din't moved an item only when your bag (or bank) is full
- Tiny fixes

4.0.10
- Trophy rules have been expanded :
Trophy rule in Misc section no longer exists
A New Trophy category has been added, it contains :
Treasure Maps, Survey (craft) map, Style Motif Fragments (Dwemer, Glass, & the future Akaviri, Mercenary, etc ..), Recipe Fragments (Ambrosia recipe), Imperial City PVP Trophys (Teeths, Claws, Ether, etc), Imperial City PVE Trophies (Daedric Shackles & Embers), Quest Reward Trophies (thus given at each public delve).

- Keybindings are back. You can set a keybind per profile, it will switch (& execute if you're at bank) the associated profile

- UI width is a little bit wider
- Option panel is now correctly synced with your choice when using arrows to move to next or previous profile in UI

- Added a global function BankManagerRevived_inProgress() which will return a boolean to indicate if BMR is actually moving items & currencies. This one is intended to 3rd party addons which may scan bag and bank moves. (if BankManagerRevived_inProgress and BankManagerRevived_inProgress() then ... end)

4.0.9
- Step for gold sliders is now 250g instead of 1000g

4.0.8
- Added an option in currency panels to "Keep in Bank" instead of "Keep in Bag" for users who prefer to get a static amount in bank instead of having a static amount in bag
- Fixed last labels in Blacksmithing submenus.

4.0.7
- Crafting categories are no more misslabeled (due to an obvious ZOS bug)
- Stacking is a bit more effective when having multiple combinaison of stacks in source and destination bags (Due to a second obvious ZOS bug)
- Added Raw Material and Refined Material as metafilters for Blacksmithing/Clothier/WoodWorking
- Junk items are no more moved
- Fixed a little bug with potency rules (due to an obvious bug of my brain).

4.0.6
- UI is smaller, movable and position is saved when moving it
- You can now scroll on the UI button (the chest) to switch between profiles

4.0.5
- Tiny fix for automatic interaction when having multiple profiles defined

4.0.4
- German translation re-added. Many thanks to Medallyonify!

- Users who wants to keep 0 currency in their bag must now check "Don't Keep any ...". A "Keep currency" slider set to 0 now has no effect. The option "Don't Keep any ..." is only available if "Keep currency" is set to 0. This is intended to keep the default value to "uninitialized state".
- Added "All" metarules for Alchemy (Reagents + Solvants), Enchanting (Runes + Glyphs), and Material (Raw material + Refined Material) for Woodworking, Blacksmithing and Clothier. Please note that "All" rules are executed after other ones.
- Medium armor block has been moved before clothier material block, just next to light armors

4.0.3
- Fixed FCO ItemSaver integration
- Dropped missing debug introduced by last version

4.0.2
- "Fill-up to" option fixed for currencies
- Added Glyphs rules in Enchanting submenu
- Fixed wrong summary for currencies moves (even if they were correctly moved).

4.0.1
Complete rewrite of the addon. Rules have been resetted, some removed, lot added. UI looks bit different, see addon description for more details.

3.0.27
Updated to API 100012.

3.0.26
Added "Crown Repair Kits" to "Repair Kits" filter.
Added 2 new subfilters: "Trophy Fish" and "Collectibles". All items have NOT been added yet!
Added "Chattering Skull", "Inert Egg" and "Perfectly Balanced Gyro" to "Collectibles" filter.
Updated to libAddonMenu 2.0 r18.

3.0.25
Blocked moving stolen items to the bank as it's not allowed.
Removed reference to outdated and not used LibAddonMenu 1.0.

3.0.24
Changed max stack size to 200 to accomodate the new max stack sizes.
Changed so editing settings with a triangle mark (warning) will do a reloadui immediately.

3.0.23
Ready for Update 6/API 100011 (v1.6.x).

3.0.22
Updated french translation, thanks to solaxx :)
Removed a test function I forgot about. It caused other addons to fail.

3.0.21
Fixed an error that occured ONLY on new characters and ONLY on french clients.

3.0.20
Updated included LibAddonMenu2.0 to r17 (latest).
Added more trophys to the filter.
* NOTE! Treasure maps are cought by the filter too at the moment.
Removed Vanity Pets, as they will not be in the inventory/bank anyway after Update 6.

3.0.19
Added Nirncrux materials submenu.
Changed status messages, so only relevant info is shown (no more "Nothing stacked" messages).

