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Organizer!
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By Potobato 2016-06-15 15:12:10
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Odin.Colway said: »
Potobato said: »
That is the old version go back one page in this forum and see Rooks' post and use those links. Then make adjustment to line 114.

ok i got organizer to dump everything correctly and retain the stuff i wanted, but it will NOT pull gear out, even though the gear it is supposed to get is in designated storage. im testing it on none augmented gear too to make sure. using a "honed tathlum" in my sets and then storing it, it will not pull it out. the verbose option doesnt list it as something it needs to pull. using //gs validate lists it as missing. ive tried many things, and i did grab all of the files in rooks post and also changed line 114 as stated.
any help would be apreciated.

are you using the command //gs loadout?
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By Odin.Colway 2016-06-15 16:13:28
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i was not and that worked. but why do i have to use loadout. that uses my wardrobes and i specificly dont want it to touch my wardrobes. why does //gs org not work?

edit:
i got it, had to remove wardrobes from equip priority in settings. thanks alot for your help.
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By Asura.Sechs 2016-06-16 02:53:09
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So I guess nobody still has a clue on how to fix the issue I reported on the previous page that some people are having.
(on some Lua, some items get randomly left out of your inventory for no appearent reason when you use //gs o, and you need to get them manually)
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By Odin.Colway 2016-06-16 08:18:58
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what kind of items, i found that any item with an augment needs to be exported and given a variable for organizer to pull it. and it wont pull it even if its the only item by that name. you HAVE to list the augment, this includes relic gear +2 aug and up as that line is an augment AND you have to use the variable name you have given the gear in at least 1 set.

if its something else then i dont know.
i something line 30 lines of augmented gear at the top of my lua's. its a pain but it works
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By Asura.Sechs 2016-06-16 08:21:48
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Random equipment items. And obviously I'm already set for augmented items :)
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By Fenrir.Brimstonefox 2016-06-16 08:29:06
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Asura.Sechs said: »
So I guess nobody still has a clue on how to fix the issue I reported on the previous page that some people are having.
(on some Lua, some items get randomly left out of your inventory for no appearent reason when you use //gs o, and you need to get them manually)


My theory is its jobs that use more than 80 pieces of gear, basically even if some of that stuff is in wardrobe organizer thinks your inv is full so it stops pulling the data.

Because it harvests the tables/hashes in random order everytime you update the lua it changes, although it appears to be deterministic until the lua is changed again. I may try to figure it out eventually my problems are:

1. I'm an engineer, not a programmer
2. I program all day and am burnt out when I get home and just want to relax and play.
3.
4. as such I don't want to screw anything up for anyone.
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By Asura.Sechs 2016-06-16 09:09:04
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Your theory is consistant with my findings, and also explains why the items that get left out aren't "completely random".

IF this is the issue, then it's a consequence of Organizer not working correctly with Wardrobe2, so if that part of Organizer was correctly fixed by Rooks or someone else, THIS secondary problem might be fixed in return?
Pretty confident it would.
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By Phoenix.Tasya 2016-06-16 14:14:24
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The info I posted on the last page is probably/possibly related to your problem. Organizer is losing track of how many items are in each bag because moves between bags are failing, and that cascades into more moves failing because bags are unexpectedly full.
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By Ragnarok.Flippant 2016-06-16 21:40:29
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I haven't yet looked at loadout, but I will consider Tasya's previous post when I get there. I'd like to become a bit more familiar with Organizer's primary methods before dealing with it, but I'm also a bit reluctant about all of it because I am especially anal retentive about my inventory.

Unlike loadout, //gs org is specifically built not to consider wardrobe2 like wardrobe. It will treat it like satchel or sack: it's accessible, but not where you want your gear, so it will pull whatever you need out of it. That you reported it's not taking items out of Wardrobe2 on your end implies that you may have an old version, and you may want to go back to this post, copy the files over, and make the aforementioned edit to line 114 of the organizer-lib.lua file:
Code
windower.send_command('wait 0.5;org o organizer-lib-file')

Further, it seems unlikely that it's arbitrarily stopping at 80, because it doesn't care how much gear is in your file unless you have more than wardrobe.max+inventory.max (or, if you are using loadout, more than wardrobe.max+inventory.max+wardrobe2.max). If it detects you have too much gear, it will alert you and not even begin the routine.

From what I can see, I believe the logic is:
0. It makes a recording of all of your items: bag ID, index (place of the item in the bag), item index.
1. It initiates the "get" routine, which goes one-by-one through the list of items you "want", checks for it in the recording of your items
2. If item exists, isn't currently equipped, and is not in inventory or wardrobe, it move it from bag=>inventory
3. If it detects your inventory is full, it will immediately initiate the "tidy" routine, clearing as much as it can, before continuing
4. If inventory is still full, it will stop the entire routine and alert you; otherwise, it will go back to step 1

That said, I have not been able to reproduce your issue. It's always pulled everything, except for gear of the same name (which also seems to cause an issue wherein it treats Wardrobe as a non-gear bag; I am guessing the function that searches to see if there is one inaccessible and the function that takes it out is searching for the item independently of one another); but I also don't have a GS file on hand that has more than 80 pieces of gear and wouldn't also require Organizer to clear out my Wardrobe to fit everything (which I don't think it does with the normal command?).

If the problem still persists with the new files, set verbosity to true in your settings file, and set debug/warning to true (line 99 and 100 of organizer.lua) and let me know:
  • How many items are in your GEO file? (or whatever file the problem occurs)

  • Are some of the items that are always or almost always ignored also done so in other job files of a similar or different item count?

  • Are these always pieces near the end of the "get" routine?

  • Are the items that are not pulled out listed by verbosity, and are there any errors associated with them?

