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Siege of Orgrimmar (5.4)
Thunder Isle (5.2)
Updated:09-30-13 03:55 AM
Created:unknown
Downloads:724,708
Favorites:1,993
MD5:
5.4
ItemRack  Popular! (More than 5000 hits)
Version: 2.88
by: Kharthus, Gello
This is a mod to make swapping equipment easier through popout slot menus, equip slot buttons, gear sets and automated swaps.

__ Quick Start Guide __

Minimap button:
* Right-click the minimap button to open options or create sets
* Left-click the minimap button to choose a set
* Shift-click the minimap button to unequip the last set equipped
* Alt-click the minimap button to toggle events on/off

Dockable buttons:
* Alt+click slots on the character sheet to create/remove buttons
* Alt+click yourself in the character sheet to create/remove a set button
* Alt+click the created buttons to toggle their auto-queue status
* Shift+drag buttons to break them apart if they're docked to each other
* Drag the menu's border around to dock it to a different side of buttons
* Right-click the menu's border to rotate the menu
* Size, alpha, spacing, etc are in options

Creating/equipping sets:
* You create sets in the Sets tab after right-clicking the minimap button
* Select slots for the set, choose a name and icon and click Save
* Once a set is saved, there are several ways to equip it:
1. Left-click the minimap button and choose the set
2. Mouseover a set button you've created (Alt+click yourself in character sheet)
3. Use a key binding you define in the set ("Bind Key" button)
4. In macros with /itemrack equip setname
5. In events or scripts that use EquipSet("setname")

Popout menus:
* Click an item or set in a menu to equip it
* Shift+click a set in a menu to unequip it
* Alt+click an item in a menu to hide/unhide it
* Hold Alt as you mouseover a slot to show all hidden items

While at a bank:
* Items/sets in the bank have a blue border.
* Selecting an item or set that's in the bank will pull it from the bank to your bags.
* Selecting an item or set that's not in the bank will attempt to put it all into the bank.

__ Slash Commands __

/itemrack : list the most common slash commands
/itemrack opt : summon the options GUI
/itemrack equip setname : equips a set
/itemrack reset : resets buttons
/itemrack reset everything : wipes all settings, sets and events
/itemrack lock/unlock : locks and unlocks the buttons
/itemrack toggle set name[, second set name] : equips/unequips "set name" (or swaps between two sets if a second set given)

__ Macro Functions __

EquipSet("setname") -- equips "setname"
UnequipSet("setname") -- unequips "setname"
ToggleSet("setname") -- toggles (equips then unequips) "setname"
IsSetEquipped("setname") -- returns true if "setname" is equipped

In the unlikely event that another mod (or default UI in the future) uses these function names, you can use their long version ItemRack.EquipSet(), ItemRack.UnequipSet(), etc. This mod only commandeers the shortened names if they appear to be unused.

__ Events __

2.2 (re)introduces events. These are scripts to automatically equip and unequip gear as things happen in game.

To use an event:
1. In the 'Sets' tab, create or make sure you have a set you'd like to equip when the event happens.
2. In the 'Events' tab, click the red ? icon beside the event you want to use.
3. Choose the set for this event.
4. Ensure the event has a check beside it.

As events are enabled, a separate process watches for those events and equips (and unequips if chosen) as they happen.

If you want to create or edit an event, there are four types of events:

Buff: These events equip gear as you gain buffs. ie, Evocation, Drinking and being on a mount.
Stance: These events equip gear when you change stances or forms. ie, Battle Stance, Moonkin Form, Shadowform
Zone: These events equip gear when you're in one of a list of zones. ie, the PVP event includes all arena and BG maps.
Script: For those with lua knowledge, you can create your own event based on a game event. A couple examples are in the default events.

When dealing with events, it's good to keep some things in mind:
* You'll get the most predictable behavior by having sets that don't overlap. If you're a warrior with a Tanking, DPS and PVP set, consider not including weapons in those sets. If you decide to make an event to swap in a 2H when you go into Berserker Stance and a 1h+shield when you go into Defensive Stance, you won't step on the toes of events that swap in PVP gear in a BG/arena or a tuxedo in a city.
* A gold gear icon on the minimap button (and on the sets button if you've created one) means that events are enabled. If you decide you want to temporarily shut down all events, Alt+click the minimap button or the sets button. (You can disable events in options also)
* For non-English users, you might want to edit the events that have English text within them. I try to keep it locale-independant when possible (ie, warrior and most druid stances use the numbers instead of names), but you'll never enter "Stormwind City" on a deDE client for the city event.
* Script Events do not have a "set" defined to them like other events do. They need to EquipSet("setname") explicitly. Its set button will always be the macro keys icon.
* Advanced users of 1.9x may notice the lack of a delay option in scripted events. I've decided to pull this down into the scripting system to streamline the event process. For now, you can use ItemRack.CreateTimer and ItemRack.StartTimer defined in ItemRack.lua.
__ New in 2.88 - By Kharthus __

