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Stonethorn (6.1.0)
Greymoor (6.0.5)
Updated:07/29/20 01:58 PM
Created:10/14/19 10:49 PM
Monthly downloads:816
Total downloads:2,276
Favorites:11
MD5:
6.0.5
XL Gear Banker
Version: 1.0.0
by: XL_Olsen [More]
Contact me for any questions and/or feedback (Either on ESOUI or directly through ingame whisper/mail @XL_Olsen on PC EU).

Description

XL Gear Banker (XLGB) is an ESO addon that strives to combat the tedious task of moving all your gear to another character.
Got multiple healer characters? Multiple tanks? DDs? This addon might be for you!

Before XLGB:
  • Log into character with the gear you need.
  • Go to bank or house storage chest
  • For every gear piece you need, find it in your inventory and manually put it into bank/chest.
  • Log into character that needs the gear.
  • Go to bank or house storage chest
  • For every gear piece you need, find it in your bank/chest and manually withdraw it from the bank/chest.
After XLGB:

- Step 3: Use UI or keybind to deposit all gear pieces at once.
- Step 6: Use UI or keybind to withdraw all gear pieces at once.

One button! Easy!

Demo gif showing XLGB in action! (Updated for v0.9.3)

Dependencies

This addon uses the following libraries:

- LibCustomMenu
- LibDialog
- LibShifterBox
- LibAddonMenu2-0

These libraries are required to run the addon.


Known Issues


Changes version 1.0.0
  • Pages
  • Tooltips
  • Report of missing items (Items not found during withdraw/deposit)
  • Safe mode toggle (Turn off for good ol' fast withdraw/deposit that might get you server kicked)
  • Progress "loading" bar during withdraw/deposit
  • More UI changes (Hopefully you guys think it looks neat now as well)
  • Minor bugfixes



How to use the addon


Browsing sets
  • Open your chat and type in '/xlgb' to bring up the UI.
  • Use the arrows to browse your current sets

Edit sets (change name/remove items from set)
  • Open your chat and type in '/xlgb' to bring up the UI.
  • Press the edit icon (pen and paper thingy)
    • Now you can edit the name label to a choice of your own! (Press the label and edit away!)
    • Add items you currently wear using the button that states it does literally this.
    • Remove items using the 'X' icon to the right of the item you want removed. (If you regret your choice, you can discard your changes!)
  • Now you have a choice:
    • Discard changes by clicking the "cancel icon" that replaced the edit icon. (If you've made changes a dialog will pop up to confirm)
    • Accept changes by clicking the "accept icon". (If you've marked items for removal a dialog will pop up to confirm)
    • Remove the set by click the "minus icon". (If the set is not empty a dialog will pop up to confirm)

Adding new sets
  • Open your chat and type in '/xlgb' to bring up the UI.
  • Use the '+' to add a new set.
  • You now enter 'edit' mode. (Look above for explanation)

Removing sets

See "Edit sets" above at (3.3).

Add items to a gear set

(New in version 0.9.3+)
You can now add all your currently equipped items by opening the ui with "/xlgb", press the edit icon, and press the button "Add equipped items to set".

If you have atleast 1 set you can right-click any armor or weapon in your bank, inventory or even equipped items, an extra item in the drop-down menu will appear reading 'XLGB add >'.
If you hover over this menu you'll see all your sets, and if you click on of the sets the item you've right-clicked will be added to that set.

Remove items from a gear set

Accidentally added an item to the wrong set? Fear not!
As an alternative to removing items through the "edit mode" in the "/xlgb" UI I've kept the old way of removing items.
When an item belongs to a set a new menu item appears in the drop-down menu, similar to adding items, this menu item reads 'XLGB remove >'.
Clicking on one of the sets listed in the sub-menu will result in removing that gear piece from the set again.

Depositing/withdrawing gear

With UI 2.0 you can now deposit/withdraw currently displayed set directly through the UI! Open your bank/storage and the UI will appear with 2 buttons at the bottom of the UI saying "Deposit" and "Withdraw". These will deposit/withdraw the set you're currently looking at, easy as that! As an alternative to the UI, keybindings are also offered in keybindings menu that will deposit/withdraw specific sets.



List of slash_commands

/xlgb
Brings up the UI

/xlgb_debug
Toggles debug mode. (Note: quite verbose)

/xlgb_help
Prints out these commands in the chat.



