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Fractures in Time (10.1.5)
Embers of Neltharion (10.1.0)
Updated:07-18-23 01:31 PM
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ItemRack  Popular! (More than 5000 hits)

Version: 3.28
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 3.28 - By Kharthus __

* TOC update for 10.1.5 patch

__ New in 3.27 - By Kharthus __

* TOC update for 10.1.0 patch
* Addon compartment support
* Clickthrough buttons once again work on mouseUp
* Fix for addons collecting buttons (thanks sfmict)

__ New in 3.26 - By Kharthus __

* Fixed set icon list (thanks SlavKnightGeto)
* Fixed inventory icon sizing in Options window

__ New in 3.25 - By Kharthus __

* Fixed clickthrough on floating buttons that use inventory items.

__ New in 3.24 - By Kharthus __

* TOC update for 10.0.7 patch

__ New in 3.23 - By Kharthus __

* TOC update for 10.0.5 patch

__ New in 3.22 - By Kharthus __

* Fix for errors when mousing over item slots

__ New in 3.21 - By Kharthus __

* Updates for 10.0.2 patch

__ New in 3.20 - By Kharthus __

* Updates for 10.0 patch

__ New in 3.17 - By Kharthus __

* TOC update for 9.2.5 patch

_ New in 3.16 - By Kharthus __

* TOC update for 9.2 patch

__ New in 3.15 - By Kharthus __

* TOC update for 9.1.5 patch

__ New in 3.14 - By Kharthus __

* TOC update for 9.1 patch

__ New in 3.13 - By Kharthus __

* TOC update for 9.0.5 patch

__ New in 3.12 - By Kharthus __

* TOC update for 9.0.2 patch

__ New in 3.11 - By Kharthus __

- Updates to support Shadowlands Pre-Patch

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


Archived Files (13)
File Name
Version
Size
Author
Date
3.27
91kB
Kharthus
05-07-23 11:56 AM
3.26
91kB
Kharthus
04-02-23 08:20 PM
3.25
91kB
Kharthus
03-27-23 07:37 AM
3.24
91kB
Kharthus
03-26-23 02:22 PM
3.23
91kB
Kharthus
02-24-23 12:56 PM
3.22
91kB
Kharthus
12-02-22 02:32 AM
3.21
91kB
Kharthus
11-15-22 08:29 PM
3.20
91kB
Kharthus
11-04-22 11:17 AM
3.17
91kB
Kharthus
06-01-22 10:36 PM
3.16
91kB
Kharthus
02-22-22 10:36 PM
3.15
91kB
Kharthus
01-28-22 09:56 AM
3.14
91kB
Kharthus
07-03-21 08:50 AM
3.13
91kB
Kharthus
03-12-21 05:40 PM


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Unread 10-13-10, 10:59 AM  
Silvermane
A Kobold Labourer

Forum posts: 0
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4.0.x update??

I really hope someone will update this...I rely on this addon more than I really should, but it's just that much better than the built-in.
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Unread 10-12-10, 10:11 PM  
oscarucb
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Anyone working on updating this for 4.x?
I refuse to use Blizzard's piece-of-crap equipment manager...
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Unread 06-15-10, 12:30 PM  
Forage
A Murloc Raider

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It's nice that people are patching Itemrack it's an addon I'm not sure I could live without but more often every day I find an addon that has been changed and no longer works with Itemrack without it being changed by the author or making changes myself.

Anyone know if anyone will take over the project or if we should possibly move on? right now I'm using an old version of Button Facade because itemrack isn't supported in the new versions.
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Unread 05-21-10, 12:04 AM  
tarloch
A Kobold Labourer

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Re: Re: Updates

Originally posted by galvin
The built in equipment manager sucks, its more work to get to it for one thing. For example I would have fishing pole equipped, but couldn't switch back to TG without manually unequipping fishing pole. Itemrack does this no problem.

Most things blizzard copies is always a stripped down version of the original mod resulting in still needing to use the mod anyway.
yes but problem is if u want swap weps in combat u need to use the games one maybe thats why he not bothering anymore
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Unread 05-20-10, 02:38 AM  
tarloch
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Re: I couldn't equip some items

i have tried the scripts here for swapping gear when u change talents and when i test it it swapss ok but if i try a macro as described or use the talent window the gear does not equip, wot am i doing wrong?

i would also like to be able to have my gear swap back to previous when i leave stealth how do i do this?

thanks
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Unread 04-28-10, 09:49 PM  
galvin
A Frostmaul Preserver
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Re: Updates

Originally posted by Valanya
I'm assuming Gello quit updating due to the WoW Equipment Manager that's default in the game. Why bother updating a mod that is already covered in game?
The built in equipment manager sucks, its more work to get to it for one thing. For example I would have fishing pole equipped, but couldn't switch back to TG without manually unequipping fishing pole. Itemrack does this no problem.

