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Updated: 04/17/19 04:27 AM
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Wrathstone (4.3)
Updated:04/17/19 04:27 AM
Created:04/15/19 07:53 AM
Monthly downloads:97
Total downloads:97
Favorites:0
MD5:
4.3
ShowTraitOnList  New this week!
Version: 1.2.1
by: jellyalex978 [More]
This addon is show Trait icon on bag list

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How to manually install
Download and Extract the files to your ESO AddOn folder
PC: C:\Users\< username >\Documents\Elder Scrolls Online\live\AddOns\
Mac: ~/Documents/Elder Scrolls Online/live/AddOns/

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This addon uses the following libraries:
  • LibAddonMenu-2.0


thanks for all the help by
@hacker725x
Addon - Item Saver
1.2.1
add check GetItemLinkEquipType

1.2.0
add equipped icon setting

1.1.0
add home bank, store, trading house

1.0.1
fix bug when you own trait : Ornate / Intricate

1.0.0
init
Optional Files (0)


Archived Files (3)
File Name
Version
Size
Uploader
Date
1.2.0
4kB
jellyalex978
04/15/19 11:49 PM
1.1.0
4kB
jellyalex978
04/15/19 12:40 PM
1.0.1
4kB
jellyalex978
04/15/19 08:21 AM


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Unread 04/17/19, 06:18 AM  
Baertram
 
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AddOn Author - Click to view AddOns

Forum posts: 2063
File comments: 2207
Uploads: 55
Hey there,
inside your callback function for EVENT_INVENTORY_SINGLE_SLOT_UPDATE you are checking if invemtory_update_reason ~= 0.
Please do not use the ahrdoced value 0. There are constants for these values which you are able to find in the wiki, global values:
https://wiki.esoui.com/Constant_Values

The constant for this 0 is: INVENTORY_UPDATE_REASON_DEFAULT
This will make your addon work even if ZOs decodes to change the values of these constants. If you hardcode it to 0 it will fire each time in the future after ZOs changed te value to e.g. -1 or 8 (if this will ever happen, but it already has happened with other constant values like bagIds -> You are using BAG_WORN constant with is the correct way here!).

Some additions to your callback function which will prevent firing your code at a stable scene where you improve your mount's capacity, or if you get arrested and the items are scanned for "stolen items", and if the item is not given anymore (drag&drop -> deconstruction etc.):

Lua Code:
  1. --Abort here if we are arrested by a guard (thief system) as it will scan our inventory for stolen items and destroy them.
  2.     --We don't need to scan it with our functions too at this case
  3.     if IsUnderArrest() then return end
  4.     --Do not execute if horse is changed
  5.     if SCENE_MANAGER:GetCurrentScene() == STABLES_SCENE then return end
  6.     --Check if item in slot is still there
  7.     if GetItemType(bagId, slotId) == ITEMTYPE_NONE then return end

Please add them to your callback function like this:
Lua Code:
  1. function STL.handleEquipmentChange(eventCode, bagId, slotIndex, isNewItem, itemSoundCategory, inventoryUpdateReason)
  2.     if bagId ~= BAG_WORN or isNewItem or inventoryUpdateReason ~= INVENTORY_UPDATE_REASON_DEFAULT then return end
  3.     --Abort here if we are arrested by a guard (thief system) as it will scan our inventory for stolen items and destroy them.
  4.     --We don't need to scan it with our functions too at this case
  5.     if IsUnderArrest() then return end
  6.     --Do not execute if horse is changed
  7.     if SCENE_MANAGER:GetCurrentScene() == STABLES_SCENE then return end
  8.     --Check if item in slot is still there
  9.     if GetItemType(bagId, slotIndex) == ITEMTYPE_NONE then return end
  10.    
  11.     STL:initializeEquipment()
  12. end
Last edited by Baertram : 04/17/19 at 06:20 AM.
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