3.0.18
Assigned Nirnroot Wine as a "Trophy"
Assigned Shadowsilk Gem as a "Trophy"
Made recognition of Dwemer Frames language independant.
Made recognition of Lockpicks language independant.
Correctly assigned all gear repair kits to "Repair Kits" (language independant).
Added new category: "Vanity Pets" (still miss Item Link ID's for some of these. I post what I have in comments).

3.0.17
Moved "FCO ItemSaver" to profile specific settings. NOTE: Default is ON!
Moved "Item Saver" to profile specific settings. NOTE: Default is ON!

3.0.16
Fixed a mistake that made stacking fail at times.

3.0.15
Added support for FCO ItemSaver.
Finetuned some settings.

3.0.14
Fixed negative values, so it transfers in the opposite direction.

3.0.13
Added shortcut key to the button tooltips.
Fixed a few misspellings in english.

3.0.12
Fixed issue with "current profile" resetting to default while doing settings.

3.0.11
Restored old gold transfer functionality.
Improved gold transfer status messages to be more informative.
Updated German translation (Thanks Balver).

3.0.10
Added a setting so you can choose if you ALWAYS want to transfer gold, just keeping minimum set.
Added so you can change the settings of ALL your profiles WITHOUT having to reload (thanks for the tip Garkin).
Updated German translation fully (Thanks Balver).
Fixed so old delay settings are corrected if below 20 as it can cause a spam kick from the server.

3.0.9
Fixed a mistake causing some shortcuts to fail.

3.0.8
Removed some useless status messages.
Changed so gold is only moved when there is enough to move the FULL amount while KEEPING minimum set.
Fixed so "Replace all settings" is reset when changing a sub-setting.
Added Dwemer Frames as a seperate setting (was covered by "Style Materials" before).
Renamed "Repair Items" to "Door and Wall Repairs" in "OTHERS".
Added "Repair Kits" under "OTHERS".
Added shortcut keys for profiles. Set them in Controls > Keybindings.
Updated screenshots on the addon page.

3.0.7
Improved status messages further.

3.0.6
Fixed missing text for all non-english languages. Sorry about that.
Changed "Clothier" to "Clothing" in settings.

3.0.5 MAJOR UPDATE! (thanks to QuadroTony for testing)
Switched settings to use LibAddonMenu-2.0.
Added support for Item Saver marked items.
Added a Dwemer Materials submenu (only scrap is there for now).
Increased the maximum number of profiles to 10.
Changed so buttons window scales to the number of profile buttons.
Added new buttons for the 10 profiles.
Fixed "Replace all settings" so they stick.
Increased minimum delay on transfers to avoid kick for spam.
Changed a lot of status messages to look better/make more sense.
Removed all Guild Bank functions as they never worked.
Removed "Armor Booster" as no such thing exists in the game.
Removed "Weapon Booster" as no such thing exists in the game.
Removed "Enchantment Booster" as no such thing exists in the game.
Removed "Poison" as no such thing exists in the game.

2.9.14
Updated for compability with API100010 (v1.5.x).

2.9.13
Fixed a problem that made transfers fail silently (thanks for the problem solving to jesaul and Garkin).

2.9.12
Changed minimum time between bank <> inventory gold transfers to 0.
Changed so IF you have below the minimum amount of gold set, then it moves gold the other way IF there is enough gold.

2.9.11
There was a conflict with a global value across several addons. This hopefully fixes it.

2.9.10
Temporary fixed the issue by forcing english.

2.9.9
HOPEFULLY fixed the issue on non-english clients, as I added a fallback in case of missing language info.

2.9.8
HOPEFULLY fixed an issue on non-english clients.

2.9.7
Fixed a few mistakes in first release, including confusing naming, sorry.

2.9.6
Updated to comply with ESO v1.4.x.
Optional Files (1)
File Name
Version
Size
Author
Date
Type
14.90
118kB
06/05/22 11:03 PM
Patch