Other
Github @ https://github.com/XLOlsen/XLGearBanker

Thanks to ESOUI wiki and other addon developers for inspiration, as this is my first ever addon, I've been reading through alot of code to get me started and help me write this addon.
Version 1.0.0 - UI Overhaul & Pages
  • Pages
  • Tooltips
  • Report of missing items (Items not found during withdraw/deposit)
  • Safe mode toggle (Turn off for good ol' fast withdraw/deposit that might get you server kicked)
  • Progress "loading" bar during withdraw/deposit
  • More UI changes (Hopefully you guys think it looks neat now as well)
  • Minor bugfixes

[size="4"]Version 0.9.3 - Add equipped items + Remove item rework
  • Added functionality for "Add equipped items to set". The button is visible during the "edit mode" in the UI.
  • Reworked item removal. Items are now removed in real time during "edit mode", the changes can be discarded still by pressing the "toggle edit" button again (or cycling left or right).

[size="4"]Version 0.9.1 - Hotfix
Fixed a bug where calculating amount of empty bagspaces was wrong. (This bug might also be the cause of not withdrawing/depositing all items in a set - awaiting further testing).

Version 0.9 - UI 2.0
Simplified alot of the ideas I had for this and got it down to two buttons "Deposit" and "Withdraw" that now appear when you open your bank/storage. These buttons will deposit the currently displayed set!
Other things:
  • Assign sets to storage now legacy feature
  • Adding new items to a set now sorts the set alphabetically. (To sort existing sets, just add an item and remove it again)
  • Button to toggle UI when Bank/Storage is open.
  • Fixed a bug where "Item amount" wouldn't update correctly when adding/removing items.



Version 0.8 - UI 1.0

Christmas is coming early with this new update (version 0.8). An XL change that alot of people I've talked to have asked for (including myself). The XLGB addon is getting its UI and is now not a complete mess to setup anymore! What this UI update includes is a UI that would help you track your sets, create new sets, and edit current sets easier than ever before! It's simple to use:

You can now actually see your sets! (BIIG)
  • Open your chat and type in '/xlgb' to bring up the UI.
  • Use the arrows to browse your current sets


New way to edit sets! (change name/remove items from set)
  • Open your chat and type in '/xlgb' to bring up the UI.
  • Press the edit icon (pen and paper thingy)
    • Now you can edit the name label to a choice of your own! (Press the label and edit away!)
    • Mark items for removal by using the 'X' icon to the right of the item you want removed. (If you regret your choice, press the cancel button to unmark it again!)
  • Now you have a choice:
    • Discard changes by clicking the "cancel icon" that replaced the edit icon. (If you've made changes a dialog will pop up to confirm)
    • Accept changes by clicking the "accept icon". (If you've marked items for removal a dialog will pop up to confirm)
    • Remove the set by click the "minus icon". (If the set is not empty a dialog will pop up to confirm)

Adding new sets (The EZ Clap way)
  • Open your chat and type in '/xlgb' to bring up the UI.
  • Use the '+' to add a new set.
  • You now enter 'edit' mode. (Look above for explanation)

Removing sets (YEET)

See "Edit sets" above at (3.3).

Roadmap
This is not the only change planned for the XLGB addon. I will further improve the user experience down the road with UI 2.0 as the next big goal that will assist in depositing/withdrawing sets easier (Which will phase out the confusing assigned set to chest thingy), as an alternative to depositing/withdrawing sets via keybinds. Below is a roadmap with features and improvements planned for the addon:
  • UI 2.0 (deposit/withdraw UI)
  • Settings menu
  • Multi-language support
  • UI polishing (Adding tooltips etc.)

Version 0.7.3.1 Hotfix!
  • Fixed bug when using /xlgb_removeset setNumber

Version 0.7.3
  • Editing gearSets now automatically updates the storage assigned sets aswell. (No need to manually reassign set to chest)
  • Added /xlgb_clearassigned command.
  • Updated /xlgb_help message
Optional Files (0)


Archived Files (6)
File Name
Version
Size
Uploader
Date
0.9.3
15kB
XL_Olsen
02/12/20 10:28 PM
0.9.1
14kB
XL_Olsen
01/29/20 08:02 AM
0.9
13kB
XL_Olsen
12/15/19 02:39 AM
0.8
15kB
XL_Olsen
12/13/19 12:46 AM
0.7.3.1
13kB
XL_Olsen
10/17/19 05:07 AM
0.7
14kB
XL_Olsen
10/14/19 10:49 PM


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Unread 07/30/20, 06:50 AM  
XL_Olsen
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Forum posts: 0
File comments: 7
Uploads: 1
Hi Baertram! Thanks again for the feedback!
Seems like I was too fast with the Context Menu fixes - I basically just copied what you wrote as a fix without testing it at all I'll be sure to make these fixes in the next iteration!