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By Asura.Sechs 2016-06-17 00:14:04
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Thanks for the detailed insight, will test thoughtfully once I'm home.
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By Ragnarok.Flippant 2016-06-17 00:24:35
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I forgot to mention, but also remember to add Wardrobe2 to your settings file.
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By Asura.Sechs 2016-06-17 01:28:19
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Already there ;)
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By Asura.Sechs 2016-06-17 13:10:01
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Ok.
I updated the 3 files, modded the line 114 and did a few tests but I still have issue on some Luas.
I then proceeded to the following section.


Ragnarok.Flippant said: »
How many items are in your GEO file? (or whatever file the problem occurs)
How can I count them? If you can suggest me a way to count them exactely I'll do it.

Quote:
Are some of the items that are always or almost always ignored also done so in other job files of a similar or different item count?
Calamitous Earring is only in my GEO lua and it NEVER gets taken by Organizer.
Amalric Gages is the only other item that NEVER gets taken, but it's also in my SCH lua and it generates no issues there.
Talking about the old version of Organizer here, I just updated the 3 files so I don't know if it's any different here.
(at first glance the number of items that get left out seem to be smaller, just 8 items!)

Quote:
Are these always pieces near the end of the "get" routine?
As far as I could see from the log, no.

Quote:
Are the items that are not pulled out listed by verbosity, and are there any errors associated with them?
Yes they are listed.
Check the log below.
Putting a link because the debug log is too big for pastebin and for FFXIAH as well.
I uploaded it to my google drive.

The items that didn't get pulled in the instance of the log are the following 8
Amalric gages
Azimuth gloves +1
Befouled crown
Calamitous earring
Geomancy pants +1
Hagondes coat +1
Merlinic crackows
Shetal stone

I think they're the 8 items that generated the "Cannot move to inventory because inventory is full" error in the log.


Anyway this is the link:
https://drive.google.com/open?id=0BxZYiqQngWFqaGkzTHFwWmxkN2M


Also I noticed from the log that Organizer still tries to pull items out from Wardrobe2 and to put them into Inventory. But of course he can't complete the operation because I forbid him from doing it in my settings, (which I'm putting at the end of this post under spoiler)
This creates no issues for Gearswap because he can still find/access them, but from Organizer's point of view it's an error.
I thought this bug had been fixed with the 3 files I just updated?
Maybe I was wrong.



My settings
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By Ragnarok.Flippant 2016-06-17 19:08:30
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Okay, so the first thing that concerns me is that, when it tries step 0: create a recording of all of your inventories, it somehow thinks you have more items in your inventory than is possible, so it's not recording Acumen Ring, Shetal Stone, Hagondes Coat +1, Befouled Crown, Kayapa Cape, Merlinic Crackows, Azimuth Gloves +1, and Hermetic Earring (not exactly the same gear, but it also adds up to 8).

And looking at the log, there's more than 80 items.
Code
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=31 item_table.id=27369 (Bagua Sandals +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=2 item_table.id=11648 (Spiral Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=8 item_table.id=28526 (Tati Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=32 item_table.id=21072 (Gada)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=33 item_table.id=26400 (Culminus)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=34 item_table.id=27193 (Bagua Pants +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=35 item_table.id=26266 (Nantosuelta's Cape)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=9 item_table.id=11697 (Moonshade Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=36 item_table.id=27849 (Geo. Tunic +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=37 item_table.id=14812 (Loquac. Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=38 item_table.id=28135 (Assid. Pants +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=39 item_table.id=10792 (Saida Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=10 item_table.id=28596 (Oretan. Cape +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=40 item_table.id=11700 (Gifted Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=41 item_table.id=28522 (Dudgeon Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=42 item_table.id=28521 (Bladeborn Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=43 item_table.id=27775 (Nahtirah Hat)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=11 item_table.id=26245 (Solemnity Cape)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=44 item_table.id=27278 (Azimuth Tights +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=45 item_table.id=27635 (Chanter's Shield)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=46 item_table.id=26171 (Rufescent Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=3 item_table.id=25643 (Merlinic Hood)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=12 item_table.id=27526 (Barkaro. Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=48 item_table.id=26939 (Azimuth Coat +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=49 item_table.id=26163 (Etana Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=50 item_table.id=27985 (Geo. Mitaines +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=51 item_table.id=27610 (Fi Follet Cape +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=13 item_table.id=25719 (Merlinic Jubbah)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=52 item_table.id=28637 (Lifestream Cape)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=53 item_table.id=28520 (Steelflash Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=54 item_table.id=26172 (Begrudging Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=55 item_table.id=26665 (Bagua Galero +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=14 item_table.id=26841 (Bagua Tunic +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=56 item_table.id=22262 (Amar Cluster)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=57 item_table.id=28612 (Buquwik Cape)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=58 item_table.id=25843 (Merlinic Shalwar)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=59 item_table.id=28451 (Isa Belt)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=15 item_table.id=13566 (Defending Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=60 item_table.id=28525 (Psystorm Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=61 item_table.id=27287 (Psycloth Lappas)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=62 item_table.id=28443 (Yamabuki-no-Obi)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=1 item_table.id=26162 (Rahab Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=4 item_table.id=21085 (Solstice)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=16 item_table.id=27582 (Weather. Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=64 item_table.id=28494 (Enchntr. Earring +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=65 item_table.id=28524 (Lifestorm Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=66 item_table.id=15965 (Ethereal Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=17 item_table.id=27017 (Bagua Mitaines +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=68 item_table.id=21372 (Dunna)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=69 item_table.id=11363 (Twilight Cloak)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=70 item_table.id=19761 (Impatiens)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=18 item_table.id=28523 (Heartseeker Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=72 item_table.id=28506 (Andoaa Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=73 item_table.id=28516 (Sanare Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=74 item_table.id=27452 (Azimuth Gaiters +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=19 item_table.id=26736 (Telchine Cap)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=76 item_table.id=26160 (Evanescence Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=77 item_table.id=21366 (Floestone)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=5 item_table.id=10771 (Cacoethic Ring +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=20 item_table.id=28517 (Crematio Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=80 item_table.id=28582 (Locus Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=81 item_table.id=22271 (Pemphredo Tathlum)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=82 item_table.id=27119 (Amalric Gages)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=21 item_table.id=15857 (Excelsis Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=84 item_table.id=28132 (Geo. Pants +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=85 item_table.id=10790 (Ephedra Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=86 item_table.id=10790 (Ephedra Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=22 item_table.id=26173 (Apate Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=88 item_table.id=27563 (Metamor. Ring +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=23 item_table.id=28274 (Regal Pumps +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=6 item_table.id=27645 (Genmei Shield)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=24 item_table.id=28430 (Acuity Belt +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=25 item_table.id=26781 (Azimuth Hood +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=26 item_table.id=14644 (Dark Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=27 item_table.id=28514 (Friomisi Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=87 item_table.id=26175 (Hetairoi Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=7 item_table.id=28526 (Tati Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=28 item_table.id=28265 (Geo. Sandals +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=83 item_table.id=28476 (Calamitous Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=79 item_table.id=11747 (Austerity Belt)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=78 item_table.id=28554 (Acumen Ring)
2016-06-17 20:04:10| Organizer [WARN] Attempting to add another item to a full bag
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=29 item_table.id=28445 (Shetal Stone)
2016-06-17 20:04:10| Organizer [WARN] Attempting to add another item to a full bag
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=75 item_table.id=27878 (Hagondes Coat +1)
2016-06-17 20:04:10| Organizer [WARN] Attempting to add another item to a full bag
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=71 item_table.id=26790 (Befouled Crown)
2016-06-17 20:04:10| Organizer [WARN] Attempting to add another item to a full bag
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=67 item_table.id=28613 (Kayapa Cape)
2016-06-17 20:04:10| Organizer [WARN] Attempting to add another item to a full bag
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=30 item_table.id=27497 (Merlinic Crackows)
2016-06-17 20:04:10| Organizer [WARN] Attempting to add another item to a full bag
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=63 item_table.id=27093 (Azimuth Gloves +1)
2016-06-17 20:04:10| Organizer [WARN] Attempting to add another item to a full bag
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=47 item_table.id=28477 (Hermetic Earring)
2016-06-17 20:04:10| Organizer [WARN] Attempting to add another item to a full bag


