Lore & Legend: Already Examined

bjcasey

ISX Specialist
I'm looking for a way to determine if a Lore and Legend item has already been examined. Hopefully there is something similar to the way collectibles are known to have been collected by using .AlreadyCollected.

Stuff I Have Tried (A Gnoll Paw):

Code: ${Me.Inventory[a gnoll paw].Name}

Returns: a gnoll paw

Code: ${Me.Inventory[a gnoll paw].Description}

Returns: It appears that this item could be studied to learn more about the nature of the gnoll.

Code: ${Me.Inventory[a gnoll paw].ExamineText}

Returns:
a gnoll paw
TREASURED
Class : All

Code: ${Me.Inventory[a gnoll paw].IsCollectible}

Returns: FALSE

Code: ${Me.Inventory[a gnoll paw].AlreadyCollected}

Returns: NULL

Code: ${Me.Inventory[a gnoll paw].OffersQuest}

Returns: None

Code: ${Me.Inventory[a gnoll paw].RequiredByQuest}

Returns: Lore and Legend: Gnoll


Any assistance would be appreciated. Thanks.
 

Amadeus

The Maestro
Staff member
I'm going to let you do the investigation and let me know which flags are which.

Make sure that you are using the latest ISXEQ2 and run this script:
Code:
function main()
{
    variable int i = 1
    variable int Timer = 0
    
    Me:CreateCustomInventoryArray[nonbankonly]
    wait 5
    
    if ${Me.CustomInventoryArraySize} < 5
    {
        eq2execute /togglebags
        wait 10
        eq2execute /togglebags
        wait 3
        Me:CreateCustomInventoryArray[nonbankonly]
    }    

  do
  {
    if !${Me.CustomInventory[${i}](exists)}
        continue
        
    if (!${Me.CustomInventory[${i}].IsInitialized})
    {
        Timer:Set[0]
        Me.CustomInventory[${i}]:Initialize
           do
           {
               wait 1
               Timer:Inc
           }
           while (!${Me.CustomInventory[${i}].IsInitialized} && ${Timer} < 30)
      }

    echo "${Me.CustomInventory[${i}].Name}:  ${Me.CustomInventory[${i}].State}"
  }
  while ${i:Inc}<=${Me.CustomInventoryArraySize}
}
It will spew a "debug" line for each item that looks something like this: NAME: # (# # #). The values in the parenthesis are the individual flags for the item. See if you see some logic to which items match which flags, etc. and then let me know what you discover. I'm sure the answer is there; however, I don't want to misname any datatype members simply because I didn't test it on enough items.
 

bjcasey

ISX Specialist
L&L's that have not been examined and do not belong to a current/active L&L quest:
Code:
a lizardman claw:  State: 0x3 (1h 2h )
a lizardman eye:  State: 0x3 (1h 2h )
a lizardman scale:  State: 0x3 (1h 2h )
a lizardman tail:  State: 0x3 (1h 2h )
a lizardman tooth:  State: 0x3 (1h 2h )
a vampiric incisor:  State: 0x3 (1h 2h )
Drolvarg Fang:  State: 0x3 (1h 2h )
L&L's that have not been examined and do belong to a current/active L&L quest:
Code:
a moldy roekillik cheese wheel:  State: 0x3 (1h 2h )
a roekillik-gnawed chunk of kaborite:  State: 0x3 (1h 2h )
a roekillik's defiled Brellian glyph:  State: 0x3 (1h 2h )
L&L's that have been examined and are no longer required for any quest:
Code:
a golem obedience chain:  State: 0x6 (2h 4h )
a golem sentience leash:  State: 0x6 (2h 4h )
a skeleton objurgatory hunger:  State: 0x6 (2h 4h )
a ghost remnant memory:  State: 0x6 (2h 4h )
a giant ear:  State: 0x6 (2h 4h )
a ghost vile plasm :  State: 0x6 (2h 4h )
a giant finger:  State: 0x6 (2h 4h )
a giant toe:  State: 0x6 (2h 4h )
a giant tooth:  State: 0x6 (2h 4h )
a giant whisker:  State: 0x6 (2h 4h )
a goblin ear:  State: 0x6 (2h 4h )
a goblin spine:  State: 0x6 (2h 4h )
a golem animating force:  State: 0x6 (2h 4h )
a golem motive prism:  State: 0x6 (2h 4h )
a drakota eye:  State: 0x6 (2h 4h )
a drakota scale:  State: 0x6 (2h 4h )
a drakota tongue:  State: 0x6 (2h 4h )
a drakota tooth:  State: 0x6 (2h 4h )
a droag hide:  State: 0x6 (2h 4h )
a droag horn:  State: 0x6 (2h 4h )
a droag jaw:  State: 0x6 (2h 4h )
a droag ribcage:  State: 0x6 (2h 4h )
a droag tooth:  State: 0x6 (2h 4h )
a ghost emotion resonance:  State: 0x6 (2h 4h )
a ghost phantasmal echo:  State: 0x6 (2h 4h )
a ghost ethereal strand:  State: 0x6 (2h 4h )
a drakota claw:  State: 0x6 (2h 4h )
Let me know if you need any more information.
 

Amadeus

The Maestro
Staff member
What about other items that are also "Required by a Quest" or are just 'clickable'? I would like to be able to definitely state what the flag numbers mean as it relates to all items.
 

bjcasey

ISX Specialist
Items that are required by a quest (Specifically, these are the items from a quest in Runnyeye 2 and were the only items I currently had to test with):
Code:
desert crawler insides:  State: 0x3 (1h 2h )
Grungetalon spiced meat:  State: 0x3 (1h 2h )
goblin-prepared Kunarkian herbs:  State: 0x3 (1h 2h )
Item required by quest for the Destiny of Velious: Skyshrine Raid Apprentice
Code:
Yelnar's Binding Stone:  State: 0x3 (1h 2h )
Offer's Quest:
Code:
a small trinket: State: 0x3 (1h 2h )
Rune of the Awakened: State: 0x3 (1h 2h )
crumpled hand-written note: State: 0x3 (1h 2h )
a storm giant's beard:  State: 0x3 (1h 2h )
What did you mean by "just clickable" items?
 
Last edited:

Amadeus

The Maestro
Staff member
So, it looks like all items with the "1" flag are capable of being clicked, while if it's missing the "1" it means that clicking it will not do anything. What would you suggest for a name for this in the extension? "QuestItemUsable"?
 

bjcasey

ISX Specialist
So, it looks like all items with the "1" flag are capable of being clicked, while if it's missing the "1" it means that clicking it will not do anything. What would you suggest for a name for this in the extension? "QuestItemUsable"?
I like the way you have named things in the past, so I would suggest ".IsQuestItemUsable".
 

Amadeus

The Maestro
Staff member
Code:
November 30, 2012 -- By Amadeus
[20121129.0006]
* Added new MEMBER to the 'item' datatype:
  1.  IsQuestItemUsable   (bool type)
 

macker0407

Active Member
If you're unable to read the wiki after specifically being told to get the information from it, I cannot help you.
 
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