NGAL_Item_Management

Neverwinter Gateway Advanced Library - Item Management

Este script no debería instalarse directamente. Es una biblioteca que utilizan otros scripts mediante la meta-directiva de inclusión // @require https://update.greasyfork.org/scripts/9673/50215/NGAL_Item_Management.js

Tendrás que instalar una extensión para tu navegador como Tampermonkey, Greasemonkey o Violentmonkey si quieres utilizar este script.

Necesitarás instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Userscripts para instalar este script.

Necesitará instalar una extensión como Tampermonkey para instalar este script.

Necesitarás instalar una extensión para administrar scripts de usuario si quieres instalar este script.

(Ya tengo un administrador de scripts de usuario, déjame instalarlo)

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

(Ya tengo un administrador de estilos de usuario, déjame instalarlo)

/********
 * This should be reworked into:
 * 1. Auto Vendor items from list function
 * 2. Item List
 * 3. Item list edit feature
 ********
 */


// MAC-NW - Auto vendor items function
///@Karlodun: functions within loops created! Maybe other rework needed!
function vendorItemsLimited(_items) {
    var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
    var _pbags = client.dataModel.model.ent.main.inventory.playerbags;
    var _pbags_crafting = client.dataModel.model.ent.main.inventory.tradebag; //tradebag
    var _delay = 400;
    var _sellCount = 0;
    var _classType = unsafeWindow.client.dataModel.model.ent.main.classtype;
    var _bagCount = unsafeWindow.client.dataModel.model.ent.main.inventory.playerbags.length;
    var _bagUsed = 0;
    var _bagUnused = 0;
    var _tmpBag1 = [];
    var _tmpBag2 = [];
    //var _tmpBag = [];
    var _profitems = [];

    // Pattern for items to leave out of auto vendoring (safeguard)
    var _excludeItems = /(Charcoal|Rocksalt|Spool_Thread|Porridge|Solvent|Brimstone|Coal|Moonseasalt|Quicksilver|Spool_Threadsilk|Clues_Bandit_Hq|Clothscraps_T4|Clothbolt_T4|Potion_Potency|Potion_Protection|Taffeta|Crafting_Asset|Craftsman|Aqua|Vitriol|Residuum|Shard|Crystal|District_Map|Local_Map|Bill_Of_Sale|Refugee|Asset_Tool|Tool|Gemfood|Gem_Upgrade_Resource|Crafting_Resource_Elemental|Elemental|Artifact|Hoard|Coffer|Fuse|Ward|Preservation|Armor_Enhancement|Weapon_Enhancement|T[5-9]_Enchantment|T[5-9]_Runestones|T10_Enchantment|T10_Runestones|4c_Personal|Item_Potion_Companion_Xp|Gateway_Rewardpack|Consumable_Id_Scroll|Dungeon_Delve_Key)/; // edited by RottenMind 08.03.2015