Unfortunately, I'm sure your inventory has changed, so I can't ask you what's there that isn't actually in your inventory... But maybe if you look at this list, you might be able to tell me offhand if any of those items seem suspect to you? I'd start by looking at the ones with a higher index than 80.

Edit: The wardrobe2 thing is not really a bug. I only suggested it because I didn't realize you blocked your wardrobe2 (which makes sense if not using loadout). In this case, can't even fix it because it's not going to even look to see what's in your wardrobe2 and has no idea what's in there.
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By Asura.Sechs 2016-06-18 04:42:12
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Don't think my inventory has changed.
I didn't play yesterday, just logged to do that test and then logged out.
If I login later I should find inventory in the same exact situation I left it after performing the //gs o test yesterday.

I'll give it a look later, thanks for the help.
I'm not sure why from step 0 already it thinks my inventory is full, that's so odd.


And yeah as you can see both Wardrobe and Wardrobe2 are absent from "bag_priority" and "dump_bags" in the settings, which means Organizer is not enabled to either get or put items from/into those repositories.
It's just that Wardrobe1 gets handled by Organizer as if it were Inventory, whereas Wardrobe2 gets treated as if it were a bag like Sack, Satchel or Case.
But I guess to "fix" that it would need bigger changes in Organizer.
It's not really a big deal, as far as I know the only "consequence" is that Organizer generates some errors "cannot get item xxx" etc, but practically it doesn't change anything for gearswap use etc so who cares. I'm of course more interested in understanding this strange "inventory full / not pulling items" Issue.


I'll give a thorough look at my inventory and at the list later. Thanks meanwhile!
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By Ragnarok.Flippant 2016-06-18 07:58:47
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I took a closer look, actually scrolling through this time (it's a lot of data...).

I'm pretty sure that I misinterpreted the aforementioned section. It looks like the debug messages are the same for when it's indexing your inventories, and when it's creating a destination map for the items you are pulling out (which I didn't realize it would do, but makes sense when I remember that Organizer moves everything instantaneously).

