diff --git a/IIfA/CharBagSpaceTooltip.lua b/IIfA/CharBagSpaceTooltip.lua
index dbc30a5..2e2f0ff 100644
--- a/IIfA/CharBagSpaceTooltip.lua
+++ b/IIfA/CharBagSpaceTooltip.lua
@@ -163,7 +163,7 @@ end
-- add iteration for house chests
-- if GetBagSize == 0, you've run out of chests to iterate (break out of loop)
-- /script for i=BAG_HOUSE_BANK_ONE,BAG_MAX_VALUE do d(i .. GetCollectibleName(GetCollectibleForHouseBankBag(i))) end
--- /script for i=BAG_HOUSE_BANK_ONE,BAG_MAX_VALUE do d(IsCollectibleUnlocked(GetCollectibleForHouseBankBag(i))) end
+-- /script for i=BAG_HOUSE_BANK_ONE,BAG_MAX_VALUE do d(i .. " " .. IsCollectibleUnlocked(GetCollectibleForHouseBankBag(i))) end
function CharBagFrame:RepaintSpaceUsed()
-- loop through characters
diff --git a/IIfA/IIfA.lua b/IIfA/IIfA.lua
index 065fbd2..1f335f0 100644
--- a/IIfA/IIfA.lua
+++ b/IIfA/IIfA.lua
@@ -21,7 +21,7 @@ if IIfA == nil then IIfA = {} end
--local IIfA = IIfA
IIfA.name = "Inventory Insight"
-IIfA.version = "3.07"
+IIfA.version = "3.09"
IIfA.author = "AssemblerManiac & manavortex"
IIfA.defaultAlertSound = nil
IIfA.colorHandler = nil
@@ -156,7 +156,7 @@ function IIfA:DebugOut(output, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10)
elseif a1 then
d(zo_strformat(output, a1))
elseif output then
- d(zo_strformat(output))
+ d(output)
else
d("\n")
end
@@ -168,10 +168,6 @@ function IIfA:StatusAlert(message)
end
end
-function IIfA:BuildHouseLists()
-
-end
-
function IIfA_onLoad(eventCode, addOnName)
if (addOnName ~= "IIfA") then
return
diff --git a/IIfA/IIfA.txt b/IIfA/IIfA.txt
index 6ad01c7..94589d0 100644
--- a/IIfA/IIfA.txt
+++ b/IIfA/IIfA.txt
@@ -1,6 +1,6 @@
## Title: Inventory Insight
## Author: manavortex, AssemblerManiac
-## Version: 3.07
+## Version: 3.09
## APIVersion: 100022
## SavedVariables: IIfA_Settings IIfA_Data
## OptionalDependsOn: libFilters pChat
diff --git a/IIfA/IIfA.xml b/IIfA/IIfA.xml
index 65d98fb..5358790 100644
--- a/IIfA/IIfA.xml
+++ b/IIfA/IIfA.xml
@@ -135,7 +135,7 @@
<Anchor point="TOPLEFT" relativeTo="$(parent)_BagButton" relativePoint="TOPRIGHT" offsetX="10" />
<Anchor point="BOTTOMRIGHT" relativeTo="$(parent)_BagButton" relativePoint="BOTTOMRIGHT" offsetX="260" offsetY="5" />
- <OnShow> IIfA:GuiSetupDropdown(self)</OnShow>
+ <OnShow>IIfA:GuiSetupDropdown(self)</OnShow>
<OnMouseEnter>IIfA:GuiShowTooltip(self, "Select inventory to view")</OnMouseEnter>
<OnMouseExit>IIfA:GuiHideTooltip(self)</OnMouseExit>
</Control>
diff --git a/IIfA/IIfABackpack.lua b/IIfA/IIfABackpack.lua
index aa374d6..ad7ffc0 100644
--- a/IIfA/IIfABackpack.lua
+++ b/IIfA/IIfABackpack.lua
@@ -83,16 +83,6 @@ function IIfA:GUIDoubleClick(control, button)
end
end
-local function getItemLinkFromDB(itemLink, item)
- local iLink = ""
- if zo_strlen(itemLink) < 10 then
- iLink = item.itemLink
- else
- iLink = itemLink
- end
- return iLink
-end
-
local function getHouseIds()
local ret = {}
for houseName, houseId in pairs(IIfA:GetTrackedHouses()) do
@@ -356,45 +346,55 @@ function IIfA:UpdateScrollDataLinesData()
local index = 0
local dataLines = {}
local DBv3 = IIfA.database
- local iLink, itemLink, iconFile, itemQuality, tempDataLine = nil
+ local itemLink, itemKey, iconFile, itemQuality, tempDataLine = nil
local itemTypeFilter, itemCount = 0
local match = false
local bWorn = false
+ local dbItem
if(DBv3)then
- for itemLink, item in pairs(DBv3) do
- iLink = getItemLinkFromDB(itemLink, item)
+ for itemKey, dbItem in pairs(DBv3) do
