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Categories:Raid Mods, Bags, Bank, Inventory, Miscellaneous

PassLoot  Popular! (More than 5000 hits)

Version: r139
by: Odlaw [More]

What this mod does

This mod will allow you to automatically roll greed, need, pass, or if the setting is disabled, let you manually roll on loot based on customized loot rules.

By adding customized rules, you can do things like roll greed on all Bind on Equip items, except in Karazhan. You could also let it ignore all Bind on Pickup items, to let you manually roll on them.

Features
Automatic loot settings for each category:

  • Need - This will roll need on the loot in this rule.
  • DE - If an enchanter is present this will roll disenchant.
  • Greed - This will roll greed on the loot in this rule.
  • Pass - This will automatically pass on the loot in this rule.
  • If no loot method is selected, you will have to manually roll on the items.
  • You may select multiple methods.

Loot rules can filter loot based on the following:
  • Bind on status
  • Can I Roll filter - Checks if you can roll differently
  • Class / Spec
  • Equip slot
  • Group/Raid
  • Guild Group - When the group has a percentage of guild mates.
  • Inventory - Do you already own an item
  • Item Level (or formula based on current equipped level)
  • Item Name (partial or exact)
  • Item Price
  • Item Type and SubType
  • Learned Item (recipes/mounts)
  • Loot Won Counter/Comparison - How often you have won an item with the rule
  • Player Name
  • Quality
  • Required Level (or formula based on current level)
  • Uniqueness
  • Usable Items (things that you can equip/use)
  • Zone
  • Zone Type
  • Confirm BoP filter to accept BoP item popups
  • Confirm DE filter to accept DE item popups (use care with this one)

Logic
  • Rules are checked for a match in the order they appear.
  • You may have more than one of the same type of filter.
  • Each filter type must have at least one match.
  • Items may not match any exception.
  • If ( matched rule ) then ( roll ) else ( skip rule )
  • Rolling is attempted in the following order: Need > DE > Greed > Pass. (Depending on what is selected)

Logic Example 1
  • Quality -> Rare
  • Quality -> Epic
  • Binds on -> None
  • Binds on -> Equip
  • Binds on -> Use
This will match IF (Rare OR Epic) AND (None OR Equip OR Use)

Logic Example 2
  • Item Type -> Armor
  • Item Type -> Weapon
  • Item Type -> Plate Armor (exception)
  • Item Type -> 2hd Maces (exception))
This will match IF (Armor OR Weapons) AND NOT (Plate OR 2hd Mace)

Logic Example 3
  • Quality -> Rare
  • Quality -> Epic
  • Binds on -> Pickup
  • Usable -> Unsuable
  • Zone Name -> Halls of Reflection (exception)
  • Zone Name -> Pit of Saron (exception)
This will match IF (Rare OR Epic) AND (BoP) AND (Unusable) AND NOT (HoR OR PoS)

Roll Logic Examples
  • -Need +DE +Greed -Pass = DE > Greed
  • +Need -DE +Greed -Pass = Need > Greed
  • +Need -DE -Greed +Pass = Need > Pass
  • -Need +DE -Greed -Pass = DE > Manual roll

Basic Usage
  • To open the configuration menu, type /passloot
  • Use Add button to create a new rule (Rules are processed in the order they are listed)
  • To remove a rule, select the rule and click the remove button
  • To move a rule up and down in the list, select the rule and click the up/down buttons
  • Once a rule has been selected, you can edit the description or change it's filters.
  • To add a filter to the selected rule, select the filter you wish to add and click add.
  • To remove a filter, select the filter in the Active Filters window and click remove. (You can also shift-right click the filter)
  • To edit an active filter, select the filter in the Active Filters window and change it's properties. (You may have multiple filters of the same type to match)
  • To test an item to see how PassLoot would roll, type /passloot test <shift-click an item>

Example 1
If you want to roll greed on all BoE items, except when on a raid in Karazhan, you can do the following:
  • Rule 1:
    • Zone -> Karazhan (Exception)
    • Binds on -> Equip