Archived Files (62)
File Name
Version
Size
Uploader
Date
10.5
166kB
Ayantir
09/05/17 03:18 PM
10.4
166kB
Ayantir
09/03/17 04:01 PM
10.2
166kB
Ayantir
08/27/17 10:43 AM
10
166kB
Ayantir
08/26/17 05:25 AM
9
163kB
Ayantir
06/01/17 06:06 PM
8.2
163kB
Ayantir
03/27/17 05:46 PM
8.1
163kB
Ayantir
03/27/17 04:13 PM
8
163kB
Ayantir
03/25/17 02:05 PM
7
145kB
Ayantir
09/12/16 02:41 AM
6
145kB
Ayantir
08/09/16 06:37 AM
5
147kB
Ayantir
06/06/16 03:19 AM
4.6
148kB
SnowmanDK
05/11/16 11:27 PM
4.5
143kB
Ayantir
03/14/16 12:18 PM
4.4
143kB
Ayantir
03/13/16 11:02 AM
4.3.2
142kB
SnowmanDK
03/10/16 10:06 AM
4.3.1
142kB
Ayantir
11/28/15 01:15 PM
4.3
141kB
Ayantir
11/25/15 04:49 PM
4.2.1
139kB
Ayantir
11/09/15 09:56 AM
4.1
135kB
Ayantir
11/02/15 12:36 PM
4.0.10
135kB
Ayantir
10/29/15 12:46 PM
4.0.9
134kB
Ayantir
10/29/15 03:44 AM
4.0.8
134kB
Ayantir
10/28/15 06:38 PM
4.0.7
133kB
Ayantir
10/28/15 05:57 PM
4.0.6
132kB
Ayantir
10/27/15 05:25 AM
4.0.5
132kB
Ayantir
10/26/15 12:41 PM
4.0.4
132kB
Ayantir
10/26/15 05:03 AM
4.0.3
131kB
Ayantir
10/25/15 05:24 PM
4.0.2
131kB
Ayantir
10/25/15 04:58 PM
4.0.1
131kB
Ayantir
10/25/15 11:24 AM
3.0.27
360kB
SnowmanDK
08/31/15 06:28 PM
3.0.26
361kB
SnowmanDK
06/15/15 11:15 AM
3.0.25
354kB
SnowmanDK
03/06/15 04:28 PM
3.0.24
354kB
SnowmanDK
03/04/15 09:32 AM
3.0.23
354kB
SnowmanDK
03/03/15 11:45 AM
3.0.22
354kB
SnowmanDK
03/02/15 01:20 PM
3.0.21
354kB
SnowmanDK
03/01/15 07:51 AM
3.0.20
354kB
SnowmanDK
02/27/15 11:12 AM
3.0.19
350kB
SnowmanDK
02/17/15 03:37 PM
3.0.19
350kB
SnowmanDK
02/17/15 03:33 PM
3.0.18
349kB
SnowmanDK
01/09/15 12:11 PM
3.0.17
349kB
SnowmanDK
01/07/15 03:34 PM
3.0.16
349kB
SnowmanDK
12/28/14 09:16 AM
3.0.15
349kB
SnowmanDK
12/27/14 09:25 AM
3.0.14
348kB
SnowmanDK
12/18/14 04:59 PM
3.0.13
348kB
SnowmanDK
12/07/14 06:22 AM
3.0.12
348kB
SnowmanDK
12/06/14 11:07 AM
3.0.11
348kB
SnowmanDK
12/06/14 02:21 AM
3.0.10
347kB
SnowmanDK
12/04/14 06:44 PM
3.0.9
347kB
SnowmanDK
12/04/14 01:10 PM
3.0.8
347kB
SnowmanDK
12/04/14 08:11 AM
3.0.7
345kB
SnowmanDK
12/02/14 11:36 AM
3.0.6
345kB
SnowmanDK
11/30/14 10:49 AM
3.0.5
345kB
SnowmanDK
11/29/14 04:44 PM
2.9.14
493kB
SnowmanDK
11/03/14 02:53 PM
2.9.13
493kB
SnowmanDK
10/11/14 04:48 PM
2.9.12
493kB
SnowmanDK
09/22/14 08:14 PM
2.9.11
493kB
SnowmanDK
09/22/14 04:55 PM
2.9.10
493kB
SnowmanDK
09/22/14 04:11 PM
2.9.9
493kB
SnowmanDK
09/22/14 01:18 PM
2.9.8
493kB
SnowmanDK
09/22/14 12:10 PM
2.9.7
493kB
SnowmanDK
09/15/14 12:44 PM
2.9.6
493kB
SnowmanDK
09/15/14 11:37 AM


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Unread 09/10/18, 11:56 PM  
Chlamydia1

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Originally Posted by ovinnik
Now. Here are my current edits. You'll need the localisation files as well.

