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Unread 11-21-2011, 01:03 PM  
Garan
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Update status as of Nov 21:
Ver 2.05 is still undergoing significant changes and won't be ready for release for several weeks yet.

The Equipped Items display is working, however since we don't have programmatic access to the Item IDs, there are no tooltips for off-line items. I still have some work to do to catch changes to the equipped items.

There is a nasty client crash tied to accessing the LocalPlayer:GetAttributes() method and then unloading plugins and accessing an inventory item. For this reason, the Wallet and Stats displays are disabled by default, but they are functional. To enable them, you have to go into options and check the Enable Attributes option. Be warned though, if you ever unload the plugin after enabling this, you MUST log out your character and log back in or you will crash the client when you access inventory items/equip items. As long as you keep the plugin loaded it seems to be stable so if you enable this, just never unload the plugins until you are ready to log off. This warning will be included in the plugin when it is released.

I have some significant changes to make to the array that holds the inventory items and this will be the biggest delay to getting a new version published. Unfortunately, I don't have a timeframe on getting this done, especially with the Holidays fast approaching.

Update Dec 19:
I have almost finished the Crafting/Known Recipe module. Unfortunately, all of the available recipe lists are either incomplete or significantly incorrect/outdate. This meant a LOT of manual updating and editing of the recipe list data and I'm sure I'm still missing a number of Westfold recipes. It's still quite useful when you can't remember whether an alt already has a recipe that you just picked up and you don't want to vendor it without knowing but you don't want to swap characters just to check one recipe

Sneak Peak showing wallet and crafting panel:


The inventory list is still being reworked so it is highly unlikely that the update will get released prior to the new year but hopefully it will be worth the wait.

EDIT: Status as of Dec 23,
I headed North in search of additional slaves, er, members of my workforce and encountered a small band of diminutive elves with a single large, fat slave driver in charge. After Gnashtooth made an example by eating the large, fat, red clothed slave driver, the elves fell into line and I was able to roll out 2.05 ahead of schedule. Unfortunately, Gnashtooth devoured all of the strange deer hearabouts, except for that one with the freakish red nose, so I don't know what to do with this large sled or the giant sack of strangely wrapped artifacts... maybe a bonfire to warm the place up... Merry Christmas.

P.S. if you run into any bugs, you're on your own until after New Years

Last edited by Garan : 12-23-2011 at 11:18 PM.
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Unread 12-26-2011, 10:15 PM  
Garan
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Known Issue

While testing some of the new 2.06 translations, I found that the "Select All" and "Clear All" buttons on the Known Recipe lists are not functioning. This is a bug that was introduced with the recipe categories and will be fixed in 2.06. I will not be publishing a hot fix for this as 2.06 will be released soon and the bug is in a "convenience" feature (you can get around it by selecting/deselecting individual recipes) that no one seems to be using atm.
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Unread 12-30-2011, 01:33 AM  
syahwhit
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Tracking Quantities

I've gone back to using this plugin now, since it can be automatically loaded through Turbine's new Plugin Manager, and I really like all the new features that I'm seeing. Being able to see an off-line alt's stats and money amount are great bonuses!

One problem that I'm having however, is the tracking quantities panel. Not sure how that actually works, or how I set things to be tracked in there. I imagine it's useful for tacking amounts of crafting materials and such so that it's easier to keep materials in stock etc. but I still haven't figured out how to get that to work. A nudge or advice on how that works would be wonderful.
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Unread 12-30-2011, 01:21 PM  
Garan
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Re: Tracking Quantities

Quote:
Originally Posted by syahwhit
I've gone back to using this plugin now, since it can be automatically loaded through Turbine's new Plugin Manager, and I really like all the new features that I'm seeing. Being able to see an off-line alt's stats and money amount are great bonuses!

One problem that I'm having however, is the tracking quantities panel. Not sure how that actually works, or how I set things to be tracked in there. I imagine it's useful for tacking amounts of crafting materials and such so that it's easier to keep materials in stock etc. but I still haven't figured out how to get that to work. A nudge or advice on how that works would be wonderful.
Thanks for the feedback. Simple question, very long answer...

The quantity tracking is not working propertly currently, especially for the "ALL" character mode. I am still unravelling the inventory table mess that I accidentally created a year ago. It is pretty functional as long as you do not delete any characters, but even creating new characters can throw it off. I would not recommend using this feature until I can find the time to fix it correctly.