Originally Posted by Baertram
Hey there, one hint about your context menu:
You still have added the zo_callLater to add the new inventory context menu entries at the bottom but it's not needed anymore as you are using LibCustomMenu meanwhile.
Lua Code:
  1. local function AddContextMenuEntries(itemLink, itemID, inventorySlot)
  2.   --zo_callLater(
  3.     --function()
  4.       MakeContextMenuEntry_AddItemToGearSet(itemLink, itemID)
  5.       MakeContextMenuEntry_RemoveItemFromGearSet(itemLink, itemID)
  6.       ShowMenu(inventorySlot)
  7.     end
  8. --, 10)
  9. --end

Your contextmenu is now not using a "PreHooK" to ZO_InventorySlot_ShowContextMenu anymore and thus this "delay" is not needed anymore to show your context menu entries at the bottom (below ZOs vanilla context menu entries).
LibCustomMenu took care of this internally already.

Attention:
You also use CATEGORY_LATE to tell the lib to show your entries late BUT this is non existing!
You need to use the proper constant LibCustomMenu.CATEGORY_LATE and then it will work, and your zo_callLater can be totally stripped.

Here is the example code that should work:
Lua Code:
  1. local function AddContextMenuEntries(itemLink, itemID, inventorySlot)
  2.   MakeContextMenuEntry_AddItemToGearSet(itemLink, itemID)
  3.   MakeContextMenuEntry_RemoveItemFromGearSet(itemLink, itemID)
  4.   ShowMenu(inventorySlot)
  5. end
  6.  
  7.  
  8. local function OverWriteInventoryShowContextMenuHandler()
  9.   LibCustomMenu:RegisterContextMenu(
  10.       function(inventorySlot, slotActions)
  11.         -- Inventory slot should either be the player bag, equipment slots, or the bank.
  12.         local slotTypesAllowed = {
  13.           [SLOT_TYPE_ITEM] = true,
  14.           [SLOT_TYPE_EQUIPMENT] = true,
  15.           [SLOT_TYPE_BANK_ITEM] = true,
  16.         }
  17.         local slotType = ZO_InventorySlot_GetType(inventorySlot)
  18.         if not slotTypesAllowed[slotType] then return end
  19.         local bag, index = ZO_Inventory_GetBagAndIndex(inventorySlot)
  20.         if not bag or not index then return end
  21.         local itemLink = GetItemLink(bag, index)
  22.         local itemID = Id64ToString(GetItemUniqueId(bag, index))
  23.         if not itemLink or itemLink == "" or not itemID then return end
  24.         easyDebug("Item ID of " .. itemLink .. ": " .. itemID)
  25.         local itemType = GetItemLinkItemType(itemLink)
  26.         local itemTypesAllowed = {
  27.           [ITEMTYPE_ARMOR] = true,
  28.           [ITEMTYPE_WEAPON] = true,
  29.         }
  30.         -- Item should be armor or weapon.
  31.         if not itemTypesAllowed[itemType] then return end
  32.         AddContextMenuEntries(itemLink, itemID, inventorySlot)
  33.       end,
  34.       LibCustomMenu.CATEGORY_LATE
  35.     )
  36. end
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Unread 07/30/20, 04:07 AM  
Baertram
 
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Hey there, one hint about your context menu:
You still have added the zo_callLater to add the new inventory context menu entries at the bottom but it's not needed anymore as you are using LibCustomMenu meanwhile.
Lua Code:
  1. local function AddContextMenuEntries(itemLink, itemID, inventorySlot)
  2.   --zo_callLater(
  3.     --function()
  4.       MakeContextMenuEntry_AddItemToGearSet(itemLink, itemID)
  5.       MakeContextMenuEntry_RemoveItemFromGearSet(itemLink, itemID)
  6.       ShowMenu(inventorySlot)
  7.     end
  8. --, 10)
  9. --end

Your contextmenu is now not using a "PreHooK" to ZO_InventorySlot_ShowContextMenu anymore and thus this "delay" is not needed anymore to show your context menu entries at the bottom (below ZOs vanilla context menu entries).
LibCustomMenu took care of this internally already.

Attention:
You also use CATEGORY_LATE to tell the lib to show your entries late BUT this is non existing!
You need to use the proper constant LibCustomMenu.CATEGORY_LATE and then it will work, and your zo_callLater can be totally stripped.