Example 2
The only way to have it roll Need if condition X is met, and Greed if condition Y is met is to have 2 separate rules.
You wish to manually roll on all epic items, roll greed on all rare non-bop items items, and roll Disenchant on anything else (and greed if no disenchant option is available)
  • Rule 1: (nothing checked)
    • Quality -> Epic
  • Rule 2: (Greed)
    • Binds on -> Pickup (exception)
    • Quality -> Rare
  • Rule3: (Greed + Disenchant)
    • (no filters added)

Notes
  • Default settings
    • Mod: On (If this setting is off, it won't do automatic pass/greed/need on anything)
    • Quiet: disabled (If this setting is enabled, you won't see what it rolls on)
    • All loot categories are disabled by default to let you manually roll on them.
  • When rolling greed or need on BoP items, WoW will still ask you if you are sure you want to roll since it will bind on pickup. If you want to auto click yes on the BoP confirmations, add a Confirm BoP filter to the rule.
  • The Loot Won Counters are only incremented when you win loot. It will remember what rule was matched and will increment that counter accordingly.

Translation
  • Translation is done through the localization system at www.wowace.com/projects/pass-loot/localization/

- r139 -
ClassSpec - Add Guardian spec
ConfirmDE - Add preferredIndex in popup

- r138 -
Update Equipable - Monk, and a few other class updates.

- r137 -
Fixed some variables that were not defined local.
Changed some StaticPopupDialogs to use a preferred index.
Added Monk to ClassSpec.
Fixed typo in TypeSubType.

- r136 -
Updated for 5.0

- r135 -
Updated libraries and localization

- r134 -
Add LDB to open menu and show last 10 looted items

- r133 -
Locale update - frFR - thanks Blia

- r131 -
Add option to copy/export rules (right click on rule)
Add ptBR and esMX locale files.

- r131 -
toc update

- r130 -
toc update

- r129 -
toc update

- r128 -
More localization updates. Thanks BMSSMB (zhTW) and Shadow11 (deDE)

- r127 -
repackage for updated localization

- r126 -
toc update

- r125 -
Fix Guild Group module.

- r124 -
Type / SubType: Add Trade Goods-Tackle Box, Trade Goods-Item Enchantment, Recipe-Inscription, Gem-Hydraulic, Gem-Cogwheel
Type / SubType: Remove Trade Goods-Armor Enchantment, Trade Goods-Weapon Enchantment

- r123 -
Added Armor - Relic in Type / SubType

- r122 -
Equipable filter: added 2hd axes to dk and paladins

- r121 -
Hopefully fix Equipable module.

- r120 -
Fixed updating which rules get skipped if you remove unknown filters manually.

- r119 -
Added option to display unknown filter variables.
Unknown filter variables show up as gray in the active filters list.
Unknown filter variables can be removed by either the 'Clean Rules' in the options, or 'Remove' on each one in the active filter list. (Unknown filter variables will cause passloot to skip the rule if skip rules is enabled)
Skip rules option now default to off
Changed some text descriptions to be a bit more clear.

- r118 -
Added defaults for SkipRules and SkipRulesWarning
Fix for Can I Roll module
Added option for RegEx matches for Item Name filter (option in modules menu)
Locale updates (zhTW - alpha2009)

- r117 -
Fixed error when it can't figure out what is being rolled on if it is told something is being rolled on.
Modules changes: Will not save empty tables if they were not added to a rule.
Options for skipping rules if a rule has a setting from a module that is disabled or obsolete.
Option to clean disabled / obsolete module settings from rules in profile.
Bug Fix: removes variables from default template when a module is disabled.
deDE - Thanks CuDiLLA
zhTW - Thanks alpha2009

- r116 -
toc update

- r115 -
Add equipable filter - Will match on class based armor and weapons.
zhTW update - thanks alpha2009

- r114 -
Added GuildGroup module - Matches when the group has a percentage of guild mates.

- r113 -
Bug fix for ItemLevel module.

- r112 -
ItemLevel can now use formulas and allows the keyword 'current' for your currently equipped item level.

