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Cold's Big Bag

Release Cold's Big Bag 1.0.3

No permission to download

Coldblooded

Zero Fuchs Given
Creator
Joined
Mar 23, 2019
RedCents
8,961¢
Pronouns
He/Him
Coldblooded submitted a new resource:

Cold's Big Bag - Stop Sorting Bags and Start Finishing Mobs!

View attachment 39709

A single view of your inventory to keep everything in one place. Stop worrying about sorting bags!

Sorting by Name and Number of Stacked Items
Filtering!

Can click on an item to pick it up (just like normal inventory). Ctrl-Click for one item, Shift-Click for a stack.

Can right-click to use an item.

Drop items anywhere in the Big Bag UI to inventory.

Convenient display of free slots and total bag slots open.

Read more about this resource...
 
Looked great, resized the overlay, used the drop down to check "settings", when to collapse the options back down, crashed my game client. dmp file on request =-)

Edit 1: Cannot recreate, tried on 9 other clients.. hrm... one off..

Edit 2: happens when its open with autoloot
 

Attachments

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Last edited:
Durango, I'll try and reproduce this. Just to make sure we're on the same page:

You're Playing on Live
You have the UI open
AutoLoot gives your character something
The game client crashes

Is this correct?
 
Durango, I'll try and reproduce this. Just to make sure we're on the same page:

You're Playing on Live
You have the UI open
AutoLoot gives your character something
The game client crashes

Is this correct?
Yes sir. Can manipulate it whatever, while out of combat, or in combat. Its when autoloot tries to hand me something, client explodes.
 
Is there any way to get the right-click menu to come up inside of the bag GUI?
 
Is there any way to get the right-click menu to come up inside of the bag GUI?
Trying this crashed my client earlier this week. Moving pieces around with my left click seemed to be fine.

-Taz
 
Just got this up and running on emu; it's wonderful! Finally a way to search my inventory. Hoping there may be an upgrade to have a similar for the bank slots.
 
Just got this up and running on emu; it's wonderful! Finally a way to search my inventory. Hoping there may be an upgrade to have a similar for the bank slots.
I have been playing around with myself, but you can always use your imagination. :) I would like to see a three tab GUI with Inventory, Bank and Shared Bank. Hell even throw in a few more tabs for Dragons Hoard and The Tradeskill Bank.
 

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I have been playing around with myself, but you can always use your imagination. :) I would like to see a three tab GUI with Inventory, Bank and Shared Bank. Hell even throw in a few more tabs for Dragons Hoard and The Tradeskill Bank.
Oh nice! Yea this is quite the boon to Emu, as there is no search for inventory, bank, or merchants.... Hmmm I wonder, could this idea be extended to merchants. Things to ponder...
 
Thanks to @Cannonballdex for help with getting Bank() sorted! Got some code together (for emu at least) to show the bank items as well. Can click to pick them up, but I don't think there is /autobank slash command, so clicking the gui will always do /autoinventory . You will have to manually drag the item to "Auto Bank" button on the bank to put it in bank

Edit: posted screenshot without char name
1668303932266.png


Lua:
--- @type Mq
local mq = require("mq")

--- @type ImGui
require("ImGui")

local openGUI = true
local shouldDrawGUI = true

-- Constants
local ICON_WIDTH = 40
local ICON_HEIGHT = 40
local COUNT_X_OFFSET = 39
local COUNT_Y_OFFSET = 23
local EQ_ICON_OFFSET = 500
local BAG_ITEM_SIZE = 40
local INVENTORY_DELAY_SECONDS = 0
local BANK_DELAY_SECONDS = 0

-- EQ Texture Animation references
local animItems = mq.FindTextureAnimation("A_DragItem")
local animBox = mq.FindTextureAnimation("A_RecessedBox")

-- Bag Contents
local items = {}

-- bank contents
local bankItems = {}

-- Bag Options
local sort_order = { name = false, stack = false }

-- GUI Activities
local show_item_background = true

local start_time = os.time()
local bank_start_time = os.time()
local filter_text = ""

local function help_marker(desc)
    ImGui.TextDisabled("(?)")
    if ImGui.IsItemHovered() then
        ImGui.BeginTooltip()
        ImGui.PushTextWrapPos(ImGui.GetFontSize() * 35.0)
        ImGui.TextUnformatted(desc)
        ImGui.PopTextWrapPos()
        ImGui.EndTooltip()
    end
end

