This is a mod to make swapping equipment easier. You add equipment slots to a bar and mouseover on the bar will create a menu of all items in your bags that can go in that slot.
__ New in 1.992 __
- Tooltip on character sheet fixed for 2.2 patch.
__ New in 1.991 __
- ADDON_ACTION_BLOCKED should fire a lot less for those running debugging tools. (this event will stop entirely in next major update)
__ New in 1.99 __
- Updated for 2.0 (secure buttons, lua 5.1, etc)
- Key bindings for individual slots moved to options (lower left button)
- Reset Bar and Reset Events button merged into one button named Reset
*** NOTE *** For Users of Previous Versions *** NOTE ***
Your previous sets and events should carry over to the new client. If you experience any abnormal behavior:
/itemrack reset : reset the bar
/itemrack reset events : reset events
/itemrack reset everything : wipe all settings/sets and start from default
__ Banking __
1.97 introduces bank support to ItemRack. When the bank is open:
- Items and sets containing items in the bank have a blue border in the menu.
- Select a banked item or set from the menu to pull it into your bags, space permitting.
- Select an unbanked item or set from the menu to push it to the bank, space permitting.
Note: If you have two items of the same name in bank, it will bank/unbank them fine from the individual slot menus but it won't correctly reflect both their banked status until both are out/in bank. And grabbing sets with same names and different enchants will not be reliable yet. The cure for this is coming. It partly requires abandoning old sets which didn't store item id's which I'm not going to work around in 1.x since it will be moot soon.
__ Setup __
Initially the ItemRack is empty. You choose which armor slots to add to the bar with Alt+Click:
1. Open your character window ('C' is the default key)
2. Alt+Click equipment slots to the bar. For instance: Alt+Click your helm to add the head slot to ItemRack. Alt+Click it again to remove it. You can add as many equipment slot as you want.
3. That's it really. Mouseover that item and if any other item can go in that slot it will display it in a menu.
__ Customizing Display __
You move the window by dragging the black border of the bar.
You resize/scale the window by dragging the "grip" in the lower right corner of the bar.
You rotate the window by clicking the "rotate" button on the edge of the bar.
Once you have the bar positioned where you like, you can hit the "lock" button on the edge of the bar. The buttons on the edge will disappear and the window cannot be moved. However you can still add/remove items when the bar is locked.
To unlock the bar, hold Alt while you mouseover the bar. The lock and option buttons will return.
__ Useage __
Mouseover an item in the bar and a menu will pop up of all items in your bags that can go in that slot. Click the item in the menu and it will swap.
If an equipped item can be used, clicking the item on the bar (or its key binding) will use the item.
Default behavior is to only show Soulbound items in the menu. You can turn this off in options, accessed by a button on the edge of the bar. (Hold Alt down if the bar is locked to get to the options button)
__ Sets __
To start making sets, left-click the ItemRack minimap button:
- Any slots on the rack are automatically marked active and will be highlighted.
- Darkened slots will not save with the set.
- You can toggle whether a slot will be active by clicking the slot.
- You can swap gear to active slots the same as you do from the rack. (mouseover menu)
- ALT+click works in the set builder same as character panel.
- You can save an unlimited number of sets, but only 30 max will show on the menu.
- Sets will not queue during death or combat (yet)
- Sets are saved per-character
To equip a set, there are three ways:
1. Add the Set "slot" to the rack by alt+clicking yourself in the character window. (or alt+click the set icon in the set builder). Now you can swap sets the same as you swap individual items. Mouseover the "Set" slot and it will display your saved sets to swap to.
2. Bind a key from the set builder. Up to 10 sets (per character) can be directly bound to a key. After you've saved a set, click 'Bind Key' and then choose a key to bind to the set. You do not need to create any macros or action buttons. Just hit the key to equip that set.
3. Make a macro. In some cases you may want to situationally equip a set. To do so in a macro, use /script EquipSet("setname"). For instance: /script if UnitClass("target")=="Priest" then EquipSet("1h+shield") end.
__ Events __
In the options window when you right-click the minimap button are three tabs. All event setup is done in the Events tab.
Events are disabled initially. To begin using events you need to enable it with the "Enable Events" checkbox at the top of the Events tab. This is the "master switch". You can set up a key binding to toggle all events on or off as well.
In that tab you'll see a list of events with a red question mark beside it. Click the question mark to choose what set to equip for the event. When you've chosen a set it will be enabled. You won't be able to enable an event until you've associated a set for it. (even if the event script doesn't rely on a defined script)
To disable/enable a set with an associated event, uncheck the event. Alternately, you can click Delete to remove the set association and have it drop down to the bottom of the list.
