Thread Tools Display Modes
07/24/19, 04:17 AM   #1
cOOLsp0T
 
cOOLsp0T's Avatar
AddOn Author - Click to view addons
Join Date: Jul 2019
Posts: 17
Have Problems with Setting an Itemfilter

Hey Folks,

Im very new with the lua language and especially with the ESO API, but Im experienced in C languages.

At the moment I write a small Loot Manager which have a few kind of options for itemfiltering purpose.

My problem is this small function which filters out the unwished items. I wrote for debugging purposes a small ItemIdentifier which have similiar functions.

This
Code:
function LootManager.ItemFilter(itemnumber,bagID,slotID)

...
        if Config.MaterialFilterSettings.LootAlchemy == true then
		if itemtype == ITEMTYPE_POISON_BASE then return true end
		if itemtype == ITEMTYPE_POTION_BASE then return true end
		if itemtype == ITEMTYPE_REAGENT then return true end
	end
	if Config.MaterialFilterSettings.LootCooking == true then
		if itemtype == ITEMTYPE_FLAVORING then return true end
		if itemtype == ITEMTYPE_INGREDIENT then return true end
		if itemtype == ITEMTYPE_FISH then return true end
		if itemtype == ITEMTYPE_LURE then return true end
		if itemtype == ITEMTYPE_SPICE then return true end
	end
        return false
end
My other filteroptions like LootAlchemy seems to work. I also checked the LootCooking var and it works perfectly. Is there a special hint in lua which I missed?

Here is a part of my ItemIdentifier which works perfectly
Code:
function LootManager.LootItemIdentifier(itemnumber)

......
                if itemtype == ITEMTYPE_FLAVORING then itemtype = "Flavoring" end
		if itemtype == ITEMTYPE_INGREDIENT then itemtype = "Ingredient" end
		if itemtype == ITEMTYPE_FISH then itemtype = "Fish" end
		if itemtype == ITEMTYPE_LURE then itemtype = "Lure" end
		if itemtype == ITEMTYPE_SPICE then itemtype = "Spice" end
        return itemtype
end
Thx for your patience
  Reply With Quote
07/24/19, 06:06 AM   #2
Scootworks
 
Scootworks's Avatar
AddOn Author - Click to view addons
Join Date: Nov 2014
Posts: 312
try to add a debug message to figure out first, if your config is defined or not:

Lua Code:
  1. d(Config.MaterialFilterSettings.LootAlchemy)
  2. d(Config.MaterialFilterSettings.LootCooking)


second thing is, you check for
Code:
itemType ==
, but you maybe forgot to define the itemType? maybe it's better if you post the whole code of the ItemFilter function.
  Reply With Quote
07/24/19, 06:51 AM   #3
cOOLsp0T
 
cOOLsp0T's Avatar
AddOn Author - Click to view addons
Join Date: Jul 2019
Posts: 17
Code:
function LootManager.ItemFilter(itemnumber,bagID,slotID)
	if bagID == nil or slotID == nil then
		local itemID,name,icon,amount,quality,value,isQuest,stolen = GetLootItemInfo(itemnumber)
		local itemlink = GetLootItemLink(itemID)
		local itemtype = GetItemLinkItemType(itemlink)
		local itemtrait = GetItemLinkTraitType(itemlink)
	end
	if itemnumber == nil then
		local itemlink = GetItemLink(bagID,slotID)
		local itemtype = GetItemType(bagID,slotID)
		local itemtrait = GetItemTrait(bagID,slotID)
		local value = GetItemLinkValue(itemlink)
		local itemfiltertype = GetItemLinkFilterTypeInfo(itemLink)
	end
	
	local notdestroyable = IsItemLinkForcedNotDeconstructable(itemlink)
	
