Emailsendattachment (Slash Command): Difference between revisions
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! From the [[Issue 8 Page 1]] Patch Notes: | |||
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|* Remove /emailsend, /emailsendattachment, /gmailclaim, and /gmailreturn slash commands. | |||
** These commands were intended for internal use by the UI and correct usage depends on knowing internal character state that is not visible to the player. Incorrect usage can leave the player's mailbox in a corrupt state that renders it unusable without manual administrator intervention to fix the database records. | |||
|}</div> | |||
==Slash command== | ==Slash command== | ||
{{SlashCommandArticle|command=emailsendattachment|options=<span style="color:blue">name</span> <span style="color:brown">subject</span> <span style="color:green">influence</span> <span style="color:orange">attachment_type</span> <span style="color:purple">inventory_location</span> | {{SlashCommandArticle|command=emailsendattachment|options=<span style="color:blue">name</span> <span style="color:brown">subject</span> <span style="color:green">influence</span> <span style="color:orange">attachment_type</span> <span style="color:purple">inventory_location</span> | ||
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'''Editor's Note:''' This is a great command. Extremely useful. There have been a lot of people warning about using it, how it will break your global email and such... and they're not wrong. In my experience, problems occur when the command is used too quickly to send multiple emails fast. The email system just can't keep up, wires get crossed, and you end up with a broken global email account. This is also true for sending emails with the <code>/toggle compose</code> command. It seems to skirt around some safeguards that are in place when you open the Compose window through the Email window. Again, it's sending emails very quickly that appears to break the global email. So my suggestion is, if you use this command (or any of the email commands), go slowly. Give the global email system time to catch up before you send the next email. | '''Editor's Note:''' This is a great command. Extremely useful. There have been a lot of people warning about using it, how it will break your global email and such... and they're not wrong. In my experience, problems occur when the command is used too quickly to send multiple emails fast. The email system just can't keep up, wires get crossed, and you end up with a broken global email account. This is also true for sending emails with the <code>/toggle compose</code> command. It seems to skirt around some safeguards that are in place when you open the Compose window through the Email window. Again, it's sending emails very quickly that appears to break the global email. So my suggestion is, if you use this command (or any of the email commands), go slowly. Give the global email system time to catch up before you send the next email. This is just a guess, mind you, so use at your own risk. | ||
Latest revision as of 03:19, 23 October 2024
From the Issue 8 Page 1 Patch Notes: |
---|
* Remove /emailsend, /emailsendattachment, /gmailclaim, and /gmailreturn slash commands.
|
Slash command
Send message with an attachment.
This command can send a message, a message with influence, a message with an attachment (such as salvage, enhancements, etc.), or all of the above. Aside from influence, only a single item may be attached to an email.
- name = either a character name or global name of a player (no spaces allowed)
- subject = the subject of the email
- influence = in-game money expressed in numbers
- attachment_type = the type of attachment expressed as a number
- inventory_location = the attachment item's location in the corresponding inventory window (see below).
- message = the message you'd like to say (no quotes)
- When composing the slash command, all 6 arguments (variables) need to be used with a space or comma in-between each, and placed in the exact sequence as noted above (even if you're only doing one thing). If you don't want to send an item, merely type
0
. - The email slash commands do not like spaces in either character or global names. Using a name with spaces in it can potentially cause the email system to lock up for the character that sent the email, or otherwise cause trouble for an extended period of time. It's a bug.
- Long subjects with spaces need to be enclosed by double quotes ("Long Subject").
- Do not enclose the message with double quotes. Doing so will prevent any attachment from sending.
- Caution: Players have reported that this command has the potential to corrupt your character/email due to indexing issues. Although problems seem unlikely, use at your own risk. See Editor's Note at the bottom of the page.
Attachment Types
0 - None 2 - Inspirations 5 - Enhancements 11 - Salvage 12 - Recipes
Inventory Locations
Inspirations
Columns | 0 | 1 | 2 | 3 | 4 |
---|---|---|---|---|---|
Row 3 | 03 | 13 | 23 | 33 | 43 |
Row 2 | 02 | 12 | 22 | 32 | 42 |
Row 1 | 01 | 11 | 21 | 31 | 41 |
Row 0 | 00 | 10 | 20 | 30 | 40 |
The inventory location for Inspirations is expressed as a 2-digit number, where the first digit to the left is the column number (starting from zero on the far left of the Inspirations window), and the second digit is the row number (starting from zero at the bottom of the Inspirations window). For example, "12" would refer to the inspiration located in column #1, row #2.