* TOC update for 5.4 patch

__ New in 2.87 - By Kharthus __

* New option for Hide the ItemRack buttons during pet battles

__ New in 2.86 - By Kharthus __

* Hide the ItemRack buttons during pet battles

__ New in 2.85 - By Kharthus __

* TOC update for 5.2 patch

__ New in 2.84 - By Kharthus __

* Fixed Monk off-hands

__ New in 2.83 - By Kharthus __

* TOC update for 5.1 patch

__ New in 2.82 - By Kharthus __

* Fixed dual spec events

__ New in 2.81 - By Kharthus __

* Attempt to fix GlyphUI problem

__ New in 2.8 - By Kharthus __

* Updates for MoP

- Change log up to this version removed from hosting site and archived in Change Log.txt
Optional Files (0)


Archived Files (11)
File Name
Version
Size
Author
Date
2.87
90kB
Kharthus
03-23-13 11:48 AM
2.86
90kB
Kharthus
03-20-13 11:22 AM
2.85
90kB
Kharthus
03-05-13 10:31 PM
2.84
90kB
Kharthus
02-10-13 09:35 PM
2.83
90kB
Kharthus
12-15-12 11:03 AM
2.82
90kB
Kharthus
09-03-12 12:00 AM
2.81
89kB
Kharthus
08-31-12 07:39 PM
2.8
89kB
Kharthus
08-27-12 10:41 PM
2.73
89kB
Kharthus
12-09-11 09:56 PM
2.25
85kB
Kharthus
04-17-09 06:16 AM
2.243
85kB
Gello
10-14-08 04:37 AM


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Unread 01-12-06, 08:14 PM  
Gello
A Scalebane Royal Guard
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1.8 has two major changes:

1. Internal stuff like cooldown spinner updates and mostly using GetItemInfo instead of tooltip scans. These weren't done often enough to be a performance hit, but I bugged Slouken enough about GetItemInfo I better use it. I also changed initialization to happen in stages.
2. The other big change is the disenchant issue. The mod will not attempt to do any swaps while in spell targeting mode. This should eliminate the possibility of disenchanting entirely. That would scare the willies out of me still so I still suggest being extra careful with disenchanting (especially with the spirit tap end event going off just when you're likely to be disenchanting a drop) until I get more testing on it. It may also hinder swaps during other times like when you're healing. This should be infrequent enough to never be noticed.

As always let me know of any issues that arise.

If you have any problems at all with 1.8 you can go back to 1.74 for the time being. The two are forward-back compatible.
Last edited by Gello : 01-12-06 at 08:14 PM.
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Unread 01-12-06, 01:18 PM  
Gello
A Scalebane Royal Guard
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** Important note for enchanters: Until new one posted tonight, be careful with events. There's a chance (ie, getting off a mount and doing a disenchant at the same time) that it can disenchant your gear. I suggest disabling events in the meantime if you're an enchanter. **
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Unread 01-05-06, 07:00 PM  
spotpuff
A Kobold Labourer

Forum posts: 1
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Yep it's checked.


*edit* OK I think I figured out partially; it's conflicting with rider (titan bar).

Titan bar isn'tw orking now so I am going to remove it.
Last edited by spotpuff : 01-05-06 at 07:07 PM.
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Unread 01-05-06, 04:04 PM  
Gello
A Scalebane Royal Guard
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Is 'Enable Events' checked at the top of the Events tab? It's a master switch that's off by default.
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Unread 01-05-06, 01:08 PM  
spotpuff
A Kobold Labourer

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I cannot for the life of me get the mount detection to work.

I've created a "mount" set and entered that in the Mount event, but it refuses to equip when I mount.
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Unread 01-03-06, 01:13 PM  
Gello
A Scalebane Royal Guard
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I'll have an update posted tonight for 1.9. In the meantime the only apparent bug I see is resizing with the resize grip isn't smooth and sometimes doesn't work.

For now you can use "/itemrack scale %" to rescale the bar. ie: /itemrack scale 0.85.

Let me know if you run across others. Thanks!
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Unread 12-19-05, 05:29 PM  
Gello
A Scalebane Royal Guard
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Oh yeah key bindings on the window don't accept 3+ key combos.
You can reselect a selected set to unqueue it. I'll see about adding a set insert like individual slots have while the whole mod is being rewritten. Probably the key bindings will stay as is until it's rewritten. The key bindings are arguably the most complex part of the whole mod.

Thanks!
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Unread 12-19-05, 01:35 AM  
DunE
A Defias Bandit

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Gello,

I think the Key Bind for sets doesn't accept the Ctrl+Shift modifier. Like I wanted to make a Set boudn to Ctrl+Shift+S but could not. It just said "Shift+S is boudn to .... ". I was able to properly set it in the game's general Key Bindings area though as Ctrl+Shift+S.