+ if zo_strlen(itemKey) < 10 then
+ itemLink = dbItem.itemLink
+ else
+ itemLink = itemKey
+ end
- if (itemLink ~= "") then
+ if (itemKey ~= "") then
itemTypeFilter = 0
- if (item.filterType) then
- itemTypeFilter = item.filterType
+ if (dbItem.filterType) then
+ itemTypeFilter = dbItem.filterType
end
itemCount = 0
bWorn = false
- local itemIcon = GetItemLinkIcon(iLink)
+ local itemIcon = GetItemLinkIcon(itemLink)
local locationName, locData
- for locationName, locData in pairs(item.locations) do
+ for locationName, locData in pairs(dbItem.locations) do
itemCount = itemCount + (locData.itemCount or 0)
if DoesInventoryMatchList(locationName, locData) then
match = true
end
bWorn = bWorn or (locData.bagID == BAG_WORN)
end
+ if not dbItem.itemName or #dbItem.itemName == 0 then
+ p("Filling in missing itemName/Quality")
+ dbItem.itemName = GetItemLinkName(itemLink)
+ dbItem.itemQuality = GetItemLinkQuality(itemLink)
+ end
tempDataLine = {
- link = iLink, -- getItemLinkFromDB(itemLink, item),
+ link = itemLink,
qty = itemCount,
icon = itemIcon,
- name = item.itemName,
- quality = item.itemQuality,
+ name = dbItem.itemName,
+ quality = dbItem.itemQuality,
filter = itemTypeFilter,
worn = bWorn
}
- if(itemCount > 0) and matchFilter(item.itemName, iLink) and matchQuality(item.itemQuality) and match then
+ if(itemCount > 0) and matchFilter(dbItem.itemName, itemLink) and matchQuality(dbItem.itemQuality) and match then
table.insert(dataLines, tempDataLine)
end
match = false
@@ -477,10 +477,6 @@ function IIfA:RefreshInventoryScroll()
IIfA:UpdateInventoryScroll()
end
-
-
-
-
function IIfA:SetItemCountPosition()
for i=1, IIFA_GUI_ListHolder.maxLines do
local line = IIFA_GUI_ListHolder.lines[i]
@@ -508,10 +504,6 @@ function IIfA:CreateLine(i, predecessor, parent)
line.worn = line:GetNamedChild("IconWorn")
line.stolen = line:GetNamedChild("IconStolen")
--- line.text:SetText(text)
--- line.itemLink = text
--- text=""
-
line:SetHidden(false)
line:SetMouseEnabled(true)
line:SetHeight(IIFA_GUI_ListHolder.rowHeight)
@@ -711,6 +703,7 @@ function IIfA:SetupBackpack()
local function OnItemSelect(_, choiceText, choice)
-- d("OnItemSelect", choiceText, choice)
IIfA:SetInventoryListFilter(choiceText)
+ IIfA:RefreshInventoryScroll()
PlaySound(SOUNDS.POSITIVE_CLICK)
end
diff --git a/IIfA/IIfADataCollection.lua b/IIfA/IIfADataCollection.lua
index 6fe8306..eedda07 100644
--- a/IIfA/IIfADataCollection.lua
+++ b/IIfA/IIfADataCollection.lua
@@ -73,6 +73,7 @@ function IIfA:CollectGuildBank()
IIfA.data.guildBanks[curGuild].bCollectData = true -- default to true just so it's here and ok
end
+ IIfA.BagSlotInfo[curGuild] = nil
-- call with libAsync to avoid lag
task:Call(function()
IIfA:DebugOut("Collect guild bank - <<1>>", curGuild)
@@ -83,7 +84,10 @@ function IIfA:CollectGuildBank()
IIfA:DebugOut(" - " .. #ZO_GuildBankBackpack.data .. " items")
for i=1, #ZO_GuildBankBackpack.data do
local slotIndex = ZO_GuildBankBackpack.data[i].data.slotIndex
- IIfA:EvalBagItem(BAG_GUILDBANK, slotIndex)
+ local dbItem, itemKey = IIfA:EvalBagItem(BAG_GUILDBANK, slotIndex)
+ IIfA.BagSlotInfo[curGuild] = IIfA.BagSlotInfo[curGuild] or {}
+ IIfA.BagSlotInfo[curGuild][slotIndex] = itemKey
+ IIfA:DebugOut("Collect guild bank from <<1>> - slot/key <<2>> / <<3>>", curGuild, slotIndex, itemKey)
end
end)
-- d("IIfA - Guild Bank Collected - " .. curGuild)
@@ -255,15 +259,25 @@ function IIfA:GuildBankAddRemove(eventID, slotId)
end):Then(function()
--IIfA:CollectGuildBank()
