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Updated: 07/03/22 10:30 AM
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Compatibility:
High Isle (8.0.0)
Ascending Tide (7.3.5)
Deadlands (7.2.5)
Waking Flame (7.1.5)
Blackwood (7.0.5)
Flames of Ambition (6.3.5)
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:07/03/22 10:30 AM
Created:06/07/17 11:20 AM
Monthly downloads:403
Total downloads:16,191
Favorites:41
MD5:
Categories:Bags, Bank, Inventory, Graphic UI Mods, ToolTip, Miscellaneous, Utility Mods
8.0.0
Deconstruction Assistant (High Isle)  Popular! (More than 5000 hits)
Version: 2.0.1
by: CodeStripper [More]
Main Feature:
- Separates Bank and Backpack items into different tabs when deconstructing or improving items
- Works with Transmute station and Ragpicker too!
- Adds a button to filter out intricate items
- Adds a button to select all items in the immediate view for deconstruction.
- Hides default checkbox for "Show banked items" in the menus.

Added a lot this update (and will probably need to rewrite it soon as my programming knowledge has advanced a ton since I released this years ago) so let me know if you run into any bugs.

Inspiration:
Credit to BackyardisTV @ https://www.twitch.tv/backyardis for the concept
Version 2.0.1
- Cleaned up even more logic
- Fixed a bug where exiting the crafting station would not clear your selected items
- Instead of playing the "SMITHING_ITEM_TO_EXTRACT_PLACED" sound a ton of times when using "Select All" it now only plays it once.

Version 2.0.0
- Added best practice recommendations from the comments
- Fixed bug where intricate jewelry items were not showing up in intricate filter
- Cleaned up a lot of logic
- Fixed a few more bugs with filtering

Version 1.1.1
- Added support for the RagPicker UI
- Fixed some bugs with filtering
Optional Files (0)


Archived Files (12)
File Name
Version
Size
Uploader
Date
2.0.0
3kB
CodeStripper
07/01/22 11:03 AM
1.1.1
3kB
CodeStripper
06/30/22 12:29 PM
1.1.0
3kB
CodeStripper
06/28/22 09:37 PM
1.0.1
2kB
CodeStripper
06/07/22 09:57 PM
1.0.0
2kB
CodeStripper
06/07/22 09:16 PM
0.0.7
2kB
CodeStripper
11/23/18 07:22 AM
0.0.6
2kB
CodeStripper
05/24/18 08:47 PM
0.0.5
2kB
CodeStripper
06/22/17 01:51 AM
0.0.4
2kB
CodeStripper
06/22/17 12:30 AM
0.0.3
2kB
CodeStripper
06/07/17 02:34 PM
0.0.2
2kB
CodeStripper
06/07/17 12:05 PM
0.0.1
2kB
06/07/17 11:20 AM


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Unread 07/01/22, 11:06 AM  
CodeStripper
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Forum posts: 0
File comments: 11
Uploads: 1
Changes Made!

The below recommendations have been added in the latest 2.0.0 version.
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Unread 07/01/22, 07:39 AM  
CodeStripper
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File comments: 11
Uploads: 1
Originally Posted by Baertram
Hello,

your addon code is leaking variables to the global table _G as you forgot to add "local" up in front of them!
Pelase check your code and remove non needed global variables and function names and make them local so that they are not overwriting any other variables of ESO vanilla, or addon code by accident!

Example:
Line 86 item = {}
-> local item
Else item is global in _G["item"] and every other addon using item will be overwritten!

Other leaking globals:
deconButtonGroup

Please check yourself where you have missed the local!

Other functions:
function ClearDeconList
function IsStaff
function EndDeconChanges
function BeginDeconChanges
function BeginUniDeconChanges



Define these local in your addon file please or add them to 1 global table for your addon like add at the top of the addon

Lua Code:
  1. DeconstructionAssistant = {}
  2. ...
  3. function DeconstructionAssistant.ClearDeconList()
  4. ...
  5. end
  6. function DeconstructionAssistant.IsStaff()
  7. ...
  8. end
  9. function DeconstructionAssistant.EndDeconChanges()
  10. ...
  11. end
  12. function DeconstructionAssistant.BeginDeconChanges()
  13. ...
  14. end
  15. function DeconstructionAssistant.BeginUniDeconChanges()
  16. ...
  17. end
And use DeconstructionAssistant.ClearDeconList() etc. instead of a generic global function ClearDeconList