Here is the example code that should work:
Lua Code:
  1. local function AddContextMenuEntries(itemLink, itemID, inventorySlot)
  2.   MakeContextMenuEntry_AddItemToGearSet(itemLink, itemID)
  3.   MakeContextMenuEntry_RemoveItemFromGearSet(itemLink, itemID)
  4.   ShowMenu(inventorySlot)
  5. end
  6.  
  7.  
  8. local function OverWriteInventoryShowContextMenuHandler()
  9.   LibCustomMenu:RegisterContextMenu(
  10.       function(inventorySlot, slotActions)
  11.         -- Inventory slot should either be the player bag, equipment slots, or the bank.
  12.         local slotTypesAllowed = {
  13.           [SLOT_TYPE_ITEM] = true,
  14.           [SLOT_TYPE_EQUIPMENT] = true,
  15.           [SLOT_TYPE_BANK_ITEM] = true,
  16.         }
  17.         local slotType = ZO_InventorySlot_GetType(inventorySlot)
  18.         if not slotTypesAllowed[slotType] then return end
  19.         local bag, index = ZO_Inventory_GetBagAndIndex(inventorySlot)
  20.         if not bag or not index then return end
  21.         local itemLink = GetItemLink(bag, index)
  22.         local itemID = Id64ToString(GetItemUniqueId(bag, index))
  23.         if not itemLink or itemLink == "" or not itemID then return end
  24.         easyDebug("Item ID of " .. itemLink .. ": " .. itemID)
  25.         local itemType = GetItemLinkItemType(itemLink)
  26.         local itemTypesAllowed = {
  27.           [ITEMTYPE_ARMOR] = true,
  28.           [ITEMTYPE_WEAPON] = true,
  29.         }
  30.         -- Item should be armor or weapon.
  31.         if not itemTypesAllowed[itemType] then return end
  32.         AddContextMenuEntries(itemLink, itemID, inventorySlot)
  33.       end,
  34.       LibCustomMenu.CATEGORY_LATE
  35.     )
  36. end
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Unread 03/25/20, 10:00 AM  
Gandamir

Forum posts: 12
File comments: 38
Uploads: 0
Food, Potions, and Poisons?

Hey XL Olsen,

I would love the ability to add food, potions, and poisons to the XL Banker list so that when I pull stam gear, I also pull the proper food and potions from the bank so each toon has the right stuff to go adventuring. It would also be nice to be able to pull/push lockpicks, soulgems, etc.

My vision is that on withdraw, it pulls up to a full stack of each. On deposit, deposit all items of that type.

What do you think?


Gandamir
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Unread 03/08/20, 10:36 AM  
Baertram
 
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Hey XL Olsen,

Please read this and change your context menu on the inventory rows to use LibCustomMenu properly instead to assure all addons can work properly together and to benefit from LibCustomMenu's code (assures there won#t be any insecure error messages due to inventory context menu "hooks"):
https://www.esoui.com/forums/showthread.php?t=9052

Many thanks!


More info below:
Oe thing I noticed and which you definately should change is your prehook to ZO_PreHook('ZO_InventorySlot_ShowContextMenu'

It's not needed as you already use LibCustomMenu.
Please use the RegisterContextMenu function of the library instead to add your anonymous callback function
function(inventorySlot) ... which currently is used in the PreHook of ZO_InventorySlot_ShowContextMenu.

This will make so many addons work smoother together as most use the library and there are possibilities to suppress the context menus (e.g. by pressing a special key like SHIFT or ALT or CTRL) and currently your prehook will not be suppressed this way and always shows.
+ it removes possibilities of unsecure error messages.

Here is the libraries info about it:
Code:
Added callbacks, you can register to, to hook into inventory slot context menu. You don't need to reinvent the hook and are able to control the position of your entry/entries more granular.

category
lib.CATEGORY_EARLY
lib.CATEGORY_PRIMARY
lib.CATEGORY_SECONDARY
lib.CATEGORY_TERTIARY
lib.CATEGORY_QUATERNARY
lib.CATEGORY_LATE

CATEGORY_EARLY is before the first built-in menu entry.
CATEGORY_PRIMARY is after the first built-in menu entry. And so on.
CATEGORY_LATE is after built-in menu and default.

lib:RegisterContextMenu(func, category)
Register to the context menu of the inventory mouse right click.

func: callback function to be called.
Signature:
Lua Code:
local function func(inventorySlot, slotActions)
end