So I think I was looking at a reading of items whose destination is your inventory. But first, it looks to see what is already in your wardrobe, since we don't need to move those (please confirm these are in wardrobe):
Code
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=27 item_table.id=25705 (Witching Robe)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=2 item_table.id=25728 (Zendik Robe)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=38 item_table.id=28402 (Asperity Necklace)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=3 item_table.id=21083 (Sucellus)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=4 item_table.id=27463 (Vanya Clogs)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=5 item_table.id=11627 (Magoraga Beads)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=6 item_table.id=21089 (Rubicundity)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=7 item_table.id=27524 (Nodens Gorget)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=8 item_table.id=26023 (Sanctity Necklace)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=10 item_table.id=27513 (Subtlety Spec.)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=12 item_table.id=26797 (Vanya Hood)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=14 item_table.id=21102 (Mafic Cudgel)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=16 item_table.id=10826 (Witful Belt)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=20 item_table.id=21111 (Bolelabunga)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=24 item_table.id=28379 (Mizu. Kubikazari)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=28 item_table.id=28419 (Hachirin-no-Obi)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=32 item_table.id=27510 (Fotia Gorget)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=40 item_table.id=22271 (Pemphredo Tathlum)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=33 item_table.id=26963 (Onca Suit)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=41 item_table.id=27119 (Amalric Gages)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=17 item_table.id=28440 (Windbuffet Belt +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=21 item_table.id=22054 (Grioavolr)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=25 item_table.id=21072 (Gada)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=29 item_table.id=10392 (Malison Medallion)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=34 item_table.id=28408 (Grunfeld Rope)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=42 item_table.id=28476 (Calamitous Earring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=9 item_table.id=28420 (Fotia Belt)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=11 item_table.id=26953 (Vanya Robe)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=13 item_table.id=26736 (Telchine Cap)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=15 item_table.id=27288 (Vanya Slops)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=18 item_table.id=27048 (Telchine Gloves)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=22 item_table.id=27405 (Telchine Pigaches)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=26 item_table.id=27235 (Telchine Braconi)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=30 item_table.id=15960 (Siegel Sash)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=36 item_table.id=28354 (Voltsurge Torque)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=44 item_table.id=10790 (Ephedra Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=47 item_table.id=27563 (Metamor. Ring +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=46 item_table.id=26175 (Hetairoi Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=39 item_table.id=26894 (Telchine Chas.)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=43 item_table.id=28132 (Geo. Pants +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=37 item_table.id=28452 (Fucho-no-Obi)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=45 item_table.id=10790 (Ephedra Ring)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=35 item_table.id=10821 (Olympus Sash)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=1 item_table.id=21070 (Idris)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=19 item_table.id=28415 (Eschan Stone)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=23 item_table.id=26002 (Loricate Torque +1)
2016-06-17 20:04:10| Organizer [DEBUG] [items]: Items.new: inventory_index=31 item_table.id=26016 (Incanter's Torque)

That's 47 items.

Every remaining item in your Gearswap then gets assigned to your inventory (because the default command is not designed to affect your Wardrobe). But you have 88 items left, and obviously only 80 slots.

To further compound the problem, it's ignoring wardrobe2, so it's not noting what is already in there and doesn't need to be routed to inventory.

As you said, wardrobe2 should be read like wardrobe1. Ideally, I'd also want to make changes to the logic (which may tie into what Rooks was saying about why he wanted to make a new method instead), but I assume it wouldn't be too hard to just make it look at your wardrobe2, which would relieve the bulk of the problem.

Understanding the logic a bit better now, I will try again to look at the code and figure out a solution.
 Asura.Sechs
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By Asura.Sechs 2016-06-18 14:42:11
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Sorry, just got back home ;_;
Yes I can confirm all those items are in my Wardrobe. I need to check one by one to be 100% sure but I already recognize the great majority of them as items I'm totally sure are in my Wardrobe1.

And yes, Organizer checks for stuff in Wardrobe1 and then doesn't try to move them to inventory.
If Organizer could perform the same check on Wardrobe2 as well, then I wouldn't end up with over 88 items and, hence, no items would be left out because Organizer thinks inventory is full.

How complicated would be to extend the current Wardrobe1 check to Wardrobe2 as well?



Thanks though, thanks a lot really. I think we totally nailed the logic of the error and why it happens only on some luas whereas others have no issues at all.
 Ragnarok.Flippant
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By Ragnarok.Flippant 2016-06-19 00:10:59
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The destination structure actually comes from a bunch of files that are created by the organizer-lib.lua file (in the GS/libs folder), so try replacing it with this version:
Code
-- Organizer library

local org = {}
register_unhandled_command(function(...)
    local cmds = {...}
    for _,v in ipairs(cmds) do
        if S{'organizer','organize','org','o'}:contains(v:lower()) then
            org.export_set()
            return true
        elseif S{'loadout','lo'}:contains(v:lower()) then
            org.export_loadout()
            return true
        elseif v == 'setcount' then
            org.export_set(1)
            return true
        end
    end
    return false
end)


function org.export_set(run_type)
    if not sets then
        windower.add_to_chat(123,'Organizer Library: Cannot export your sets for collection because the table is nil.')
        return
    elseif not windower.dir_exists(windower.windower_path..'addons/organizer/') then
        windower.add_to_chat(123,'Organizer Library: The organizer addon is not installed. Activate it in the launcher.')
        return
    end
    
    -- Makes a big table keyed to item resource tables, with values that are 1-based
    -- numerically indexed tables of different entries for each of the items from the sets table.
    local item_list = org.unpack_names({},'L1',sets,{})
    
    local trans_item_list = org.identify_items(item_list)
    
    for i,v in pairs(trans_item_list) do
        trans_item_list[i] = org.simplify_entry(v)
    end

    if trans_item_list:length() == 0 then
        windower.add_to_chat(123,'Organizer Library: Your sets table is empty.')
        return
    end
    
    local flattab = T{}
    for name,tab in pairs(trans_item_list) do
        for _,info in ipairs(tab) do
            flattab:append({id=tab.id,name=tab.name,log_name=tab.log_name,augments=info.augments,count=info.count})
        end
    end

    -- See if we have any non-equipment items to drag along
    if organizer_items then
        local organizer_item_list = org.unpack_names({}, 'L1', organizer_items, {})

        for _,tab in pairs(org.identify_items(organizer_item_list)) do
            count = gearswap.res.items[tab.id].stack
            flattab:append({id=tab.id,name=tab.name,log_name=tab.log_name,count=count})
        end
    end

    if run_type == 1 then

        for i,v in ipairs(flattab) do
            windower.add_to_chat(121, " "..gearswap.res.items[v.id]['en'])
        end
        windower.add_to_chat(123, "Total: "..flattab:length())
        return
    end
    
