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Release Lootly 2024-01-24.1

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I am not sure why but I found a work around that works for EMU. If I load up lootier.Lua it loads lootly with it without error. Reason I am trying to get to work with EMU, is the in screen loot list and it auto sells so much faster. Not sure if this helps with anything but I thought I would share,


1665771095486.png
 
I was sad when this did not work:

=CLASS|99999|ROG,PAL,WAR,SK,CLR,SHM,DRU,MNK,BER,BRD,RNG,BST,ENC,WIZ,NEC,MAG

The rogue did not get the item, the driver did. /sigh...
I was really hoping that it went by listed order, and not group order.

I am looking for a way to prioritize items to a certain class in the group first, but if they aren't there then it goes to whomever (driver is fine).
@SpecialEd any ideas?
 
I was sad when this did not work:



The rogue did not get the item, the driver did. /sigh...
I was really hoping that it went by listed order, and not group order.

I am looking for a way to prioritize items to a certain class in the group first, but if they aren't there then it goes to whomever (driver is fine).
@SpecialEd any ideas?
Add a new tag and implement your custom logic in the script.
 
Had another issue with Lootly:


1666029824119.png

Whether using advloot or not, you can't loot a 2nd Lore item. Without setting this in the config file, it would be nice if Lootly could handle this message and take appropriate action to not spam the window/logs and hold off on looting anything after until this item poofs off the list in 15 minutes.
 
Thanks for the response. It tells me the looted item would put them over the configured save slots value. It says 1 toon has 44 open slots and another has 131 yet it won't let them loot.

*Edit
If I give a toon an item, lootly will then give them any more that are found until I sell them. Then the process starts all over.
It's been a couple weeks since I was able to log in. I never saw any type of solution for this challenge. Should I just delete the Lua and start over? It looks like a really simple file but I don't know much about this stuff. Any assistance is greatly appreciated.
 
It's been a couple weeks since I was able to log in. I never saw any type of solution for this challenge. Should I just delete the Lua and start over? It looks like a really simple file but I don't know much about this stuff. Any assistance is greatly appreciated.
Is the issue save slots or the edit* note? Either way, turn on debug and post the appropriate section of your log after editing your character names out.
 
Is the issue save slots or the edit* note? Either way, turn on debug and post the appropriate section of your log after editing your character names out.
I ran the debug but I can't find the file. I found "logs" in my "release" folder but it only has MacroQuest a bazillion#s files. Am I in the wrong spot?
 
May need to turn logging on for whoever the driver is - /plugin mq2log - it should generate a server_charnacter.log file in logs folder.
 
May need to turn logging on for whoever the driver is - /plugin mq2log - it should generate a server_charnacter.log file in logs folder.
Code:
[2022/10/20 13:19:33] [13:19:33] [Lootly] (lootly.lua::165) [DEBUG] :: handle_master_looting - Zombie Essence - setting: Sell; preference = Sell; quantity = nil; classes = nil; lore = nil

[2022/10/20 13:19:33] [13:19:33] [Lootly] (lootly.lua::206) [DEBUG] :: handle_master_looting -MasterLooter- Free Inventory - Slots = 55; Count = 0; Stack Size = 0

[2022/10/20 13:19:33] [13:19:33] [Lootly] (lootly.lua::217) [DEBUG] :: handle_master_looting - MasterLooter looting Zombie Essence would put them over the configured save slots value.

[2022/10/20 13:19:33] [13:19:33] [Lootly] (lootly.lua::265) [DEBUG] :: handle_master_looting - loot = false; item = Zombie Essence

[2022/10/20 13:19:33] [13:19:33] [Lootly] (lootly.lua::209) [DEBUG] :: handle_master_looting - Toon2 - Free Inventory - Zombie Essence - Save Slots = 131

[2022/10/20 13:19:33] [13:19:33] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon2).Q(Me.FreeInventory) = 59

[2022/10/20 13:19:33] [13:19:33] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon2).Q(FindItemCount[33957]) = 0

[2022/10/20 13:19:33] [13:19:33] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon2).Q(FindItem[33957].StackSize) = NULL

[2022/10/20 13:19:33] [13:19:33] [Lootly] (lootly.lua::217) [DEBUG] :: handle_master_looting - Toon2 looting Zombie Essence would put them over the configured save slots value.

[2022/10/20 13:19:33] [13:19:33] [Lootly] (lootly.lua::265) [DEBUG] :: handle_master_looting - loot = false; item = Zombie Essence

[2022/10/20 13:19:33] [13:19:33] [Lootly] (lootly.lua::209) [DEBUG] :: handle_master_looting - Toon3 - Free Inventory - Zombie Essence - Save Slots = 131

[2022/10/20 13:19:33] [13:19:33] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon3).Q(Me.FreeInventory) = 50

[2022/10/20 13:19:34] [13:19:34] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon3).Q(FindItemCount[33957]) = 0

[2022/10/20 13:19:34] [13:19:34] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon3).Q(FindItem[33957].StackSize) = NULL

[2022/10/20 13:19:34] [13:19:34] [Lootly] (lootly.lua::217) [DEBUG] :: handle_master_looting - Toon3 looting Zombie Essence would put them over the configured save slots value.