	if itemtype == ITEMTYPE_WEAPON then
		if bagID == nil or slotID == nil then local itemtype2 = GetItemLinkWeaponType(itemlink) end
		if itemnumber == nil then local itemtype2 = GetItemWeaponType(bagID,slotID) end
						--- User Weapon Filter ---
		if itemtype2 == WEAPONTYPE_DAGGER and Config.WeaponFilterSettings.Dagger >= 1 then return true end
		if itemtype2 == WEAPONTYPE_SWORD and Config.WeaponFilterSettings.OHSword >= 1 then return true end
		if itemtype2 == WEAPONTYPE_HAMMER and Config.WeaponFilterSettings.OHHammer >= 1 then return true end
		if itemtype2 == WEAPONTYPE_AXE and Config.WeaponFilterSettings.OHAxe >= 1 then return true end
		if itemtype2 == WEAPONTYPE_SHIELD and Config.WeaponFilterSettings.Shield >= 1 then return true end
		if itemtype2 == WEAPONTYPE_TWO_HANDED_SWORD and Config.WeaponFilterSettings.THSword >= 1 then return true end
		if itemtype2 == WEAPONTYPE_TWO_HANDED_HAMMER and Config.WeaponFilterSettings.THHammer >= 1 then return true end
		if itemtype2 == WEAPONTYPE_TWO_HANDED_AXE and Config.WeaponFilterSettings.THAxe >= 1 then return true end
		if itemtype2 == WEAPONTYPE_BOW and Config.WeaponFilterSettings.Bow >= 1 then return true end
		if itemtype2 == WEAPONTYPE_FIRE_STAFF and Config.WeaponFilterSettings.FireStaff >= 1 then return true end
		if itemtype2 == WEAPONTYPE_FROST_STAFF and Config.WeaponFilterSettings.FrostStaff >= 1 then return true end
		if itemtype2 == WEAPONTYPE_LIGHTNING_STAFF and Config.WeaponFilterSettings.LightningStaff >= 1 then return true end
		if itemtype2 == WEAPONTYPE_HEALING_STAFF and Config.WeaponFilterSettings.HealingStaff >= 1 then return true end
						--- User Loot Ornate & Intricate Weapons ---
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_ORNATE and Config.GeneralFilterSettings.LootOrnate == true then return true end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_INTRICATE then
			if Config.WeaponFilterSettings.MetalWeaponIntricate == true then
				if itemtype2 == WEAPONTYPE_DAGGER then return true end
				if itemtype2 == WEAPONTYPE_SWORD then return true end
				if itemtype2 == WEAPONTYPE_HAMMER then return true end
				if itemtype2 == WEAPONTYPE_AXE then return true end
				if itemtype2 == WEAPONTYPE_TWO_HANDED_SWORD then return true end
				if itemtype2 == WEAPONTYPE_TWO_HANDED_AXE then return true end
				if itemtype2 == WEAPONTYPE_TWO_HANDED_HAMMER then return true end
			end
			if Config.WeaponFilterSettings.WoodenWeaponIntricate == true then
				if itemtype2 == WEAPONTYPE_SHIELD then return true end
				if itemtype2 == WEAPONTYPE_BOW then return true end
				if itemtype2 == WEAPONTYPE_FIRE_STAFF then return true end
				if itemtype2 == WEAPONTYPE_FROST_STAFF then return true end
				if itemtype2 == WEAPONTYPE_LIGHTNING_STAFF then return true end
				if itemtype2 == WEAPONTYPE_HEALING_STAFF then return true end
			end
		end
	end
						--- User Armor Filter ---
	if itemtype == ITEMTYPE_ARMOR then
		if bagID == nil or slotID == nil then local itemtype2 = GetItemLinkArmorType(itemlink) end
		if itemnumber == nil then local itemtype2 = GetItemArmorType(bagID,slotID) end
		if itemtype2 == ARMORTYPE_LIGHT and Config.ArmorFilterSettings.LightArmor >= 1 then return true end
		if itemtype2 == ARMORTYPE_MEDIUM and Config.ArmorFilterSettings.MediumArmor >= 1 then return true end
		if itemtype2 == ARMORTYPE_HEAVY and Config.ArmorFilterSettings.HeavyArmor >= 1 then return true end
		