Using it is fairly simple, you just right click on an item and add it either to item tracking or all character item tracking using the pop-up menu. You can set the warning thresholds in the options window, or if you want to have separate thresholds per item, you can open the tracking window (the button with the "123" icon) and set the thresholds per item on that window. When the item quantity drops below the threshold, the minimized icon for AltInventory will appear for several seconds, but with a flashing color indicating the level of the threshold, yellow for low, red for critical to indicate that a watched item quantity has dropped below it's threshold. I believe it also displays a message in the chat log with which item has dropped, so if you also run Lotro Alerts, you could easily set up an alert to match the chat message and it would flash a large text warning on your screen. Unfortunately, as I mentioned above, due to a flaw in my implementation of the inventory tables I do not recommend using the tracking function at this time.

To be honest, fixing the tracking feature has been a really low priority because I don't know of anyone else other than me that ever actually used it - I don't know if I will hold back ver 2.06 for this fix, but I will make an effort to raise the priority and get it fixed for 2.07 (updates should be more often than every 9 months now that I have some additional functionality to add). 2.06 should be out in a couple weeks (minor bug fixes and two new panels), then I am due to update some more map data for MoorMap (Turbine removed a bunch of rep barter NPCs and I have more Moria data to add) so AltInventory 2.07 should be out in about 2-3 months. I know that seems like a long wait, but unfortunately it is a fairly major change required to fix a nearly unused option, thus the low priority. Unfortunately, AltInventory was my first foray into Lua development (I've been developing software for over thirty years now, just not in Lua) and I made a bad design decision which was integral to the entire functioning of the plugin, kind of like building a skyscraper with a faulty foundation - fixing a tiny little crack is quite difficult when there's a hundred stories of building on top of it
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Unread 01-05-2012, 12:19 AM  
Garan
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After uploading 2.06, I noticed a bug in the Weaponsmith and Woodworker Westfold and Supreme Legendary Items. This only affects Weaponsmiths and Woodworkers and only the Legendary Items recipes which are one-shots that are cost prohibitive to learn unless you are going to use them right away so it isn't terribly important. The bug is that the Weaponsmith Westfold Legendary Items recipes are accidentally tied to the Weaponsmith Supreme Legendary Items recipes (selecting one tier will select the one on the other tier as well). This will be fixed in a future release.

Edit:
I found a typo in the Legendary Captain Emblem categories, "Emblem" is misspelled "Emplem" in all three categories. This will be fixed in the next update.

Last edited by Garan : 01-05-2012 at 04:12 PM.
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Unread 01-08-2012, 02:39 PM  
Elila-Maiar
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Bank

Hi!
Sorry for my bad englisch - I'm from Germany!
Please I have one question: Can AltInventory show me the Bank-Inventar?
And when yes - How I get it?
Thanks
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Unread 01-08-2012, 03:30 PM  
Garan
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Re: Bank

Quote:
Originally Posted by Elila-Maiar
Hi!
Sorry for my bad englisch - I'm from Germany!
Please I have one question: Can AltInventory show me the Bank-Inventar?
And when yes - How I get it?
Thanks
Hi! Your english is a lot better than my German

The only part of the bank which can be accessed is the money: gold, silver and copper. The other currencies such as shards, marks, etc. are not accessible.

There is currently a serious bug in the Lua API which can cause the client to crash if the money or character statistics are accessed followed by unloading the plugin and performing any inventory action. Because of this bug the money and statistics displays are turned off by default. To turn on the money display, go to the options dialog (click the gear icon on the bottom left) and click the "Enable Attributes" option - if you have changed the language option to Deutsch, the option is titled "Ermöglichen Attribute" which may be an awkward translation (if you can provide a better translation, please let me know). Be warned that once you enable attributes, you should not unload the plugin, either through a plugin manager or manually without logging out your character or your client WILL crash. It is safe as long as you do not unload the plugin.

Last edited by Garan : 01-08-2012 at 03:49 PM.
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Unread 01-14-2012, 10:00 AM  
Vreejack
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turbine.utils dependency added?

okay, something went really weird. Accidentally installed an old version, somehow. Works now.

