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Elsweyr (5.0.5)
Updated:08/23/19 06:55 AM
Created:07/29/19 05:22 AM
Monthly downloads:52
Total downloads:5,128
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cOOLsp0t's Loot Manager  Popular! (More than 5000 hits)
Version: 1.6
by: cOOLsp0T [More]
cOOLsp0t's Loot Manager



Tired of clicking tough 1000s of Loot Menus? Then try cOOLsp0T's Loot Manager!

Loot Manager is a full adjustable AutoLoot Addon. Spend time once to set the Manager up and then go farming.
Loot Manager will automaticly loot all items and filter out unwished items.
Also have you the option to hide empty bags, crates, barrels & other container.
So you have more time to play and you spend less time in lootmenus.



ATTENTION!: I dont own any ESO DLC and I cant guarantee that all functionalities work with DLC related stuff! So deacitvate CLM before you open DLC related Containers or lootnodes!



/clm is the Chatcommand to open the CLM Command List.
Warning: Spoiler



Addon Features:

- When cOOLsp0T's Loot Manager is activated the addon will loot all items & destroy all unwished
items right when you looting them, but will never touch item stacks which were allready in your inventory before.


- When Thief Mode is deactivated will CLM secure you from performing crime actions. (stealing & lockpicking)
- Also will all setted Filter Options be applied, when you steal items. So dont forget to set the filters before you start stealing.
Warning: Spoiler

- Loot Manager can hide empty loot Containers. You can find the option in CLM Menu.

- Collectibles, Master Writs, Style Motifs, Containers will never be destroyed!


Filter Features:

- Slider Filter Options for Common Items per Quality.
- Checkboxed Filter Options for Common Items like Soul Gems, Potions, Ornate items, Refined Style, Potions & Raw Materials.
- Checkboxed Filter Option for loot Ornate Equipment.
- Slider Filter Options for every Glyphtype per Quality.
- Multiple Choice Filter for looking about learnable Recipes.

- Checkboxed Filter Options for all Traidskill Materials.

- Slider Filter Options for Filter Weapons per Quality.
- Checkboxed Filter for loot researchable Weapontraits.
- Checkboxed Filter Options for loot Intricate Weapons.

- Slider Filter Options for Filter Armors per Quality.
- Checkboxed Filter for loot researchable Armortraits.
- Checkboxed Filter Options for loot Intricate Armors.
- Slider Filter Options for Filter Jewelry per Quality.
- Checkboxed Filter for loot researchable Jewelrytraits.
- Checkboxed Filter Options for loot Intricate Jewelry.




So have Fun with it!


Thanks to the ESO UI Community! For helping me to understand ESO LUA better.
--- 1.6 --- NEW

- Fixed Quest Item Error Screen
- Fixed hide reticle info bug when CLM is deactivated
- Readded Info Output Menu in Panel without Debug Mode for better usage

--- 1.5 ---

- Thief Mode added: Thief Mode "OFF" - hides CLM reticle information & prevents performing crimes (stealing & lockpicking)
- CLM sets ESO Auto Loot function to OFF
- Added Slash Command List and functionality
- Added Show Empty Containers Mode. On "OFF" - hides CLM reticle information on empty crates & barrels

--- 1.4 ---

- New Failsafe Tactics implemented!
- CLM will now stops, resets himself and notifies user to raise Update Interval on Frame Hickups before proceeding tasks in inventory
- Lootchain improvement: LootManager will just make a new stack, when an existing stack of the looted item was allready in the inventory
- Filter Options Menu redesigned
- Textouput for Items are now clickable Itemlinks and no ItemNames anymore
- Keybind Option for CLM Filter Menu added
- Added Feedback & Donation Link

--- 1.3a ---

HOTFIX !!
Sorry for the unconvenience!


--- 1.3 ---

- Implement Saved Variables Version detection & renew function.
- Implement Checkboxed Filter Option for Poisons
- Implement Slider Option Filter for loot Armor Glyphs per Quality
- Implement Slider Option Filter for loot Weapon Glyphs per Quality
- Implement Slider Option Filter for loot Jewelry Glyphs per Quality
- Implement Seperate Checkboxed Filter Options for Health Potions
- Implement Seperate Checkboxed Filter Options for Stamina Potions
- Implement Seperate Checkboxed Filter Options for Magicka Potions
- Allways loot Container, Master Writs, Style Motifs and Collectibles
- All lootable Currencies added.