BankManager.lua

BankManagerRules.lua

languages.zip

This is stable for me, but again, no guarantees.

Changes from the official version:

- added Jewelry Crafting materials (raw and refined)
- added Jewelry Crafting trait materials (raw and refined)
- overhauled the trait category to make it easier to find stuff
- renamed the trait category (previously: "Armor Traits & Weapon Traits")
- renamed the style category to go with the above (from singular to plural)
- added a checkbox for displaying BMR's UI, as the original settings forced it to display even when a keybind was set (now it's a manual choice)
- added some colour coding for the chat because failures, especially, were difficult to make out (green = success, red = failure, currencies and summary = yellow)
- went over all localisation files in order to proof-read and to add settings (EN and DE first; FR shouldn't need much, so I wasn't very attentive; might have to check RU again) (there may be old or new mistakes ... I did my best)
Amazing. Thank you for doing this.

Could you add these as a patch to the add-on by the way? Just for visibility as this comment will get buried eventually (it will also get pushed as an update in Minion that way).
Last edited by Chlamydia1 : 09/12/18 at 03:12 PM.
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Unread 09/09/18, 09:05 AM  
ovinnik

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Originally Posted by tomtomhotep
Originally Posted by ovinnik
Originally Posted by MycroftJr
The addon page mentions custom rules like:
ITEM "Nirnroot" : PUSH

but it doesn't say where to type them? Can anyone advise me on this?
By the way, as I've discovered while checking the localisation files, there should be text fields in the settings panel, probably at the very bottom. The option was hidden, so perhaps the functionality was broken?
Ayantir planned to add that functionality eventually, but never got around to doing it. The option is hidden because the option is the only part of the feature that exists. No code was ever written to actually do it.

That's the story as I have heard it.
Huh, I didn't think to check whether there existed any actual code to begin with. You live and learn. Thanks for clearing this up!
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Unread 09/09/18, 08:22 AM  
tomtomhotep
 
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Originally Posted by ovinnik
Originally Posted by MycroftJr
The addon page mentions custom rules like:
ITEM "Nirnroot" : PUSH

but it doesn't say where to type them? Can anyone advise me on this?
By the way, as I've discovered while checking the localisation files, there should be text fields in the settings panel, probably at the very bottom. The option was hidden, so perhaps the functionality was broken?
Ayantir planned to add that functionality eventually, but never got around to doing it. The option is hidden because the option is the only part of the feature that exists. No code was ever written to actually do it.

That's the story as I have heard it.
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Unread 09/09/18, 06:50 AM  
ovinnik

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Now. Here are my current edits. You'll need the localisation files as well.

BankManager.lua

BankManagerRules.lua

languages.zip

This is stable for me, but again, no guarantees.

Changes from the official version:

- added Jewelry Crafting materials (raw and refined)
- added Jewelry Crafting trait materials (raw and refined)
- overhauled the trait category to make it easier to find stuff
- renamed the trait category (previously: "Armor Traits & Weapon Traits")
- renamed the style category to go with the above (from singular to plural)
- added a checkbox for displaying BMR's UI, as the original settings forced it to display even when a keybind was set (now it's a manual choice)
- added some colour coding for the chat because failures, especially, were difficult to make out (green = success, red = failure, currencies and summary = yellow)
- went over all localisation files in order to proof-read and to add settings (EN and DE first; FR shouldn't need much, so I wasn't very attentive; might have to check RU again) (there may be old or new mistakes ... I did my best)
Last edited by ovinnik : 09/09/18 at 10:57 AM.
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Unread 09/08/18, 01:35 PM  
ovinnik

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Originally Posted by vecny.samotar
I leave some material in the bank while doing daily crafty. what about the material traits would be good for the raw materials and the finished materials both categories to be individually adjusted when fitting to all (6 figures) jewelery in one piece that will bring all the traits
Okay, yes, I concur. It's convenient to have for mules. I figured out how to do this, although my solution is probably rather bloated. Oh well. Seems to work.

Originally Posted by vecny.samotar
what is the separation separator that I suggested because of the jewerly trait material is transferred with the armor and weapon trait material, therefore, not under the category by armor => weapon => jewerly so if i want to set the shuffle only jewerly trait of materials i have to pass all the list to i found only only jewerly trait materialy
As I said, I've managed to separate the traits. No issues here. I'm currently testing some other stuff.