- r111 -
toc fix

- r110 -
Add options to change the loot rolling text.
Added requested "Can I Roll" filter. (If you can roll need, you might want to look at it before rolling)
Updated toc: ## X-Compatibile-With: 40000

- r109 -
Fix error if some addon removes CONFIRM_LOOT_ROLL from StaticPopups.
Fix display bug with edit box not hiding if you don't press enter/escape in a few dropdowns
Don't load a few modules if a couple libraries are not available.

- r108 -
Repackaged with LibSink-2.0 r70 (custom channels)

- r107 -
Update ZoneType for dynamic instances.

- r106 -
filter regex characters in ItemName match.

- r105 -
Multiple Loot rolling methods can be selected. Order is tried Need > DE > Greed > Pass > Manual Roll (depending on what is selected)
Move modules ui to ace config options menu
Rework Confirm BoP / DE .. no more hooking.
Add Player Name filter.
Add Class/Spec filter.
esES update (yllelder)
zhCN update (pauleldwan)

- r99 -
Added inventory filter to check for items that you already have (checks bank/bags/equipped). It checks for the base items.

- r98 -
Update Bind, Unique filters to scan more lines (heroic items or colorblind mode adds extra lines)
Add an option to let multiple confirm loot popups show. (Blizzard only allows one confirm popup at a time)

- r97 -
Add /passloot test <itemlink> to see how passloot would roll on an item.

- r96 -
localization fix

- r95 -
Change RequiredLevel to allow for logic based rules.

- r94 -
Change dropdown menus with edit boxes to hide better.

- r93 -
Sigh.. add the Usable filter to the toc file.

- r92 -
New filter: Usable - checks for items that are usable (Using tooltip scanning for the red color.. so if anyone knows a better way, let me know)
Sort the filter list.

- r91 -
deDE update (Thanks Slicerdice)

- r90 -
Added ability for filters to become exceptions to a rule. Not all filters can become an exception.
Fix edit boxes in the DropDown menu boxes of some filters to hide properly.
LearnedItem filter: Scan more lines for the 'Already known' text.
Confirm BoP/DE: Allow user to manually roll on an item and will confirm the message.
deDE localization updates (thanks T-Base)

- r89 -
prevent hooking the static popup functions more than once.
fix Confirm BoP and Confirm DE item matching in the popup windows (regex special cases)

- r88 -
Added a confirmation box when you attempt to add the Confirm DE filter. (Endure the confirmation box here so you don't have to endure them later.)
Added a Learned Item filter. Good for Recipes, Mounts, Pets, etc.

- r87 -
Add ConfirmBoP to toc (sigh)
Fix status message if you have DE as an option and ignore as fallback.
Added a Confirm DE filter module. Be careful with this one.

- r86 -
Add the ConfirmBoP module since I said I would.
ruRU update (thanks StingerSoft)

- r85 -
toc update
Adjust the UI a little (make name font smaller to fit better and other small changes)
Added the Confirm BoP module. (We can trade items so I don't see the need for this to be separate addon anymore)
Add DE options for each rule. Rules with DE marked will try to roll for disenchant first, greed/need/pass second.

- r84 -
Shrunk the UI a tiny bit so it could fit in the Blizzard Interface Panels. UI is now displayed there.
ZoneType dropdown expanded a little.

- r83 -
Workaround libsink deforming item links.

- r82 -
Moving from UI from xml to lua coded.

- r81 -
Refresh Active/Available filter lists after disabling a module.

- r80 -
Fixed the tooltip frame that was supposed to be passed to modules.
Removed the settings and profiles tabs, and moving them to Ace config menu.
Renamed some localization keys.
ItemPrice: 3.2 does not need LibItemPrice any longer I believe.
ZoneType: 3.2 changes for 10/25 man normal/heroic modes.
Renamed Zone.lua to ZoneName.lua
Removed PassLoot.xml and Modules.xml
Updated .toc for 3.2

- r79 -
Translation repackage - Russian update (Thanks StingerSoft and lacostes)

- r78 -
toc update (Adding X-WoWI-ID for Minion updater support)

- r77 -
Changed ItemPrice to use a money input frame, and display money with some icons.

- r76 -
Repackaged with updated libraries.

- r75 -
correct toc version

- r74 -
Support for Raid Normal/Heroic in ZoneType filter.
toc update

- r71 -
Added RollMethod to PassLoot_OnRoll message.