						--- User Loot Ornate & Intricate Weapons ---
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_ORNATE and Config.GeneralFilterSettings.LootOrnate == true then return true end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_INTRICATE then
			if Config.ArmorFilterSettings.SmithArmorIntricate == true then
				if itemtype2 == ARMORTYPE_HEAVY then return true end
			end
			if Config.ArmorFilterSettings.ClothArmorIntricate == true then
				if itemtype2 == ARMORTYPE_LIGHT then return true end
				if itemtype2 == ARMORTYPE_MEDIUM then return true end
			end
		end	
	end
	
	if Config.MaterialFilterSettings.LootCooking == true then
		if itemtype == ITEMTYPE_FLAVORING then return true end
		if itemtype == ITEMTYPE_INGREDIENT then return true end
		if itemtype == ITEMTYPE_FISH then return true end
		if itemtype == ITEMTYPE_LURE then return true end
		if itemtype == ITEMTYPE_SPICE then return true end
	end
	if Config.MaterialFilterSettings.LootAlchemy == true then
		if itemtype == ITEMTYPE_POISON_BASE then return true end
		if itemtype == ITEMTYPE_POTION_BASE then return true end
		if itemtype == ITEMTYPE_REAGENT then return true end
	end
	if Config.MaterialFilterSettings.LootClothing == true then
		if itemtype == ITEMTYPE_CLOTHIER_RAW_MATERIAL then return true end
		if itemtype == ITEMTYPE_CLOTHIER_MATERIAL then return true end
		if itemtype == ITEMTYPE_CLOTHIER_BOOSTER then return true end
		if itemtype == ITEMTYPE_ARMOR_TRAIT then return true end
		if itemtype == ITEMTYPE_WEAPON_TRAIT then return true end
	end
	if Config.MaterialFilterSettings.LootSmithing == true then
		if itemtype == ITEMTYPE_BLACKSMITHING_RAW_MATERIAL then return true end
		if itemtype == ITEMTYPE_BLACKSMITHING_MATERIAL then return true end
		if itemtype == ITEMTYPE_BLACKSMITHING_BOOSTER then return true end
		if itemtype == ITEMTYPE_ARMOR_TRAIT then return true end
		if itemtype == ITEMTYPE_WEAPON_TRAIT then return true end
	end
	if Config.MaterialFilterSettings.LootWood == true then
		if itemtype == ITEMTYPE_WOODWORKING_RAW_MATERIAL then return true end
		if itemtype == ITEMTYPE_WOODWORKING_MATERIAL then return true end
		if itemtype == ITEMTYPE_WOODWORKING_BOOSTER then return true end
	end

	
	if Config.MaterialFilterSettings.LootRunes == true then
		if itemtype == ITEMTYPE_ENCHANTING_RUNE_ASPECT then return true end
		if itemtype == ITEMTYPE_ENCHANTING_RUNE_ESSENCE then return true end
		if itemtype == ITEMTYPE_ENCHANTING_RUNE_POTENCY then return true end
		if itemtype == ITEMTYPE_ENCHANTING_BOOSTER then return true end
	end
	if Config.MaterialFilterSettings.LootFurnish == true then
		if itemtype == ITEMTYPE_FURNISHING_MATERIAL then return true end
	end
	
	if Config.GeneralFilterSettings.LootSoulGems == true then return true end
--	CanBeResearched = CanItemLinkBeTraitResearched(itemlink)
--	if CanBeResearched == true then
--		d(LootManager.ManagerDebugMark.."Item can be researched!")
--		return true
--	end