    -- At this point I have a table of equipment pieces indexed by the inventory name.
    -- I need to make a function that will translate that into a list of pieces in
    -- inventory or wardrobe.
    -- #trans_item_list[i] = Number of a given item
    -- trans_item_list[i].id = item ID
    
    local wardrobe = windower.ffxi.get_items(8)
	local wardrobe2 = windower.ffxi.get_items(10)
    local ward,ward2,inv = T{},T{},T{}
    for i,v in ipairs(flattab) do
        local found, itm
        for n,m in ipairs(wardrobe) do
            if m.id == v.id and (not v.augments or v.augments and gearswap.extdata.decode(m).augments and gearswap.extdata.compare_augments(v.augments,gearswap.extdata.decode(m).augments)) then
                found = 1
				itm = n
                break
            end
        end
		for n,m in ipairs(wardrobe2) do
            if m.id == v.id and (not v.augments or v.augments and gearswap.extdata.decode(m).augments and gearswap.extdata.compare_augments(v.augments,gearswap.extdata.decode(m).augments)) then
                found = 2
				itm = n
                break
            end
        end
        if found==1 then
            table.remove(wardrobe,itm)
            ward:append(v)
		elseif found==2 then
            table.remove(wardrobe2,itm)
            ward2:append(v)
        else
            inv:append(v)
        end
    end
	
    local inventory_max = windower.ffxi.get_bag_info(0).max
    local wardrobe_max = windower.ffxi.get_bag_info(8).max
	local slice_start = 0
    	
	-- The below does not work, but it's pointless anyway because I think o command will not actually perform the necessary tasks to be able to stuff gear into wardrobe1/2
    -- if #inv > inventory_max then
		-- slice_start = 81+wardrobe_max-#ward
        -- ward:extend(inv:slice(81,81+wardrobe_max-#ward))
	-- end
	-- if #inv > inventory_max and #ward2 + (#inv - inventory_max) <= wardrobe_max then
        -- ward2:extend(inv:slice(slice_start,slice_start+wardrobe_max-#ward2))
	-- end
    if #inv > inventory_max then
        windower.add_to_chat(123,"Organizer Library: Your sets table contains "..#inv - inventory_max.." too many items for your inventory. Try moving some of your job's gear to either wardrobe.")
        return
    end

    local fi = file.new('../organizer/data/inventory/organizer-lib-file.lua')
    fi:write('-- Generated by the Organizer Library ('..os.date()..')\nreturn '..(inv:tovstring({'augments','log_name','name','id','count'})))
    local fw = file.new('../organizer/data/wardrobe/organizer-lib-file.lua')
    fw:write('-- Generated by the Organizer Library ('..os.date()..')\nreturn '..(ward:tovstring({'augments','log_name','name','id','count'})))
	local fw2 = file.new('../organizer/data/wardrobe2/organizer-lib-file.lua')
    fw2:write('-- Generated by the Organizer Library ('..os.date()..')\nreturn '..(ward2:tovstring({'augments','log_name','name','id','count'})))

    windower.send_command('wait 0.5;org o organizer-lib-file')
end

-- This is mostly copypasta from export_org. The core logic hasn't changed but I don't want to break functionality
-- for people who don't want to use the new type. It could be prettier, but this has been broken for almost two
-- months, which isn't really acceptable.
-- TODO: Clean this up (and deprecate the old way)
function org.export_loadout(run_type)
    if not sets then
        windower.add_to_chat(123,'Organizer Library: Cannot export your sets for collection because the table is nil.')
        return
    elseif not windower.dir_exists(windower.windower_path..'addons/organizer/') then
        windower.add_to_chat(123,'Organizer Library: The organizer addon is not installed. Activate it in the launcher.')
        return
    end
    
    -- Makes a big table keyed to item resource tables, with values that are 1-based
    -- numerically indexed tables of different entries for each of the items from the sets table.
    local item_list = org.unpack_names({},'L1',sets,{})
    
    local trans_item_list = org.identify_items(item_list)
    
    for i,v in pairs(trans_item_list) do
        trans_item_list[i] = org.simplify_entry(v)
    end

    if trans_item_list:length() == 0 then
        windower.add_to_chat(123,'Organizer Library: Your sets table is empty.')
        return
    end
    
    local flattab = T{}
    for name,tab in pairs(trans_item_list) do
        for _,info in ipairs(tab) do
            flattab:append({id=tab.id,name=tab.name,log_name=tab.log_name,augments=info.augments,count=info.count})
        end
    end

    -- See if we have any non-equipment items to drag along
    if organizer_items then
        local organizer_item_list = org.unpack_names({}, 'L1', organizer_items, {})

        for _,tab in pairs(org.identify_items(organizer_item_list)) do
            count = gearswap.res.items[tab.id].stack
            flattab:append({id=tab.id,name=tab.name,log_name=tab.log_name,count=count})
        end
    end

    if run_type == 1 then

        for i,v in ipairs(flattab) do
            windower.add_to_chat(121, " "..gearswap.res.items[v.id]['en'])
        end
        windower.add_to_chat(123, "Total: "..flattab:length())
        return
    end

    -- This is actually just for show. We are dropping these into separate buckets because
    -- the organizer 'bag' model caps out at 80, but organizer loadout will treat them as
    -- one big one.
    local ward2,ward,inv = T{},T{},T{}

    local inventory_max = windower.ffxi.get_bag_info(0).max
    local wardrobe_max = windower.ffxi.get_bag_info(8).max
    local wardrobe_2_max = windower.ffxi.get_bag_info(10).max

    for i,v in ipairs(flattab) do
        if #ward2 == wardrobe_2_max then
            if #ward == wardrobe_max then
                if #inv == inventory_max then
                    windower.add_to_chat(123,'Organizer Library: Your sets table contains too many items.')
                    return
                else
                    inv:append(v)
                end
            else
                ward:append(v)
            end
        else
            ward2:append(v)
        end
    end