- r70 -
Moved the PassLoot_OnRoll event to before the actual rolling occurs, and added the RollID to it's arguments.

- r69 -
Removed embeds.xml, updated .toc

- r68 -
WotLK compatibility.
Binds: Added Bind on Account
TypeSubType: Added Sigils, Inscription Bag, Glyphs, Armor and Weapon Enchantments,
OptionFrameBoxTemplate replacement.
Description change
Added a Settings tab, moved Quiet/Enable mod checkboxes there
Added option to change output to different chat frames using LibSink
Added ItemLevel and RequiredLevel filters
Changed ShowTooltip()
Added ItemPrice filter. Must have a item price library/mod that gives GetSellValue(), or have ItemPrice-1.1 library.
Removed a few remaining arg1 and this's
Small code change to look more uniform.
Added some more data validation checks.

- r79132 -
Redesigned the UI a bit
You may now have multiple filters of the same type (Must have at least 1 match from each filter type)

- r77429 -
PassLoot is now modular. Each filter is it's own module, allowing people to create their own modules.
Changed the layout a little bit.

- r76645 -
Added Group/Raid selection to check if you are in a group or raid.
Added Zone Type to check what type of zone you were in (outside, normal group, heroic group, or raid instance)
Added a Loot Won Comparison and Loot Won Counter. The counter for each rule is incremented only when you win loot based on that rule.

- r65855 -
Updated toc for 2.4

- r64541 -
Updated toc
Changed a few formatting strings
zhTW and zhCN translations from a few people
libbabble-inventory-3.0 seems to have been updated to support more languages as well

- r63489 -
Added a locales.xml
Fixed externals issue.

- r63478 -
Updated .toc to allow embeded files to be loaded separately
Changed versioning to reflect the svn #s instead.

- 3.0.0 -
Changed EquipSlot to a 2-tier dropdown menu style. Dividing up the slots into armor/weapon/misc slots
Merged ItemType and ItemSubType dropdowns into a single dropdown. Also using the 2-tier style.
Removed the command line functions of menu, quiet, enable. (it goes directly to the config window)
Rewrote a few functions (localization, db, event handling) using Ace.

- 2.8.1 -
Fixed error message. (Unique setting wasn't being set on upgrade)

- 2.8.0 -
Added tooltip scanning back in to check for binding and uniqueness
Binding now has the following options: Any, None, Equip, Pickup, Use, Quest
Added a unique check with the following options: Any, Unique, Not (unique)

- 2.7.0 -
Added a button to create a copy of the current profile.
Fixed highlighting text bug.
Added small bits of german localization (item types, subtypes, and equip locations) Untested.

- 2.6.0 -
Updated for 2.3.0
Added the new categories for items in Consumable and Trade Goods, and Containers.

- 2.5.1 -
Updated toc

- 2.5 -
Displays what rule was matched when it rolls on an item.
Combined the ranged weapons for equip slots (guns were showing up under wands).
Combined the chest location to include robes.
Updated a few tooltip descriptions

- 2.4 -
Changed item names to be case-insensitive.
Added a checkbox to turn on/off the mod from the menu.
Added profiles. You can now create your own, or use the default. The default profile can not be deleted. (although individual rules can)
Added a tab menu to switch between rules and profiles.
Changed the way Equip slot works. It is now an equip type.
Removed Armor and Weapon types.
Added Type, and SubTypes. You can now select armor, weapon, recipes, gems, etc from the Type dropdown. SubType will be individual types.

Note: the Miscellaneous Type covers pretty much everything that isn't covered by the other types. (Just the way Blizzard defines items)
It should convert armor / weapon / equip slots to the new format, but double check to make sure it was converted correctly.

- 2.3 -
Fixed quality of loot checking.
Changed zone check to be case-insensitive.

- 2.2 -
It wasn't checking rules sequentially, now it should.
Should no longer keep checking rules if it finds a rule that matches and that rule lets you manually roll on it.

