- Seller
- #121
Something like a express fee you pay your state government to expedite something, and all they do is stamp it?S&H...~
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Something like a express fee you pay your state government to expedite something, and all they do is stamp it?S&H...~
and it won't let me do a single product if it is already discounted ( in principal )
typically it is 7 days prior toI 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.
View attachment 66660
12/1/2024
2.48a - ChangeLog
Added: Year of Darkpaw - Dragon Bones (Western Wastes)
12/4/2024
2.49a - ChangeLog
Added: The Outer Brood Collections (Grab Only)
Added: Laurion's Song Collection Conversion for Fragments/Dispensers
View attachment 66892

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?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![]()
I just know as soon as I patch, I lose those changes.
Is this something like mq.TLO.Achievement('Rain of Fear')() .. like that?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 numbersI just know as soon as I patch, I lose those changes.
View attachment 67196

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)
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
If you just want to use the toon running the script then check Local where is says use dispensers. Now your toon is waiting for other toons to bring him collections.My toon has 200 dispensers on him but it is not trying to use them. It just says waiting:
View attachment 67206
as a note, both means use remote 1st and local 2nd.If you just want to use the toon running the script then check Local where is says use dispensers. Now your toon is waiting for other toons to bring him collections.
I remember this, I just don't remember what I did with it. The code just spit out a number per expansion correct?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.
Didn't forget... btwI will see what I can do here
In the code that calls the function, there is no expansion_array and also there is no p_expansion value, some stuff missing from your snippets.I understand real life and everything. Let me know if I can be of any help.
Hello?In the code that calls the function, there is no expansion_array and also there is no p_expansion value, some stuff missing from your snippets.
Still not converting the Sand Bisquit Fragment and Sand Dollar Fragment.Hello?

If I could find someone else to blame other than myself, I would, but, I cannot.Still not converting the Sand Bisquit Fragment and Sand Dollar Fragment.![]()
Sorry I havent looked at it in a bt. Let me see if I can post the diff so I can see wha tis going on. I will also remove some of the code I had commented out while testign.Hello?
5/17/2025
2.5a - ChangeLog
Modified: Whole Sand Biscuit to Whole Sand Dollar (TDS)
Modified: Sand Biscuit Fragment to Sand Dollar Fragment (TDS)
so.. DBG changes things from time to time, this wouldn't be the first time I had to change something, will check it out.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!
06/01/2025
2.51a - ChangeLog
Corrected: Paludal Depths from Caverns.
well, that sounds great...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
Patch of 11-14-25 fixed this. All good again!well, that sounds great...
That sounds greater!Patch of 11-14-25 fixed this. All good again!
BB~
12/01/2025
2.52a - ChangeLog
Added: Shattering of Ro functionality for grabbing items (can't convert until next year)
Added: The Outer Brood conversion of items
12/02/2025
2.53a - ChangeLog
Corrected: Removed "The" for Theater of Eternity and Chambers of Puissance for reward selection.