[2022/10/20 13:19:34] [13:19:34] [Lootly] (lootly.lua::265) [DEBUG] :: handle_master_looting - loot = false; item = Zombie Essence

[2022/10/20 13:19:34] [13:19:34] [Lootly] (lootly.lua::209) [DEBUG] :: handle_master_looting - Toon4 - Free Inventory - Zombie Essence - Save Slots = 131

[2022/10/20 13:19:34] [13:19:34] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon4).Q(Me.FreeInventory) = 52

[2022/10/20 13:19:34] [13:19:34] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon4).Q(FindItemCount[33957]) = 0

[2022/10/20 13:19:34] [13:19:34] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon4).Q(FindItem[33957].StackSize) = NULL

[2022/10/20 13:19:34] [13:19:34] [Lootly] (lootly.lua::217) [DEBUG] :: handle_master_looting -Toon4 looting Zombie Essence would put them over the configured save slots value.

[2022/10/20 13:19:34] [13:19:34] [Lootly] (lootly.lua::265) [DEBUG] :: handle_master_looting - loot = false; item = Zombie Essence

[2022/10/20 13:19:35] [13:19:35] [Lootly] (lootly.lua::209) [DEBUG] :: handle_master_looting - Toon5 - Free Inventory - Zombie Essence - Save Slots = 131

[2022/10/20 13:19:35] [13:19:35] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon5).Q(Me.FreeInventory) = 43

[2022/10/20 13:19:35] [13:19:35] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon5).Q(FindItemCount[33957]) = 0

[2022/10/20 13:19:35] [13:19:35] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon5).Q(FindItem[33957].StackSize) = NULL

[2022/10/20 13:19:35] [13:19:35] [Lootly] (lootly.lua::217) [DEBUG] :: handle_master_looting - Toon5 looting Zombie Essence would put them over the configured save slots value.

[2022/10/20 13:19:35] [13:19:35] [Lootly] (lootly.lua::265) [DEBUG] :: handle_master_looting - loot = false; item = Zombie Essence

[2022/10/20 13:19:35] [13:19:35] [Lootly] (lootly.lua::209) [DEBUG] :: handle_master_looting - Toon6 - Free Inventory - Zombie Essence - Save Slots = 131

[2022/10/20 13:19:35] [13:19:35] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon6).Q(Me.FreeInventory) = 43

[2022/10/20 13:19:36] [13:19:36] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon6).Q(FindItemCount[33957]) = 0

[2022/10/20 13:19:36] [13:19:36] [Lootly] (helpers.lua::10) [DEBUG] :: Querying - mq.TLO.DanNet(Toon6).Q(FindItem[33957].StackSize) = NULL

[2022/10/20 13:19:36] [13:19:36] [Lootly] (lootly.lua::217) [DEBUG] :: handle_master_looting - Toon6 looting Zombie Essence would put them over the configured save slots value.

[2022/10/20 13:19:36] [13:19:36] [Lootly] (lootly.lua::265) [DEBUG] :: handle_master_looting - loot = false; item = Zombie Essence

[2022/10/20 13:19:36] [13:19:36] [Lootly] (lootly.lua::287) [INFO] :: [Shared] No one was able to loot/wanted Zombie Essence.  Leaving.
 
It looks like you have things configured to save 3 slots (the default) + 128 excluded bag slots for a total of 131 save slots. Because your free inventory is less than the configured save slots, it skips looting for those toons.
 
It looks like you have things configured to save 3 slots (the default) + 128 excluded bag slots for a total of 131 save slots. Because your free inventory is less than the configured save slots, it skips looting for those toons.
Thanks Ed. I went back into my Lootly file and removed all excluded tradeskill bags. Things started going very smoothly then. Since I had a ton of open space it took a while to fill up. With my main inventory bags full I started getting loot stuck on my cursor again. I found that I had 6 open tradeskill slots so I filled those with stuff from other toons and it started working properly again.

At this point, it looks like the open slots in TS bags while being full in regular bag slots is the last challenge I am having. Any idea what would be causing that? Or do I need to run another debug when I get into that position again?
 
I'm not really sure - if your normal bags fill up and all you have are TS slots (for non TS items), it's going to get stuck with items on the cursor. Maybe setup a LEM trigger for the "no room" message and have it beep at you?
 