- 2.1 -
Added Equipment slot match.
Added Weapon type match.
Added Armor type match.
Removed poor and common quality (you can't set loot threshold that low anyway)
Added color to the quality match.
Changed how Quality and Bind variables are saved.
Wrote a function to upgrade older rules. (hopefully it will keep all your BOE/BOP/Quality settings for each rule)

- v2.0 -
Rewrite to allow dynamic loot rules.
Archived Files (44)
File Name
Version
Size
Author
Date
r138
263kB
Odlaw
09-28-12 08:51 PM
r137
262kB
Odlaw
09-03-12 05:41 PM
r136
262kB
Odlaw
08-28-12 10:35 AM
r135
261kB
Odlaw
06-06-12 12:13 PM
r133
258kB
Odlaw
02-20-12 08:13 AM
r132
257kB
Odlaw
01-03-12 11:24 AM
r131
250kB
Odlaw
12-01-11 04:35 PM
r130
249kB
Odlaw
07-24-11 06:59 PM
r128
249kB
Odlaw
05-13-11 09:33 AM
r125
248kB
Odlaw
03-13-11 09:56 AM
r124
248kB
Odlaw
02-22-11 12:22 PM
r121
247kB
Odlaw
11-10-10 12:04 AM
r120
247kB
Odlaw
11-07-10 10:40 AM
r118
245kB
Odlaw
11-05-10 01:25 PM
r117
245kB
Odlaw
10-30-10 01:56 PM
r116
241kB
Odlaw
10-12-10 12:24 PM
r115
241kB
Odlaw
10-07-10 09:14 AM
r114
236kB
Odlaw
09-29-10 10:09 AM
r111
234kB
Odlaw
09-09-10 09:42 PM
r110
234kB
Odlaw
09-05-10 10:25 AM
r109
231kB
Odlaw
07-18-10 09:18 AM
r108
230kB
Odlaw
07-03-10 08:39 AM
r106
232kB
Odlaw
02-06-10 01:36 PM
r105
232kB
Odlaw
01-24-10 11:53 AM
r99
221kB
Odlaw
01-05-10 11:06 AM
r98
218kB
Odlaw
12-31-09 06:30 PM
r96
216kB
Odlaw
12-29-09 11:13 PM
r95
216kB
Odlaw
12-29-09 12:09 PM
r94
216kB
Odlaw
12-24-09 10:26 AM
r91
213kB
Odlaw
12-20-09 11:31 AM
r88
208kB
Odlaw
12-14-09 01:40 AM
r87
205kB
Odlaw
12-10-09 04:51 PM
r86
203kB
Odlaw
12-10-09 10:26 AM
r84
193kB
Odlaw
09-14-09 04:34 PM
r83
194kB
Odlaw
09-11-09 08:31 PM
r82
193kB
Odlaw
08-06-09 08:50 PM
r79
117kB
Odlaw
06-26-09 09:25 AM
r78
116kB
Odlaw
06-02-09 11:51 AM
r77
116kB
Odlaw
05-27-09 10:13 AM
r76
115kB
Odlaw
05-22-09 10:10 AM
r75
115kB
Odlaw
04-17-09 09:08 AM
r74
115kB
Odlaw
04-14-09 09:23 AM
r71
100kB
Odlaw
01-25-09 11:55 AM
r68
99kB
Odlaw
10-13-08 03:42 PM


Post A Reply Comment Options
Unread 03-14-11, 10:22 AM  
Odlaw
A Kobold Labourer
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Forum posts: 0
File comments: 67
Uploads: 7
Re: Re: Re: Re: Re: Loot rule: Learned Item (recipes/mounts)

Originally posted by Morwo
Thanks for your time. I set it to "unlearned" and got the same rolls. It rolls on simple blue boss drops too, "unlearned-learned" have no effect on it : (

btw this rule is still in english written in aviable filters, most are german localized, maybe its a reference for you.
Oh... I see

Ok, the problem is that I have no way of knowing if an item is learned or unlearned, unless I search for "Already known" text (or whatever ITEM_SPELL_KNOWN is translated to).

If it finds the text, the item is known.
If it does not find the text, the item is not known.