local dbItem, itemKey
+ local guildName = GetGuildName(GetSelectedGuildBankId())
if eventID == EVENT_GUILD_BANK_ITEM_ADDED then
IIfA:DebugOut("GB Add - Slot <<1>>", slotId)
- dbItem, itemKey = IIfA:EvalBagItem(BAG_GUILDBANK, slotId, true, 0)
+ dbItem, itemKey = IIfA:EvalBagItem(BAG_GUILDBANK, slotId, true)
IIfA:ValidateItemCounts(BAG_GUILDBANK, slotId, dbItem, itemKey)
+ IIfA.BagSlotInfo[guildName][slotId] = itemKey
else
- -- d("GB Remove")
- -- d(GetItemLink(BAG_GUILDBANK, slotId))
- -- dbItem, itemKey = IIfA:EvalBagItem(BAG_BACKPACK, slotId)
- -- IIfA:ValidateItemCounts(BAG_GUILDBANK, slotId, dbItem, itemKey)
+ if IIfA.BagSlotInfo[guildName] ~= nil and IIfA.BagSlotInfo[guildName][slotId] then
+ itemLink = IIfA.BagSlotInfo[guildName][slotId]
+ if #itemLink < 10 then
+ itemLink = IIfA.database[itemLink].itemLink
+ end
+ IIfA:DebugOut("GB Remove - Slot <<1>>, Link <<2>>, ", slotId)
+ dbItem, itemKey = IIfA:EvalBagItem(BAG_GUILDBANK, slotId, false, 0, itemLink)
+ IIfA:ValidateItemCounts(BAG_GUILDBANK, slotId, dbItem, itemKey)
+ IIfA.BagSlotInfo[guildName][slotId] = nil
+ else
+ IIfA:DebugOut("GB Remove - Slot <<1>> - no BSI found", slotId)
+ end
end
end)
end
@@ -287,7 +301,6 @@ function IIfA:RescanHouse(houseCollectibleId)
houseCollectibleId = houseCollectibleId or GetCollectibleIdForHouse(GetCurrentZoneHouseId())
if not houseCollectibleId then return end
-
IIfA.data.collectHouseData[houseCollectibleId] = IIfA.data.collectHouseData[houseCollectibleId] or IIfA:GetHouseTracking()
if not IIfA.data.collectHouseData[houseCollectibleId] then
@@ -328,22 +341,6 @@ function IIfA:RescanHouse(houseCollectibleId)
end
---[[ causing massive problems because we're creating the BSI entry while trying to use it from EvalBagItem
--- try to read item link from bag/slot - if that's an empty string, we try to read it from BSI
-local function getItemLink(bagId, slotId)
- if nil == bagId or nil == slotId then return end
- local itemLink = GetItemLink(bagId, slotId, LINK_STYLE_BRACKETS)
- if itemLink ~= "" then
- -- got an item link, save it to the BSI for reverse lookups
- IIfA:SaveBagSlotIndex(bagId, slotId, itemLink)
- return itemLink
- end
- if not IIfA.BagSlotInfo then return end
- if nil == IIfA.BagSlotInfo[bagId] then return end
- return IIfA.BagSlotInfo[bagId][slotId]
-end
---]]
-
-- try to read item name from bag/slot - if that's empty, we read it from item link
local function getItemName(bagId, slotId, itemLink)
local itemName = GetItemName(bagId, slotId)
@@ -357,7 +354,7 @@ function IIfA:GetItemKey(itemLink, usedInCraftingType, itemType)
if CanItemLinkBeVirtual(itemLink) then -- anything that goes in the craft bag
return IIfA:GetItemID(itemLink)
- elseif usedInCraftingType ~= CRAFTING_TYPE_INVALID and -- crafting materials get saved by ID
+ elseif usedInCraftingType ~= CRAFTING_TYPE_INVALID and -- crafting materials get saved by ID - think about removing this
itemType ~= ITEMTYPE_GLYPH_ARMOR and
itemType ~= ITEMTYPE_GLYPH_JEWELRY and
itemType ~= ITEMTYPE_GLYPH_WEAPON then
@@ -375,8 +372,9 @@ function IIfA:GetItemKey(itemLink, usedInCraftingType, itemType)
end
local function getItemCount(bagId, slotId, itemLink)
-
local stackCountBackpack, stackCountBank, stackCountCraftBag, itemCount
+ if bagId > BAG_MAX_VALUE then return 0 end
+
-- first try to read item count from bag/slot
_, itemCount = GetItemInfo(bagId, slotId)
if 0 < itemCount then return itemCount end