Any thoughts on adding a visual indicator that set is queued and waiting to set itself after battle change? I mean other than if you have the Set Icon (by pressing Alt+C on your character model in Character Sheet screen) showing on the ITem Rack bar? Maybe on the minimap button or as a 2ndary minimap button that pops up?
Also on this point, it doesn't appear that queueing up one set and then another is possible. Once you queue a set that's the one that's coming even if you change your mind and pick a different set to be queued. With a good indicator as to what set is queued it'd be nice to be able to switch queued sets around until you get it right at times

Finally, I'd like to request more than just the 10 key binds that currently exist. I have about 14 sets and I'd like to have a key bind for all of them but cannot Maybe make it 20 keybinds? I can't get enough sets!

Thanks a lot
DunE
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Unread 12-12-05, 04:36 PM  
Djagamoone
A Deviate Faerie Dragon

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Just wanted to say thanks for telling me about the helm/cloak script thing. Works well, but a button on this mod would rock if you get a chance. They only reason it would be better is I have 3 mains at this point, and some of them dont need to hide cloaks/helms, but they share macros.
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Unread 11-17-05, 04:01 PM  
DunE
A Defias Bandit

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First of all. YAY!

Second:

Originally posted by Gello
I'll make doubly sure they can be emptied in combat while the rest of the set queues with just two bag slots open.
Don't forget about the 3rd weapon slot - Gun/Bow/Crossbow. But feel free to forget about the 3rd slot if it's a thrown weapon b/c they don't have durability

Thanks much. Very excited about set queueing! =p
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Unread 11-17-05, 03:32 AM  
Gello
A Scalebane Royal Guard
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Oh yeah I forgot about that problem. The next version will have sets queuable, but like individual slots you won't be able to queue to an empty slot. However weapons never need to be queued (except when dead). I'll make doubly sure they can be emptied in combat while the rest of the set queues with just two bag slots open.

Making weapons first in a priority of unequipped slots is a good idea. It probably won't make next version but it's high on my notes now.

Thanks!
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Unread 11-12-05, 11:28 AM  
DunE
A Defias Bandit

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Gello, there's one thing that doesn't seem to be working quite how maybe it should be... I have a set defined called "Naked" because, well... it makes me naked. For the most part, anyway. It takes off all my armor and weapons that have durability so I can take free deaths. Well I also would like to use this same set when I'm in combat to take off all my weapons (sword, shield, bow) so that if I know we're about to wipe I can quickly take off all my weapons so I don't loose durability on them. This works most of the time but sometimes it doesn't... I think I've narrowed it down as to why it sometimes doesn't work but I haven't tested this specific scenario yet. I don't remember if I get the "You cannot do that while in combat" or the "Some items could not fit in the inventory" message, but I think the specific condition may be depenting upon both of those conditions. The last time I had this fail was when I had about 5 inventory spaces open and I was in combat. 5 is plenty enough for the 3 wepons to fall off into but not enough for the 7 armor pieces as well as the 3 wepons. So I think maybe the mod is checking first that there's enough room for armor pieces (which can't be taken off cuz i'm in combat) and then failing to move on and try to take off the weapons at that point. So perhaps it should first check to take off wepaons? This way it will fill bags with weapons first and then move on to try armor and find that i'm either a) no inventory space or b) in combat. Plus, one can make the argument that weapons are the most important thign to dequip in a scenario where you have an almost full inventory and are not in combat anyway because they tend to have the most durability and, therefore, repair cost. So if you're going to prioritize which slots get removed first I'd say weapons. What do you think? I can do more specific testing on this matter if it helps.

Thanks again!
DunE
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Unread 11-02-05, 08:47 PM  
Gello
A Scalebane Royal Guard
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1.61 just posted should fix all tooltip problems. Sorry about that. It goes back to the standard GameTooltip. I was experimenting with different ways of doing tooltips and 1.61 just throws in the towel can goes back to standard hehe

re confirmation on key binding: That's a really good idea. I'll definitely add that thanks!
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Unread 11-02-05, 12:34 PM  
neriak_x
An Aku'mai Servant
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nice addon, really. unfortunately in version 1.6 I get empty tootltips (german client). the previous versions had no issues with tooltips tho.
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Unread 11-01-05, 01:22 PM  
DunE
A Defias Bandit

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Love the new character sheet addition in 1.6. Good work, as always. It works great.

One suggestion/request if possible is that the Key Bind function for sets should prompt for confirmation before overwriting a preexisting bind to the same key. I find myself overwriting some keys with set binds now and then And without knowing that a new key bind will overwrite a preexisting one it's hard to remember what you even had it set up as sometimes.

Thanks
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