Since both the pattern and non-patterns do not have the text, it assumes the item is unknown. I did not include item type checks because more than recipes can be learned (mounts for example)

I could add a check for item type recipe and mounts (I'm not sure if that's the only things that can be learned, or if other things can be too)

Or you could add an item type filter for recipes as well.
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Unread 03-13-11, 05:43 PM  
AnrDaemon
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Forum posts: 115
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Re: Re: Re: Re: Re: Loot rule: Learned Item (recipes/mounts)

Originally posted by Morwo
Thanks for your time. I set it to "unlearned" and got the same rolls. It rolls on simple blue boss drops too, "unlearned-learned" have no effect on it : (

btw this rule is still in english written in aviable filters, most are german localized, maybe its a reference for you.
Send your PassLoot SV file to me, I'll take a look.
anrdaemon(woof-woof)freemail.ru
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Unread 03-13-11, 03:42 PM  
Morwo
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Re: Re: Re: Re: Loot rule: Learned Item (recipes/mounts)

Originally posted by Odlaw
"Learned Item - all" - Is 'all' the first, second or third option in the dropdown?
If it is the first option, the rule would match all items.
Someone might have translated poorly. The options should be: 'Any', 'Learned', 'Unlearned'
You would want the third option whatever it is translated to.
Thanks for your time. I set it to "unlearned" and got the same rolls. It rolls on simple blue boss drops too, "unlearned-learned" have no effect on it : (

btw this rule is still in english written in aviable filters, most are german localized, maybe its a reference for you.
__________________
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Unread 03-13-11, 09:48 AM  
Odlaw
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Re: Re: Re: Loot rule: Learned Item (recipes/mounts)

Originally posted by Morwo
Thanks for your help here. So i gave it a try:
/passloot test [Vorlage: Brennender Irrlichtdiamant]

[14:34:18]PassLoot: Würfel Bedarf auf [Vorlage: Brennender Irrlichtdiamant] (Rezept)

Next test for me was:
/passloot test [Umbriss' Band]

[14:34:02]PassLoot: Würfel Bedarf auf [Umbriss' Band] (Rezept)

Rule Rezept:
Confirm Bop - Will confirm bind!
Learned Item - all

Further more, my only other rule i use to run is a Disenchant/Greed-rule for greenies. (Bedarf is DE for Need
"Learned Item - all" - Is 'all' the first, second or third option in the dropdown?
If it is the first option, the rule would match all items.
Someone might have translated poorly. The options should be: 'Any', 'Learned', 'Unlearned'
You would want the third option whatever it is translated to.
Last edited by Odlaw : 03-13-11 at 09:50 AM.
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Unread 03-06-11, 07:44 AM  
Morwo
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Re: Re: Loot rule: Learned Item (recipes/mounts)

Originally posted by AnrDaemon
You can always check, what PassLoot would do, using
/passloot test [itemlink]
It will also print the rule that made the decision, unless you've disabled notifications.

Hard to help you any better without seeing actual ruleset.
Thanks for your help here. So i gave it a try:
/passloot test [Vorlage: Brennender Irrlichtdiamant]

[14:34:18]PassLoot: Würfel Bedarf auf [Vorlage: Brennender Irrlichtdiamant] (Rezept)

Next test for me was:
/passloot test [Umbriss' Band]

[14:34:02]PassLoot: Würfel Bedarf auf [Umbriss' Band] (Rezept)

Rule Rezept:
Confirm Bop - Will confirm bind!
Learned Item - all

Further more, my only other rule i use to run is a Disenchant/Greed-rule for greenies. (Bedarf is DE for Need
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Unread 03-04-11, 12:09 PM  
AnrDaemon
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@Odlaw: it would be helpful to have ability to dump configuration in simple portable format.
For debugging purposes, if not for migration.
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Unread 03-04-11, 12:07 PM  
AnrDaemon
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Re: Loot rule: Learned Item (recipes/mounts)

Originally posted by Morwo
Hi, im enjoying not to roll need nor greed with Passloot for a long time now. Yesterday i tryed "Learned Item (recipes/mounts)" and set it to need. First Boss in a 5man dropps his ordinary Blue, some Armor, Passloot rolls need. On SCT i saw my loot rule "Learned Item (recipes/mounts)" was rolling need on it. What can i do to set setting right?