	if value >= Config.GeneralFilterSettings.LootValue then
		if itemtype == ITEMTYPE_TRASH then return true end
		if itemtype == ITEMTYPE_TREASURE then return true end
		if itemtype == ITEMTYPE_TROPHY then return true end
		if itemtype == ITEMTYPE_FOOD then return true end
		if itemtype == ITEMTYPE_DRINK then return true end
		if itemtype == ITEMTYPE_TOOL then return true end
		if itemtype == ITEMTYPE_DYE_STAMP then return true end
		if itemtype == ITEMTYPE_DISGUISE then return true end
		if itemtype == ITEMTYPE_COSTUME then return true end
		if itemtype == ITEMTYPE_DEPRECATED then return true end
		if itemtype == ITEMTYPE_NONE then return true end
		if itemtype == ITEMTYPE_PLUG then return true end
		if itemtype == ITEMTYPE_SIEGE then return true end
		if itemtype == ITEMTYPE_SPELLCRAFTING_TABLET then return true end
		if itemtype == ITEMTYPE_MOUNT then return true end
		if itemtype == ITEMTYPE_CONTAINER then return true end
		if itemtype == ITEMTYPE_CONTAINER_CURRENCY then return true end
		if itemtype == ITEMTYPE_AVA_REPAIR then return true end
	end
	return false
end
Code:
function LootManager.LootItemIdentifier(itemnumber)
	local itemID,name,icon,amount,quality,value,isQuest,stolen = GetLootItemInfo(itemnumber)
	local itemlink = GetLootItemLink(itemID)
	local itemtype = GetItemLinkItemType(itemlink)
	local itemtrait = GetItemLinkTraitType(itemlink)
	if itemtype == ITEMTYPE_WEAPON then
		local itemtype = "Weapon"
		local itemtype2 = GetItemLinkWeaponType(itemlink)
		if itemtype2 == WEAPONTYPE_DAGGER then local itemtype2 ="Dagger" end
		if itemtype2 == WEAPONTYPE_SWORD then local itemtype2 ="One-Hand Sword" end
		if itemtype2 == WEAPONTYPE_HAMMER then local itemtype2 ="One-Hand Hammer" end
		if itemtype2 == WEAPONTYPE_AXE then local itemtype2 ="One-Hand Axe" end
		if itemtype2 == WEAPONTYPE_SHIELD then local itemtype2 ="Shield" end
		if itemtype2 == WEAPONTYPE_TWO_HANDED_SWORD then local itemtype2 ="Two-Hand Sword" end
		if itemtype2 == WEAPONTYPE_TWO_HANDED_HAMMER then local itemtype2 ="Two-Hand Hammer" end
		if itemtype2 == WEAPONTYPE_TWO_HANDED_AXE then local itemtype2 ="Two-Hand Axe" end
		if itemtype2 == WEAPONTYPE_BOW then local itemtype2 ="Bow" end
		if itemtype2 == WEAPONTYPE_FIRE_STAFF then local itemtype2 ="Firestaff" end
		if itemtype2 == WEAPONTYPE_FROST_STAFF then local itemtype2 ="Froststaff" end
		if itemtype2 == WEAPONTYPE_LIGHTNING_STAFF then local itemtype2 ="Lightningstaff" end
		if itemtype2 == WEAPONTYPE_HEALING_STAFF then local itemtype2 ="Healingstaff" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_CHARGED then local itemtrait = "Charged" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_DECISIVE then local itemtrait = "Decisive" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_DEFENDING then local itemtrait = "Defending" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_INFUSED then local itemtrait = "Infused" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_NIRNHORNED then local itemtrait = "Nirnhorned" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_POWERED then local itemtrait = "Powered" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_PRECISE then local itemtrait = "Precise" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_SHARPENED then local itemtrait = "Sharpened" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_INTRICATE then local itemtrait = "Intricate" end
		if itemtrait == ITEM_TRAIT_TYPE_WEAPON_ORNATE then local itemtrait = "Ornate" end
	end
	if itemtype == ITEMTYPE_ARMOR then
		local itemtype = "Armor"
		local itemtype2 = GetItemLinkArmorType(itemlink)
		if itemtype2 == ARMORTYPE_LIGHT then local itemtype2 ="Light" end
		if itemtype2 == ARMORTYPE_MEDIUM then local itemtype2 ="Medium" end