--- 1.2 ---

- Fix Stucking Lootchain Bug
- Performance extremly improved
- LibAddonMenu-2.0 is now included
- Updated APIVersion Info to 100028


--- 1.1 ---

- Cancling Blind Loot & Clear Nodes Mode
- Rebuild Loot Action to a Loot Chain
- Build up an ItemHandler to difference between Items & Equipment Items for when the Item needs to be destroyed
- Build up an Item Stack Creator for when the Item needs to be destroyed
- Build up an Item Stack Check for when the Item needs to be destroyed
- Build up Eventhandling Handshakes for the Lootchain
- Runtime Variable Security
- Build up an Update per Second Intervall function to prevent Lootchain from breaking
- Reset Function for the whole Lootchain when the Lootwindow closes


--- 1.0 ---

- Build trustful Loot Item Identifier
- Build Menu and set adjustable Variables
- Build up Enviromnent and implement adjustable trustful Loot Item Filter
- Implement filtered Loot Action for real usage
- Implement Blind Loot
- Implement Clear Nodes Mode for experimental Usage and further development
Archived Files (6)
File Name
Version
Size
Uploader
Date
1.5
58kB
cOOLsp0T
08/21/19 11:13 AM
1.4
56kB
cOOLsp0T
08/18/19 10:01 AM
1.3a
54kB
cOOLsp0T
08/16/19 09:33 AM
1.2
53kB
cOOLsp0T
08/14/19 11:26 AM
1.1
9kB
cOOLsp0T
08/10/19 02:06 PM
1.0
8kB
cOOLsp0T
07/29/19 08:15 AM


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Unread 07/29/19, 07:26 AM  
Baertram
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Hey there,
thanks for your addon.

Also here the info that LibStub is old and not needed anymore if the libraries you are using got their own txt manifest file AND a tag ##AddOnversion: <signedInteger> in there + a global variable to acces the library.

Find some more info about the "removal of LibStub" in this forum thread: https://www.esoui.com/forums/showthread.php?t=8492

LibStub assured in the past that libraries in different addons subfolders, or inside the main AddOn folder, will only be loaded with the highest number of the version.
This was implemented into the base game txt manifest handling with the ##AddOnVersion: tag since months now so LibStub is not needed anymore.

As LibAddonmenu got this and also got a global variable LibAddonMenu2 you should please change your txt from
Code:
## DependsOn: LibAddonMenu-2.0 LibStub
to
Code:
## DependsOn: LibAddonMenu-2.0
This will be the same for all libraries as either the library will habe it's own ##DependsOn: LibStub and the game will include LibStub from this txt then, or they only have an ##OptionalDependsOn: LiBStub if it may be needed or neither both of them.
So your addon does not need to include or ##DependsOn or ##OptionalDependsOn LibStub at all! It should be handled via the library itsself, if it needs LibStub (check the documentation/changelog of the libraries for that info).

And in your addon code please do not use LibStub to load libraries anymore which got their own global variable.

Instead of this
Code:
lcoal LAM = LibStub("LibAddonMenu-2.0")
use this:
Code:
lcoal LAM = LibAddonMenu2
This assures that the library will be loaded properly without LibStub and your addon will still work if LibStub will be gone one day.

Edit:
Working on some info for devs at this Wiki entry:
https://wiki.esoui.com/Libraries#Providing_libraries
Last edited by Baertram : 07/29/19 at 08:41 AM.
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Unread 07/29/19, 08:19 AM  
cOOLsp0T
 
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I have read about that LibStub isnt needed anymore, but I was not sure about.

Thx Baertram for your help. Its reuploaded.
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Unread 07/29/19, 08:42 AM  
Baertram
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You are welcome.

btw, you warn about this:
Clear Loot Node Mode

What exactly is it? Could not find any infpo in the description, maybe add it?
Last edited by Baertram : 07/29/19 at 08:42 AM.
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Unread 07/29/19, 08:50 AM  
cOOLsp0T
 
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I described the Mode more detailed in the Addon Feature Spoiler.
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Unread 07/29/19, 09:11 AM  
Baertram
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Oh ok!
Maybe add support for FCOItemSaver as you can "save" your items with some marker icons and destroying/desconstruction/sell etc. won't be possible if the marker icon does not allow it.

Looted items which got marked via FCOIS can be checked with FCOIS's API and if it is protected your addon shouldn't try to destroy/sell etc. them.

If you are interested in this extra bit of security I can tell you what you need to do.
I just need the info what you are doing how as the items in the inventory, and when (manually button click or automatic task issued when exactly), and where (only player inventory or also other inventories like craftbagg, bank, etc.) will be tried to destroyed.
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Unread 07/29/19, 09:43 AM  
cOOLsp0T
 
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The Function does as follows.