category: optional. defaults to CATEGORY_LATE.
So please do something like this instead in file XLGB_MenuOverwriter.lua
Lua Code:
  1. local function OverWriteInventoryShowContextMenuHandler()
  2. LibCustomMenu:RegisterContextMenu(
  3.           function(inventorySlot, slotActions)
  4.             -- Inventory slot should either be the player bag, equipment slots, or the bank.
  5.             local slotTypesAllowed = {
  6.               [SLOT_TYPE_ITEM] = true,
  7.               [SLOT_TYPE_EQUIPMENT] = true,
  8.               [SLOT_TYPE_BANK_ITEM] = true,
  9.             }
  10.             local slotType = ZO_InventorySlot_GetType(inventorySlot)
  11.             if not slotTypesAllowed[slotType] then return end
  12.             local bag, index = ZO_Inventory_GetBagAndIndex(inventorySlot)
  13.             if not bag or not index then return end
  14.             local itemLink = GetItemLink(bag, index)
  15.             local itemID = Id64ToString(GetItemUniqueId(bag, index))
  16.             if not itemLink or itemLink == "" or not itemID then return end
  17.             easyDebug("Item ID of " .. itemLink .. ": " .. itemID)
  18.             local itemType = GetItemLinkItemType(itemLink)
  19.             local itemTypesAllowed = {
  20.               [ITEMTYPE_ARMOR] = true,
  21.               [ITEMTYPE_WEAPON] = true,
  22.             }
  23.             -- Item should be armor or weapon.
  24.             if not itemTypesAllowed[itemType] then return end
  25.             AddContextMenuEntries(itemLink, itemID, inventorySlot)
  26.           end,
  27.           CATEGORY_LATE
  28.   )
  29. end

I have modified your code a bit to make it easier, if you like to.

Oh and important:
In your function AddContextMenuEntries remove the zo_callLater as the library LibCustomMenu will handle this autoamtically for the new added menu entries!

Lua Code:
  1. local function AddContextMenuEntries(itemLink, itemID, inventorySlot)
  2.       MakeContextMenuEntry_AddItemToGearSet(itemLink, itemID)
  3.       MakeContextMenuEntry_RemoveItemFromGearSet(itemLink, itemID)
  4.       ShowMenu(inventorySlot)
  5. end
Last edited by Baertram : 03/25/20 at 03:11 PM.
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Unread 02/27/20, 09:52 AM  
XL_Olsen
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File comments: 7
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Feature requests

Just checking in again in the comments to say that your feature requests have been noted -
It's great that you're coming with ideas, and I for sure will look into implementing new features and polishing the addon with e.g. tooltips, bugfixes etc. whenever I get the time to work on it

Thanks for your feedback!
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Unread 02/15/20, 04:09 AM  
Baertram
 
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Aren't there events fired like event_inventory_single_slot_updated (once as item got removed from bag_backpack/bag_worn and again as item reaches bag_babk e.g.) where you could register a callback function and after the item reaches the bag wait a bit then move the next? Maybe this works as a throttle.

Feature request
1. /xlgb chat command should be a toggle command so it will show AND hide the UI if you use it. Currently it is oinly able to show it, but hiding only works via clicking the X at the UI.

2. Add notes multiline editbox or note icon and edit box upon click (shows text on mouse hover). Maybe the addon could even show which items are ins everal saved gears automatically with that note icon & tooltip.
I've send you a PM with more details.

3. Add tooltips to the buttons like + - save discard

4. Add a button "remove all items" if in edit mode of a gear to remove all the items in the current set/gear.
Maybe at the line "Total items in set: <number> [X button to remove all]

5. Upon creation of a gear/set also save the currently logged in character id to this set name and in the context menus for add item show a * e.g. at the end of these sets which were created by the currently logged in character id. This makes finding the sets easier in the context menus if you got a lot entries imo.
API function: GetCurrentCharacterId()

btw slight visual bug:
If I manually change the hieght of the XLGB UI the scrollbar does not update properly. It stays the same height and thus scrolling looks weird.
If I switch the active selected gear in the UI the scrollbar updates again (duie to the list's refresh I guess).

This also happens if I remove items from the list. The scrollbar will stay at the same length like before removing the items until I change the active selected gear.

Originally Posted by XL_Olsen
Edit 2: Also this doesn't seem to help either. Same problem persists:

Lua Code:
  1. local function moveGear(sourceBag, itemsToMove, targetBag, availableBagSpaces)
  2.   --Move each item of the specified gearset from sourceBag to targetBag
  3.   for i, itemEntry in ipairs(itemsToMove) do
  4.     zo_callLater(function()
  5.       moveItem(sourceBag, itemEntry.index, targetBag, availableBagSpaces[i]) end,
  6.       200
  7.     )
  8.   end
  9. end

Edit: So I quickly tried again with zo_callLater. The delay values I used for testing was 200, 2000 and 5000. What happens is that it seems like it would delay every single request by the delay time, however the delay would not add up and the staggering of requests remained the same (just with e.g. the 2 sec wait time before anything happened.)

