${FindItem} borked?

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${FindItem} borked?

Post by gse7en » Sun Jun 01, 2014 2:21 pm

It seems that ${FindItem} or at least ${FindItem[Item in bags].InvSlot} will NOT work unless bags are open.

Returns NULL when bags are closed.
Returns expected integer when bag(s) are open.

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Re: ${FindItem} borked?

Post by EqMule » Sun Jun 01, 2014 2:25 pm

InvSlot is no longer supported I would remove it if it wouldn't break a million macros. Since the introduction of /useitem

ItemSlot and ItemSlot2 should be used instead.
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Re: ${FindItem} borked?

Post by Cr4zyb4rd » Sun Jun 01, 2014 2:49 pm

EqMule wrote:InvSlot is no longer supported I would remove it if it wouldn't break a million macros. Since the introduction of /useitem

ItemSlot and ItemSlot2 should be used instead.
You've said this a few times without giving even a hint of how to do that. What's an ItemSlot and when would I use 1 instead of 2?

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Re: ${FindItem} borked?

Post by EqMule » Sun Jun 01, 2014 2:57 pm

ItemSlot is the bag it's in so 23 for example for the first bagslot in inventory
ItemSlot2 is the slot inside that bag so 1 for example.
If ItemSlot2 is -1 it means whatever is in ItemSlot is not a bag.

I just figured a /echo ${FindItem[some item].ItemSlot} would immediately make sense to everyone, after all it's all documented by the eq devs in the help for /useitem and the two parameters it takes are actually ItemSlot and ItemSlot2 I think they even have a list of slots and usage examples in the client itself...
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Re: ${FindItem} borked?

Post by gse7en » Sun Jun 01, 2014 3:37 pm

usage: /useitem <slot> <subindex>
slot definitions:
Charm = 0
Left Ear = 1
Head = 2
Face = 3
Right Ear = 4
Neck = 5
Shoulders = 6
Arms = 7
Back = 8
Left Wrist = 9
Right Wrist = 10
Range = 11
Hands = 12
Primary = 13
Secondary = 14
Left Ring = 15
Right Ring = 16
Chest = 17
Legs = 18
Feet = 19
Waist = 20
Power Source = 21
Ammo = 22
Bag Slot 1 = 23
Bag Slot 2 = 24
Bag Slot 3 = 25
Bag Slot 4 = 26
Bag Slot 5 = 27
Bag Slot 6 = 28
Bag Slot 7 = 29
Bag Slot 8 = 30
Bag Slot 9 = 31
Bag Slot 10 = 32
subindex: Only used if slot is a bag. Bag slot number starting at 0, left to right, top to bottom
So ${FindItem[My Bow].ItemSlot} = 11, so that makes sense according to the above.

But ${FindItem[Haste pot].ItemSlot} which should be 32 00, returns 25. Is there any documentation on how to find the index and subindex of an item in the bag or am I confused?

Specifically, how would you use /itemnotify ${FindItem[Item name].?} leftmouseup to pick up an item from the bags?

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Re: ${FindItem} borked?

Post by PeteSampras » Sun Jun 01, 2014 4:05 pm

/itemnotify "name" leftmouseup

Per patch notes:
27 Jan 2014 by eqmule
-New Feature: /useitem "item name here"
-New Feature: /itemnotify "item name here" left/rightmouseup
This means no more need to figure out which slot an item is in, as long as its in our inventory
it will be "clicked".
For obvious reasons, rightmouseup only works on clicky items...
Last edited by PeteSampras on Sun Jun 01, 2014 4:08 pm, edited 1 time in total.

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Re: ${FindItem} borked?

Post by gse7en » Sun Jun 01, 2014 4:07 pm

Holy shit that was easy. Too easy.

I do not remember that patch at all. I was very sick in January. Thanks for solving this problem for me!

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Re: ${FindItem} borked?