On Loot_Updated and Clear Loot Nodes is true

1. Register the garbagesort function with BagID, SlotID, stackCountChanged values from Single_Slot_Update.

3. GarbageSort asks the itemfilter if the item is wished or not. (its the same filter function which is used for the non Clear Nodes Mode)

4. GarbeSort Function checks if the item is an Armor or a Weapon.

5a. When its an unwished armor or weapon, Unregister GarbageSort for Single_Slot_Update and destroy iten in bagID, slotID. (because equipment cant be stacked)

5b.When its an unwished item, Unregister GarbageSort for Single_Slot_Update and Register GarbageDestroy for Single_Slot_Update with vars and make a stack with RequestItemMove of stackCountChanged in newslotID. newslotID is fetched via FindFirstEmptySlotInBag.

6. Triggered from RequestItemMove. Unregister GarbageDestroy for Single_Slot_Update and destroy the Item in given bagID,slotID and stackCountChanged.

Thats the functionality in a shortcut. Im everytimes thankfull for help, Beartram.
Last edited by cOOLsp0T : 07/29/19 at 10:08 AM.
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Unread 07/29/19, 11:29 AM  
Baertram
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Ok got it.
FCOIS provides API functions which need the bagId and slotId and check if the item is allowed to be destroyed e.g. via function FCOIS.IsDestroyLocked(bagId, slotIndex)
You can see all the API functions within the folder FCOItemSaver file FCOIS_API.lua.

So if you want to support it you need to do the following:
1. Download FCOItemSaver
3. Go to settings, addons, FCOItemSaver
4. Enable the Accountwide settings so all your characters got the same settings (easier for now)
5. Then open the FCOIS settins-> icon & color settings -> Setup the base lock icon e.g. and enable a dynamic icon in the dynamic submenu -> rename it to "Destroy locked" and setup the icon to disallow destroy in its settings.
You can add another 2nd dynamic icon which allows destroying for another test maybe!
6. Open your inventory and find any simple item which can be easily looted again (like flies or something like this).
7. Right click the item and choose to lock it from the FCOIS context m,enu (or apply the dynamic icon names "Destroy locked", or for the other test the 2nd dynamic icon which allows destroying).

8.In your addon's manifest txt file add:
## OptionalDependsOn: FCOItemSaver
This will make FCOIS load before your addon if a user uses it. If not: no changes to current behaviour.
9. In your addon's code check at the item loot events where you got bagId and slotIndex of the item looted -> Before destroying it:
Lua Code:
  1. if FCOIS and FCOIS.IsDestroyLocked(bagId, slotIndex) then
  2. --Do NOT destroy this looted item as it is protected!
  3. --Abort there and unregister your events etc. as if you are finished normally, just without destroying anything
  4. end

10. Do some tests with the normal lock icon (It's not allowed to destroy any item which got this marked!).
With the 1st dynamic icon setup to disallow destroying (same here as above).
And with the 2nd dynamic icon setup to allow destroying -> Your addon should be able to detsroy this one as normal. FCOIS.IsDestroyLocked(bagId, slotIndex) will return false (not protected) for it then.

If you got any further questions just ask, or write me a pm.


Originally Posted by cOOLsp0T
The Function does as follows.

On Loot_Updated and Clear Loot Nodes is true

1. Register the garbagesort function with BagID, SlotID, stackCountChanged values from Single_Slot_Update.

3. GarbageSort asks the itemfilter if the item is wished or not. (its the same filter function which is used for the non Clear Nodes Mode)

4. GarbeSort Function checks if the item is an Armor or a Weapon.

5a. When its an unwished armor or weapon, Unregister GarbageSort for Single_Slot_Update and destroy iten in bagID, slotID. (because equipment cant be stacked)

5b.When its an unwished item, Unregister GarbageSort for Single_Slot_Update and Register GarbageDestroy for Single_Slot_Update with vars and make a stack with RequestItemMove of stackCountChanged in newslotID. newslotID is fetched via FindFirstEmptySlotInBag.

6. Triggered from RequestItemMove. Unregister GarbageDestroy for Single_Slot_Update and destroy the Item in given bagID,slotID and stackCountChanged.

Thats the functionality in a shortcut. Im everytimes thankfull for help, Beartram.
Last edited by Baertram : 07/29/19 at 12:56 PM.
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Unread 07/30/19, 02:57 AM  
srnk

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Maybe you could elaborate: Won't this

In Normal Mode Loot Manager will just loot the wished items and the filtered out items are getten ignored.
...help people with leaving unwanted items in chests and nodes? Or is there some sort of prevention of that in place for shared containers?
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Unread 07/30/19, 04:09 AM  
cOOLsp0T
 
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Yep, it does.