@@ -428,30 +426,34 @@ function IIfA:EvalBagItem(bagId, slotId, fromXfer, itemCount, itemLink, itemName
-- item link is either passed as arg or we need to read it from the system
itemLink = itemLink or GetItemLink(bagId, slotId)
- itemLink = string.gsub(itemLink, '|H0', '|H1') -- always store/eval with brackets on the link
-
- --IIfA:DebugOut("trying to save <<1>> x<<2>>", itemLink, itemCount)
-
-- return if we don't have any item to track
- if itemLink == nil or itemLink == "" then return end
+ if itemLink == nil or #itemLink == 0 then return end
+
+ itemLink = string.gsub(itemLink, '|H0', '|H1') -- always store/eval with brackets on the link
+ if #itemLink < 10 then
+ IIfA:DebugOut("Item link error - <<1>> should be > 10, but it's an itemKey instead", itemLink)
+ -- deliberate crash
+ IIfA.database.junk["nothing"] = "something"
+ end
-- item names is either passed or we get it from bag/slot or item link
- itemName = itemName or getItemName(bagId, slotId, itemLink) or EMPTY_STRING
+ if itemName and #itemName == 0 then itemName = nil end
+ itemName = itemName or getItemName(bagId, slotId, itemLink)
-- item count is either passed or we have to get it from bag/slot ID or item link
itemCount = itemCount or getItemCount(bagId, slotId, itemLink)
+ --IIfA:DebugOut("trying to save <<1>> x<<2>>", itemLink, itemCount)
-- get item key from crafting type
local usedInCraftingType, itemType
- local qty, itemQuality
+ local itemQuality
if bagId <= BAG_MAX_VALUE then
usedInCraftingType, _ = GetItemCraftingInfo(bagId, slotId)
- _, qty, _, _, _, _, _, itemQuality = GetItemInfo(bagId, slotId)
+ _, itemCount, _, _, _, _, _, itemQuality = GetItemInfo(bagId, slotId)
else -- these are furniture items in a house
usedInCraftingType = GetItemLinkCraftingSkillType(itemLink)
- qty = itemCount or 0
itemQuality = GetItemLinkQuality(itemLink)
end
@@ -459,14 +461,9 @@ function IIfA:EvalBagItem(bagId, slotId, fromXfer, itemCount, itemLink, itemName
-- IIfA:DebugOut("CraftingType, ItemType <<1>>, <<2>>", usedInCraftingType, itemType)
-
- if 0 == qty and itemLink then
- itemQuality = GetItemLinkQuality(itemLink)
- usedInCraftingType = GetItemLinkCraftingSkillType(itemLink)
- itemType = GetItemLinkItemType(itemLink)
- end
-
- itemLink = string.gsub(itemLink, '|H0', '|H1')
+ itemQuality = GetItemLinkQuality(itemLink)
+ usedInCraftingType = GetItemLinkCraftingSkillType(itemLink)
+ itemType = GetItemLinkItemType(itemLink)
local itemKey
if bagId == BAG_VIRTUAL then
@@ -475,7 +472,6 @@ function IIfA:EvalBagItem(bagId, slotId, fromXfer, itemCount, itemLink, itemName
itemKey = IIfA:GetItemKey(itemLink, usedInCraftingType, itemType) or itemLink
end
-
if nil == itemKey then return end
local itemFilterType = GetItemFilterTypeInfo(bagId, slotId) or 0
@@ -483,22 +479,18 @@ function IIfA:EvalBagItem(bagId, slotId, fromXfer, itemCount, itemLink, itemName
local location = locationID or getLocation(location, bagId) or EMPTY_STRING
if(DBitem) then
- local DBitemlocation = DBitem.locations[location]
- if DBitemlocation then
- DBitemlocation.itemCount = DBitemlocation.itemCount + itemCount
- DBitemlocation.bagSlot = DBitemlocation.bagSlot or slotId
+ if itemCount == 0 then
+ DBitem.locations[location] = nil
else
- DBitem.locations[location] = {}
- DBitem.locations[location].bagID = bagId
- DBitem.locations[location].bagSlot = slotId
- DBitem.locations[location].itemCount = itemCount
- end
- if qty < 1 then
- qty = getItemCount(bagId, slotId, itemLink)
- if qty == 0 then