-- Sort routines
local function sort_inventory()
    -- Various Sorting
    if sort_order.name and sort_order.stack then
        table.sort(items, function(a, b) return a.Stack() > b.Stack() or (a.Stack() == b.Stack() and a.Name() < b.Name()) end)
    elseif sort_order.stack then
        table.sort(items, function(a, b) return a.Stack() > b.Stack() end)
    elseif sort_order.name then
        table.sort(items, function(a, b) return a.Name() < b.Name() end)
    end
end

-- Sort routines
local function sort_bank()
    -- Various Sorting
    if sort_order.name and sort_order.stack then
        table.sort(bankItems, function(a, b) return a.Stack() > b.Stack() or (a.Stack() == b.Stack() and a.Name() < b.Name()) end)
    elseif sort_order.stack then
        table.sort(bankItems, function(a, b) return a.Stack() > b.Stack() end)
    elseif sort_order.name then
        table.sort(bankItems, function(a, b) return a.Name() < b.Name() end)
    end
end

-- The beast - this routine is what builds our inventory.
local function create_inventory()
    if (os.difftime(os.time(), start_time)) > INVENTORY_DELAY_SECONDS or table.getn(items) == 0 then
        start_time = os.time()
        items = {}
        for i = 23, 34, 1 do
            local slot = mq.TLO.Me.Inventory(i)
            if slot.Container() and slot.Container() > 0 then
                for j = 1, (slot.Container()), 1 do
                    if (slot.Item(j)()) then
                        table.insert(items, slot.Item(j))
                    end
                end
            elseif slot.ID() ~= nil then
                table.insert(items, slot) -- We have an item in a bag slot
            end
        end
        --sort_inventory()
    end
end

-- The beast - this routine is what builds our inventory.
local function create_bank()
    if (os.difftime(os.time(), bank_start_time)) > BANK_DELAY_SECONDS or table.getn(bankItems) == 0 then
        bank_start_time = os.time()
        bankItems = {}
        for i = 0, 23, 1 do
            local slot = mq.TLO.Me.Bank(i)
            if slot.Container() and slot.Container() > 0 then
                for j = 1, (slot.Container()), 1 do
                    if (slot.Item(j)()) then
                        table.insert(bankItems, slot.Item(j))
                    end
                end
            elseif slot.ID() ~= nil then
                table.insert(bankItems, slot) -- We have an item in a bag slot
            end
        end
        sort_bank()
    end
end

-- Converts between ItemSlot and /itemnotify pack numbers
local function to_pack(slot_number)
    return "pack"..tostring(slot_number-22)
end

-- Converts between ItemSlot2 and /itemnotify numbers
local function to_bag_slot(slot_number)
    return slot_number + 1
end

-- Converts between ItemSlot and /itemnotify pack numbers
local function to_bank(slot_number)
    return "bank"..tostring(slot_number + 1)
end

-- Converts between ItemSlot2 and /itemnotify numbers
local function to_bank_slot(slot_number)
    return slot_number + 1
end

-- Displays static utilities that always show at the top of the UI
local function display_bag_utilities()
    ImGui.PushItemWidth(200)
    local text, selected = ImGui.InputText("Filter", filter_text)
    ImGui.PopItemWidth()
    if selected then filter_text = text end
    ImGui.SameLine()
    if ImGui.SmallButton("Clear") then filter_text = "" end
end

-- Display the collapasable menu area above the items
local function display_bag_options()

    if not ImGui.CollapsingHeader("Bag Options") then
        ImGui.NewLine()
        return
    end

    if ImGui.Checkbox("Name", sort_order.name) then
        sort_order.name = true
    else
        sort_order.name = false
    end
    ImGui.SameLine()
    help_marker("Order items from your inventory sorted by the name of the item.")

    if ImGui.Checkbox("Stack", sort_order.stack) then
        sort_order.stack = true
    else
        sort_order.stack = false
    end
    ImGui.SameLine()
    help_marker("Order items with the largest stacks appearing first.")

    if ImGui.Checkbox("Show Old Style Background", show_item_background)
    then
        show_item_background = true
    else
        show_item_background = false
    end
    ImGui.SameLine()
    help_marker("Removes the background texture to give your bag a cool modern look.")