Another very important thing:
Your addon is missing the EVENT_ADD_ON_LOADED in total!
You need to define an event callback for event_add_on_loaded so that your code is run as your addon was loaded. Else it will be run directly as the files are processed, and will damage other addons or make them incompatible!
Please have a look at other addons and at the Wiki why this event is needed, that it is called for each addon once and that you need to check the event's parameter addOnName to compare it with your addon's name so that your code is only loaded once, and then the event is unregistered again.
There exist tutorials at the Wiki which show you how addon files should be structured and what to respect.
https://wiki.esoui.com/Writing_your_..._skeleton_code


Thanks for supporting multiple addons working flawlessly together!
If you got questions pelase visit us here, we are ready to help:
https://gitter.im/esoui/esoui

Edit:
If you are not using any IDE to code the addons, which is able to show you global leaking variables, you can try this tool here to find those within your addon: https://www.esoui.com/downloads/info...pollution.html
Thanks I'll check this out today
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Unread 07/01/22, 02:59 AM  
Baertram
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Forum posts: 4162
File comments: 5187
Uploads: 73
Hello,

your addon code is leaking variables to the global table _G as you forgot to add "local" up in front of them!
Pelase check your code and remove non needed global variables and function names and make them local so that they are not overwriting any other variables of ESO vanilla, or addon code by accident!

Example:
Line 86 item = {}
-> local item
Else item is global in _G["item"] and every other addon using item will be overwritten!

Other leaking globals:
deconButtonGroup

Please check yourself where you have missed the local!

Other functions:
function ClearDeconList
function IsStaff
function EndDeconChanges
function BeginDeconChanges
function BeginUniDeconChanges



Define these local in your addon file please or add them to 1 global table for your addon like add at the top of the addon

Lua Code:
  1. DeconstructionAssistant = {}
  2. ...
  3. function DeconstructionAssistant.ClearDeconList()
  4. ...
  5. end
  6. function DeconstructionAssistant.IsStaff()
  7. ...
  8. end
  9. function DeconstructionAssistant.EndDeconChanges()
  10. ...
  11. end
  12. function DeconstructionAssistant.BeginDeconChanges()
  13. ...
  14. end
  15. function DeconstructionAssistant.BeginUniDeconChanges()
  16. ...
  17. end
And use DeconstructionAssistant.ClearDeconList() etc. instead of a generic global function ClearDeconList


Another very important thing:
Your addon is missing the EVENT_ADD_ON_LOADED in total!
You need to define an event callback for event_add_on_loaded so that your code is run as your addon was loaded. Else it will be run directly as the files are processed, and will damage other addons or make them incompatible!
Please have a look at other addons and at the Wiki why this event is needed, that it is called for each addon once and that you need to check the event's parameter addOnName to compare it with your addon's name so that your code is only loaded once, and then the event is unregistered again.
There exist tutorials at the Wiki which show you how addon files should be structured and what to respect.
https://wiki.esoui.com/Writing_your_..._skeleton_code


Thanks for supporting multiple addons working flawlessly together!
If you got questions pelase visit us here, we are ready to help:
https://gitter.im/esoui/esoui

Edit:
If you are not using any IDE to code the addons, which is able to show you global leaking variables, you can try this tool here to find those within your addon: https://www.esoui.com/downloads/info1173-ESOAddonValidation-fightingglobalnamespacepollution.html
Last edited by Baertram : 07/01/22 at 05:49 AM.
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Unread 06/30/22, 10:06 AM  
CodeStripper
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Forum posts: 0
File comments: 11
Uploads: 1
Re: Re: Re: Giladil support

Originally Posted by xenofixus
Originally Posted by CodeStripper
Originally Posted by xenofixus
Any chance support could be added for the deconstruction assistant (Giladil the Ragpicker)?
I don't actually have the rag picker to play with, what breaks / doesn't work when you open the inventory for it?
None of the addon features are available for her. From my understanding she is a different scene then the standard deconstruction one.