    if (settings["autovendor_profresults"]) {
        /** Profession leveling result item cleanup logic for T1-4 crafted results
         * Created by RM on 14.1.2015.
         * List contains crafted_items, based "Mustex/Bunta NW robot 1.05.0.1L crafting list, can be used making list for items what are "Auto_Vendored".
         * Items on list must be checked and tested.
         */
        /*#1, Tier3, end list, sell allways all, "TierX" is here "TX" !!*/
        /*_profitems[_profitems.length] = {
         pattern : /^Crafted_(Jewelcrafting_Waist_Offense_3|Jewelcrafting_Neck_Defense_3|Jewelcrafting_Waist_Defense_3|Hvy_Armorsmithing_Pants_3|Med_Armorsmithing_Chain_Shirt_3|Leatherworking_Shirt_3|Hvy_Armorsmithing_Shirt_3|Leatherworking_Pants_3|Med_Armorsmithing_Chain_Pants_3|Med_Armorsmithing_T3_Chain_Armor_Set_1|Med_Armorsmithing_T3_Chain_Pants2|Med_Armorsmithing_T3_Chain_Shirt2|Med_Armorsmithing_T3_Chain_Helm_Set_1|Med_Armorsmithing_T3_Chain_Pants|Med_Armorsmithing_T3_Chain_Boots_Set_1|Hvy_Armorsmithing_T3_Plate_Armor_Set_1|Hvy_Armorsmithing_T3_Plate_Pants2|Hvy_Armorsmithing_T3_Plate_Shirt2|Hvy_Armorsmithing_T3_Plate_Helm_Set_1|Hvy_Armorsmithing_T3_Plate_Boots_Set_1|Leatherworking_T3_Leather_Armor_Set_1|Leatherworking_T3_Leather_Pants2|Leatherworking_T3_Leather_Shirt2|Leatherworking_T3_Leather_Helm_Set_1|Leatherworking_T3_Leather_Boots_Set_1|Tailoring_T3_Cloth_Armor_Set_3|Tailoring_T3_Cloth_Armor_Set_2|Tailoring_T3_Cloth_Armor_Set_1|Tailoring_T3_Cloth_Pants2_Set2|Tailoring_T3_Cloth_Shirt2|Tailoring_T3_Cloth_Helm_Set_1|Artificing_T3_Pactblade_Temptation_5|Artificing_T3_Icon_Virtuous_5|Weaponsmithing_T3_Dagger_4)$/,
         limit : 0,
         count : 0
         };*/ // moved to selljunk filter, RottenMind
        /*#2, Tier2 - tier3 mixed, upgrade, sell if inventory full, "TierX" is here "TX" */
        _profitems[_profitems.length] = {
            pattern : /^Crafted_(Jewelcrafting_Neck_Misc_2|Jewelcrafting_Waist_Misc_2|Med_Armorsmithing_T3_Chain_Pants|Hvy_Armorsmithing_Pants_3|Med_Armorsmithing_Chain_Shirt_3|Leatherworking_Shirt_3|Hvy_Armorsmithing_Shirt_3|Leatherworking_Pants_3|Med_Armorsmithing_Chain_Pants_3||Med_Armorsmithing_T3_Chain_Shirt|Hvy_Armorsmithing_T3_Plate_Pants|Hvy_Armorsmithing_T3_Plate_Shirt|Leatherworking_T3_Leather_Pants|Leatherworking_T3_Leather_Shirt|Tailoring_Shirt_3|Tailoring_T3_Cloth_Shirt|Tailoring_T3_Cloth_Shirt_Set2|Tailoring_T3_Cloth_Pants|Tailoring_Shirt_3_Set2|Tailoring_Pants_3_Set2|Tailoring_Pants_3|Artificing_T3_Pactblade_Temptation_4|Artificing_T3_Icon_Virtuous_4|Weaponsmithing_T2_Dagger_3|Weaponsmithing_T2_Dagger_3|Weaponsmithing_T3_Greataxe_4|Weaponsmithing_T3_Battleaxe_4|Weaponsmithing_T3_Greataxe_Set_2|Weaponsmithing_T3_Battleaxe_Set_2)$/,
            limit: 0,
            count: 0
        };
        /*#3, Tier2, upgrade, sell if inventory full, "TierX" is here "TX" */
        _profitems[_profitems.length] = {
            pattern: /^Crafted_(Jewelcrafting_Neck_Offense_2|Jewelcrafting_Waist_Offense_2|Tailoring_T2_Cloth_Shirt|T2_Cloth_Armor_Set_2|Med_Armorsmithing_T2_Chain_Armor_Set_1|Med_Armorsmithing_T2_Chain_Pants_2|Med_Armorsmithing_T2_Chain_Boots_Set_1|Med_Armorsmithing_T2_Chain_Shirt_2|Med_Armorsmithing_T2_Chain_Pants_1|Med_Armorsmithing_T2_Chain_Shirt|Hvy_Armorsmithing_T2_Plate_Armor_Set_1|Hvy_Armorsmithing_T2_Plate_Pants_2|Crafted_Tailoring_Pants_2|Tailoring_T2_Cloth_Armor_Set_1|Crafted_Tailoring_Shirt_2 |Hvy_Armorsmithing_T2_Plate_Boots_Set_1|Hvy_Armorsmithing_T2_Plate_Shirt_2|Med_Armorsmithing_Chain_Pants_2|Hvy_Armorsmithing_T2_Plate_Pants_1|Hvy_Armorsmithing_T2_Shield_Set_1|Hvy_Armorsmithing_T2_Plate_Shirt|Leatherworking_T2_Leather_Shirt|Leatherworking_T2_Leather_Boots_Set_1|Leatherworking_T2_Leather_Shirt_2|Leatherworking_T2_Leather_Pants_1|Leatherworking_T2_Leather_Armor_Set_1|Leatherworking_T2_Leather_Pants_2|Leatherworking_Shirt_3_Set2|Tailoring_T2_Cloth_Armor_Set_1|Tailoring_Pants_2|Tailoring_T2_Cloth_Pants|Tailoring_T2_Cloth_Pants_2|Tailoring_T2_Cloth_Boots_Set_1|Tailoring_T2_Cloth_Shirt_2|Tailoring_T2_Cloth_Pants_1|Artificing_T2_Pactblade_Temptation_3|Artificing_T1_Icon_Virtuous_2|Weaponsmithing_T2_Dagger_2|Weaponsmithing_T2_Greataxe_3|Weaponsmithing_T2_Battleaxe_3)$/,
            limit: 0,
