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MyBags  Popular! (More than 5000 hits)

Version: 0.6.0-tg
by: thegabbert [More]

This is not really a patch for MyBags, it's an updated version for the 3.0.2 WoW patch. (Should also work in the WotLK beta.) This version fixes all known bugs. For really reals, this time.

As always, there're no guarantees that this mod works as I described above or even that it works at all. Also, I can't guarantee that it won't eat your hard drive for lunch. I'm just saying.

Please, please, please test this mod thoroughly and let me know if there're any more bugs.

0.6.0-tg:
* Updated for Wrath of the Lich King

0.5.12-tg:
* Fixed the double link bug

0.5.11-tg:
* Fixed the flashing tooltip bug

0.5.10-tg:
* Commented out the KC_Items compatability code as it was interfering with the new KC_Items. Use MyBagsCache for item storage.

0.5.9-tg:
* Fixed bug where tooltips weren't showing for items in the main bank bag

0.5.8-tg:
* Reverted to not using secure buttons to allow open/close in combat

0.5.7-tg:
* Fixed unable to use items that cast spells bug (Mithril Spurs, Armor Kits, etc.)

0.5.6-tg:
* Fixed unable to cast spells on items bug (Feed Pet, Unlock, Disenchant, Prospect, etc.)

0.5.5-tg:
* Fixed unable to drop items in bags by clicking bug

0.5.4-tg:
* Fixed nil error on line 18 bug

0.5.3-tg:
* Updated to handle changes to ContainerIDToInventoryID
* Now using secure templates, so there's no longer any danger of accidentally using/moving the current character's items when viewing an alt

0.5.2-tg:
* Added command line options to set border color for gem, mining bags

0.5.1-tg:
* Fixed bug with not being able to Shift/Ctrl click items
* Fixed bug in MyBagsCache with not saving last four slots of bank bag. Again.

0.5.0-tg:
* Updated for WoW 2.0.1
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Unread 06-01-07, 02:46 PM  
thegabbert
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Re: Works great

Moonstart: Yeah, I had that problem with the last patch, too. It's not MyBags, if you disable all mods (including MyBags) but leave Ace enabled, you still get the error when trying to use a macro from the action bar. I tracked it down using TaintMap (very useful mod, BTW) and the problem is that Ace is stomping on one or more global variables, preventing the macro code from running. Unfortunately, I don't think anyone cares about Ace 1 anymore, so there isn't really anyone to fix it officially.

To fix it myself, I had to edit a few of the Ace files to not use global copies of those functions. Depending on what version of Ace you are currently using the edits might be a little different, but if you start from Ace r26541 from files.wowace.com, the changes are as follows:

Ace.lua line 284
"gfind" change to "string.gmatch"

Ace.lua lines 390 and 391
remove these lines

AceChatCmd.lua lines 47 and 48
"strrep" change to "string.rep"

That worked for me. Hope it helps.
Last edited by thegabbert : 06-10-07 at 12:46 PM.
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Unread 05-31-07, 08:40 PM  
toptek
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Works great

But, I have a little problem that can affect this addon , if i want to use a marco for sheeping on my mag, i found, i have to disable ace 1 ,which in trun disables mybags . I know its not your problem , but how can i unregister my bags with ACE 1 . out of al my addons, I use, mybags is the only addon I use that needs ACE 1 to run ..

or led me to the right place to ask , about how to fix ace 1, to stop using the iqnore or disable popup .


I think, it is ace 1, no other addon sense that hasnt been updated for some time now .



Topek or moonstart



Edit : to comfirm it is ace 1 doing it, it affects some other addons with the popup iqnore or disable things . if ace 1 is enabled , if i disbale ACE 1, everything works like it should but mybags .
Last edited by toptek : 05-31-07 at 08:59 PM.
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Unread 05-24-07, 04:20 PM  
thegabbert
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Originally posted by Takika
I found a bug in current MB. If I open my bank there's no tooltip for the items in the original bankslots. Other items in the bank-bags have tooltip.
Confirmed and under investigation.

Edit: found and fixed. Version 0.5.9-tg is up for download.
Last edited by thegabbert : 05-24-07 at 10:19 PM.
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Unread 05-24-07, 04:03 AM  
Takika
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I found a bug in current MB. If I open my bank there's no tooltip for the items in the original bankslots. Other items in the bank-bags have tooltip.
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Unread 05-06-07, 10:34 PM  
toptek
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Just a kind word

Mybags ver 5.8 works fine on the test .







Later
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Unread 04-14-07, 09:07 PM  
toptek
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Re: v0.5.8-tg is out!

Originally posted by thegabbert
New version! zOMG! Now opens and closes while in combat. Works for me anyway. Please test and leave comments with yay or nay.
'


YAY ,works great .





Moonstart
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Unread 04-10-07, 06:19 PM  
thegabbert
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Smile v0.5.8-tg is out!

