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Updated: | 10-13-12 07:11 AM |
Created: | unknown |
Downloads: | 27,025 |
Favorites: | 193 |
MD5: | |
Categories: | Raid Mods, Bags, Bank, Inventory, Miscellaneous |
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:
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Odlaw |
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03-13-11, 05:43 PM | ||
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Re: Re: Re: Re: Re: Loot rule: Learned Item (recipes/mounts)
anrdaemon(woof-woof)freemail.ru |
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AnrDaemon |
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03-13-11, 03:42 PM | ||
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Re: Re: Re: Re: Loot rule: Learned Item (recipes/mounts)
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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Morwo |
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03-13-11, 09:48 AM | ||
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Re: Re: Re: Loot rule: Learned Item (recipes/mounts)
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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Odlaw |
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03-06-11, 07:44 AM | ||
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Re: Re: Loot rule: Learned Item (recipes/mounts)
/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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Morwo |
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03-04-11, 12:09 PM | |
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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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AnrDaemon |
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03-04-11, 12:07 PM | ||
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Re: Loot rule: Learned Item (recipes/mounts)
/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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AnrDaemon |
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03-04-11, 09:40 AM | |
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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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Morwo |
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11-24-10, 07:47 PM | ||
A Kobold Labourer
Forum posts: 1
File comments: 4
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Re: Re: Re: Re: Re: Re: Disenchant based on Auction Values
Cheers |
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Game |
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11-24-10, 09:49 AM | ||
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Re: Re: Re: Re: Re: Disenchant based on Auction Values
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 Code:
local Comparison = Value[Index][2]; 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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Odlaw |
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11-21-10, 11:06 PM | ||
A Kobold Labourer
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Re: Re: Re: Re: Disenchant based on Auction Values
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 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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Game |
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11-21-10, 10:21 AM | ||
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Re: Re: Re: Disenchant based on Auction Values
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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Odlaw |
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11-17-10, 10:52 PM | ||
A Kobold Labourer
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Re: Re: Disenchant based on Auction Values
-- 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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Game |
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11-17-10, 03:13 PM | ||
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Re: Disenchant based on Auction Values
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Odlaw |
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11-14-10, 10:35 PM | |
A Kobold Labourer
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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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Game |
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