Originally Posted by vecny.samotar
when creating the jewerly crafting setup, I suppose sketched iny crafting and then edited it? so, in my opinion, a similar procedure could be used to make jewelry too
You don't seem to understand my problem with this. Are you waiting for me to code this for you or something? Please don't. I'm most likely going to try again just for the heck of it, but nothing's stopping you from doing the same.

Originally Posted by MycroftJr
The addon page mentions custom rules like:
ITEM "Nirnroot" : PUSH

but it doesn't say where to type them? Can anyone advise me on this?
By the way, as I've discovered while checking the localisation files, there should be text fields in the settings panel, probably at the very bottom. The option was hidden, so perhaps the functionality was broken?
Last edited by ovinnik : 09/09/18 at 06:52 AM.
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Unread 09/08/18, 12:13 PM  
vecny.samotar
 
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Originally Posted by ovinnik
Originally Posted by vecny.samotar
so I did not look there. I was accustomed so sooner I assumed the trait material for jewelcrafting I would be in jewerly crafting.
Why would you expect them somewhere else? The category for traits wasn't created by me, it was made by the authors, so it's a default panel.

Originally Posted by vecny.samotar
only the skit of the material traits for jewerly crafting is shuffled from other trait materials, would it not be possible to graphically separate the trait material to merge into one group within the "Armor Trait & Weapon Trait" category even though there is a separating straight line? see picture.
The default category has no dividers, either. But yes, this is possible.

Originally Posted by vecny.samotar
and is one note regarding the material trait for jewerly craft
there is a difference between jewerly craft and other crafts and that from the trait materialy you have to make the first to make up of 10 pieces of dust to have one piece of trait material so it would be better to make up but I do not know how to do it
I'm aware of this. With the version I uploaded, raw trait materials get moved when selecting to push or pull all trait materials. They aren't listed separately. It's possible to list them collectively as one extra entry, but I don't know how to add each material individually. I don't think that's particularly useful or necessary, anyway.

Originally Posted by vecny.samotar
what about the lack of a list of type ITEMTYPE_JEWELRY or ITEMTYPE_RING (S) you have to realize that before the introduction of the jewerly craft (summerset) the jewelery has been engraved in the category as armor so from the introduction of jewerly craft they got the jewels of their own category if the addition to the jewelry setting a new category, it would be ideal to copy all the armband sticks either from blacksmithing or clothing and this will be modified for jewelery
Yes, Jewelry Crafting is new and so are its constants. So what? That doesn't answer my question about how to reference jewelry and only jewelry the way it works for weapons and armor. I suggest you have a go at this and see for yourself.

Originally Posted by vecny.samotar
note: I do not know how to create addons
I am no programmer, either.
to explain it
ESO I only pay for occasional characters that I do not use as a stock of material for a single occupation, so that every character is in my profession (material) but I leave some material in the bank while doing daily crafty. what about the material traits would be good for the raw materials and the finished materials both categories to be individually adjusted when fitting to all (6 figures) jewelery in one piece that will bring all the traits

what is the separation separator that I suggested because of the jewerly trait material is transferred with the armor and weapon trait material, therefore, not under the category by armor => weapon => jewerly so if i want to set the shuffle only jewerly trait of materials i have to pass all the list to i found only only jewerly trait materialy

when creating the jewerly crafting setup, I suppose sketched iny crafting and then edited it? so, in my opinion, a similar procedure could be used to make jewelry too
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Unread 09/08/18, 12:09 AM  
ovinnik

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Originally Posted by vecny.samotar
so I did not look there. I was accustomed so sooner I assumed the trait material for jewelcrafting I would be in jewerly crafting.
Why would you expect them somewhere else? The category for traits wasn't created by me, it was made by the authors, so it's a default panel.

Originally Posted by vecny.samotar
only the skit of the material traits for jewerly crafting is shuffled from other trait materials, would it not be possible to graphically separate the trait material to merge into one group within the "Armor Trait & Weapon Trait" category even though there is a separating straight line? see picture.
The default category has no dividers, either. But yes, this is possible.

Originally Posted by vecny.samotar
and is one note regarding the material trait for jewerly craft
there is a difference between jewerly craft and other crafts and that from the trait materialy you have to make the first to make up of 10 pieces of dust to have one piece of trait material so it would be better to make up but I do not know how to do it
I'm aware of this. With the version I uploaded, raw trait materials get moved when selecting to push or pull all trait materials. They aren't listed separately. It's possible to list them collectively as one extra entry, but I don't know how to add each material individually. I don't think that's particularly useful or necessary, anyway.