Most things blizzard copies is always a stripped down version of the original mod resulting in still needing to use the mod anyway.
Last edited by galvin : 04-28-10 at 09:49 PM.
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Unread 04-07-10, 03:44 AM  
Thors Liebling
A Deviate Faerie Dragon
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ItemRack Bugfix

For your information, in case you don't want to search, read, or scroll:

ItemRack Bugfix

Thanks avngr and Dridzt
__________________

George Orwell:

"Political language is designed to make lies sound truthful and murder respectable, and to give the appearance of solidity to pure wind."
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Unread 03-28-10, 10:56 AM  
Valanya
A Murloc Raider
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Updates

I'm assuming Gello quit updating due to the WoW Equipment Manager that's default in the game. Why bother updating a mod that is already covered in game?
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Unread 03-23-10, 01:16 PM  
galvin
A Frostmaul Preserver
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I take it this mod isn't supported anymore. Getting close to one year since last update.
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Unread 03-21-10, 06:24 AM  
blankStare
A Kobold Labourer

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switch back

This was working until I don't know when. I have a fishing set that I switch to, when done fishing I click on the same set which would put the item back that I was wearing before I switched in the first place. I don't know this stopped, I haven't fished for a month or two.

anyone know what's going on?
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Unread 02-08-10, 06:43 PM  
Xeddicus
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Re: safer swapping

Originally posted by avngr
I've altered my copy of ItemRack to use its existing queuing system for weapon slots as well, like it does for armor, so it will at least swap safely when combat ends.

In ItemRack.lua, at line 75 in mine, I changed ItemRack.SlotInfo = { ...array stuff... } to:

Code:
ItemRack.SlotInfo = {
	[0] = { name="AmmoSlot", real="Ammo", INVTYPE_AMMO=1 },
	[1] = { name="HeadSlot", real="Head", INVTYPE_HEAD=1 },
	[2] = { name="NeckSlot", real="Neck", INVTYPE_NECK=1 },
	[3] = { name="ShoulderSlot", real="Shoulder", INVTYPE_SHOULDER=1 },
	[4] = { name="ShirtSlot", real="Shirt", INVTYPE_BODY=1 },
	[5] = { name="ChestSlot", real="Chest", INVTYPE_CHEST=1, INVTYPE_ROBE=1 },
	[6] = { name="WaistSlot", real="Waist", INVTYPE_WAIST=1 },
	[7] = { name="LegsSlot", real="Legs", INVTYPE_LEGS=1 },
	[8] = { name="FeetSlot", real="Feet", INVTYPE_FEET=1 },
	[9] = { name="WristSlot", real="Wrist", INVTYPE_WRIST=1 },
	[10] = { name="HandsSlot", real="Hands", INVTYPE_HAND=1 },
	[11] = { name="Finger0Slot", real="Top Finger", INVTYPE_FINGER=1, other=12 },
	[12] = { name="Finger1Slot", real="Bottom Finger", INVTYPE_FINGER=1, other=11 },
	[13] = { name="Trinket0Slot", real="Top Trinket", INVTYPE_TRINKET=1, other=14 },
	[14] = { name="Trinket1Slot", real="Bottom Trinket", INVTYPE_TRINKET=1, other=13 },
	[15] = { name="BackSlot", real="Cloak", INVTYPE_CLOAK=1 },
	[16] = { name="MainHandSlot", real="Main hand", INVTYPE_WEAPONMAINHAND=1, INVTYPE_2HWEAPON=1, INVTYPE_WEAPON=1, other=17 },
	[17] = { name="SecondaryHandSlot", real="Off hand", INVTYPE_WEAPON=1, INVTYPE_WEAPONOFFHAND=1, INVTYPE_SHIELD=1, INVTYPE_HOLDABLE=1, other=16 },
	[18] = { name="RangedSlot", real="Ranged", INVTYPE_RANGED=1, INVTYPE_THROWN=1, INVTYPE_RANGEDRIGHT=1, INVTYPE_RELIC=1 },
	[19] = { name="TabardSlot", real="Tabard", INVTYPE_TABARD=1 },
}
This just removes the "swappable=1" from the weapon(s), ranged, and ammo slots, so they are treated just like armor slots in the EquipSet function in ItemRackEquip.lua.

So, it still won't swap in combat, but it shouldn't cause weapon lockup when accidentally used in combat either.

Figured someone else might benefit from this too.
Thanks for the idea, I did this as well.
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Unread 02-05-10, 03:17 PM  
avngr
A Deviate Faerie Dragon
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safer swapping

I've altered my copy of ItemRack to use its existing queuing system for weapon slots as well, like it does for armor, so it will at least swap safely when combat ends.