    ImGui.Separator()
    ImGui.NewLine()
end

-- Helper to create a unique hidden label for each button.  The uniqueness is
-- necessary for drag and drop to work correctly.
local function btn_label(item)
    if not item.slot_in_bag then
        return string.format("##slot_%s", item.ItemSlot())
    else
        return string.format("##bag_%s_slot_%s", item.ItemSlot(), item.ItemSlot2())
    end
end

---Draws the individual item icon in the bag.
---@param item item The item object
local function draw_item_icon(item)

    -- Capture original cursor position
    local cursor_x, cursor_y = ImGui.GetCursorPos()

    -- Draw the background box
    if show_item_background then
       ImGui.DrawTextureAnimation(animBox, ICON_WIDTH, ICON_HEIGHT)
    end

    -- This handles our "always there" drop zone (for now...)
    if not item then
        return
    end

    -- Reset the cursor to start position, then fetch and draw the item icon
    ImGui.SetCursorPos(cursor_x, cursor_y)
    animItems:SetTextureCell(item.Icon() - EQ_ICON_OFFSET)
    ImGui.DrawTextureAnimation(animItems, ICON_WIDTH, ICON_HEIGHT)

    -- Overlay the stack size text in the lower right corner
    ImGui.SetWindowFontScale(0.68)
    local TextSize = ImGui.CalcTextSize(tostring(item.Stack()))
    if item.Stack() > 1 then
        ImGui.SetCursorPos((cursor_x + COUNT_X_OFFSET) - TextSize, cursor_y + COUNT_Y_OFFSET)
        ImGui.DrawTextureAnimation(animBox, TextSize, 4)
        ImGui.SetCursorPos((cursor_x + COUNT_X_OFFSET) - TextSize, cursor_y + COUNT_Y_OFFSET)
        ImGui.TextUnformatted(tostring(item.Stack()))
    end
    ImGui.SetWindowFontScale(1.0)

    -- Reset the cursor to start position, then draw a transparent button (for drag & drop)
    ImGui.SetCursorPos(cursor_x, cursor_y)
    ImGui.PushStyleColor(ImGuiCol.Button, 0, 0, 0, 0)
    ImGui.PushStyleColor(ImGuiCol.ButtonHovered, 0, 0.3, 0, 0.2)
    ImGui.PushStyleColor(ImGuiCol.ButtonActive, 0, 0.3, 0, 0.3)
    ImGui.Button(btn_label(item), ICON_WIDTH, ICON_HEIGHT)
    ImGui.PopStyleColor(3)

    -- Tooltip
    if ImGui.IsItemHovered() then
        if ImGui.IsKeyDown(16) then
            ImGui.BeginTooltip()
                ImGui.TextUnformatted(item.Name())
                if item.NoDrop() then ImGui.TextUnformatted("NO DROP") end
            ImGui.EndTooltip()
        else
            ImGui.SetTooltip(item.Name())
        end
    end

    if ImGui.IsItemClicked(ImGuiMouseButton.Left) then
        if item.ItemSlot2() == -1 then
           mq.cmd("/itemnotify "..item.ItemSlot().." leftmouseup")
        else
            print(item.ItemSlot2())
            mq.cmd("/itemnotify in "..to_pack(item.ItemSlot()).." "..to_bag_slot(item.ItemSlot2()).." leftmouseup")
        end
    end

    -- Right-click mouse works on bag items like in-game action
    if ImGui.IsItemClicked(ImGuiMouseButton.Right) then mq.cmdf('/useitem "%s"', item.Name()) end

    local function mouse_over_bag_window()
        local window_x, window_y = ImGui.GetWindowPos()
        local mouse_x, mouse_y = ImGui.GetMousePos()
        local window_size_x, window_size_y = ImGui.GetWindowSize()
        return  (mouse_x > window_x and mouse_y > window_y) and (mouse_x < window_x + window_size_x and mouse_y < window_y + window_size_y)
    end

    -- Autoinventory any items on the cursor if you click in the bag UI
    if ImGui.IsMouseClicked(ImGuiMouseButton.Left) and mq.TLO.Cursor() and mouse_over_bag_window() then
        mq.cmd("/autoinventory")
    end
end

---Draws the individual item icon in the bag.
---@param item item The item object
local function draw_bank_icon(item)

    -- Capture original cursor position
    local cursor_x, cursor_y = ImGui.GetCursorPos()

    -- Draw the background box
    if show_item_background then
       ImGui.DrawTextureAnimation(animBox, ICON_WIDTH, ICON_HEIGHT)
    end

    -- This handles our "always there" drop zone (for now...)
    if not item then
        return
    end