- DBitem.locations[location] = nil
+ local DBitemlocation = DBitem.locations[location]
+ if DBitemlocation then
+ DBitemlocation.itemCount = itemCount -- DBitemlocation.itemCount + itemCount
+ DBitemlocation.bagSlot = DBitemlocation.bagSlot or slotId
else
- DBitem.locations[location].itemCount = qty
+ DBitem.locations[location] = {}
+ DBitem.locations[location].bagID = bagId
+ DBitem.locations[location].bagSlot = slotId
+ DBitem.locations[location].itemCount = itemCount
end
end
else
@@ -530,16 +522,21 @@ function IIfA:ValidateItemCounts(bagID, slotId, dbItem, itemKey, itemLinkOverrid
local itemCount
local itemLink, itemLinkCheck
+ local guildName = GetGuildName(GetSelectedGuildBankId())
if zo_strlen(itemKey) < 10 then
- itemLink = dbItem.itemLink or GetItemLink(bagID, slotId) or (override and itemLinkOverride)
+ if override and itemLinkOverride then
+ itemLink = itemLinkOverride
+ else
+ itemLink = dbItem.itemLink or GetItemLink(bagID, slotId)
+ end
else
itemLink = itemKey
end
IIfA:DebugOut(zo_strformat("ValidateItemCounts: <<1>> in bag <<2>>/<<3>>", itemLink, bagID, slotId))
for locName, data in pairs(dbItem.locations) do
- if (data.bagID == BAG_GUILDBANK and locName == GetGuildName(GetSelectedGuildBankId())) or
- -- we're looking at the right guild bank
+ if (data.bagID == BAG_GUILDBANK and locName == guildName) or
+ -- we're looking at the right guild bank
data.bagID == BAG_VIRTUAL or
data.bagID == BAG_BANK or
data.bagID == BAG_SUBSCRIBER_BANK or
diff --git a/IIfA/IIfAEvents.lua b/IIfA/IIfAEvents.lua
index a800520..bfe7151 100644
--- a/IIfA/IIfAEvents.lua
+++ b/IIfA/IIfAEvents.lua
@@ -24,17 +24,21 @@ function IIfA:InventorySlotUpdate(eventCode, bagId, slotId, isNewItem, itemSound
end
local itemLink = GetItemLink(bagId, slotId, LINK_STYLE_BRACKETS) or ""
+ local itemKey = IIfA:GetItemKey(itemLink, nil, nil) -- yes, the nil's can be left off, but this way we know it's supposed to take 3 args)
if #itemLink == 0 and IIfA.BagSlotInfo[bagId] ~= nil and IIfA.BagSlotInfo[bagId][slotId] then
- itemLink = IIfA.BagSlotInfo[bagId][slotId]
+ itemKey = IIfA.BagSlotInfo[bagId][slotId]
+ if #itemLink < 10 then
+ itemLink = IIfA.database[itemKey].itemLink
+ end
elseif #itemLink > 0 and IIfA.BagSlotInfo[bagId] == nil then
IIfA.BagSlotInfo[bagId] = {}
- IIfA.BagSlotInfo[bagId][slotId] = itemLink
+ IIfA.BagSlotInfo[bagId][slotId] = itemKey
elseif #itemLink > 0 and IIfA.BagSlotInfo[bagId][slotId] == nil then
- IIfA.BagSlotInfo[bagId][slotId] = itemLink
+ IIfA.BagSlotInfo[bagId][slotId] = itemKey
end
IIfA:DebugOut("Inv Slot Upd <<1>> - bag/slot <<2>>/<<3>> x<<4>>, new: <<6>>",
- itemLink, bagId, slotId, qty, inventoryUpdateReason, tostring(isNewItem))
+ itemLink, bagId, slotId, qty, inventoryUpdateReason, isNewItem)
-- (bagId, slotNum, fromXfer, itemCount, itemLink, itemName, locationID)
local dbItem, itemKey = self:EvalBagItem(bagId, slotId, not isNewItem, qty, itemLink)
@@ -54,9 +58,11 @@ function IIfA:InventorySlotUpdate(eventCode, bagId, slotId, isNewItem, itemSound
--cancel previously scheduled update if any
EVENT_MANAGER:UnregisterForUpdate(callbackName)
--register a new one
- EVENT_MANAGER:RegisterForUpdate(callbackName, 250, Update)
+ if not IIFA_GUI:IsControlHidden() then -- only update the frame if it's shown
+ EVENT_MANAGER:RegisterForUpdate(callbackName, 250, Update)
+ end
end
-
+-- |H1:item:16424:4:1:0:0:0:0:0:0:0:0:0:0:0:0:7:0:0:0:0:0|h|h
local function IIfA_InventorySlotUpdate(...)