Maybe i should mention, i have DEde client. Passloot menu and all options are very well localized, but may have a error within?
You can always check, what PassLoot would do, using
/passloot test [itemlink]
It will also print the rule that made the decision, unless you've disabled notifications.

Hard to help you any better without seeing actual ruleset.
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Unread 03-04-11, 09:40 AM  
Morwo
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Loot rule: Learned Item (recipes/mounts)

Hi, im enjoying not to roll need nor greed with Passloot for a long time now. Yesterday i tryed "Learned Item (recipes/mounts)" and set it to need. First Boss in a 5man dropps his ordinary Blue, some Armor, Passloot rolls need. On SCT i saw my loot rule "Learned Item (recipes/mounts)" was rolling need on it. What can i do to set setting right?

Maybe i should mention, i have DEde client. Passloot menu and all options are very well localized, but may have a error within?
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Unread 11-24-10, 07:47 PM  
Game
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Re: Re: Re: Re: Re: Re: Disenchant based on Auction Values

Originally posted by Odlaw
The changes I made just replace item price with de value. I thought you wanted to check if the DE value is greater, less, or equal than a typed in value.

I think I understand.. you want to check if the item price is greater, less, or equal than the DE value.


Without writing a bunch of code to make it look pretty (Ie - remove the money frame, etc.)

Code:
function module.Widget:SetMatch(ItemLink, Tooltip)
  local _, _, itemID = string.find(ItemLink, "|Hitem:(%d+):");
  module.CurrentMatch = Atr_GetDisenchantValue(itemID) or 0;
  _, _, _, _, _, _, _, _, _, _, module.CurrentMatchItemPrice = GetItemInfo(ItemLink);
  DEFAULT_CHAT_FRAME:AddMessage("Item Price: "..module.CurrentMatch); -- Testing Return
end
in the GetMatch() function (aproximately line 398 with your changes), change:
Code:
local Comparison = Value[Index][2];
to:
Code:
local Comparison = module.CurrentMatchItemPrice or 0;


I added in the or's in case the DE function doesn't return a value, as well as if the item doesn't get an item price. The money input frame would have no real function any longer, as the module would only compare the DE value against item price. The dropdown for Greater/Less/Equal than would still work tho.
That's it, perfect. It now disenchants if the vendor value isn't better. Thanks man! Some cat was asking over on wowace about the same thing, I'll make a post directing him here.

Cheers
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Unread 11-24-10, 09:49 AM  
Odlaw
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Re: Re: Re: Re: Re: Disenchant based on Auction Values

Originally posted by Game
Looking at the code I would have thought that your de value should replace the user entered "Money" value in the GetMoney_MoneyInputFrame(Frame) function. Then you could use filter logic i.e. Item Price < Money (DE) then it would de it, if not it would greed it like so:


And again thanks for looking at this. I just think it would be a great feature instead of having to update a bunch of different filters based on multiple AH searches.
The changes I made just replace item price with de value. I thought you wanted to check if the DE value is greater, less, or equal than a typed in value.

I think I understand.. you want to check if the item price is greater, less, or equal than the DE value.


Without writing a bunch of code to make it look pretty (Ie - remove the money frame, etc.)

Code:
function module.Widget:SetMatch(ItemLink, Tooltip)
  local _, _, itemID = string.find(ItemLink, "|Hitem:(%d+):");
  module.CurrentMatch = Atr_GetDisenchantValue(itemID) or 0;
  _, _, _, _, _, _, _, _, _, _, module.CurrentMatchItemPrice = GetItemInfo(ItemLink);
  DEFAULT_CHAT_FRAME:AddMessage("Item Price: "..module.CurrentMatch); -- Testing Return
end
in the GetMatch() function (aproximately line 398 with your changes), change:
Code:
local Comparison = Value[Index][2];
to:
Code:
local Comparison = module.CurrentMatchItemPrice or 0;


I added in the or's in case the DE function doesn't return a value, as well as if the item doesn't get an item price. The money input frame would have no real function any longer, as the module would only compare the DE value against item price. The dropdown for Greater/Less/Equal than would still work tho.
Last edited by Odlaw : 11-24-10 at 09:51 AM.
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Unread 11-21-10, 11:06 PM  
Game
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Re: Re: Re: Re: Disenchant based on Auction Values

