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Posted: Thu Jul 17, 2003 4:13 am
by wassup
ok since some people allready use what I posted in my initial post, I think it would be messy to edit that post, and also hard for non coders to understand the differences, so instead of starting a new post, I bump it, and the few lucky ones that actually reads this, gets the new features...
and they are:
/selectitem slot <Number> merchant || self
/selectitem "item name" merchant || self
/selectitem list merchant || self
examples:
/selectitem slot 10 merchant :selects slot 10 in the merchant window
/selectitem slot 14 self :selects slot 14 in your characters bags
/selectitem list self :lists all your items and slots they are in, this is useful if you want to select something to sell by slotID...
/selectitem "Manastone" self :Will select your manastone but dont press sell now!
I noticed a weird behaviour with what /sellitem can do, so I need to make a security check on it, before I post it, but I will do that later today, expect it within a few hours...
The /selectitem code will be very useful in combination with /buyitem and /sellitem. Play nice.
A few questions:
1. Will /selectitem "Manastone" self find the item even when bags are closed?
2. Will /selectitem "Manastone" self automatically open the bag the "Manastone" is in?
3. Does /selectitem "manastone" self just move the mouse pointer to the item?
4. Does /selectitem "Manastone" self actually pick the item up?
5. Will /selectitem "Manastone" self only pick up non-stackable items, or can it pick up stacks of items if the answer to #4 is Yes
Sorry to ask so many questions, but it seems that if some of the answers to this are yes /finditem might become obsolete.
Posted: Thu Jul 17, 2003 7:40 am
by EqMule
Wassup wrote:1. Will /selectitem "Manastone" self find the item even when bags are closed?
2. Will /selectitem "Manastone" self automatically open the bag the "Manastone" is in?
3. Does /selectitem "manastone" self just move the mouse pointer to the item?
4. Does /selectitem "Manastone" self actually pick the item up?
5. Will /selectitem "Manastone" self only pick up non-stackable items, or can it pick up stacks of items if the answer to #4 is Yes
1. yes, and it will select it for sale.
2. no its not needed, this is not /finditem, its a "select an item and put it up for sale or buy" function
3. no not needed, I do the select directly by calling an eqgame API
4. nope, because we cant pick up things while we have a merchant open
5. It will only "select" items, not pick them up :)
ok but seriously, it sounds like you want the features of selectitem on the /finditem function? and yeah, I want that too, but I have been busy working on theese merchant things, I needed them to up one of my trade skills... Anyway, I will soon start on an upgrade to /finditem which should be able to search and list and pick up things from your bags, without having them opened. Stay tuned.
Posted: Thu Jul 17, 2003 12:40 pm
by wassup
EqMule00 wrote:
ok but seriously, it sounds like you want the features of selectitem on the /finditem function? and yeah, I want that too, but I have been busy working on theese merchant things, I needed them to up one of my trade skills... Anyway, I will soon start on an upgrade to /finditem which should be able to search and list and pick up things from your bags, without having them opened. Stay tuned.
I'm not griping EQMule, you are doing some amazing things.
I am just trying to determine what each function is capable of, and not having to have bags open to select an item is a godsend, because this is how the UI problems will be overcome.
Kudos to you for taking the time and making the effort to figure this out.
Thank you for answering my questions :)
Posted: Thu Jul 17, 2003 1:19 pm
by khazil
How about a /moveitem
Issues a select item and moves it to a specified slot.
Is that at all possible?
Posted: Thu Jul 17, 2003 1:26 pm
by EqMule
Code: Select all
public: int __thiscall CInvSlotMgr::[b]MoveItem[/b](int,int,int,int)
yes that is the API I am working on which I refered to as
Eqmule00 wrote:upgrade to /finditem
...
and Fryfrog:
fryfrog wrote:Perhaps I missed something, but I am getting the following error when trying to compile. I searched the entire thread for "EQADDR_INVENTORYWND" and only found two occurances, inside your MQ.h mods.
Code: Select all
EQLib_Commands.cpp(153) : error C2065: 'EQADDR_INVENTORYWND' : undeclared identifier
I commented those two lines out... lets see what happens :)
with the two lines commented out, it seems to work...
You didnt miss anything. :) thanks for finding a bug in the post, I have changed it now, that line was there for testing only, and is not needed...
Posted: Thu Jul 17, 2003 1:49 pm
by fryfrog
Huzzah!
Posted: Sat Jul 19, 2003 7:05 am
by EqMule
http://macroquest2.com/phpBB2/viewtopic ... 7902#17902
updated code with slotcounting since server only updates upon zooning so newly created items will not have a valid SlotID and can therefor not be selected, but this new code takes care of that...
Posted: Mon Jul 21, 2003 2:21 pm
by EqMule
http://macroquest2.com/phpBB2/viewtopic ... 7902#17902
bump for update to the Texture Animation, this code will now correctly display the selected items icon in the merchant window... and hopefully fix the random crash that could occure after corrupting the stack for too long by not pointing to the animation... :) and yes its messy but I will clean it up and remove the debugspew, stay tuned...
Re: /Selectitem released (merchant & self listing/select ite
Posted: Thu Jan 22, 2026 3:43 pm
by xyilla
Re: /Selectitem released (merchant & self listing/select ite
Posted: Thu Jan 22, 2026 3:44 pm
by xyilla
Re: /Selectitem released (merchant & self listing/select ite
Posted: Thu Jan 22, 2026 3:45 pm
by xyilla
Re: /Selectitem released (merchant & self listing/select ite
Posted: Thu Jan 22, 2026 3:48 pm
by xyilla