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[keyguard not functioning as it was pre patch

PostPosted: Mon May 16, 2016 8:33 pm
by KawKawKaw
I had noticed this when we upgraded the shard but the report was discounted and I avoided the issue by removing my grocery key from my master key so my key load macro wasn't hitting it. But with the loot bag addition I want my keys in my master key. So I really wish that this function was working as it should.

Tonight I tested this very carefully and verified it beyond a shadow of doubt.
1. withdrew 1000 apples from grocery key.
2. keyguarded the stack
3. removed one apple from the stack and then ate the one apple
4. loaded the master key
5. 999 apples disappeared into key.

Prior to the upgrade you could remove an item from the key and not affect the keyguard status of the stack. Now that apparently is not the case. Or the grocery key is ignoring it.
Kaw...

Re: [keyguard not functioning as it was pre patch

PostPosted: Tue May 17, 2016 9:22 am
by Falkor
Keyguard has always worked this way on stacks of generic items. Adding or removing an item from a stack changes the stack's serial number. That makes the key see it as a completely different item.

The whole point of the last upgrade is that nothing changed in the background. The scripts are exactly the same as before. Not similar -- they are the exact same files that were used before, for 99% of the shard's content.

Re: [keyguard not functioning as it was pre patch

PostPosted: Tue May 17, 2016 4:20 pm
by GhostRiderGrey
Kaw, I'm sorry you feel your report was discounted. Falkor and I discussed it at the time and determined that [keyguard was working as it should.

Just to be triple sure, I just fired up a copy of the old shard and client and retested it. I made a stack of 1000 apples and then keyguared it. They could not be added to the grocery basket. Next I removed 1 apple and ran keyguard again. The single apple was not added to the key (it retains the keyguard) and the stack of 999 was added to the key (because it is a new element with a new serial # and does not have the keyguard attribute). Note that was all done on the old shard/client combo.

Next I tested the same procedure on the new shard. I experienced exactly the same results that I experienced on the old shard. As Falkot mentioned, the key scripts have not changed from old server to new, and in my testing function identically.

:mrgreen: Ghost

Re: [keyguard not functioning as it was pre patch

PostPosted: Sun May 22, 2016 7:09 pm
by KawKawKaw
I"ll have to figure out a macro to extract a single apple or something then... just seems like certain Items do not work the same. I"ll have to test and find out which items you can remove but I think ammo is that way and bandaids so perhaps the way those stacks are tracked is different so that their serial number doesn't change? I know nothing of the internal working.

You may well be correct that this is as it always have been because it wasn't till the loot bag came into play that I found it desirable to move the grocery basket into my master key and under the control of my master grab macro key (which is what brought this issue to bear for me).

I appreciate the explanation.

Kaw...

Re: [keyguard not functioning as it was pre patch

PostPosted: Mon May 23, 2016 2:57 pm
by LochLinn
Kaw - maybe this explanation will help you in creating a macro ...

When you have a Stack of something which has been keyguarded, and the SYSTEM removes one of the stack (i.e. doubleclicking a food stack to eat one, or dblclicking a bandage stack to heal), the remaining stack retains the original Item-Id, and thus remains Keyguarded.

When you MANUALLY remove one (or more) of the stack to use (as in your example- removing 1 apple from a stack), the item(s) on your cursor that you are removing retain the original Item-ID, and thus are keyguarded. But the remaining stack in your pack has a new Item-ID and loses its keyguard status.

I ran into this with bandies, from having way too many after fighting Reds. To keep my standard 250 bandies in my pack, I have to pull off a stack of 250, put them down as a 2nd stack in my pack, THEN I can use my MasterKey to put the remaining bandies into a key.

As an Aside - what program are you speaking of when you say 'create a macro'? If it's EasyUO, I'd be happy to work with you to make a macro to pull one item off a stack and Re-Keyguard the remaining stack.