Lua Code:
  1. local function moveItem(sourceBag, itemIndex, targetBag, availableSpace)
  2.   local moveSuccesful = false
  3.   moveSuccesful = CallSecureProtected("RequestMoveItem", sourceBag, itemIndex, targetBag, availableSpace, 1)
  4.   if moveSuccesful then
  5.     easyDebug("Item move: Success!")
  6.   end
  7. end
  8.  
  9. local function moveItemDelayed(sourceBag, itemIndex, targetBag, availableSpace)
  10.   zo_callLater(function () moveItem(sourceBag, itemIndex, targetBag, availableSpace) end, 2000)
  11. end
  12.  
  13. local function moveGear(sourceBag, itemsToMove, targetBag, availableBagSpaces)
  14.   --Move each item of the specified gearset from sourceBag to targetBag
  15.   for i, itemEntry in ipairs(itemsToMove) do
  16.     moveItemDelayed(sourceBag, itemEntry.index, targetBag, availableBagSpaces[i])
  17.   end
  18. end

Yeah I was suspecting as much. The amount of items able to be moved changing with the amount of addons sending requests makes sense too. I tried adding a delay before with no success, I guess I didn't add a high enough timer hmm. It would indeed be nice knowing that the addon will not boot you from the server without compromising the snappy/instant feel of moving items too much. Thanks for your insight !

Originally Posted by Baertram
Booted from server
This happens each time addons send too much messages due to raised events or usage of items, banking operations, creating of items by crafting, deconstruction etc. in a too short period of time.

You can always add some delay in between the operations or craft in stacks of a max amount of items (you alwas need to test what amounts the server will allow here AND having many addons enabled your raise more messages to the server so that with your addon only it will be 50 items but with 5 addons enabled it will be <50 items than.)

A working solution so far is the usage of e.g.
zo_callLater(function()
Lua Code:
  1. --your code here
  2. ), delayInMilliseconds)
in between the operations / stack of operations.

Delay will be increased each time so the next operation starts after the before one finished etc.
e.g. mass deconstruction of items before Multicraft was implmented into the vanilla UI was causing the server to boot you if you had no delay in between.
Adding a 200+ms delay in between worked and you did not get booted anymore.
Last edited by Baertram : 02/22/20 at 07:22 AM.
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Unread 02/13/20, 05:30 AM  
XL_Olsen
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Edit 2: Also this doesn't seem to help either. Same problem persists:

Lua Code:
  1. local function moveGear(sourceBag, itemsToMove, targetBag, availableBagSpaces)
  2.   --Move each item of the specified gearset from sourceBag to targetBag
  3.   for i, itemEntry in ipairs(itemsToMove) do
  4.     zo_callLater(function()
  5.       moveItem(sourceBag, itemEntry.index, targetBag, availableBagSpaces[i]) end,
  6.       200
  7.     )
  8.   end
  9. end

Edit: So I quickly tried again with zo_callLater. The delay values I used for testing was 200, 2000 and 5000. What happens is that it seems like it would delay every single request by the delay time, however the delay would not add up and the staggering of requests remained the same (just with e.g. the 2 sec wait time before anything happened.)

Lua Code:
  1. local function moveItem(sourceBag, itemIndex, targetBag, availableSpace)
  2.   local moveSuccesful = false
  3.   moveSuccesful = CallSecureProtected("RequestMoveItem", sourceBag, itemIndex, targetBag, availableSpace, 1)
  4.   if moveSuccesful then
  5.     easyDebug("Item move: Success!")
  6.   end
  7. end
  8.  
  9. local function moveItemDelayed(sourceBag, itemIndex, targetBag, availableSpace)
  10.   zo_callLater(function () moveItem(sourceBag, itemIndex, targetBag, availableSpace) end, 2000)
  11. end
  12.  
  13. local function moveGear(sourceBag, itemsToMove, targetBag, availableBagSpaces)
  14.   --Move each item of the specified gearset from sourceBag to targetBag
  15.   for i, itemEntry in ipairs(itemsToMove) do
  16.     moveItemDelayed(sourceBag, itemEntry.index, targetBag, availableBagSpaces[i])
  17.   end
  18. end

Yeah I was suspecting as much. The amount of items able to be moved changing with the amount of addons sending requests makes sense too. I tried adding a delay before with no success, I guess I didn't add a high enough timer hmm. It would indeed be nice knowing that the addon will not boot you from the server without compromising the snappy/instant feel of moving items too much. Thanks for your insight !

Originally Posted by Baertram
Booted from server
This happens each time addons send too much messages due to raised events or usage of items, banking operations, creating of items by crafting, deconstruction etc. in a too short period of time.

You can always add some delay in between the operations or craft in stacks of a max amount of items (you alwas need to test what amounts the server will allow here AND having many addons enabled your raise more messages to the server so that with your addon only it will be 50 items but with 5 addons enabled it will be <50 items than.)