Originally posted by Odlaw
Well, for a quick fix... in modules\ItemPrice.lua -
Line 392-398 in the SetMatch() function could be replaced with:

local _, _, itemID = string.find(ItemLink, "|Hitem%d+):")
module.CurrentMatch = Atr_GetDisenchantValue(itemID)



That should make the item price filter into a de price filter (assuming you arn't using the item price filter for anything else). Now this might not work if those functions return something other than a number (I'm assuming it's the value in copper)
You are spot on in returning the de value, right now I have:
Code:
function module.Widget:SetMatch(ItemLink, Tooltip)
local _, _, itemID = string.find(ItemLink, "|Hitem:(%d+):");
module.CurrentMatch = Atr_GetDisenchantValue(itemID);
DEFAULT_CHAT_FRAME:AddMessage("Item Price: "..module.CurrentMatch); -- Testing Return
end
and you are correct the module.CurrentMatch returns copper value. Now I can't figure out how that relates to the filter/logic functions.

Looking at the code I would have thought that your de value should replace the user entered "Money" value in the GetMoney_MoneyInputFrame(Frame) function. Then you could use filter logic i.e. Item Price < Money (DE) then it would de it, if not it would greed it like so:



And again thanks for looking at this. I just think it would be a great feature instead of having to update a bunch of different filters based on multiple AH searches.
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Unread 11-21-10, 10:21 AM  
Odlaw
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Re: Re: Re: Disenchant based on Auction Values

Originally posted by Game
I use Auctionator and it looks like everything happens in AuctionatorHints.lua Looking at LilSparky's Workshop pricing support files I think that these are function names for the listed program.

-- auctionator support

Atr_GetDisenchantValue(itemID)

-- auctionlite support

AuctionLite:GetDisenchantValue(itemID)

-- enchantrix support
-- deprecated

Enchantrix.Storage.GetItemDisenchantTotals(itemID)

I'm not sure if it's what you need, let alone if you even want/can do it, but thanks for looking in to it.
Well, for a quick fix... in modules\ItemPrice.lua -
Line 392-398 in the SetMatch() function could be replaced with:

local _, _, itemID = string.find(ItemLink, "|Hitem%d+):")
module.CurrentMatch = Atr_GetDisenchantValue(itemID)



That should make the item price filter into a de price filter (assuming you arn't using the item price filter for anything else). Now this might not work if those functions return something other than a number (I'm assuming it's the value in copper)
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Unread 11-17-10, 10:52 PM  
Game
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Re: Re: Disenchant based on Auction Values

Originally posted by Odlaw
Without knowing what functions your program uses, not really, no.
I use Auctionator and it looks like everything happens in AuctionatorHints.lua Looking at LilSparky's Workshop pricing support files I think that these are function names for the listed program.

-- auctionator support

Atr_GetDisenchantValue(itemID)

-- auctionlite support

AuctionLite:GetDisenchantValue(itemID)

-- enchantrix support
-- deprecated

Enchantrix.Storage.GetItemDisenchantTotals(itemID)

I'm not sure if it's what you need, let alone if you even want/can do it, but thanks for looking in to it.
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Unread 11-17-10, 03:13 PM  
Odlaw
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Re: Disenchant based on Auction Values

Originally posted by Game
Is there any edit I can do to base my filter on my auction program DE values? For example, where you would add Item Price <=> xxx, xxx would be whatever the DE value is. I'm sure there is some variable I could use as it is passed to the tooltip, but I know nothing about LUA programming or how data is actually passed, so I'm looking for a hand out.
Without knowing what functions your program uses, not really, no.
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Unread 11-14-10, 10:35 PM  
Game
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Disenchant based on Auction Values

Is there any edit I can do to base my filter on my auction program DE values? For example, where you would add Item Price <=> xxx, xxx would be whatever the DE value is. I'm sure there is some variable I could use as it is passed to the tooltip, but I know nothing about LUA programming or how data is actually passed, so I'm looking for a hand out.
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