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Release Toon Collect Xtreme 2.53a

and it won't let me do a single product if it is already discounted ( in principal )
@Redbot any ideas as to why it might be doing it?

I think it is the renewal price which is the normal price overriding it, that is my guess.


Try now..
 
I was looking at my license page, and I do not see a renew button for your items. Do I have to wait until they expire to renew? Or how does that work. I do see a renew button on another product that expires at the end of December, so was trying to figure it out.

1732740297786.png
 
I'm having an issue where Overseer Collection Item Dispensers are not being used. I've tried LS and NoS with Auto collect and Use Dispensers Local checked and nothing happens.

Am I doing something wrong?


Edit~
It's not selecting the rewards when it uses the collection items.

Edit~
Yeah, nothing is happening.




BB~
 
Last edited:
One thing I would like to see, is a way to know for an expansion how many item collects are needed to finish it out. Use case: I have 54 collection dispensers, which collection sets for an expansion can I finish or get closest to finish with those dispensers? I know I can do it manually by looking at each collection set and adding them up, but I was looking for a way for the programming to do that for me :)
 
One thing I would like to see, is a way to know for an expansion how many item collects are needed to finish it out. Use case: I have 54 collection dispensers, which collection sets for an expansion can I finish or get closest to finish with those dispensers? I know I can do it manually by looking at each collection set and adding them up, but I was looking for a way for the programming to do that for me :)
So if I understand correctly, if I select an expansion it should say you need 32 dispensers to finish ToL or looking for more detail?
 
Yep, that should do it. I made some personal changes to add that to the MQ output window when I select an expansion, if you want to look it over. Whenever I switch expansions, currently it outputs the qty needed. That was the quickest method for me to see the numbers :) I just know as soon as I patch, I lose those changes.
1734124121921.png
 
Yep, that should do it. I made some personal changes to add that to the MQ output window when I select an expansion, if you want to look it over. Whenever I switch expansions, currently it outputs the qty needed. That was the quickest method for me to see the numbers :) I just know as soon as I patch, I lose those changes.
View attachment 67196
Is this something like mq.TLO.Achievement('Rain of Fear')() .. like that?
 
I added a counter function so when it generates the list of collections for the expansion, it gets the incomplete item qty for each one. Theres probably a better way to do this, but it seems to work and the numbers matched :)

Lua:
    local bool_completed = mq.TLO.Achievement(expansion_array[i])
                                   .Completed()
        if not bool_completed then
            local l_ach_name = mq.TLO.Achievement(expansion_array[i])()
            local l_incomplete = collib.return_single_collection_count(l_ach_name)
            incomplete = incomplete + l_incomplete
            -- print(mq.TLO.Achievement(expansion_array[i])
            -- .IconID())
            table.insert(achievement_data, l_ach_name)
        end
    end
   
    printf("\ag %s : %s", p_expansion , incomplete)

Lua:
function collib.return_single_collection_count(p_name)
    local incomplete_count = 0
    if p_name == nil then
        -- print("NIL error: ", p_name)
        return 0
    end
    p_name = tostring(p_name)
    -- print(p_name)
    local achievement = mq.TLO.Achievement(p_name)

    for j = 0, achievement.ObjectiveCount() do
        -- print(achievement.ObjectiveByIndex(j)())
        local req_count = achievement.ObjectiveByIndex(j).RequiredCount()
        -- local cur_count = achievement.ObjectiveByIndex(j).CurrentCount()
        if req_count == nil then req_count = 0 end

        if req_count > 0 then
            local achievement_complete =
                achievement.ObjectiveByIndex(j).Completed()

            if not achievement_complete then
                incomplete_count = incomplete_count + 1
            end
        end

    end

    return incomplete_count
end
 
Did you ever look into adding the code for displaying how many missing collections there are for the expansion? I have been merging my changes back in when a new release comes out, but figure it might be useful for other users also.
 
Did you ever look into adding the code for displaying how many missing collections there are for the expansion? I have been merging my changes back in when a new release comes out, but figure it might be useful for other users also.
I remember this, I just don't remember what I did with it. The code just spit out a number per expansion correct?
 
Hey there! Just picked this up and I love it!
I did run into an issue with Paludal Depths collections.

No error message to share, no weird or strange behavior
other than it wouldn't use my collection item dispensers at all for them.

After doing those ones manually something occurred to me, the zone is
Paludal Depths but is listed as Paludal Caverns in the TCX window.

Not sure if that matters or not.

It's been great otherwise though!
 
Hey there! Just picked this up and I love it!
I did run into an issue with Paludal Depths collections.

No error message to share, no weird or strange behavior
other than it wouldn't use my collection item dispensers at all for them.

After doing those ones manually something occurred to me, the zone is
Paludal Depths but is listed as Paludal Caverns in the TCX window.

Not sure if that matters or not.

It's been great otherwise though!
so.. DBG changes things from time to time, this wouldn't be the first time I had to change something, will check it out.
 
After the patch of 11-12-25 TCX is not recognizing which items have already been collected. Prior to his everything was great. Not sure what DBG messed up this time.


Thanks,
BB
 
Release Toon Collect Xtreme

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