I am not sure why but I found a work around that works for EMU. If I load up lootier.lua it loads lootly with it without error. Reason I am trying to get to work with EMU, is the in screen loot list and it auto sells so much faster. Not sure if this helps with anything but I thought I would share,

...
I did more digging because I wound up still getting error. I found if I commented out this section on emu, it runs without issue. Been running it 10 days now with out issue on emu,


[CODE lang="Lua" title="Starts at line 325 in Lua file" highlight="2-8"] --while enabled and mq.TLO.AdvLoot.PCount() > 0 do
--if not mq.TLO.AdvLoot.LootInProgress() then
--Write.Info(string.format('\ag[Personal] Looting %s.', tostring(mq.TLO.AdvLoot.PList(1).Name())))
--mq.cmd('/advloot personal 1 loot')
--check_lore_equip_prompt()
--mq.delay(500)
--end
--end[/CODE]
 
if i have an item /setitem destroy and am solo, it ignores that and loots anyway. As soon as i added someone to the group it started sorting based off tags.
 
pretty sure that is due to the changes to group.members returning 0 if you are solo instead of nil (this was back in like august)

Lua:
 local solo_looter = (mq.TLO.Group.Members() == nil or mq.TLO.Group.Members() == 0) or (mq.TLO.Group.Members() == 1 and mq.TLO.Me.Mercenary.ID())
and
Lua:
local solo_looter = mq.TLO.Raid.Members() == 0 and (mq.TLO.Group.Members() == nil or mq.TLO.Group.Members() == 0) or (mq.TLO.Group.Members() == 1 and mq.TLO.Me.Mercenary.ID())
also added an event
Lua:
mq.event('LoreLeave', '#*#You cannot loot this Lore Item.#*#', event_lore_item)

i did something like that to address a couple solo things (i msg'd ed but i doubt either of us solo much).

I imagine Ed would have a better/cleaner solutio
 
Last edited:
Greetings @SpecialEd , thank you for this awesome utility Lootly and Lootier.

When I manually sell new items to a vendor for the 1st time. (new vendor trash)
Is it possible to auto add those new items as /setitem sell in lootly_loot.ini ?
 
Last edited:
Hey folks, this started to happen today. Any ideas how to fix it on my end?

1669459147085.png
 
Greetings; I'm not sure if this is the right place to post this, so forgive me if it needs to go elsewhere. I really have enjoyed using lootly the past week or so, but I believe I have entered a wrong command (or jacked it up somehow) and now when zoning I get the following message:

DoCommand - Couldn't parse 'item sell'

Everything seems to work correctly, but seeing the message every time I zone makes wonder if it needs correcting, and I have no idea where to begin.

I'm currently running VV, a handful of CWTN plugins, and lootly/lootier.

Any help would be appreciated, thanks.
Still seeing 'DoCommand - Couldn't parse item sell' every time I zone, any ideas on how to correct this?
 
Greetings @SpecialEd , thank you for this awesome utility Lootly and Lootier.

When I manually sell new items to a vendor for the 1st time. (new vendor trash)
Is it possible to auto add those new items as /setitem sell in lootly_loot.ini ?

You can write a short Lua script with an event to watch for when you sell things and auto add them with /setitem sell <item name> - I don't want selling to modify my loot file.
 
Still seeing 'DoCommand - Couldn't parse item sell' every time I zone, any ideas on how to correct this?
You have something (mac/Lua/holy/down/react) trying to run a command "item sell" - lootly shouldn't be trying to run sell commands unless you run the bind.
 
One tiny situation to mention, suppose I open all my bags by , key
1669619392029.png

After /lootly sell is done, the 1st time I want to open my bags, I need to press the key twice.
Is it only me or anyone has same situation too?
 
Last edited:
You can write a short lua script with an event to watch for when you sell things and auto add them with /setitem sell <item name> - I don't want selling to modify my loot file.
Greetings, @SpecialEd , noted with thanks.
 
Target a Vendor and type /mac sellstuff
Will sell everything marked in your loot.ini file
Will add anything you sell to the vendor to the loot.ini file for next time.
 
Target a Vendor and type /mac sellstuff
Will sell everything marked in your loot.ini file
Will add anything you sell to the vendor to the loot.ini file for next time.
Greetings @Cannonballdex

1. Yes, that's a function in Ninjadvloot.
AddNewSales=1 - This will mark all items you sell to a vendor as Sell in the ini file.

2. Here is Lootly discussion.

3. As Sic suggested it's better to use one loot utility at a time.
 
Last edited:
If you do end up writing a quick script for this, would you mind sharing it for those of us totally code inept?
Greetings @Joakhan

Give me a break big brother, I'm a newbie who just start using MQ for 10 days and still reading Wiki Manual all day long for settings. 🤣
 
You have something (mac/lua/holy/down/react) trying to run a command "item sell" - lootly shouldn't be trying to run sell commands unless you run the bind.
Thanks for the reply Ed; iirc I botched an attempt to do a dry run on sell items, but not exactly sure what I typed. Messing it up and not remembering how :)

confused david spade GIF
 
Hello,

I think if you have two of the same class, when it enters the routine and that toon already has the item it ends up leaving it on the corpse. I don't see a second check for how many of a class exists.

This happened with an aug today, first zerker was higher in the group order, left the aug on corpse since that first zerker had the aug already.

Best,

EQA
 
Hello,

I think if you have two of the same class, when it enters the routine and that toon already has the item it ends up leaving it on the corpse. I don't see a second check for how many of a class exists.

This happened with an aug today, first zerker was higher in the group order, left the aug on corpse since that first zerker had the aug already.

Best,

EQA
It should just loop through the group - can you turn on logging for the ML and recreate the scenario?
 
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