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Comments (212)
  Category: Plug-Ins & Patches
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This file is a Addon for ItemRack by Gello. You must have that installed before this Addon will work.

Author:
Version:
2.13
Date:
05-13-2008 12:24 PM
Size:
56.17 Kb
Downloads:
127,668
Views:
556,819
Favorites:
584
MD5:
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ItemRack 2.13   Updated less than 3 days ago!   Popular!
Rate: 5 out of 5 with 26 votes  
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
  • Right-click the menu's border to rotate the menu
  • Size, alpha, spacing, etc are in options

__ More documentation to come __
  Archived Versions - ItemRack 2.13
File Name
Version
Size
Author
Date
2.13
56.11 Kb
Gello
05-12-2008 01:14 AM
2.11
56.88 Kb
Gello
05-07-2008 02:56 PM
2.1
56.70 Kb
Gello
07-14-2007 09:51 AM
2.0-beta
56.11 Kb
Gello
01-30-2007 08:28 PM
  Comments - ItemRack 2.13
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Old Today, 01:34 AM  
Gello
An Onyxian Warder
Interface Author - Click to view interfaces

Forum posts: 392
File comments: 95
Uploads: 57
Quote:
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.
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Old Yesterday, 03:08 PM  
vishnou00
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 0
File comments: 31
Uploads: 2
Quote:
Originally posted by Gello
Oops yeah it assumes bank frame is visible. I'll go back to a flag.
You didn't like select(2,GetContainerNumFreeSlots(-1)) ~= nil
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Old Yesterday, 09:37 AM  
Gello
An Onyxian Warder
Interface Author - Click to view interfaces

Forum posts: 392
File comments: 95
Uploads: 57
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.
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Old 05-14-2008, 01:24 PM  
vishnou00
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 0
File comments: 31
Uploads: 2
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.
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Old 05-14-2008, 09:45 AM  
Intangir
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 0
File comments: 7
Uploads: 1
what happened to the feature where a set would hide/show your helmet and cloak?

i enjoyed that, i hide certain things on certain sets but not on others
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Old 05-14-2008, 06:09 AM  
GraemeF
A Murloc Raider
 
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Forum posts: 4
File comments: 4
Uploads: 0
Talking Bank swap with Baggins

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.
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Old 05-13-2008, 07:47 PM  
Gello
An Onyxian Warder
Interface Author - Click to view interfaces

Forum posts: 392
File comments: 95
Uploads: 57
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?
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Old 05-13-2008, 04:28 PM  
forty2j
A Kobold Labourer

Forum posts: 0
File comments: 42
Uploads: 0
Quote:
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.
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Old 05-13-2008, 02:32 PM  
Shadowd
Premium Member
Premium Member
Interface Author - Click to view interfaces

Forum posts: 11
File comments: 568
Uploads: 50
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.
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Old 05-13-2008, 02:29 PM  
vishnou00
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 0
File comments: 31
Uploads: 2
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.
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Old 05-13-2008, 01:34 PM  
Steil
A Theradrim Guardian
 
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Forum posts: 62
File comments: 18
Uploads: 0
nice and thank you for the info.
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Old 05-13-2008, 01:00 PM  
Gello
An Onyxian Warder
Interface Author - Click to view interfaces

Forum posts: 392
File comments: 95
Uploads: 57
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.
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Old 05-13-2008, 12:28 PM  
Steil
A Theradrim Guardian
 
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Forum posts: 62
File comments: 18
Uploads: 0
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.
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Old 05-13-2008, 11:23 AM  
Athanyel
A Kobold Labourer

Forum posts: 0
File comments: 11
Uploads: 0
Gello and Rom,

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)

Last edited by Athanyel : 05-13-2008 at 12:26 PM.
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Old 05-13-2008, 10:23 AM  
Gello
An Onyxian Warder
Interface Author - Click to view interfaces

Forum posts: 392
File comments: 95
Uploads: 57
Ooh didn't see those in the diff. I'll post those changes tonight after servers come up and I can test the mod some. Thanks!
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