Change Log:
--------------------
v1.44
--------------------
eddie2:
- You can now link multiple items to attract/repel/remove
v1.431
--------------------
eddie2:
- Minor bugfix
v1.430
--------------------
eddie2:
- Code cleanup
- Bump TOC
Description:
--------------------
Introduction
Magnet is a loot helper, so you can keep your bags clean and only loot the things you want. You can specify which items to magnetize so they'll be attracted by Magnet and which items you want the polarity to be reversed so they'll be repelled by Magnet.
"Magnet continued" is a continuation of Magnet, created by DARKGuy.
To configure, use a LibDataBroker display or type /magnet config
Features
Repel items based on quality
Attract money and currency
Attract any ingredient for your green/yellow/orange tradeskills for easier farming and leveling of your tradeskills. Set the reagent threshold to the value you want (0 = grey, 1 = green, 2 = yellow, 3 = orange, 4 = red). Uses LibPeriodicTable. You need to open you tradeskill window before this works.
Attract items based on skills
Skinning
Mining
Gathering (Herbalism)
Disenchanting (Enchanting)
Prospecting (Jewelcrafting)
Milling (Inscription)
Fishing
Pick Pocket
Engineering (Mechanical units)
Archaeology
Attracts all items if you can skin/mine/salvage/etc the creature
Attract items that have a higher vendor value than a specified minimum. Overrides any repel settings.
Attract items based on quality. You can specify different quality options for solo, party and raid play. Will, hopefully, not attract over the loot threshold set by the party/raid leader.
Automatically confirm looting of Bind On Pickup items (only works for items looted by Magnet)
Attract quests items for quests that are active in your questlog
Ability to attract specific items not covered by the other features.
Attracts all loot in a battleground
Farm mode: Loots all items, but afterwards scans your bags and de...
--------------------
v1.44
--------------------
eddie2:
- You can now link multiple items to attract/repel/remove
v1.431
--------------------
eddie2:
- Minor bugfix
v1.430
--------------------
eddie2:
- Code cleanup
- Bump TOC
Description:
--------------------
Introduction
Magnet is a loot helper, so you can keep your bags clean and only loot the things you want. You can specify which items to magnetize so they'll be attracted by Magnet and which items you want the polarity to be reversed so they'll be repelled by Magnet.
"Magnet continued" is a continuation of Magnet, created by DARKGuy.
To configure, use a LibDataBroker display or type /magnet config
Features
Repel items based on quality
Attract money and currency
Attract any ingredient for your green/yellow/orange tradeskills for easier farming and leveling of your tradeskills. Set the reagent threshold to the value you want (0 = grey, 1 = green, 2 = yellow, 3 = orange, 4 = red). Uses LibPeriodicTable. You need to open you tradeskill window before this works.
Attract items based on skills
Skinning
Mining
Gathering (Herbalism)
Disenchanting (Enchanting)
Prospecting (Jewelcrafting)
Milling (Inscription)
Fishing
Pick Pocket
Engineering (Mechanical units)
Archaeology
Attracts all items if you can skin/mine/salvage/etc the creature
Attract items that have a higher vendor value than a specified minimum. Overrides any repel settings.
Attract items based on quality. You can specify different quality options for solo, party and raid play. Will, hopefully, not attract over the loot threshold set by the party/raid leader.
Automatically confirm looting of Bind On Pickup items (only works for items looted by Magnet)
Attract quests items for quests that are active in your questlog
Ability to attract specific items not covered by the other features.
Attracts all loot in a battleground
Farm mode: Loots all items, but afterwards scans your bags and de...