New version! zOMG! Now opens and closes while in combat. Works for me anyway. Please test and leave comments with yay or nay.
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Unread 03-14-07, 08:21 AM  
thegabbert
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Originally posted by Kayde These patches are about the times that I noticed the whole issue with the bags not opening during combat. I wish I could narrow it down more for you, but alas - I hadn't noticed it prior to that.
Oh, I know what the problem is, it's basically everything I've done since I picked up this project.

The problem is that you can't manually call UseContainerItem() anymore. Lots of things require that I do exactly that, the most important of which is obviously trying to use an item from your bags. The first way I tried to get around that, as was suggested by a blue/green post on the UI /Macros forum, was to make my bag buttons inherit from ContainerFrameItemButton. The plus side to that is it just works. The down side is that you can't then do a conditional click, i.e. "if I'm looking at my own bags then use bag X item Y, but if I'm looking at an alt's bags, don't do anything when I click." Everything looks fine but if you switch to viewing an alt's bags and end up clicking on a slot, you actually pick up or use something from your own bags, which has very bad implications.

The way I found around that was to switch to using secure templates. That let me basically turn off certain aspects of the bag buttons (moving/using items) when you view an alt's bags. It wasn't until later that I realized that you can't show or hide secure buttons once combat starts.

The short answer is that I need to find another way to disable bag buttons conditionally without locking the bags in combat. I'm still banging my head against that part but I think I'm making progress. Given the choice of an annoying but innocuous bug (bags stuck in combat) and an annoying as well as potentially harmful bug (moving/using items you don't want to), I chose the innocuous one.

Anyway, sorry for the 1,000 word essay. Working on it, get back to you.
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Unread 03-13-07, 11:32 PM  
Kayde
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Just FYI:
0.5.7-tg:
* Fixed unable to use items that cast spells bug (Mithril Spurs, Armor Kits, etc.)

0.5.6-tg:
* Fixed unable to cast spells on items bug (Feed Pet, Unlock, Disenchant, Prospect, etc.)
These patches are about the times that I noticed the whole issue with the bags not opening during combat. I wish I could narrow it down more for you, but alas - I hadn't noticed it prior to that.

I guess what I'm suggesting is try to remove the above features and see if that fixes the issue. It might help narrow the problem down, it might make it worse too. Heh.

This seems pretty basic to suggest (undo what you've done), but I'm like a professor of overlooking the little common simple things to figure out whats wrong with something. "Can't see the forest through the trees." kinda thing, and I don't want others to make the same mistakes I have.
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"All solutions are simple, they just need to be thought of first." - Kayde
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Unread 03-03-07, 03:40 AM  
Adriella
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Re: Re: Bag Option

Originally posted by thegabbert
I played around with the layout code a bit and only managed to make it look worse, but I think I may be able to make it work the way you want if I keep at it. Unfortunately, I think the open/close during combat issue is a slightly higher priority, but I will work on adding a new layout setting that puts each bag on its own row.
Yeah, I agree that the open/close during combat issue has higher priority. Thank you for keeping the layout issue in mind
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Unread 03-02-07, 05:13 PM  
thegabbert
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Re: Bag Option

Originally posted by Adriella
Shouldn't the new bag start on a new row of its own and not in the middle of a row, where the other bag ends?
This is atleast what I would think when I read the option description and it's what I would like the option to do aswell. I feel that it would make the bag easier to view. I just think the bag looks like a total mess in my screenshot
Yeah, based on the description, that's what it should do. Based on the code, though, that's not what it does.

I played around with the layout code a bit and only managed to make it look worse, but I think I may be able to make it work the way you want if I keep at it. Unfortunately, I think the open/close during combat issue is a slightly higher priority, but I will work on adding a new layout setting that puts each bag on its own row.
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Unread 03-01-07, 04:07 PM  
Adriella
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Bag Option

Not sure if I should post this here or on the other forum for MyBags, but since you update MyBags I'll put it here.

From the ReadMe file under Slash commands:
BAG - toggle between bag button view options
before - Bags start their own row and the first slot shows the bag
This is what I get when I set this option:


Shouldn't the new bag start on a new row of its own and not in the middle of a row, where the other bag ends?
This is atleast what I would think when I read the option description and it's what I would like the option to do aswell. I feel that it would make the bag easier to view. I just think the bag looks like a total mess in my screenshot
Last edited by Adriella : 03-01-07 at 04:08 PM.
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Unread 02-15-07, 11:22 AM  
British
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OK, thanks for the info and the fix :]
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Unread 02-15-07, 07:30 AM  
thegabbert
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Originally posted by British
Well, making those changes corrected my problem... but won't it create new ones (not that Ace 1.x is much used anyway) ?
It shouldn't cause any new problems. The gfind function was renamed in Lua 5.1.1, so anything that used that function needed to be changed to use its new name, gmatch. The changes are pretty much contained in that one file, though, so any other Ace addons you have shouldn't even notice the difference.
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Unread 02-14-07, 05:24 PM  
British
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Well, making those changes corrected my problem... but won't it create new ones (not that Ace 1.x is much used anyway) ?
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