IIfA:InventorySlotUpdate(...)
@@ -82,10 +88,12 @@ local function IIfA_HouseEntered(eventCode)
IIfA:SetTrackingForHouse(houseCollectibleId, IIfA:GetCollectingHouseData())
end
IIfA:GetTrackedBags()[houseCollectibleId] = IIfA:GetTrackedBags()[houseCollectibleId] or IIfA.data.collectHouseData[houseCollectibleId]
- IIfA:RescanHouse(houseCollectibleId)
+ if IIfA:GetTrackedBags()[houseCollectibleId] then
+ IIfA:RescanHouse(houseCollectibleId)
+ end
end
-local function IIfA_EventProc(...)
+local function IIfA_EventDump(...)
--d(...)
local l = {...}
local s = ""
@@ -108,7 +116,15 @@ local function IIfA_EventProc(...)
end
local function finv1(...)
- d("inventory open error")
+ d("inventory slot changed")
+ IIfA_EventDump(...)
+end
+local function finv2(...)
+ d("inventory item destroyed")
+ IIfA_EventDump(...)
+end
+local function finv3(...)
+ d("inventory slot update")
IIfA_EventDump(...)
end
local function fgb1(...)
@@ -143,9 +159,9 @@ function IIfA:RegisterForEvents()
em:RegisterForEvent( "IIFA_InventorySlotUpdate", EVENT_INVENTORY_SINGLE_SLOT_UPDATE, IIfA_InventorySlotUpdate)
em:AddFilterForEvent("IIFA_InventorySlotUpdate", EVENT_INVENTORY_SINGLE_SLOT_UPDATE, REGISTER_FILTER_INVENTORY_UPDATE_REASON, INVENTORY_UPDATE_REASON_DEFAULT)
--- em:RegisterForEvent("IIFA_unknown", EVENT_ITEM_SLOT_CHANGED, IIfA_EventDump)
--- em:RegisterForEvent("IIFA_unknown", EVENT_INVENTORY_ITEM_USED, IIfA_EventDump) -- arg 1 = event id, arg 2 = 27 (no clue)
--- em:RegisterForEvent("IIFA_unknown", EVENT_INVENTORY_ITEM_DESTROYED, IIfA_EventDump)
+-- em:RegisterForEvent("IIFA_unknown", EVENT_ITEM_SLOT_CHANGED, finv1)
+-- em:RegisterForEvent("IIFA_unknown", EVENT_INVENTORY_ITEM_USED, IIfA_EventDump) -- arg 1 = event id, arg 2 = 27 (slot #?)
+-- em:RegisterForEvent("IIFA_unknown", EVENT_INVENTORY_ITEM_DESTROYED, finv2)
-- em:RegisterForEvent("IIFA_unknown", EVENT_JUSTICE_FENCE_UPDATE, IIfA_EventDump) -- # sold, # laundered is sent to event handler
-- not helpful, no link at all on this callback
diff --git a/IIfA/IIfASettingsAdapter.lua b/IIfA/IIfASettingsAdapter.lua
index 807f951..20d525c 100644
--- a/IIfA/IIfASettingsAdapter.lua
+++ b/IIfA/IIfASettingsAdapter.lua
@@ -137,6 +137,7 @@ end
function IIfA:GetHouseIdFromName(houseName)
return IIfA.houseNameToIdTbl[houseName]
end
+
function IIfA:GetTrackingWithHouseNames()
local ret = {}
for collectibleId, trackIt in pairs(IIfA.data.collectHouseData) do