Enhancements
The inventory location for the Enhancements window is determined by counting in sequence from 0 starting on slot 1 of tab 1, to 69 for slot 10 of tab 7. For example, slot 10 of tab 1 is enhancement-slot# 9, slot 1 of tab 2 is enhancement-slot# 10, and slot 1 of tab 3 is enhancement-slot# 20.
A fast way to determine the enhancement-slot# you want is to use the tab number as the tens digit and the slot number as the ones digit, combine them, then subtract 11. For example: let's say you want to know the inventory location for an enhancement in tab 5, slot 8... 58 - 11 = 47.
Slot # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Tab 1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Tab 2 | 10 | 11 | 11 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
Tab 3 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 |
Tab 4 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 |
Tab 5 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 |
Tab 6 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 |
Tab 7 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 |
Salvage
Each piece of salvage is indexed and assigned its own inventory ID number in the Salvage window. The inventory ID number is based on the order in which the salvage type was first acquired by the character starting with the number zero (0). This means that the inventory ID for each piece of salvage will be different for every character.
If a type of salvage is removed from the inventory (deleted, sold, spent, traded, emailed, or moved to the Vault Reserve), the inventory ID number that it had will no longer have any salvage associated with it. The next new (or unique) salvage type that is added to the inventory will be assigned that free inventory ID number, or the first available inventory ID number. This makes it possible to assign a salvage type a specific inventory ID number by removing all salvage from the inventory, and then adding it back one at a time, taking note of the order in which you added the salvage back to the inventory. For example, if the salvage inventory is empty, the first piece of salvage will be assigned the inventory ID of "0". The second piece will be "1", the third piece, "2", the fourth piece "3", and so on.
Attempting to assign salvage inventory ID numbers manually is complicated by the fact that some salvage can not be removed from a character's inventory and can not be reassigned to a different inventory ID number during that game instance... this includes any salvage type that is not "tradable," such as Incarnate salvage. These untradeable salvage pieces will always have the same inventory ID number until the game is restarted.
If the game is restarted, all salvage (including non-tradable salvage) will be reassigned somewhat randomly to the first available inventory ID numbers starting with zero.
All of this makes sending salvage using the /emailsendattachment command possible but not very practical.
Recipes
The number used to attach recipes is not an inventory number at all but rather a special AttribFileItem ID number. There is an ID number for every enhancement recipe at every level, which makes for a lot of ID numbers. Potentially, there could be up to 50 different ID numbers for a single enhancement recipe, and 300 for an entire enhancement set. So you need to look for your exact recipe and its level when you try to attach it to an email.
To find the ID number for your recipe, see the Recipe AttribFIleItem ID Numbers list.
Tips
- The Email window in game accepts long names with spaces, and is in general more reliable, less buggy, and easier for the average player.
- If you want to spend the time to figure out the inventory ID number for special salvage such as Empyrean Merits, Reward Merits, etc... you can use /emailsendattachment to send yourself those items in small amounts (one at a time). This helps when a character only needs a few salvage items, or if you want to transfer all of those special salvage items to another character using your global name and leave none on your current character.
- Attachments, including influence, can only be sent to global names (not local character names).
Editor's Note: This is a great command. Extremely useful. There have been a lot of people warning about using it, how it will break your global email and such... and they're not wrong. In my experience, problems occur when the command is used too quickly to send multiple emails fast. The email system just can't keep up, wires get crossed, and you end up with a broken global email account. This is also true for sending emails with the /toggle compose
command. It seems to skirt around some safeguards that are in place when you open the Compose window through the Email window. Again, it's sending emails very quickly that appears to break the global email. So my suggestion is, if you use this command (or any of the email commands), go slowly. Give the global email system time to catch up before you send the next email. This is just a guess, mind you, so use at your own risk.
Example
/emailsendattachment @SuperBob "Some Moola" 1000000 0 0 Have a great day!
See Also
- /emailsend
- /emailsendattachment
- /mailview
- /window_show email
- /window_show compose
- Mail System