In ItemRack.lua, at line 75 in mine, I changed ItemRack.SlotInfo = { ...array stuff... } to:

Code:
ItemRack.SlotInfo = {
	[0] = { name="AmmoSlot", real="Ammo", INVTYPE_AMMO=1 },
	[1] = { name="HeadSlot", real="Head", INVTYPE_HEAD=1 },
	[2] = { name="NeckSlot", real="Neck", INVTYPE_NECK=1 },
	[3] = { name="ShoulderSlot", real="Shoulder", INVTYPE_SHOULDER=1 },
	[4] = { name="ShirtSlot", real="Shirt", INVTYPE_BODY=1 },
	[5] = { name="ChestSlot", real="Chest", INVTYPE_CHEST=1, INVTYPE_ROBE=1 },
	[6] = { name="WaistSlot", real="Waist", INVTYPE_WAIST=1 },
	[7] = { name="LegsSlot", real="Legs", INVTYPE_LEGS=1 },
	[8] = { name="FeetSlot", real="Feet", INVTYPE_FEET=1 },
	[9] = { name="WristSlot", real="Wrist", INVTYPE_WRIST=1 },
	[10] = { name="HandsSlot", real="Hands", INVTYPE_HAND=1 },
	[11] = { name="Finger0Slot", real="Top Finger", INVTYPE_FINGER=1, other=12 },
	[12] = { name="Finger1Slot", real="Bottom Finger", INVTYPE_FINGER=1, other=11 },
	[13] = { name="Trinket0Slot", real="Top Trinket", INVTYPE_TRINKET=1, other=14 },
	[14] = { name="Trinket1Slot", real="Bottom Trinket", INVTYPE_TRINKET=1, other=13 },
	[15] = { name="BackSlot", real="Cloak", INVTYPE_CLOAK=1 },
	[16] = { name="MainHandSlot", real="Main hand", INVTYPE_WEAPONMAINHAND=1, INVTYPE_2HWEAPON=1, INVTYPE_WEAPON=1, other=17 },
	[17] = { name="SecondaryHandSlot", real="Off hand", INVTYPE_WEAPON=1, INVTYPE_WEAPONOFFHAND=1, INVTYPE_SHIELD=1, INVTYPE_HOLDABLE=1, other=16 },
	[18] = { name="RangedSlot", real="Ranged", INVTYPE_RANGED=1, INVTYPE_THROWN=1, INVTYPE_RANGEDRIGHT=1, INVTYPE_RELIC=1 },
	[19] = { name="TabardSlot", real="Tabard", INVTYPE_TABARD=1 },
}
This just removes the "swappable=1" from the weapon(s), ranged, and ammo slots, so they are treated just like armor slots in the EquipSet function in ItemRackEquip.lua.

So, it still won't swap in combat, but it shouldn't cause weapon lockup when accidentally used in combat either.

Figured someone else might benefit from this too.
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Unread 01-27-10, 02:38 PM  
sojrjj
A Defias Bandit

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swapping gear by using in-game equipment manager with

As there are too many errors on itemrack due to no more updates, i use the official ingame manager with no choice. But i want to play some notice sound when i swapping between the gears just like with itemrack, so i make a macro like this:

/equipset heal
/script PlaySoundFile("Sound\\interface\\PickUp\\PickUpMetalLArge.wav")
/script PlaySoundFile("Sound\\interface\\PickUp\\PutDownLArgeMEtal.wav")


Just replace "heal" by YOUR SETNAME
Enjoy!
Last edited by sojrjj : 01-27-10 at 02:42 PM.
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Unread 01-27-10, 11:36 AM  
And
A Kobold Labourer

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Macro

Good Evening,
do you know if it's possible to make a Macro using the "IsSetEquipped" check to cast a different spell ig I change my set?
Thank you!

And
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Unread 01-26-10, 09:30 AM  
Ault
A Kobold Labourer

Forum posts: 1
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Taint

Since patch 3.3, I'm getting more error messages in the game saying "an interface action failed because of an AddOn". It looks like Itemrack is one of the culprits. From yesterdays taint.log:
1/25 20:06:13.062 Execution tainted by ItemRack while reading ItemRackButton20 - getglobal()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:1690 ReflectAlpha()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:367 InitCore()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:182 func()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:749 OnUpdate()
1/25 20:06:13.062 ItemRackFrame:OnUpdate()
1/25 20:06:13.062 An action was blocked in combat because of taint from ItemRack - SaveBindings()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:1780 SetSetBindings()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:368 InitCore()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:182 func()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:749 OnUpdate()
1/25 20:06:13.062 ItemRackFrame:OnUpdate()
1/25 20:06:13.062 An action was blocked in combat because of taint from ItemRack - ItemRackButton0:SetAttribute()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRackButtons.lua:34 InitButtons()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:183 func()
1/25 20:06:13.062 Interface\AddOns\ItemRack\ItemRack.lua:749 OnUpdate()
1/25 20:06:13.062 ItemRackFrame:OnUpdate()

Plus a lot of repeats of the last 5 lines.
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