    -- Reset the cursor to start position, then fetch and draw the item icon
    ImGui.SetCursorPos(cursor_x, cursor_y)
    animItems:SetTextureCell(item.Icon() - EQ_ICON_OFFSET)
    ImGui.DrawTextureAnimation(animItems, ICON_WIDTH, ICON_HEIGHT)

    -- Overlay the stack size text in the lower right corner
    ImGui.SetWindowFontScale(0.68)
    local TextSize = ImGui.CalcTextSize(tostring(item.Stack()))
    if item.Stack() > 1 then
        ImGui.SetCursorPos((cursor_x + COUNT_X_OFFSET) - TextSize, cursor_y + COUNT_Y_OFFSET)
        ImGui.DrawTextureAnimation(animBox, TextSize, 4)
        ImGui.SetCursorPos((cursor_x + COUNT_X_OFFSET) - TextSize, cursor_y + COUNT_Y_OFFSET)
        ImGui.TextUnformatted(tostring(item.Stack()))
    end
    ImGui.SetWindowFontScale(1.0)

    -- Reset the cursor to start position, then draw a transparent button (for drag & drop)
    ImGui.SetCursorPos(cursor_x, cursor_y)
    ImGui.PushStyleColor(ImGuiCol.Button, 0, 0, 0, 0)
    ImGui.PushStyleColor(ImGuiCol.ButtonHovered, 0, 0.3, 0, 0.2)
    ImGui.PushStyleColor(ImGuiCol.ButtonActive, 0, 0.3, 0, 0.3)
    ImGui.Button(btn_label(item), ICON_WIDTH, ICON_HEIGHT)
    ImGui.PopStyleColor(3)

    -- Tooltip
    if ImGui.IsItemHovered() then
        if ImGui.IsKeyDown(16) then
            ImGui.BeginTooltip()
                ImGui.TextUnformatted(item.Name())
                if item.NoDrop() then ImGui.TextUnformatted("NO DROP") end
            ImGui.EndTooltip()
        else
            ImGui.SetTooltip(item.Name())
        end
    end

    if ImGui.IsItemClicked(ImGuiMouseButton.Left) then
        if item.ItemSlot2() == -1 then
           mq.cmd("/itemnotify ".. to_bank(item.ItemSlot()) .." leftmouseup")
        else
            print(item.ItemSlot2())
            mq.cmd("/itemnotify in "..to_bank(item.ItemSlot()).." "..to_bank_slot(item.ItemSlot2()).." leftmouseup")
        end
    end

    -- Right-click mouse works on bag items like in-game action
    if ImGui.IsItemClicked(ImGuiMouseButton.Right) then mq.cmdf('/useitem "%s"', item.Name()) end

    local function mouse_over_bag_window()
        local window_x, window_y = ImGui.GetWindowPos()
        local mouse_x, mouse_y = ImGui.GetMousePos()
        local window_size_x, window_size_y = ImGui.GetWindowSize()
        return  (mouse_x > window_x and mouse_y > window_y) and (mouse_x < window_x + window_size_x and mouse_y < window_y + window_size_y)
    end

    -- Autoinventory any items on the cursor if you click in the bag UI
    if ImGui.IsMouseClicked(ImGuiMouseButton.Left) and mq.TLO.Cursor() and mouse_over_bag_window() then
        mq.cmd("/autoinventory")
    end
end

-- If there is an item on the cursor, display it.
local function display_item_on_cursor()
    if mq.TLO.Cursor() then
        local cursor_item = mq.TLO.Cursor -- this will be an MQ item, so don't forget to use () on the members!
        local mouse_x, mouse_y = ImGui.GetMousePos()
        local window_x, window_y = ImGui.GetWindowPos()
        local icon_x = mouse_x - window_x + 10
        local icon_y = mouse_y - window_y + 10
        local stack_x = icon_x + COUNT_X_OFFSET
        local stack_y = icon_y + COUNT_Y_OFFSET
        local text_size = ImGui.CalcTextSize(tostring(cursor_item.Stack()))
        ImGui.SetCursorPos(icon_x, icon_y)
        animItems:SetTextureCell(cursor_item.Icon() - EQ_ICON_OFFSET)
        ImGui.DrawTextureAnimation(animItems, ICON_WIDTH, ICON_HEIGHT)
        if cursor_item.Stackable() then
            ImGui.SetCursorPos(stack_x, stack_y)
            ImGui.DrawTextureAnimation(animBox, text_size, ImGui.GetTextLineHeight())
            ImGui.SetCursorPos(stack_x - text_size, stack_y)
            ImGui.TextUnformatted(tostring(cursor_item.Stack()))
        end
    end
end