A working solution so far is the usage of e.g.
zo_callLater(function()
Lua Code:
  1. --your code here
  2. ), delayInMilliseconds)
in between the operations / stack of operations.

Delay will be increased each time so the next operation starts after the before one finished etc.
e.g. mass deconstruction of items before Multicraft was implmented into the vanilla UI was causing the server to boot you if you had no delay in between.
Adding a 200+ms delay in between worked and you did not get booted anymore.
Last edited by XL_Olsen : 02/13/20 at 06:11 AM.
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Unread 02/13/20, 03:55 AM  
Baertram
 
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Booted from server
This happens each time addons send too much messages due to raised events or usage of items, banking operations, creating of items by crafting, deconstruction etc. in a too short period of time.

You can always add some delay in between the operations or craft in stacks of a max amount of items (you alwas need to test what amounts the server will allow here AND having many addons enabled your raise more messages to the server so that with your addon only it will be 50 items but with 5 addons enabled it will be <50 items than.)

A working solution so far is the usage of e.g.
zo_callLater(function()
Lua Code:
  1. --your code here
  2. ), delayInMilliseconds)
in between the operations / stack of operations.

Delay will be increased each time so the next operation starts after the before one finished etc.
e.g. mass deconstruction of items before Multicraft was implmented into the vanilla UI was causing the server to boot you if you had no delay in between.
Adding a 200+ms delay in between worked and you did not get booted anymore.
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Unread 12/28/19, 04:41 AM  
XL_Olsen
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Re: Server Boots

(Edit: The issue with all items not getting withdrawn/deposited is now fixed! Only the booting from server remains)

Thank you for your kind words! You are 100% right about this, and I'm looking for a clean way to stagger the items as you mentioned. I fear the "instant" withdrawal/depositing of items is also what causes some items, to not withdraw/deposit at all aswell (even in smaller sets where you don't get booted e.g. look at one of the comments below).

I do have finals coming up so I don't know how much time I'll have to come up with a solution these issues currently Just letting you guys know that you've been heard and a fix will come eventually!
For now I think my suggestion would be to create sets at around 50-60 items (I've found that to be a "manageable" number), and also do some quick maths to check whether all items did withdraw/deposit (did the bank get itemNumberAmount of items upon withdrawal).

I'll leave an open issues comment here with information of current issues and the raw facts (Feel free to correct me if I've gotten any of these wrong):

Booted from server
  • Attempting to move large amount of items kicks you from the server.
  • 50-60 items seems to be the sweet spot.
  • Alternating deposit/withdraw in quick succession provides same result.

All items not getting withdrawn/deposited
  • Only happens to some users/sets.
  • Amount of items in a set seems to have no correlation (One user reports issue at 26 items, another at 46)
  • The item that does not get withdrawn/deposited seems to be the same item every time (One user reports item #1, another user reports item #22.)
  • Users with ESO+, reports this is an issue while using bank. (One user reports this issue does not happen when using storage chest, only when using his bank)

Thanks for using the addon despite its current flaws, I'm glad that it can help other ppl!

Originally Posted by sobelding
First of all, thank you so much for this addon! I can see how this will be incredibly helpful for transferring gear between alts.

Currently the addon is having issues handling large sets of gear. For example, I made a set with 106 pieces of gear (all my healer sets). I opened the bank, clicked Withdraw, but only 100 items were withdrawn. The game then booted me from the server. When I was able to log back in, I clicked Withdraw and the remaining 6 pieces were withdrawn. I then attempted to deposit the set back into the bank. This time it only deposited 29 items, and again I was booted from the server.

I'm assuming the server boots are because it considers the large amount of bank transactions all at once as spamming, so maybe this could be prevented by staggering the transactions similar to how Personal Assistant handles bulk deposits/withdrawals?
Last edited by XL_Olsen : 02/12/20 at 11:42 PM.
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Unread 12/27/19, 09:58 AM  
sobelding

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Server Boots

First of all, thank you so much for this addon! I can see how this will be incredibly helpful for transferring gear between alts.

Currently the addon is having issues handling large sets of gear. For example, I made a set with 106 pieces of gear (all my healer sets). I opened the bank, clicked Withdraw, but only 100 items were withdrawn. The game then booted me from the server. When I was able to log back in, I clicked Withdraw and the remaining 6 pieces were withdrawn. I then attempted to deposit the set back into the bank. This time it only deposited 29 items, and again I was booted from the server.