            count: 0
        };
        /*#4, Tier1, upgrade, sell if inventory full, "TierX" is here "TX" */
        _profitems[_profitems.length] = {
            pattern: /^Crafted_(Jewelcrafting_Neck_Misc_1|Jewelcrafting_Waist_Misc_1|Tailoring_Cloth_Shirt_1_Set2|Med_Armorsmithing_T1_Chain_Armor_Set_1|Med_Armorsmithing_T1_Chain_Boots_Set_1|Hvy_Armorsmithing_Plate_Armor_1|Hvy_Armorsmithing_T1_Plate_Armor_Set_1|Hvy_Armorsmithing_T1_Plate_Boots_Set_1|Leatherworking_T1_Leather_Boots_Set_1|Leatherworking_T1_Leather_Boots_Set_1|Leatherworking_T1_Leather_Armor_Set_1|Tailoring_T1_Cloth_Armor_1|Tailoring_Cloth_Armor_1|Tailoring_T1_Cloth_Pants_1|Tailoring_T1_Cloth_Boots_Set_1|Artificing_T1_Pactblade_Convergence_2|Artificing_T1_Icon_Virtuous_2|Weaponsmithing_T1_Dagger_1|Weaponsmithing_T2_Greataxe_2|Weaponsmithing_T2_Battleaxe_2)$/,
            limit: 0,
            count: 0
        };
        /*#5, Tier0, upgrade, sell if inventory full, taskilist "Tier1" is here "empty" or "_" must replace (_T1_|_)*/
        _profitems[_profitems.length] = {
            pattern: /^Crafted_(Jewelcrafting_Waist_Offense_1|Jewelcrafting_Neck_Offense_1|Tailoring_Cloth_Pants_1|Med_Armorsmithing_Chain_Boots_1|Med_Armorsmithing_Chain_Shirt_1|Med_Armorsmithing_Chain_Armor_1|Med_Armorsmithing_Chain_Pants_1|Hvy_Armorsmithing_Plate_Boots_1|Hvy_Armorsmithing_Plate_Shirt_1|Hvy_Armorsmithing_Shield_1|Leatherworking_Tier0_Intro_1|Leatherworking_Leather_Boots_1|Leatherworking_Leather_Shirt_1|Tailoring_T1_Cloth_Shirt_Set2|Leatherworking_Leather_Armor_1|Leatherworking_Leather_Pants_1|Tailoring_Cloth_Boots_1|Tailoring_Cloth_Shirt_1|Artificing_T1_Pactblade_Convergence_1|Artificing_Icon_Virtuous_1|Artificing_Symbol_Virtuous_1|Weaponsmithing_Dagger_1|Weaponsmithing_T1_Greatsword_1|Weaponsmithing_T1_Longbow_1|Weaponsmithing_T1_Greataxe_1|Weaponsmithing_T1_Battleaxe_1)$/,
            limit: 0,
            count: 0
        };
    }
    $.each(_pbags, function (bi, bag) {
        bag.slots.forEach(function (slot) {
            // Match unused slots
            if (slot === null || !slot || slot === undefined) {
                _bagUnused++;
            }
            // Match items to exclude from auto vendoring, dont add to _tmpBag: Exclude pattern list - bound - Epic Quality - Blue Quality
            else if (_excludeItems.test(slot.name) || slot.bound || slot.rarity == "Special" || slot.rarity == "Gold") {
                _bagUsed++;
            }
            // Match everything else
            else {
                if (settings["autovendor_profresults"]) {
                    for (i = 0; i < _profitems.length; i++) {
                        if (_profitems[i].pattern.test(slot.name))
                            _profitems[i].count++;
                    }
                }
                _tmpBag1[_tmpBag1.length] = slot;
                _bagUsed++;
            }
        });
    });
    if (settings["autovendor_profresults"] && _charGold < 2) { // this "gold" threshold must be global var and adjustable by users
        //  $.each(_pbags_crafting, function (bi, bag) {
        _pbags_crafting.forEach(function (slot) {
            // Match unused slots
            if (slot === null || !slot || slot === undefined) {
                //  _bagUnused++;
            }
            // Match items to exclude from auto vendoring, dont add to _tmpBag: Exclude pattern list - bound - Epic Quality - Blue Quality - Green Quality(might cause problems)
            else if (_excludeItems.test(slot.name) || slot.bound || slot.rarity == "Special" || slot.rarity == "Gold" || slot.rarity == "Silver") {
                // _bagUsed++;
            }
            // Match everything else
            else {
                if (settings["autovendor_profresults"]) {
                    for (i = 0; i < _profitems.length; i++) {
                        if (_profitems[i].pattern.test(slot.name))
                            _profitems[i].count++;
                    }
                }
                _tmpBag2[_tmpBag2.length] = slot;
                // _bagUsed++;
                console.log(slot.name); // tradebag debug msg
            }
        });
        // });
    }
    var _tmpBag = _tmpBag1.concat(_tmpBag2);