---Handles the bag layout of individual items
local function display_bag_content()
  
        create_inventory()
        ImGui.SetWindowFontScale(1.25)
        ImGui.SetCursorPosY(ImGui.GetCursorPosY() - 20)
        ImGui.TextUnformatted(string.format("Used/Free Slots (%s/%s)", table.getn(items), mq.TLO.Me.FreeInventory()))
        ImGui.SetWindowFontScale(1.0)

        ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2.new(0, 0))
        local bag_window_width = ImGui.GetWindowWidth()
        local bag_cols = math.floor(bag_window_width / BAG_ITEM_SIZE)
        local temp_bag_cols = 1

        for index, _ in ipairs(items) do
            if string.match(string.lower(items[index].Name()), string.lower(filter_text)) then
                draw_item_icon(items[index])
                if bag_cols > temp_bag_cols then
                    temp_bag_cols = temp_bag_cols + 1
                    ImGui.SameLine()
                else
                    temp_bag_cols = 1
                end
            end
        end
        ImGui.PopStyleVar()

        ImGui.Separator()
        create_bank()
        ImGui.TextUnformatted(string.format("Used Bank Slots %s", table.getn(bankItems)))
        ImGui.SetWindowFontScale(1.0)

        ImGui.PushStyleVar(ImGuiStyleVar.ItemSpacing, ImVec2.new(0, 0))
        bag_window_width = ImGui.GetWindowWidth()
        bag_cols = math.floor(bag_window_width / BAG_ITEM_SIZE)
        temp_bag_cols = 1

        for bindex, b_ in ipairs(bankItems) do
            if string.match(string.lower(bankItems[bindex].Name()), string.lower(filter_text)) then
                draw_bank_icon(bankItems[bindex])
                if bag_cols > temp_bag_cols then
                    temp_bag_cols = temp_bag_cols + 1
                    ImGui.SameLine()
                else
                    temp_bag_cols = 1
                end
            end
        end
        ImGui.PopStyleVar()
end

local function apply_style()
   ImGui.PushStyleColor(ImGuiCol.TitleBg, .62, .53, .79, .40)
   ImGui.PushStyleColor(ImGuiCol.TitleBgActive, .62, .53, .79, .40)
   ImGui.PushStyleColor(ImGuiCol.TitleBgCollapsed, .62, .53, .79, .40)
   ImGui.PushStyleColor(ImGuiCol.Button, .62, .53, .79, .40)
   ImGui.PushStyleColor(ImGuiCol.ButtonHovered, 1, 1, 1, .87)
   ImGui.PushStyleColor(ImGuiCol.ResizeGrip, .62, .53, .79, .40)
   ImGui.PushStyleColor(ImGuiCol.ResizeGripHovered, .62, .53, .79, 1)
   ImGui.PushStyleColor(ImGuiCol.ResizeGripActive, .62, .53, .79, 1)
   BigBagGUI()
   ImGui.PopStyleColor(8)
end

--- ImGui Program Loop
function BigBagGUI()
    if openGUI then
        openGUI, shouldDrawGUI = ImGui.Begin(string.format("Big Bag"), openGUI, ImGuiWindowFlags.NoScrollbar)
        if shouldDrawGUI then
            display_bag_utilities()
            display_bag_options()
            display_bag_content()
            display_item_on_cursor()
        end
        ImGui.End()
    else
        return
    end
end

mq.imgui.init("BigBagGUI", apply_style)

--- Main Script Loop
while openGUI do
   mq.delay("1s")
end
 
Last edited:
Any chance of showing empty slots? This is the perfect Lua for organizing bags and banks and doesn't seem limited to the slot limits of EQ interface (Open a bag and see empty bags).
 
I'm having an issue with this wonderful script and I wonder if I'm doing something wrong. The Alt-LeftClick command (to bring up the item info window) only seems to work on non-clicky items. So for example, I'm running a new toon through the tutorial and I can alt-leftclick on bone chips, rat ears, etc, but can't do it on the Worn Totem, any of the starting food, etc.

Edit: alt-leftclicking on any item in a bag also echoes the item's position number in the MQ window.

Is there some setting I can enable to change this, or is this a Lua limitation, or perhaps an unintended interaction with another mod?
 