Originally Posted by vecny.samotar
what about the lack of a list of type ITEMTYPE_JEWELRY or ITEMTYPE_RING (S) you have to realize that before the introduction of the jewerly craft (summerset) the jewelery has been engraved in the category as armor so from the introduction of jewerly craft they got the jewels of their own category if the addition to the jewelry setting a new category, it would be ideal to copy all the armband sticks either from blacksmithing or clothing and this will be modified for jewelery
Yes, Jewelry Crafting is new and so are its constants. So what? That doesn't answer my question about how to reference jewelry and only jewelry the way it works for weapons and armor. I suggest you have a go at this and see for yourself.

Originally Posted by vecny.samotar
note: I do not know how to create addons
I am no programmer, either.
Last edited by ovinnik : 09/08/18 at 09:04 AM.
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Unread 09/07/18, 12:00 PM  
vecny.samotar
 
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Originally Posted by ovinnik
Originally Posted by vecny.samotar
I'm using a google translator, it's a mistake to set up for materials such as copper, platinum but for materials like Zinc, Cobalt, Antimony, Dibellium etc. otherwise the overall improvement is good

and as I wrote if you wrote the procedure as he did the editing I might have tried (if you did not do that) to add missing settings
Okay, now I see.

Do you mean that the trait materials are missing? They should be part of the "Armor Trait & Weapon Trait" category. I didn't make a new one specifically for them, but it shouldn't be too difficult to do so. (Edit: Alternatively, simply rename the category. I just did that for my copy.) Or do you mean that trait materials for Jewelry Crafting aren't pushed or pulled properly?

As for how I made the edits, I just took a look at the existing code and replicated necessary blocks in order to add materials for Jewelry Crafting. I looked up the Item Links of the basic materials first, then went from there.

Now, rings and such are referenced differently. I can see how adding them works in theory, but I couldn't find the appropriate global constants in any of the comprehensive lists. For instance, there's ITEMTYPE_WEAPON and ITEMTYPE_ARMOR, but according to the lists, there doesn't seem to be an ITEMTYPE_JEWELRY or an ITEMTYPE_RING(S) or anything like that. If you can figure this out, you can add intricate rings and such.

If I make any more edits, I'm inclined to share, in any case.
so I did not look there. I was accustomed so sooner I assumed the trait material for jewelcrafting I would be in jewerly crafting. only the skit of the material traits for jewerly crafting is shuffled from other trait materials, would it not be possible to graphically separate the trait material to merge into one group within the "Armor Trait & Weapon Trait" category even though there is a separating straight line? see picture.



and is one note regarding the material trait for jewerly craft
there is a difference between jewerly craft and other crafts and that from the trait materialy you have to make the first to make up of 10 pieces of dust to have one piece of trait material so it would be better to make up but I do not know how to do it

what about the lack of a list of type ITEMTYPE_JEWELRY or ITEMTYPE_RING (S) you have to realize that before the introduction of the jewerly craft (summerset) the jewelery has been engraved in the category as armor so from the introduction of jewerly craft they got the jewels of their own category if the addition to the jewelry setting a new category, it would be ideal to copy all the armband sticks either from blacksmithing or clothing and this will be modified for jewelery

note: I do not know how to create addons, what i know of minor modifications in existing applications (addons), and even in the first place I need some kind of instructions
(how do I do it so I'm a beginner) how did the user make changes in application addons)
Last edited by vecny.samotar : 09/07/18 at 12:43 PM.
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Unread 09/06/18, 02:40 PM  
ovinnik

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Originally Posted by vecny.samotar
I'm using a google translator, it's a mistake to set up for materials such as copper, platinum but for materials like Zinc, Cobalt, Antimony, Dibellium etc. otherwise the overall improvement is good

and as I wrote if you wrote the procedure as he did the editing I might have tried (if you did not do that) to add missing settings
Okay, now I see.

Do you mean that the trait materials are missing? They should be part of the "Armor Trait & Weapon Trait" category. I didn't make a new one specifically for them, but it shouldn't be too difficult to do so. (Edit: Alternatively, simply rename the category. I just did that for my copy.) Or do you mean that trait materials for Jewelry Crafting aren't pushed or pulled properly?