Post by EqMule » Sun Jun 01, 2014 10:49 pm

yeah... im not happy with /itemnotify and all the slotnumbers and itemslots and whatnot, but I messed with it for so many days that I got completely sick of it, eventually I just said screw it, and added the "item name", I know it doesn't solve all situations, for example I still don't know how to move just 1 item from a stack in a closed bag to the cursor...

Anyway I put the foundation in place for /itemnotify and MoveItem, so since mq2 is open source I welcome anyone to step up and finish the detailing, all I know is that what we have now is better than what we had a year ago, even if its not perfect, we can do many things that we couldn't before in regards to moving items in and out of bags and so on...
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Re: ${FindItem} borked?

Post by gse7en » Mon Jun 02, 2014 7:25 am

To anyone following this thread and wondering about eqmule's last post,

Code: Select all

/ctrl /itemnotify "name" leftmousup
works to pick up 1 item from your bags that are closed, but it DOES open the bag it selects from.

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Re: ${FindItem} borked?

Post by mystikule » Sat Feb 06, 2016 7:31 pm

Been working with my old inventory macros. Think I can reproduce all the same functionality, but looking for clarification on some minor points...

1. I'm assuming that /itemnotify is still under construction? Me.Inventory doesn't seem to match /itemnotify # .... I came up with this for /itemnotify...

Code: Select all

Charm = 0
Secondary = 1
Left Ring = 2
Right Ring = 3
Right Wrist = 4
Left Wrist = 5
Chest = 6
Legs = 7
Feet = 8
Waist = 9
Helm = 10
Face = 11
Neck = 12
Shoulders = 13
Hands = 14
Back = 15
Range = 16
Ammo = 17
Left Ear = 18
Right Ear = 19
Arms = 20
Charm = 21
Bag Slot 1 = 22
Bag Slot 6 = 23
Bag Slot 2 = 24
Bag Slot 7 = 25
Bag Slot 3 = 26
Bag Slot 8 = 27
Bag Slot 4 = 28
Bag Slot 9 = 29
Bag Slot 5 = 30
Bag Slot 10 = 31
That being said... it appears that /itemnotify pack#|in pack# #|in bank# # etc... all seem to work as advertised. Curious if I'm just not using the lower slots correctly or just not finalized.

2. Is this correct usage to get info on item? (as in not InvSlot?)

Code: Select all

${Me.Inventory[#].Item[#]}
${Me.Bank[#].Item[#]}
3. Bank, Trade, Pack, etc..... what is Enviro?

4. Seems ${Me.Bank[#].Item[#]} needs bank window open. Which, ofcourse, items can't be manipulated without the window open and makes sense. I seem to remember the old invslot having the last "seen" data avialable after the window was closed. Is the data just no longer there? or do we just not reference it without window open?

I can build off what currently exists, just wanted to get input before I spend time doing such. Thanks for your work.... just looking at the source for this makes my brain bleed.
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Re: ${FindItem} borked?

Post by mystikule » Thu May 19, 2016 9:45 pm

If ItemSlot2 is -1 it means whatever is in ItemSlot is not a bag.
I can't get this to work..... is this correct?

Code: Select all

${FindItem[Shrunken Goblin Skull Earring].ItemSlot2}
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Re: ${FindItem} borked?

Post by EqMule » Wed May 25, 2016 6:50 am

Looks correct to me.
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Re: ${FindItem} borked?

Post by mystikule » Wed May 25, 2016 9:23 pm

Sorry for the late reply.... it seems to be working for me now.

/shrug
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Re: ${FindItem} borked?

Post by ctaylor22 » Sat Sep 24, 2016 11:01 am

${FindItem[some Item].Type} not returning Throwingv2 anymore, but returning Ammo.

I checked the changes.txt and found no reference to this change. How do we check the skill on an item now?

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Re: ${FindItem} borked?

Post by SwiftyMUSE » Sat Sep 24, 2016 3:54 pm

That was changed with the Sep 1 changes.
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