Last edited by Vreejack : 01-14-2012 at 10:19 AM.
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Unread 01-20-2012, 03:31 PM  
Meayen
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This is just what's in your inventory bag or does it include vault storage for alts also? This is a great idea.

Unfortunately, this is just for what is in the inventory. I am hoping that the LUA information will be figured out soon. It would be by far one of the best plugins if in fact it did show what was in the bank also.


Meayen
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Unread 01-27-2012, 04:02 PM  
eloyolo
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Hide Icon when hiding UI

Hi first of all thanks for this plugin.
I was using it the other day and was amazed at a particular location (lothlorien) so I did as usual, hid the UI (f12) and wanted to take a screenshot. However, the bag icon was still there.

Can you make it go away with all the UI elements?

Since there's a crash (explained in the plugin itself) if you close the plugin (while having the stats of characters enabled) I was afraid to unload the plugin in order to take the screenshot.

I know it might not be a major concern for most players, however I hope this is not a difficult thing to implement (I don't know a thing about LUA)

thanks again.

Last edited by eloyolo : 01-27-2012 at 04:03 PM.
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Unread 01-28-2012, 12:33 AM  
Garan
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Re: Hide Icon when hiding UI

Quote:
Originally Posted by eloyolo
Hi first of all thanks for this plugin.
I was using it the other day and was amazed at a particular location (lothlorien) so I did as usual, hid the UI (f12) and wanted to take a screenshot. However, the bag icon was still there.

Can you make it go away with all the UI elements?

Since there's a crash (explained in the plugin itself) if you close the plugin (while having the stats of characters enabled) I was afraid to unload the plugin in order to take the screenshot.

I know it might not be a major concern for most players, however I hope this is not a difficult thing to implement (I don't know a thing about LUA)

thanks again.
There is an option in the options panel to turn off the Minimized Icon and use chat commands to toggle the display (simple solution for people who frequently take screenshots).

Now that Turbine has provided a means to auto load plugins (which ensures the HUD state when loaded) I may change the behaviour to assume that the HUD is not displayed when loaded (this kind of assumption is a pretty bad programming practice but Turbine isn't giving us much choice). That will enable making the icon hidden with F12 along with the rest of the windows in a future release.

Last edited by Garan : 01-28-2012 at 12:44 AM.
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Unread 01-29-2012, 02:58 AM  
eloyolo
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Re: Re: Hide Icon when hiding UI

thanks, should've looked there.

(removed the quotes since it would just add a wall of text)
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Unread 02-15-2012, 09:21 PM  
celt
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Is there a way I can increase the overall scale of Alt Inventory?

I'm playing at 1920x1200 and I'd probably take a 75-100% increase in the size of the icons and the fonts.

BTW, thanks for the great work on this plugin. I'm not sure if I'll be doing anything with alts, but it's still just a great inventory mod in general!
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Unread 02-16-2012, 09:36 AM  
Garan
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Quote:
Originally Posted by celt
Is there a way I can increase the overall scale of Alt Inventory?

I'm playing at 1920x1200 and I'd probably take a 75-100% increase in the size of the icons and the fonts.

BTW, thanks for the great work on this plugin. I'm not sure if I'll be doing anything with alts, but it's still just a great inventory mod in general!
Thanks for the feedback.

The mechanism for scaling Lua plugins uses an "undocumented" and slightly buggy Beta method, SetStretchMode. I have used this with varying degrees of success in several plugins including MoorMap, IRV and parts of AltInventory. The biggest problem with using it with AltInventory is the impact on frame rate that can occur. AltInventory is a very complex UI with a LOT of overlapping components and dynamically scaling that many additional components can significantly degrade the user's frame rate - on my oldest machine it would drop to 1-2 FPS, totally unplayable. I may revisit scalability as a user option, it can just get a bit complicated to make sure it doesn't negatively impact users.
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Unread 02-16-2012, 02:52 PM  
celt
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Thanks for the fast reply, Garan. It's certainly not a pressing need. The icons in Alt Inventory are the same size as they are in the default bag window. I can adapt.

I've noticed that you're quite prolific as I went through this site over the last few days, modding the UI. I keep seeing your name pop up on the mods that catch my interest. Good on you for all the creative innovations you've made! I always admire it when people like yourself work for free to help the rest of us be entertained. Thanks again.
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