Can we apply this to lockboxes too?



Can we apply this to lockboxes too?


Perhaps then an additional statement could be added that if the inventory hasn't got enough room, it automatically stops processing lockboxes? I'm sure that logic already exists elsewhere in the game but I cannot for the life of me remember where.
White Mage ~ Scholar ~ PaladinBoi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing
As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.



Lockboxes are slightly more difficult in that with the crystals, the UI doesn't have to change except to say "how many do you want to process?" The result is always a number of crystals, so it doesn't matter if it's 3 or 300.
For the lockboxes, the UI has to give you a list of what comes out, because it could be multiples of different types of things. Hardly insurmountable, but there's more UI work required to do it than there is with the crystals.
Survivor of Housing Savage 2018.
Discord: Tridus#2642



The existing rtn already tells you what you are getting. If they want to be quick and dirty all they have to do is wrap it in a do while loop.



I've asked for this as well on a couple of the other Eureka threads as even at hundreds of crystals and boxes turn in is grinding on steroids.
The boxes wouldn't have to be any different than the current process. All you do is have a second process call the main lockbox routine in a loop and exit when done or the inventory is full.
Last edited by Claviusnex; 03-18-2018 at 09:40 PM.
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