    
    -- Previously, we did the de-duping here to see things that were already in the wardrobe.
    -- We're passing this logic off to organizer itself now, and just chucking a giant bucket
    -- of items at it and letting it handle the logic.
  
    local fi = file.new('../organizer/data/inventory/organizer-lib-loadout-file.lua')
    fi:write('-- Generated by the Organizer Library ('..os.date()..')\nreturn '..(inv:tovstring({'augments','log_name','name','id','count'})))
    local fw = file.new('../organizer/data/wardrobe/organizer-lib-loadout-file.lua')
    fw:write('-- Generated by the Organizer Library ('..os.date()..')\nreturn '..(ward:tovstring({'augments','log_name','name','id','count'})))
    local fwt = file.new('../organizer/data/wardrobe2/organizer-lib-loadout-file.lua')
    fwt:write('-- Generated by the Organizer Library ('..os.date()..')\nreturn '..(ward2:tovstring({'augments','log_name','name','id','count'})))

    windower.send_command('wait 0.5;org loadout organizer-lib-loadout-file')
end


function org.simplify_entry(tab)
    -- Some degree of this needs to be done in unpack_names or I won't be able to detect when two identical augmented items are equipped.
    local output = T{id=tab.id,name=tab.name,log_name=tab.log_name}
    local rare = gearswap.res.items[tab.id].flags:contains('Rare')
    for i,v in ipairs(tab) do
        local handled = false
        if v.augment then
            v.augments = {v.augment}
            v.augment = nil
        end
        
        for n,m in ipairs(output) do
            if (not v.bag or v.bag and v.bag == m.bag) and v.slot == m.slot and
                (not v.augments or ( m.augments and gearswap.extdata.compare_augments(v.augments,m.augments))) then
                output[n].count = math.min(math.max(output[n].count,v.count),gearswap.res.items[tab.id].stack)
                handled = true
                break
            elseif (not v.bag or v.bag and v.bag == m.bag) and v.slot == m.slot and v.augments and not m.augments then
                -- v has augments, but there currently exists a matching version of the
                -- item without augments in the output table. Replace the entry with the augmented entry
                local countmax = math.min(math.max(output[n].count,v.count),gearswap.res.items[tab.id].stack)
                output[n] = v
                output[n].count = countmax
                handled = true
                break
            elseif rare then
                handled = true
                break
            end
        end
        if not handled then
            output:append(v)
        end
        
    end
    return output
end

function org.identify_items(tab)
    local name_to_id_map = {}
    local items = windower.ffxi.get_items()
    for id,inv in pairs(items) do
        if type(inv) == 'table' then
            for ind,item in ipairs(inv) do
                if type(item) == 'table' and item.id and item.id ~= 0 then
                    name_to_id_map[gearswap.res.items[item.id][gearswap.language]:lower()] = item.id
                    name_to_id_map[gearswap.res.items[item.id][gearswap.language..'_log']:lower()] = item.id
                end
            end
        end
    end
    local trans = T{}
    for i,v in pairs(tab) do
        local item = name_to_id_map[i:lower()] and table.reassign({},gearswap.res.items[name_to_id_map[i:lower()]]) --and org.identify_unpacked_name(i,name_to_id_map)
        if item then
            local n = gearswap.res.items[item.id][gearswap.language]:lower()
            local ln = gearswap.res.items[item.id][gearswap.language..'_log']:lower()
            if not trans[n] then
                trans[n] = T{id=item.id,
                    name=n,
                    log_name=ln,
                    }
            end
            trans[n]:extend(v)
        end
    end
    return trans
end

function org.unpack_names(ret_tab,up,tab_level,unpacked_table)
    for i,v in pairs(tab_level) do
        local flag = false
        if type(v)=='table' and i ~= 'augments' and not ret_tab[tostring(tab_level[i])] then
            ret_tab[tostring(tab_level[i])] = true
            unpacked_table, ret_tab = org.unpack_names(ret_tab,i,v,unpacked_table)
        elseif i=='name' then
            -- v is supposed to be a name, then.
            flag = true
        elseif type(v) == 'string' and v~='augment' and v~= 'augments' and v~= 'priority' then
            -- v is a string that's not any known option of gearswap, so treat it as an item name.
            -- I really need to make a set of the known advanced table options and use that instead.
            flag = true
        end
        if flag then
            local n = tostring(v):lower()
            if not unpacked_table[n] then unpacked_table[n] = {} end
            local ind = #unpacked_table[n] + 1
            if i == 'name' and gearswap.slot_map[tostring(up):lower()] then -- Advanced Table
                unpacked_table[n][ind] = tab_level
                unpacked_table[n][ind].count = unpacked_table[n][ind].count or 1
                unpacked_table[n][ind].slot = gearswap.slot_map[up:lower()]
            elseif gearswap.slot_map[tostring(i):lower()] then
                unpacked_table[n][ind] = {slot=gearswap.slot_map[i:lower()],count=1}
            end
        end
    end
    return unpacked_table, ret_tab
end

function org.string_augments(tab)
    local aug_str = ''
    if tab.augments then
        for aug_ind,augment in pairs(tab.augments) do
            if augment ~= 'none' then aug_str = aug_str..'['..aug_ind..'] = '..'"'..augment..'",\n' end
        end
    end
    if tab.augment then
        if tab.augment ~= 'none' then aug_str = aug_str.."'"..augment.."'," end
    end
    if aug_str ~= '' then return '{\n'..aug_str..'}' end
end

A few notes... There is an area where it was supposed to remedy the problem with too many inventory items by pushing it to wardrobe instead. However,
1. It's not working at all. The 'slice' method is not removing items from the inv table, and the 'extend' method is not adding them to the ward(2) table. I don't have any offhand knowledge as to why and how to fix it.
2. It would require that //gs org will move items to wardrobe, which I'm not sure it does? I have little experience with this addon, so maybe someone can fill me in.
3. It would require that //gs org will move items out of wardrobe in order to move items that it thinks wardrobe can fit (since it's based on max capacity, not current capacity), which I'm also not sure it actually does.