    if (settings["autovendor_profresults"]) {
        _tmpBag.forEach(function (slot) {
            for (i = 0; i < _profitems.length; i++) { // edited by RottenMind
                if (slot && _profitems[i].pattern.test(slot.name) && Inventory_bagspace() <= 9) { // !slot.bound && _profitems[i].count > 3 &&, edited by RottenMind
                    var vendor = {
                        vendor: "Nw_Gateway_Professions_Merchant"
                    };
                    vendor.id = slot.uid;
                    vendor.count = 1;
                    console.log('Selling', vendor.count, slot.name, 'to vendor.');
                    window.setTimeout(function () {
                        client.sendCommand('GatewayVendor_SellItemToVendor', vendor);
                    }, _delay);
                    _profitems[i].count--;
                    break;
                }
            }
        });
    }

    _tmpBag.forEach(function (slot) {
        for (i = 0; i < _items.length; i++) {
            var _Limit = (parseInt(_items[i].limit) > 99) ? 99 : _items[i].limit;
            if (slot && _items[i].pattern.test(slot.name) && !slot.bound) {
                // Node Kits vendor logic for restricted bag space
                if (settings["autovendor_kits_altars_limit"] && /^Item_Consumable_Skill/.test(slot.name)) {
                    if (_bagCount < 2 || _bagUnused < 6 ||
                        (slot.name == "Item_Consumable_Skill_Dungeoneering" && (_classType == "Player_Guardian" || _classType == "Player_Greatweapon")) ||
                        (slot.name == "Item_Consumable_Skill_Arcana" && (_classType == "Player_Controller" || _classType == "Player_Scourge")) ||
                        (slot.name == "Item_Consumable_Skill_Religion" && _classType == "Player_Devoted") ||
                        (slot.name == "Item_Consumable_Skill_Thievery" && _classType == "Player_Trickster") ||
                        (slot.name == "Item_Consumable_Skill_Nature" && _classType == "Player_Archer")
                    ) {
                        _Limit = 0;
                    }
                }
                // Sell Items
                if (slot.count > _Limit) {
                    _sellCount++;
                    var vendor = {
                        vendor: "Nw_Gateway_Professions_Merchant"
                    };
                    vendor.id = slot.uid;
                    vendor.count = slot.count - _Limit;
                    console.log('Selling', vendor.count, slot.name, 'to vendor.');
                    window.setTimeout(function () {
                        client.sendCommand('GatewayVendor_SellItemToVendor', vendor);
                    }, _delay);
                    _delay = _delay + 400;
                    break;
                }
            }
        }
    });