I'm assuming the server boots are because it considers the large amount of bank transactions all at once as spamming, so maybe this could be prevented by staggering the transactions similar to how Personal Assistant handles bulk deposits/withdrawals?
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Unread 12/20/19, 07:20 AM  
SimplyArmin

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Re: Re: More then 45 items

Originally Posted by XL_Olsen
Hi SimplyArmin! I had that problem before and thought I fixed it hmm. Are you using the bank or storage chest? Also are you ESO+ or no ? What item is not getting withdrawn/deposited (what number in the list)?
Originally Posted by SimplyArmin
I have a total of 46 items in a set but only 45 are getting withdrawn. Even if it withdrawn 45 items and i click again to withdraw the last item it will not do it. Also happends with deposit.
Wrong info I gave u before about withdraw... Here is the corrected issue.
So... I had all 46 items in the bank. I withdrew them and it worked. When I deposited them only 45 were deposit. 1 Perfect False God Ring didnt. Also last time i described the issue it was exactly that ring.
I have ESO+ and use the default banker. Its No. 22 in the Gear Banker List.

Right now I tested again... I removed that ring which caused issues. So my list went down from 46 to 45.
Again 1 Item didn't deposit. It was my Perfect False God Robe which was now No. 22 in the list.
So I removed the Robe as well. And now its my FG Sash which now is No. 22 and didnt deposit again.


TLDR: Withdraw works. Deposit the item No. 22 is not working in the set.
Last edited by SimplyArmin : 12/20/19 at 07:26 AM.
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Unread 12/17/19, 08:32 PM  
XL_Olsen
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Re: More then 45 items

Hi SimplyArmin! I had that problem before and thought I fixed it hmm. Are you using the bank or storage chest? Also are you ESO+ or no ? What item is not getting withdrawn/deposited (what number in the list)?
Originally Posted by SimplyArmin
I have a total of 46 items in a set but only 45 are getting withdrawn. Even if it withdrawn 45 items and i click again to withdraw the last item it will not do it. Also happends with deposit.
Last edited by XL_Olsen : 12/17/19 at 08:33 PM.
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Unread 12/17/19, 10:30 AM  
SimplyArmin

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More then 45 items

I have a total of 46 items in a set but only 45 are getting withdrawn. Even if it withdrawn 45 items and i click again to withdraw the last item it will not do it. Also happends with deposit.
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Unread 12/17/19, 01:43 AM  
XL_Olsen
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Eyo again Baertram and thank you so much for your feedback !

As for the multi-line, never thought of that something similar to what Dressing Room has I assume - That'd definitely be easy to add

I initially fiddled around a bit with the ShifterBox (for deposit/withdraw purposes) but figured the 2 buttons on the main UI would be simpler. Though I might actually use it to make it easier to add items to sets as you also suggested previously. Another thing I'd like added is an "Add currently equipped item to set X", because alot of ppl already have predefined sets in AlphaGear/Dressing Room etc., and then they could just add a whole bunch of sets easily without starting all over from scratch

I wouldn't know how to actually go about implementing drag&drop from "basic" ESO UI to my UI, but I definitely do like the idea of it - Especially since the next "big update" would be an easier way to add items
+ adding tooltips to all the buttons and having items in my UI list display as items are being displayed in the basic ESO UI inventory. Speaking of, you wouldn't know a good place to look for an easy guide/a way to get started with tooltips (Maybe an addon that implements very simple tooltips) ?


Originally Posted by Baertram
Many thanks for this great addon, again!
I'm using it to store my sets accross characters.

And therefor I'd like to request another "comment" multiline editfield upon creation/changing of a set.
Maybe a text editbox below the headline of your UI and above the + - buttons. It should be editable always as the set was created and selected in the UI.
One can write the purpose/character names e.g. into it and directly sees which characters it was made for.
Or can add other information like "use with chars abc for dungeons xyz".
This would be awesome.

And if you can manage to get it to work, maybe allow drag&drop items to your UI list to add/remove them from inventories. But this is just a nice 2 have
Last edited by XL_Olsen : 12/17/19 at 01:49 AM.
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Unread 12/16/19, 03:33 AM  
Baertram
 
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Many thanks for this great addon, again!
I'm using it to store my sets accross characters.

And therefor I'd like to request another "comment" multiline editfield upon creation/changing of a set.
Maybe a text editbox below the headline of your UI and above the + - buttons. It should be editable always as the set was created and selected in the UI.
One can write the purpose/character names e.g. into it and directly sees which characters it was made for.
Or can add other information like "use with chars abc for dungeons xyz".
This would be awesome.

And if you can manage to get it to work, maybe allow drag&drop items to your UI list to add/remove them from inventories. But this is just a nice 2 have
Last edited by Baertram : 12/16/19 at 03:36 AM.
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