		if itemtype2 == ARMORTYPE_HEAVY then local itemtype2 ="Heavy" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_DIVINES then local itemtrait = "Divine" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_REINFORCED then local itemtrait = "Reinforced" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_IMPENETRABLE then local itemtrait = "Impenetrable" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_INFUSED then local itemtrait = "Infused" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_NIRNHONED then local itemtrait = "Nirnhorned" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_PROSPEROUS then local itemtrait = "Prosperous" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_TRAINING then local itemtrait = "Training" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_STURDY then local itemtrait = "Sturdy" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_WELL_FITTED then local itemtrait = "Well Fitted" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_INTRICATE then local itemtrait = "Cloth Intricate" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_INTRICATE then local itemtrait = "Smith Intricate" end
		if itemtrait == ITEM_TRAIT_TYPE_ARMOR_ORNATE then local itemtrait = "Ornate" end
	end
		if itemtype == ITEMTYPE_FLAVORING then local itemtype = "Flavoring" end
		if itemtype == ITEMTYPE_INGREDIENT then local itemtype = "Ingredient" end
		if itemtype == ITEMTYPE_FISH then local itemtype = "Fish" end
		if itemtype == ITEMTYPE_LURE then local itemtype = "Lure" end
		if itemtype == ITEMTYPE_SPICE then local itemtype = "Spice" end
		if itemtype == ITEMTYPE_TRASH then local itemtype = "Trash" end
		if itemtype == ITEMTYPE_TREASURE then local itemtype = "Treasure" end
		if itemtype == ITEMTYPE_TROPHY then local itemtype = "Trophy" end
		if itemtype == ITEMTYPE_FOOD then local itemtype = "Food" end
		if itemtype == ITEMTYPE_DRINK then local itemtype = "Drink" end
		if itemtype == ITEMTYPE_TOOL then local itemtype = "Tool"end
		if itemtype == ITEMTYPE_DYE_STAMP then local itemtype = "Dye Stamp" end
		if itemtype == ITEMTYPE_DISGUISE then local itemtype = "Disguise" end
		if itemtype == ITEMTYPE_COSTUME then local itemtype = "Costume" end
		if itemtype == ITEMTYPE_DEPRECATED then local itemtype = "Deprecated" end
		if itemtype == ITEMTYPE_NONE then local itemtype = "None" end
		if itemtype == ITEMTYPE_PLUG then local itemtype = "Plug" end
		if itemtype == ITEMTYPE_SIEGE then local itemtype = "Siege"end
		if itemtype == ITEMTYPE_SPELLCRAFTING_TABLET then local itemtype = "Spellcrafting Table" end
		if itemtype == ITEMTYPE_MOUNT then local itemtype = "Mount" end
		if itemtype == ITEMTYPE_CONTAINER then local itemtype = "Container" end
		if itemtype == ITEMTYPE_CONTAINER_CURRENCY then local itemtype = "Container Currency" end
		if itemtype == ITEMTYPE_AVA_REPAIR then local itemtype = "Ava Repair"end
		if itemtype == ITEMTYPE_BLACKSMITHING_RAW_MATERIAL then local itemtype = "Blacksmith Raw Material" end
		if itemtype == ITEMTYPE_BLACKSMITHING_MATERIAL then local itemtype = "Blacksmith Material" end
		if itemtype == ITEMTYPE_BLACKSMITHING_BOOSTER then local itemtype = "Blacksmith Booster" end
		if itemtype == ITEMTYPE_ARMOR_TRAIT then local itemtype = "Armor Trait" end
		if itemtype == ITEMTYPE_WEAPON_TRAIT then local itemtype = "Weapon Trait" end
		if itemtype == ITEMTYPE_ENCHANTING_RUNE_ASPECT then local itemtype = "Aspect Rune" end
		if itemtype == ITEMTYPE_ENCHANTING_RUNE_ESSENCE then local itemtype = "Essence Rune" end
		if itemtype == ITEMTYPE_ENCHANTING_RUNE_POTENCY then local itemtype = "Potency Rune" end
		if itemtype == ITEMTYPE_ENCHANTING_BOOSTER then local itemtype = "Enchanting Booster" end
		if itemtype == ITEMTYPE_CLOTHIER_RAW_MATERIAL then local itemtype = "Clothier Raw Material" end
		if itemtype == ITEMTYPE_CLOTHIER_MATERIAL then local itemtype = "Clothier Material" end
		if itemtype == ITEMTYPE_CLOTHIER_BOOSTER then local itemtype = "Clothier Booster" end
		if itemtype == ITEMTYPE_FURNISHING_MATERIAL then local itemtype = "Furnishing Material" end
	return itemID,name,icon,amount,quality,value,isQuest,stolen,itemtype,itemtype2,itemtrait
end
I had a function for debug purpose.