Based on PerfectPixel (scenes\craftStationScenes.lua:L167) it looks like it is called UNIVERSAL_DECONSTRUCTION_KEYBOARD_SCENE
Oh nice thanks for the info! I'll work on putting that in tonight after work.
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Unread 06/29/22, 11:10 PM  
xenofixus

Forum posts: 1
File comments: 8
Uploads: 0
Re: Re: Giladil support

Originally Posted by CodeStripper
Originally Posted by xenofixus
Any chance support could be added for the deconstruction assistant (Giladil the Ragpicker)?
I don't actually have the rag picker to play with, what breaks / doesn't work when you open the inventory for it?
None of the addon features are available for her. From my understanding she is a different scene then the standard deconstruction one.

Based on PerfectPixel (scenes\craftStationScenes.lua:L167) it looks like it is called UNIVERSAL_DECONSTRUCTION_KEYBOARD_SCENE
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Unread 06/29/22, 08:13 PM  
CodeStripper
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File comments: 11
Uploads: 1
Re: Giladil support

Originally Posted by xenofixus
Any chance support could be added for the deconstruction assistant (Giladil the Ragpicker)?
I don't actually have the rag picker to play with, what breaks / doesn't work when you open the inventory for it?
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Unread 06/29/22, 07:43 AM  
xenofixus

Forum posts: 1
File comments: 8
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Giladil support

Any chance support could be added for the deconstruction assistant (Giladil the Ragpicker)?
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Unread 03/15/19, 06:55 AM  
lexo1000
 
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Hi ! Is it possible to add filters to research tab also ?
thanks
Last edited by lexo1000 : 03/24/19 at 11:43 AM.
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Unread 01/06/19, 05:12 PM  
Baertram
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Re: Request Feature

Originally Posted by Glen348
Anyway to make this also work for transmute stations to filter between bags and bank?
Try the addon FCOCraftFilter, it does the same like this addon and should support jewelry and retrait as well.
Last edited by Baertram : 01/06/19 at 05:12 PM.
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Unread 01/06/19, 05:11 PM  
Baertram
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This is not possible due to ESO's standard itemfiltering. Armor and weapons are always strictly filtered and thus not able to show at each other's tab, without having to recode the whole base game code.
Same like in AdvancedFilters and other filter addons where we are not able to move consumable items below another tab like materials.

Originally Posted by Tonyleila
Cool AddOn! Maybe you coud add a button to display all categories of items at the same time (e.g. blacksmithing armor AND weapons. So that I don't have to go into each?)

Or even better if this coud auto Deconstruct items based on specific customizable settings e.g. all non set items or all set items with quality lower then purple, all set items that are not devines/infused/impen etc.
(same as AutoRefine just for decone)
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Unread 11/28/18, 07:30 PM  
Glen348
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Request Feature

Anyway to make this also work for transmute stations to filter between bags and bank?
Last edited by Glen348 : 11/30/18 at 06:02 AM.
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Unread 11/23/18, 03:02 PM  
Shaz

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I love this addon so very much. The one simple addition of having the 'in inventory/in bank' filter has made my game time SO much easier, and so, many times over, THANK YOU for that.
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Unread 11/23/18, 09:30 AM  
Tonyleila
 
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Cool AddOn! Maybe you coud add a button to display all categories of items at the same time (e.g. blacksmithing armor AND weapons. So that I don't have to go into each?)

Or even better if this coud auto Deconstruct items based on specific customizable settings e.g. all non set items or all set items with quality lower then purple, all set items that are not devines/infused/impen etc.
(same as AutoRefine just for decone)
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Last edited by Tonyleila : 11/23/18 at 09:31 AM.
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Unread 06/26/18, 08:37 PM  
Mordamen

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Addon Compatibility

I was wondering if it was possible to update this mod to support compatibility with the Deconstruction Filter addon and enable both of them to work instead of use the same location. Currently they reside in the same place in the crafting menu and make it impossible to use any of the filters.
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Unread 05/28/18, 12:18 PM  
Almariel
 
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Originally Posted by CodeStripper

I updated the API version so it'll work with summerset. In terms of the transmutation station, i'll look into it this weekend. I haven't played in months so if there is anything else that needs added let me know.
Thx in advance
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