As for how I made the edits, I just took a look at the existing code and replicated necessary blocks in order to add materials for Jewelry Crafting. I looked up the Item Links of the basic materials first, then went from there.

Now, rings and such are referenced differently. I can see how adding them works in theory, but I couldn't find the appropriate global constants in any of the comprehensive lists. For instance, there's ITEMTYPE_WEAPON and ITEMTYPE_ARMOR, but according to the lists, there doesn't seem to be an ITEMTYPE_JEWELRY or an ITEMTYPE_RING(S) or anything like that. If you can figure this out, you can add intricate rings and such.

If I make any more edits, I'm inclined to share, in any case.
Last edited by ovinnik : 09/07/18 at 12:37 AM.
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Unread 09/06/18, 01:45 PM  
vecny.samotar
 
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Originally Posted by ovinnik
Originally Posted by vecny.samotar
thanks from those files, and could not even write the procedure how did it work?

Edit:
and how I look at you in your suburbs setting for stones on the jewelcraft trait

it might be enough if you looked at another profession and copied the text as to the trunk traits and then the text was modified for jewelcrafting
I'm sorry, are you using Google Translate? I've no idea what you're trying to say, and the little I understand comes across as somewhat rude. Thats the language barrier, surely.

In general, let me make this clear: These are personal edits I made for myself. I am not maintaining anything and not editing anything by request. If you wish to build upon my edits yourself, feel absolutely free to, though.
I'm using a google translator, it's a mistake to set up for materials such as copper, platinum but for materials like Zinc, Cobalt, Antimony, Dibellium etc. otherwise the overall improvement is good

and as I wrote if you wrote the procedure as he did the editing I might have tried (if you did not do that) to add missing settings
Last edited by vecny.samotar : 09/06/18 at 01:48 PM.
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Unread 09/05/18, 10:53 AM  
ovinnik

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Originally Posted by vecny.samotar
thanks from those files, and could not even write the procedure how did it work?

Edit:
and how I look at you in your suburbs setting for stones on the jewelcraft trait

it might be enough if you looked at another profession and copied the text as to the trunk traits and then the text was modified for jewelcrafting
I'm sorry, are you using Google Translate? I've no idea what you're trying to say, and the little I understand comes across as somewhat rude. Thats the language barrier, surely.

In general, let me make this clear: These are personal edits I made for myself. I am not maintaining anything and not editing anything by request. If you wish to build upon my edits yourself, feel absolutely free to, though.
Last edited by ovinnik : 09/05/18 at 10:59 AM.
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Unread 09/05/18, 08:15 AM  
vecny.samotar
 
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Originally Posted by ovinnik
Here are both of my edited files:

BankManager.lua

BankManagerRules.lua

Just overwrite the ones in Documents > Elder Scrolls Online > live > AddOns > BankManagerRevived. You shouldn't need to make backups, as you can re-install the official version if there are any issues.

Note: This is for materials only. Adding equipment (intricate rings, for instance) doesn't seem all that different from the rest of this procedure, but I couldn't find the appropriate globals on the quick.
thanks from those files, and could not even write the procedure how did it work?

Edit:
and how I look at you in your suburbs setting for stones on the jewelcraft trait

it might be enough if you looked at another profession and copied the text as to the trunk traits and then the text was modified for jewelcrafting
Last edited by vecny.samotar : 09/05/18 at 09:41 AM.
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Unread 09/05/18, 12:45 AM  
ovinnik

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Here are both of my edited files:

deprecated, see above

Just overwrite the ones in Documents > Elder Scrolls Online > live > AddOns > BankManagerRevived. You shouldn't need to make backups, as you can re-install the official version if there are any issues.

Note: This is for materials only. Adding equipment (intricate rings, for instance) doesn't seem all that different from the rest of this procedure, but I couldn't find the appropriate globals on the quick.
Last edited by ovinnik : 09/09/18 at 06:28 AM.
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Unread 09/03/18, 01:07 PM  
mendisabal

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Originally Posted by ovinnik
If anyone's interested, I've added Jewelry Crafting to my local copy. Seems fine so far. No guarantees.
+1 beta test
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Unread 08/31/18, 08:44 AM  
vecny.samotar
 
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Originally Posted by ovinnik
If anyone's interested, I've added Jewelry Crafting to my local copy. Seems fine so far. No guarantees.
so give it up, give link to download, run it out.
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