    return _sellCount;
}

//Auto Vendor Junk function:
    function vendorJunk(evnt) {
        var _charGold = unsafeWindow.client.dataModel.model.ent.main.currencies.gold;
        var _vendorItems = [];
        var _sellCount = 0;
        if (settings["autovendor_kits_altars_limit"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Consumable_Skill/, limit: 50};
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Portable_Altar$/, limit: 80};
        }
        if (settings["autovendor_kits_altars_all"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Portable_Altar$/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Consumable_Skill/, limit: 0};
        }
        if (settings["autovendor_rank2"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^T1_Enchantment/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^T1_Runestone/, limit: 0};
        }
        if (settings["autovendor_rank2"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^T2_Enchantment/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^T2_Runestone/, limit: 0};
        }
        if (settings["autovendor_rank3"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^T3_Enchantment/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^T3_Runestone/, limit: 0};
        }
        if (settings["autovendor_pots1"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)$/, limit: 0
            };
        }
        if (settings["autovendor_pots2"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_2$/,
                limit: 0
            };
        }
        if (settings["autovendor_pots3"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_3$/,
                limit: 0
            };
        }
        if (settings["autovendor_pots4"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Rejuvenation)_4$/,
                limit: 0
            };
        }
        if (settings["autovendor_junk"]) {
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Snowworks_/, limit: 0}; // Winter Festival fireworks small & large
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Skylantern/, limit: 0}; // Winter Festival skylantern
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Partypopper/, limit: 0}; // Party Poppers
            _vendorItems[_vendorItems.length] = {pattern: /^Item_Fireworks/, limit: 0}; // Fireworks
            _vendorItems[_vendorItems.length] = {pattern: /^Object_Plate_/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /^Object_Decoration_/, limit: 0};
            _vendorItems[_vendorItems.length] = {pattern: /_Green_T[1-7]_Unid$/, limit: 0}; // Unidentified Green Gear
        }
        if (settings["autovendor_profresults"] && _charGold < 2) { //this "gold" threshold must be global var and adjustable by users
            _vendorItems[_vendorItems.length] = {
                pattern : /(Crafting_Resource_Pelt)_T[1-3]$/,
                limit : 10
            }; //"Crafting_Resource_Ore_T1"  Pelt_T1
            _vendorItems[_vendorItems.length] = {
                pattern : /(Resource_Wood)_T[1-3]$/,
                limit : 10
            }; //"Crafting_Resource_Ore_T1"  Pelt_T1
            _vendorItems[_vendorItems.length] = {
                pattern : /(Crafting_Resource_Ore)_T[1-3]$/,
                limit : 10
            }; //"Crafting_Resource_Ore_T1"> Pelt_T1
            console.log("copper amount is under sale threshold", _charGold);
        }

        // edited by RottenMind
        if (settings["autovendor_profresults"]) {
            _vendorItems[_vendorItems.length] = {
                pattern: /^Crafted_(Jewelcrafting_Waist_Offense_3|Jewelcrafting_Neck_Defense_3|Jewelcrafting_Waist_Defense_3|Tailoring_T3_Helm_Set_1|Med_Armorsmithing_T3_Chain_Armor_Set_1|Med_Armorsmithing_T3_Chain_Pants2|Med_Armorsmithing_T3_Chain_Shirt2|Med_Armorsmithing_T3_Chain_Helm_Set_1|Med_Armorsmithing_T3_Chain_Pants|Med_Armorsmithing_T3_Chain_Boots_Set_1|Hvy_Armorsmithing_T3_Plate_Armor_Set_1|Hvy_Armorsmithing_T3_Plate_Pants2|Hvy_Armorsmithing_T3_Plate_Shirt2|Hvy_Armorsmithing_T3_Plate_Helm_Set_1|Hvy_Armorsmithing_T3_Plate_Boots_Set_1|Leatherworking_T3_Leather_Armor_Set_1|Leatherworking_T3_Leather_Pants2|Leatherworking_T3_Leather_Shirt2|Leatherworking_T3_Leather_Helm_Set_1|Leatherworking_T3_Leather_Boots_Set_1|Tailoring_T3_Cloth_Boots_Set_1|Tailoring_T3_Cloth_Armor_Set_3|Tailoring_T3_Cloth_Armor_Set_2|Tailoring_T3_Cloth_Armor_Set_1|Tailoring_T3_Cloth_Pants2_Set2|Tailoring_T3_Cloth_Shirt2|Tailoring_T3_Cloth_Helm_Set_1|Artificing_T3_Pactblade_Temptation_5|Artificing_T3_Icon_Virtuous_5|Weaponsmithing_T3_Dagger_4|Weaponsmithing_T3_Longsword_Set_3|Weaponsmithing_T3_Mace_Set_3|Weaponsmithing_T3_Greatsword_Set_3|Weaponsmithing_T3_Dagger_Set_3|Weaponsmithing_T3_Blades_Set_3|Weaponsmithing_T3_Longbow_Set_3)$/, limit: 0};
            _vendorItems[_vendorItems.length] = {
                pattern: /^Potion_(Unstable|Unstable_[1-3])$/,	limit : 0}; // Alchemy experience potions

        }
        // edited by RottenMind
        if (_vendorItems.length > 0) {
            console.log("Attempting to vendor selected items...");
            _sellCount = vendorItemsLimited(_vendorItems);
            if (_sellCount > 0 && !evnt) {
                var _sellWait = _sellCount * 1000;
                PauseSettings("pause");
                window.setTimeout(function () {
                    PauseSettings("unpause");
                }, _sellWait);
            }
        }
    }