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06/07/18, 10:18 PM   #3
sapientNode
Join Date: Jun 2018
Posts: 2
Actually that would be better since I could better specify.
I am starting with reverse engineering craft auto loot though
Figured it is easier to just insert inside containers section. Suppose I could add more to it to add more detail...


Code:
function CraftAutoLoot:Initialize()
   ZO_ReticleContainerInteract:SetHandler("OnShow", function()
      local action, container, _, _, additionalInfo, _ = GetGameCameraInteractableActionInfo()
      if action == "Mine" or action == "Collect" or action == "Cut" or action == "Reel In" or ((container == "Apple Basket" or container == "Apple Crate" or container == "Barrel" or container == "Barrels" or container == "Basket" or container == "Cabinet" or container == "Corn Basket" or container == "Crate" or container == "Crates" or container == "Flour Sack" or container == "Greens Basket" or container == "Melon Basket" or container == "Millet Sack" or container == "Sack" or container == "Saltrice Sack" or container == "Seasoning Sack" or container == "Tomato Crate" or container == "Heavy Sack" or container == "Heavy Crate") and action == "Search") then
         SetSetting(SETTING_TYPE_LOOT, LOOT_SETTING_AUTO_LOOT, 1)
      else
	 SetSetting(SETTING_TYPE_LOOT, LOOT_SETTING_AUTO_LOOT, 0)
      end
   end)
end
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