Code:
function LootManager.Debugger(funcID,num,itemnumber,lootitem)
	itemID,name,icon,amount,quality,value,isQuest,stolen,itemtype,itemtype2,itemtrait = LootManager.LootItemIdentifier(itemnumber)
	
	if funcID == 1 and Config.GeneralSettings.Debug == "Virtual" then
		d(LootManager.ManagerDebugMark.."Items Found "..num.." —")
		d("——————————————————————————")
	end
	if funcID == 2 and Config.GeneralSettings.Debug == "Virtual" then
		d(LootManager.ManagerDebugMark.."ID: "..itemID)
		d(LootManager.ManagerDebugMark.."Name: "..name)
		d(LootManager.ManagerDebugMark.."Amount: "..amount)
		d(LootManager.ManagerDebugMark.."Quality: "..quality)
		d(LootManager.ManagerDebugMark.."Gold: "..value)
		d(LootManager.ManagerDebugMark.."Quest: "..tostring(isQuest))
		d(LootManager.ManagerDebugMark.."Stolen: "..tostring(stolen))
		d(LootManager.ManagerDebugMark.."ItemType: "..itemtype)
		if itemtype == "Armor" then d(LootManager.ManagerDebugMark.."ArmorType: "..itemtype2) end
		if itemtype == "Weapon" then d(LootManager.ManagerDebugMark.."WeaponType: "..itemtype2) end
		d(LootManager.ManagerDebugMark.."Trait: "..itemtrait)
		if lootitem == true then d(LootManager.ManagerDebugMark.."Loot this: |c33ff00"..tostring(lootitem)) else d(LootManager.ManagerDebugMark.."Loot this: |cdc1f1f"..tostring(lootitem)) end
		d("——————————————————————————")
	end
	if funcID == 3 and Config.GeneralSettings.Debug ~= "Virtual" then d("GarbageHandler registered") end
	if funcID == 4 and Config.GeneralSettings.Debug ~= "Virtual" then d("GarbageHandler unregistered") end
end
Please tell my if you can see improvements in the code. Sometimes I had the feeling the code can look better.

Last edited by cOOLsp0T : 07/24/19 at 06:56 AM. Reason: Forgot something
  Reply With Quote
07/24/19, 07:52 AM   #4
cOOLsp0T
 
cOOLsp0T's Avatar
AddOn Author - Click to view addons
Join Date: Jul 2019
Posts: 17
I solved it by myself. Its a damn scoping, problem. thx anyway.
  Reply With Quote
07/24/19, 08:08 AM   #5
Baertram
Super Moderator
 
Baertram's Avatar
WoWInterface Super Mod
AddOn Author - Click to view addons
Join Date: Mar 2014
Posts: 4,913
If you define a local inside an if end it's ONLY known inside this block.
So if you check the itemtype outside the if end it will be alwas NIL.

About improvements:
Instead of reusing the same if end code several times you can use a table like this:

Lua Code:
  1. local alchemyAllowedItemtypes = {
  2.    [ITEMTYPE_POISON] = true,
  3.   ...
  4. }
  5. local itemtypeIsAllowedForAlchemy = alchemyAllowedItemtypes[itemtype] or false

This will give you a boolean answer true/fals if the itemtype is allowed for your alchemy filter.
Apply the same for others and you can even use your own table with String values as key for your itemInformation function / debug output.

P.S.
If the itemtype2 is the weapontype you should really name your variables like weapontype then instead or you'll confuse yoursef after a few weeks if you read your own code :-p

Last edited by Baertram : 07/24/19 at 08:12 AM.
  Reply With Quote
07/24/19, 09:29 AM   #6
cOOLsp0T
 
cOOLsp0T's Avatar
AddOn Author - Click to view addons
Join Date: Jul 2019
Posts: 17
thx Baertram for your quick answer.

The itemtype2 var is, because I wouldnt make 2 seperate vars for armors and weapons, so I tried to merge.

Last edited by cOOLsp0T : 07/24/19 at 09:30 AM. Reason: typo
  Reply With Quote

ESOUI » AddOns » AddOn Help/Support » Have Problems with Setting an Itemfilter

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off