I'm having an issue with this wonderful script and I wonder if I'm doing something wrong. The Alt-LeftClick command (to bring up the item info window) only seems to work on non-clicky items. So for example, I'm running a new toon through the tutorial and I can alt-leftclick on bone chips, rat ears, etc, but can't do it on the Worn Totem, any of the starting food, etc.

Edit: alt-leftclicking on any item in a bag also echoes the item's position number in the MQ window.

Is there some setting I can enable to change this, or is this a lua limitation, or perhaps an unintended interaction with another mod?
Alt+LeftClick - isn't that used to grab one item off of a stack? Are you trying to activate the worn totem? Usually right click an item to activate it. Hold right mouse on item to view info window.

yah, in big bags its alt+leftclick :) not sure what issue with the clickies, my clickies open up the info window
I don't see an option to view the info window.
Looks like alt+leftclick only works on no trade items. shrug

"
A single view of your inventory to keep everything in one place. Stop worrying about sorting bags!

Sorting by Name and Number of Stacked Items
Filtering!

Can click on an item to pick it up (just like normal inventory). Ctrl-Click for one item, Shift-Click for a stack.

Can right-click to use an item.

Drop items anywhere in the Big Bag UI to inventory.

Convenient display of free slots and total bag slots open."
 
Last edited:
Alt+LeftClick - isn't that used to grab one item off of a stack? Are you trying to activate the worn totem? Usually right click an item to activate it. Hold right mouse on item to view info window.

yah, in big bags its alt+leftclick :) not sure what issue with the clickies, my clickies open up the info window
I don't see an option to view the info window.
"
A single view of your inventory to keep everything in one place. Stop worrying about sorting bags!

Sorting by Name and Number of Stacked Items
Filtering!

Can click on an item to pick it up (just like normal inventory). Ctrl-Click for one item, Shift-Click for a stack.

Can right-click to use an item.

Drop items anywhere in the Big Bag UI to inventory.

Convenient display of free slots and total bag slots open."
Ctrl+LeftClick is "grab one item". Alt+LeftClick is "open the info window in a way that it stays open once you release the mouse". HoldRightClick is "open the info window in a way that makes it disappear once you release the mouse". CBB interprets this as an ordinary RightClick. Alt+LeftClick works for some items but not others (seems to be that items that don't have an existing right-click effect are ok, but I'm not sure that's a complete description of the issue.) RightClick to activate a clicky item (like the Worn Totem) works totally fine in CBB.
 
I figured it out (I think) - Alt-LeftClick on an item in the CBB window works normally if the item is not in a bag or if that bag window is currently open in your inventory. Alt+LeftClick does nothing if the item clicked is in a currently-closed bag. It seemingly has nothing to do with the clickability of the item. It would appear that alt-leftclicking an in-bag item is interpreted by EQ as "oh, you wanna take that out of its bag? ok."
 
Hmmm, what have I done wrong here? Loaded and not crashed, but looks like this no matter what direction I size it to. Icons are not right as well for some items.
1687227954670.png
 
I'm unable to right click on spell scrolls to learn them in the CBB inventory window.

Have to right click on the scrolls in my standard/default inventory in order for them to work.

Otherwise, the Lua seems to be working elsewise.
 
Last edited:
I love this script, however, it doesnt show the free spots in my bags. I was thinking it would show all my free spots but its possible I amde an assumption incorrectly.
 
Is there any interaction with vendors / plot window? I am trying to use it to put stuff in a house, but it does not "select" like a normal bag (maybe this is a feature request).

I found it from the 2023 award thread and like it so far as I wont have to "arrange" my normal bags.
 
lol, I love this, fits right into my TradeIt window and I can drag and drop items to trade from there. very cool!
 

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oooh, that is pretty cool combination of utilities (goes to dock those in their windows, and change the hotkey to start up both luas at once)
 
nm removed the image file and instead use the images from the game. easier that way and no need to worry about the path / folder naming
 
Coldblooded updated Cold's Big Bag with a new update entry:

Small QOL Fixes

- Can now search for items with a space in the name
- Close gadget now closes the window but keeps the script running
- When the window is closed we do not constantly calculate the inventory to reduce overhead
- The bind /cbb will toggle the window's visibility
- The bind /cbb exit will end the script

Thanks to ChatWithThisName and Sic for the improvement ideas and suggestions.

Read the rest of this update entry...
 
Release Cold's Big Bag

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