Deleting an event not associated with a set will completely remove it if no other characters use that event.
See events manual.txt for more information on creating/editing events.
There are two events this mod uses you won't find in the wiki:
ITEMRACK_NOTIFY : arg1 is the name of the item who's cooldown has finished
ITEMRACK_ITEMUSED : arg1 is the name of the item, arg2 is the slot that was used
__ Queued Items __
We can't swap non-weapon items when we're dead or in combat. If you attempt to swap in either of these conditions, ItemRack will "queue" the items for immediate swap once you leave combat or return to life.
- The queued item will appear as a small inset into the slot it's going to.
- If you want to unqueue an item, reselect it again.
- If you want to queue the item to another slot (ie, ring from one finger to the other), select it for the other slot.
- The 'queue' is only one-item deep. Meaning, once a queued item is equipped that queue is emptied.
- Selecting a series of items for a slot will only change the queued item. It won't set up an order to them.
- You can queue as many armor slots as you want. For instance if a druid is corpse camping you and you're paranoid enough to have a suit of Nature Resist gear in your bags, you can queue up the whole suit and it will swap in on revive.
In 1.7 you can now queue sets with these important notes:
- Empty slots in a set will not queue.
- If you are wearing an item that wants to go elsewhere in the queued set, that item will not be queued.
- Weapons never need to queue in combat, but will not queue in death either.
- To unqueue a set you've queued, select the set again.
- Queued sets will not show an inset in the set icon. That set icon gets a lot of business and its sole purpose is to say what the previous equipped set was. Don't attribute any other meaning to it.
Originally posted by Gremlin Any able to configure this to work with the NetherRay yet?
update the following function in ItemRack.lua
Code:
function ItemRack_PlayerMounted(v1)
local buffName, buffIcon
for i=1,24 do
buffName,_,buffIcon = UnitBuff("player",i)
if buffIcon then
if string.find(buffName,"Riding Nether Ray") then
return 1
elseif string.find(buffIcon,"Mount_") then
return 1
elseif problem_mounts[buffIcon] or v1 or string.find(buffIcon,"QirajiCrystal_") then
-- hunter could be in group, could be warlock epic mount etc, check if this is truly a mount
-- or if v1 is set to true, always check every buff. sigh this is slow but really no way around it without more data from users
Rack_TooltipScan:SetUnitBuff("player",i)
if string.find(Rack_TooltipScanTextLeft2:GetText() or "",ItemRackText.MOUNTCHECK) then
return 1
end
end
else
return nil
end
end
end
I found a solution to bind gear to shift (and can be used for alt and ctrl I guess).
You must edit the WTF/Account/MYNAME/bindings-cache.wtf file
then add what you like, experiment by binding gear to other button then change accordingly.
For instance for me to use Top and Bottom buttons of my Trinkets I wrote:
bind SHIFT-Q CLICK ItemRackButton14:LeftButton
bind SHIFT-E CLICK ItemRackButton13:LeftButton
Due to the some gems being unique, the order that items are being equipped is causing the maximum number of gems equipped error to show and preventing the item to be equipped. Would it be possible to edit the order that the mod equips items?
Normally, missing items in sets are colored red. If you have the bank open, and the missing items are in bank bags, ItemRack will color them blue instead.
There is a bug in that the bank bag slot added in TBC is not searched. Items in that bag are still red instead of blue. The bug is due to line 99 or so in ItemRack.lua, which sets ItemRack.BankSlots to a list of hardcoded bank bag numbers instead of checking the NUM_BANKBAGSLOTS value from Blizzard.
The easy fix is to add "11" to the end of that list. This will still break the next time the bank gets a new slot in some future game version. :-) The proper fix is to insert all numbers between NUM_BAG_SLOTS+1 and NUM_BANKBAGSLOTS inclusive; you can see an example in the extracted CloseBankBagFrames() function.
11/21 22:15:22.906 An action was blocked in combat because of taint from ItemRack - RaidFrame:Hide()
11/21 22:15:22.906 Interface\FrameXML\FriendsFrame.lua:33 FriendsFrame_ShowSubFrame()
11/21 22:15:22.906 Interface\FrameXML\FriendsFrame.lua:137 FriendsFrame_Update()
11/21 22:15:22.906 Interface\FrameXML\FriendsFrame.lua:757 FriendsFrame_OnEvent()
11/21 22:15:22.906 FriendsFrame:OnEvent()
In 2.3, the topmost ring is suddenly being added to the menu bar, which previously only had the two trinkets showing. No matter what I click, I can't turn it off.