Loot Manager works for every Loot Action, undepended if its a chest, harvest node or container.
Last edited by cOOLsp0T : 07/30/19 at 04:42 AM.
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Unread 07/30/19, 05:22 AM  
srnk

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Originally Posted by cOOLsp0T
Yep, it does.

Loot Manager works for every Loot Action, undepended if its a chest, harvest node or container.
Shame. Bad etiquette, that.
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Unread 07/30/19, 06:00 AM  
cOOLsp0T
 
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Please, explain this. I dont know why this is a bad ettiquette? When the lootnode will not completly looted will it dis- & reappear after a few seconds. I also make a fix for my Clear Nodes Mode (next Update) which will not stay items left in a lootnode.

When is a container shareable? You mean the lootnodes for like alchemy materials, right? Thats what my Clear Nodes Mode is intended for.
Last edited by cOOLsp0T : 07/30/19 at 06:05 AM.
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Unread 07/30/19, 07:50 AM  
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Originally Posted by cOOLsp0T
Please, explain this. I dont know why this is a bad ettiquette? When the lootnode will not completly looted will it dis- & reappear after a few seconds. I also make a fix for my Clear Nodes Mode (next Update) which will not stay items left in a lootnode.

When is a container shareable? You mean the lootnodes for like alchemy materials, right? Thats what my Clear Nodes Mode is intended for.
When you leave an item into a chest, the chest do not reset at all.

I do not count the numerous chest i found with only 1 left item in it and opening without keys.

And i am sorry but this is the same for nodes. The node do not reset either until someone empty it of the left over.

Same with the thief chest and for every container that you do not empty.

So your addon will help those lazy selfish egoist people
Last edited by Anceane : 07/30/19 at 07:51 AM.
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Unread 07/30/19, 08:05 AM  
cOOLsp0T
 
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Originally Posted by Anceane
When you leave an item into a chest, the chest do not reset at all.

I do not count the numerous chest i found with only 1 left item in it and opening without keys.

And i am sorry but this is the same for nodes. The node do not reset either until someone empty it of the left over.

So your addon will help those lazy selfish egoist people
I tested this so many times during debugging my addon that I can say, that is not true. The half-looted Lootnode will despawn after approx 2mins and imidiatly respawns. Which player with no intention to try something out stays 2 mins by a Lootnode? Nobody, I guess thats the reason why myth and rumors like that gets hardend. Try it by yourself.

I can understand that looting half looted Loot Nodes is frustrating, thats the reason why I actually fix my Clear Loot Node Mode which is designed exactly for this scenario. It will be up with the next update.

So my addon helps people which have not 24/7 time to play and searching for a method to speed up the gameplay, because the most time spend for MMORPG's is looting and banking.

And please, next time, when you listen a rumor, then look by yourself if its true or not, because I feel extremly offended from your sentences.
Last edited by cOOLsp0T : 07/30/19 at 08:25 AM.
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Unread 07/30/19, 08:38 AM  
srnk

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Originally Posted by cOOLsp0T
Please, explain this. I dont know why this is a bad ettiquette? When the lootnode will not completly looted will it dis- & reappear after a few seconds. I also make a fix for my Clear Nodes Mode (next Update) which will not stay items left in a lootnode.

When is a container shareable? You mean the lootnodes for like alchemy materials, right? Thats what my Clear Nodes Mode is intended for.
When a node (Treasure Chests, Thieves Troves, most crafting nodes etc.) isn't fully looted, it takes much longer to respawn than it normally would. Often, in that time, someone else happens by only to find it almost empty with nothing but trash inside. It's frustrating and unpleasant. Leaving behind loot in shared (= not instanced) nodes is generally frowned upon by the community, hence why I find it unfortunate when addons facilitate this. Anyway, I did not mean to single you out; there are sure to exist other addons that do the same thing.
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Unread 07/30/19, 09:03 AM  
cOOLsp0T
 
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Originally Posted by srnk
When a node (Treasure Chests, Thieves Troves, most crafting nodes etc.) isn't fully looted, it takes much longer to respawn than it normally would. Often, in that time, someone else happens by only to find it almost empty with nothing but trash inside. It's frustrating and unpleasant. Leaving behind loot in shared (= not instanced) nodes is generally frowned upon by the community, hence why I find it unfortunate when addons facilitate this. Anyway, I did not mean to single you out; there are sure to exist other addons that do the same thing.
Thats the reason for my "Clear Loot Node" Mode. I released that addon, because the Lootfilter works fine, but as you see I know that problem and I will encounter it. In the next update will the mode be fixed and then you can blame people for not using the function. Eventually did I cancel the Normal Mode and make the Clear Loot Node Mode as normal Mode.
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