I just commented that part out and kept the part that says if there's over 80 items that are not found in your wardrobe OR wardrobe2, then don't proceed. If someone can confirm that Organizer will actually handle 2 and 3, then I will look into 1.
[+]
 Asura.Sechs
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user: Akumasama
Posts: 9893
By Asura.Sechs 2016-06-19 07:38:58
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I think Organizer is perfectly able to take items FROM Wardrobe1 and to put them INTO wardrobe1.
But of course you need to put Wardrobe into both sections of the settings.xml file.

Without Wardrobe in there, Organizer won't have the authorization to get or put items in there.
I think at least?
But it's the same for any repository really, so I guess I probably just misunderstood what you meant 'cause I just woke up lol.


So the one you put into those code tags is supposed to be a new organizer-lib.lua right? I'm gonna try to update it but what is the expected result I should get from this new file?
 Asura.Sechs
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user: Akumasama
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By Asura.Sechs 2016-06-19 09:02:01
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Tried only once on my GEO and...
...it got every item, and it didn't give me the "xx items missing" result that I would normally get from the Wardrobe2 items he was unable to get.

Guess you managed to apply the special Wardrobe1 procedure to Wardrobe2 as well? :)

Sounds like awesome job. You should submit all these changes to Github and make them live!



Ready to do any other further testing you may require, sir!



Edit:
Tested on RUN and it works perfectly here as well! Flippant you are my new god! Please allow me to build a shrine for you in my room <3
 Ragnarok.Flippant
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By Ragnarok.Flippant 2016-06-19 22:26:08
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What I meant was that, I know it will 'dump' items from inventory to other places, but will it place gear that you want into your wardrobe? And will it do it properly if it's starting from, say, your satchel? etc.

I also know it can pull items you want from your wardrobe, but will it actually 'tidy' the wardrobe of items that you want to dump in your satchel? etc.

I'm fairly certain that it does not perform the second (except in loadout mode). Also, I'm not expecting you to test these, I was just putting it out there in case someone who knows the answer sees this.

But you're right, either way it would depend on individual settings, which the GS lib does not have direct access to. Further, if you wanted Org to mess with your wardrobe/wardrobe2, I'll assume you'd use loadout (if and when it's working). I'm just going to leave that part out and change the warning message to be more specific (like say the number of items that you're over limit and to place more items in wardrobe/wardrobe2 if possible).
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By Fenrir.Brimstonefox 2016-06-20 08:15:35
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So yesterday I figured maybe I'd try and poke around and see if I could figure something out. So I downloaded everything and got the 0/0 error others reported, I come back to this thread to make sure I got right files and saw this post I copied the contents over organizer-lib and lo, it works!

Some notes about how I use:
1. I don't let it touch wardrobe/wardrobe 2 (I just put all my rings/earrings in 1, and neck/back/waste in 2, and some other misc. (crafting gear, warp items, a few random weapons if I do proc content, but pretty much just sit at 70+ for each)
2. I'm just using the old method (not loadout)
3. validate works fine and its getting all my gear and not reporting the missing items, the perhaps new bug (and maybe it was coded this way intentionally) is I think its reporting only the amount of gears its moving, not the amount in the set (so on blu I have close to 100 pieces of gear, but it only reported like 54 being moved previously it would say like found 60 missing 30) I have a generic set that has new pieces of gear and put stuff like food/ninja tools/echo drops in, its gathering them but never seemed to report those in a set. I noticed with the old code, on my drg which used 79 pieces of gear but had a few food/meds items making like 82. Functionally its fine, messages aren't as clear as they could be IMO.

Either way I would recommend pushing those changes to everyone because its a vast improvement.
[+]
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By Phoenix.Keido 2016-06-20 16:30:57
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Got an error on line 121
Code
    if #inv > inventory_max then
        windower.add_to_chat(123,'Organizer Library: Your sets table contains '..#inv - inventory_max..' too many items for your inventory. Try moving some of your job's gear to either wardrobe.')
        return
    end


To fix it I had to take out the apostrophe in job's. Now everything is working! Great job Flippant!
[+]
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By Fenrir.Brimstonefox 2016-06-21 08:29:52
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Most languages* will let you use single and double quotes interchangeably, so long as you're consistent.

So I think:
windower.add_to_chat(123,"Organizer <trimmed> job's gear to either wardrobe.")

Would work.

Or you can escape it:
windower.add_to_chat(123,'Organizer <trimmed> job\'s gear to either wardrobe.')

Or you can just delete the apostrophe and do sloppy English for the error message.

* I'm pretty sure anyways, I deal a lot with shell languages, tcl, perl and python, so I'm assuming others follow suite, sometimes you need to be particular for complex regex scenarios but often so long as you open and close with the same one, its ok.
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By Ragnarok.Flippant 2016-06-21 17:04:24
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Yeah, I already edited it, just didn't respond. Sorry, that's what I get for not testing a single simple line @_@. It's fixed.
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By Asura.Sechs 2016-06-21 17:12:16
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You should submit these changes on Github Flippant, so they can go live!
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By Bjggi 2016-06-22 01:57:39
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Hi

Is there a possibility to "whitelist" items or a category of items? I use the Setting "Retain Items: True", now ofc with //gs org it moves only my Armor/Weapon from my gearswap lua back to my Mog House Bags. It would be great to have an Option to "whitelist" Food and Ninjutsu Tools or an specific Item, so it moves those back from my Inventory to the MogHouse bags too.

