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.
__ Note for ItemRack 1.9x users __
Events are not yet implemented in 2.x. If you use events to swap gear automatically, you may want to stay with 1.9x instead of this.
Once events are in 2.x, 1.9x will be depreciated and this one will the only "supported" version.
If you're upgrading from 1.9x to 2.x, sets will need to be rebuilt.
Special thanks to Romracer for many of the recent fixes.
__ New in 2.13 __
Fix by Romracer for character sheet menu sometimes appearing under tabs
Fix by Romracer for tooltip display while "Menu on Shift" enabled
Fix for nil error on multiple simulatenous swap attempts
__ New in 2.12 __
Fix by Romracer to cure 2h sometimes appearing on cursor
Fix for two-pass set equips aborting after first pass ("Another swap is in progress")
Valid containers no longer language dependant
Set tooltips just show name with Tiny Tooltip enabled
Fix for occasional GetQualityColor error
__ New in 2.11 __
Fix for 2.4.2
__ New in 2.1 __
Tooltip fix for upcoming 2.2 patch
A few bug fixes
A few optimizations
__ Quick Start Guide __
Right-click the minimap button to open options or create sets
Left-click the minimap button to choose a set
Alt+click slots on the character sheet to create buttons
Alt+click yourself in the character sheet to create a set button
Alt+click the created buttons to toggle their auto-queue status
Shift+drag buttons to break them apart from the bar
Drag the menu around to dock it to a different side of buttons
Originally posted by vishnou00 You didn't like select(2,GetContainerNumFreeSlots(-1)) ~= nil
Oh it's a good method. Ordinarily I'd use it but the mod makes a check for bank when the menu frame is open and locks are changing. It's not an "expensive" area but lock changes happen in bursts. Earlier I noticed it was doing an AnythingLocked() bit (scanning bags for locked items) on lock changes while menu frame and bankframe was open and optimized that a bit. A quick flag check makes me more comfortable there.
Oops yeah it assumes bank frame is visible. I'll go back to a flag.
The suffix bit is an artifact of the way this mod deals with enchants/gems changing both intentionally and incidentally. It's a low priority fix right now but on the list.
Show/hide helm/cloak is on the list too.
Sorry about sets disappearing. The structure changed so much (and a sizable chunk of ItemRack 1.9x's code was keeping backward's compatability) that 2.x begins with a fresh slate.
The problem seemed more extensive then that, as if the whole bank awareness was gone (with the bank open, item menus from the paperdoll didn't list items that were in the bank).
Quote:
Originally posted by Gello
1) What language client are you on?
2) Do you have normal bags in your bank?
3) Try moving a banked set item from a bank bag to the bank "open space" (bag -1 technically). Does it notice it then?
1) enUS
2) all normal bags
3) does't, but more on that later
As another commenters hinted, a bank bag addon (Bagnon) was interfering with ItemRack getting in "bank aware mode". I will come back to you if I find a more reliable trigger to get in bank mode (because 1.99 didn't have any issue with bag addon).
Another side bug that I just saw, the tooltip doesn't get random items (green item of the w/e) stat, as if suffixFactor (see ItemRandomSuffix and ItemString on wowwiki) was ignored. Not a big issue, since all the important parts to define a set are there: name (Conqueror's Epaulets), enchant (+5 Shadow Resistance), random enchant name (of Shadow Protection), and socketing information. Non-random enchant items have their stats even in the bank (they don't depend on random suffix).
========
Update:
The old item rack had a variable to keep track of opened and closed bank status, modified through a hook through BANKFRAME_OPENED and BANKFRAME_CLOSED events (still works in 2.4.2). The new one check if BankFrame is visible, obviously, other addons have different names for their bank frame.
A function I found that behaved differently with the bank closed and opened was GetContainerNumFreeSlots(-1). At the bank, it returns two values (number of free slot and slot type), away from the bank, it only returns 0. So you could check for the 2nd parameter being 0 instead so you could use select(2,GetContainerNumFreeSlots(-1)) instead of BankFrame:IsVisible() in place, with 0 being true and nil false, even though
Code:
function ItemRack.IsBankOpened()
select(2,GetContainerNumFreeSlots(-1)) ~= nil
end
is much more sensible on the long term.
====
And damn, the new itemrack ate my 1.99 sets, and I had cleaned them up right after the backup.
Last edited by vishnou00 : 05-15-2008 at 01:12 AM.
Bank swapping didn't work at all for me because I have Baggins set to hide the normal bank window. Once I disabled that option in Baggins it started working fine for all bank bags.
Bank swapping works ok for me. Anyone else having problems? The recent versions use the new GetItemFamily() to determine if a bag is a real bag. It's possible that's not working so it's not seeing anything in bank bags.
So three questions:
1) What language client are you on?
2) Do you have normal bags in your bank?
3) Try moving a banked set item from a bank bag to the bank "open space" (bag -1 technically). Does it notice it then?
Originally posted by vishnou00 Is it me or the new item rack (2+) does not move sets in and out of the bank?
To me it was the single most important feature of ItemRack, I never used event support.
Bank swapping definitely worked as recently as 2.11. I don't think I've done a bank swap in the couple days 2.12 was out.. and now we're at 2.13 already, and I haven't installed it yet.
Rather obscure of a bug, but unique gems cause issues with equipping sets.
For example, if I socket a Falling Star in Set #1 in a Shoulder piece, and then equip a Falling star in Set #2 in Pants, if I equip #1 then switch to #2 it'll work fine, but if I then do #2 -> #1 it'll give the unique gem error and not swap the shoulders. If you re-equip #1 again it'll work fine.
Events will be in much sooner than later. The set equip needed fixing bad (it sucked). It has to be stable and durable enough to handle multiple swaps happening at once (ie, rogue going into stealth off a mount crossing plagueland border). The existing set equip should be very stable for single set swaps. I've got code working now to handle queueing set swaps instead of the re-entrant mess from before. So all that's left is the UI and writing the mechanics.
As for why I don't want to copy/paste what exists, I wanted to go a different route for a couple reasons: 1) Making an event based on whether you have some buff or proc shouldn't require lua knowledge. 2) Every event goes through RunScript which is relatively slow.
Instead of every event defined by a script that runs on every trigger, events will be broken apart into categories (Buff, Stance, Zone, Scripts). Buff, Stance and Zone scripts will be embedded to act on them without a RunScript. If you want to set up an event for getting Nightfall proc, you choose 'Buff' as event type, 'Nightfall' as name of buff, and then check whether you want to swap back when the buff fades. This should make it a lot easier to make events and it should make the association of what's happening a lot more clear.
Quote:
Originally posted by Steil Just to be nosy, when will events be in for this version? since they work in the other wouldn't it just be a bit of copypasta? are you waiting for a (mount) specific library so you don't have to add more mounts everttime blizz does? Or was there some kind of streamlining that was supposed to be put in place by blizzard that's not be done yet? I'm curious cause I did try this version before and I liked the changing gear from the character screen.
Just to be nosy, when will events be in for this version? since they work in the other wouldn't it just be a bit of copypasta? are you waiting for a (mount) specific library so you don't have to add more mounts everttime blizz does? Or was there some kind of streamlining that was supposed to be put in place by blizzard that's not be done yet? I'm curious cause I did try this version before and I liked the changing gear from the character screen.
THANK YOU! I've been a huge fan of this mod and am really happy to see this taking off again. The missing information from the diffs is my bad. Sorry about that!
-Ath (who is happily nuking his local copy of ItemRack)