Or maybe there could be an option that regardless of the "Retain Items: True" it moves all Items (Armor/Weapons/Items) who are in the gearswap lua and organizer_items Set back to the Bags but all other items will be ignored like before.

In the organizer/items.lua i see there is a code for the retain list:

Code
    -- check the 'retain' lists
    if((parent_bag_id == 0) and _retain[self.id]) then
        org_verbose('Skipping item: ('..res.items[self.id].english..') because it is set to be retained ('.._retain[self.id]..')')
        return false
    end

    if((parent_bag_id == 0) and settings.retain and settings.retain.items) then
        local cat = res.items[self.id].category
        if(cat ~= 'Weapon' and cat ~= 'Armor') then
            org_verbose('Skipping item: ('..res.items[self.id].english..') because non-equipment is set be retained')
            return false
        end
    end


Not sure if it's possible to extend the "if(cat ~= 'Weapon' and cat ~= 'Armor')" with Food and Ninjutsu tools.

I hope i make sense :)
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By Fenrir.Brimstonefox 2016-06-22 08:27:49
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Go figure last night after I went from BLU (lots of gear ~ 100 pieces I think) to BLM (less gears 70ish maybe?) I started with ~72 in inventory all my dump bags were full, and it was having trouble getting my gear, it took a long time. (I couldn't figure out how to stop it either, is there an interrupt? I just logged out. )

I only had like 30 min. to play, and my ls was waiting for me, so I didn't investigate further, did you test with dump bags full and minimal inventory free?

(it was also saying it couldn't find some rings which were in my wardrobe, so no need to move them as my previous post described.)

Bjggi:

You can just add something like this to your job.lua files (init_gear_sets()):

Couple quick notes:
  • Validate does not work with this (probably would if I put stuff in proper dummy sets) but it should grab the items.

  • The ranged weapons here I think I had to add because of how I implemented them with variables did not seem to be working (although I think I've seen variables grab some gear, I'm not sure why I might try and fix it).

  • the new#="" are just for when I get new gear I add it, and then while I'm playing figure out how I want to use it (if I want to use it) for that job. Just a personal preference thing, but its basically my method for making sure I evaluate it properly.

  • in this table every name to the left side of the equals should be unique (i think anyways, I'm novice at lua but most languages this would be true since its just a hash table)

  • you can concatenate the tables. So you can put a table called always_grab_items = { foo="xx", bar="yy", etc="yada" } in a global lua file (same format) and include it in the table entry, so you don't have to cut and paste changes to x number of lua files.


Code
-- extra stuff
	organizer_items = {
always_grab_items,
		new1="",
		new2="",
		StatsAmmo="Amar Cluster",
		MaccAmmo="Pemphredo Tathlum",
		BowAmmo="Fang Arrow",
		BowRanged="Killer Shortbow",
		GunAmmo="Bronze Bullet",
		GunRanged="Shark Gun",
		BoomerrangRanged="Aliyat Chakram",
		Shuriken="Manji Shuriken",
		echos="Echo Drops",
		Chonofuda="Chonofuda",
		Furusumi="Furusumi",
		Hiraishin="Hiraishin",
		Inoshishinofuda="Inoshishinofuda",
		Jinko="Jinko",
		Jusatsu="Jusatsu",
		Kabenro="Kabenro",
		Kaginawa="Kaginawa",
		KawahoriOgi="Kawahori-Ogi",
		Kodoku="Kodoku",
		Makibishi="Makibishi",
		MizuDeppo="Mizu-Deppo",
		Mokujin="Mokujin",
		Ryuno="Ryuno",
		SairuiRan="Sairui-Ran",
		SanjakuTenugui="Sanjaku-Tenugui",
		Shihei="Shihei",
		Shikanofuda="Shikanofuda",
		ShinobiTabi="Shinobi-Tabi",
		Soshi="Soshi",
		Tsurara="Tsurara",
		Uchitake="Uchitake",
		orb="Macrocosmic Orb"
	}
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By Bjggi 2016-06-22 09:07:26
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Thank you Brimstonefox.

Sorry my Text was a bit misleading, the "grap/get" from the Mog House to my Inventory is ofc working with the "organizer_items = { xx }", but when i change Jobs and command //gs org, it wont put them back into the Mog House Bags. Ofc that's bc i have Setting "Retain Items: True".

Therefor my Question if it's possible to "Whitelist" some Items/food/Nin Tools from the Retain Setting. So it will be put back into my Mog House.
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By Fenrir.Brimstonefox 2016-06-25 22:43:31
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Fenrir.Brimstonefox said: »
Go figure last night after I went from BLU (lots of gear ~ 100 pieces I think) to BLM (less gears 70ish maybe?) I started with ~72 in inventory all my dump bags were full, and it was having trouble getting my gear, it took a long time. (I couldn't figure out how to stop it either, is there an interrupt? I just logged out. )

I only had like 30 min. to play, and my ls was waiting for me, so I didn't investigate further, did you test with dump bags full and minimal inventory free?

(it was also saying it couldn't find some rings which were in my wardrobe, so no need to move them as my previous post described.)

Regarding this, I think its related to debug running much slower than regular. I turned debug off and it finishes in 1 or 2 seconds w/o missing gear now. With debug on its noticeably slow, so non-issue I guess.
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