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The Adventure Continues (6.1)
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Bagsy  Popular! (More than 5000 hits)

Version: 6.2.1
by: xtoq, VagrantEsha

Bagsy: A DataBroker Plugin for World of Warcraft

You must have an LDB display addon for Basgy to work.

The screenshot will tell you everything you'll need to know about this plugin, but basically it's all about bag information - free slots, taken slots, that kind of thing.

Set the options in the GUI, and submit tickets via GitHub (preferred) or comments here if you run into problems.

-----

Most recent changes
(see changelog for earlier releases)

6.2.1 - 1/20/2016

- actual release version since no bugs have been uncovered (so far!)

3.3-1.1
11/27/2010
xtoq

- Updated ToC to 4.0. I have no issues with this addon, and haven't heard any complaints, so I assume things are fine...?

3.3-1.0
1/9/2010
xtoq

- Updated LibDataBroker
- Updated ToC to 3.3
- Updated to include inscription bags

2.4.3-1.2

- 1.1 introduced a click bug. I think this was due to some reverted code, basically stuff I had changed that I either undid by accident or didn't save. This is why it took me so long to spot it. This should guarantee that the clicking will work again, if not I'll just revert to the click-code I had in 1.0 from the archive. Here's hoping.
- Again, drycoded. You all know why by now though, sorry about that!

2.4.3-1.1

- I adjusted the alignment of the secondary icons (class/profession), they were actually too far down (see the screenshot) and it was so very irritating! So I've corrected them, they should now be aligned with the first icon.
- There was an issue with the sentences, this was amazingly minor but I had to fix it. There was a point where it would say something like "Not included in the count, and shown separately.", but instead it should be "Not included in the count, shown separately." or "Included in the count, and shown separately." See the screenshot to see what I'm talking about here, it was a minor grammatical error but I had to fix it. Yay for dynamically compiling sentences for tooltips!

2.4.3-1.0 (my coupe de gracie!)

- The click functions for toggling bags/backpack now work properly.
- A toggle has been added for whether or not counts should be coloured.
- Counts for different types of bags can now be separated (with neat little icons!), thaks to Frayol for that awesome idea.
- Did some general cleaning up, and obsessing over every last line of code!
- Not drycoded, this one's actually had all of its features tested (as the screenshot shows), huzzah!

2.4.3-0.9

- Thought I'd upload a quick fix for the default bags not toggling properly.
- More to come tomorrow!
- Drycoded, but should be okay (simple change).

2.4.3-0.8

- The original solution to trying to figure out how to deal with different bag mods didn't work, it was buggy and any fixes I might've had would've only been more complicated and I didn't want to bloat the mod like that. Thankfully, Frayol suggested a really simple and elegant solution that had just passed me by; left and right clicking for different types of bag mods. So that's in there now, thanks to Frayol.

2.4.3-0.7

- I've allowed some time for possible bug reports to come in, since I've had none I'm going to upgrade this from a test version to a standard one.

2.4.3-0.7-Test

- I've hopefully got the toggle bag issue sorted out that rears its head with some bag mods.
- Drycoded. It'll be upgraded from test to a normal version after confirmation of the fix.

2.4.3-0.6

- Changed the backpack toggle to work with all bags instead, which really makes most sense. I did that originally with the thought in mind that everyone probably uses some form of bag mod or another, s'not the case though! So Bagsy now toggles all bags on click, which is much more useful to those without bag mods.

2.4.3-0.5

- Added options to include or disclude class bags (such as soul shard bags, ammo pouches, and things of the sort) and profession bags (such as herbalism bags, ore bags, enchanting bags, and the like) from the overall count.

2.4.3-0.4

- The colour has been removed from the toc name, as this caused issues with alphabetical categorisation.

2.4.3-0.3

- I've got a new direction with the tooltips, it took me a while to decide on this. It was discussed with a few people too and it was generally and mutually decided that the new direction I'm taking them in is better. So this is the New Unification of Tooltip Styles for my plugins. NUTS v1! I'm pretty much going to model all my DataBroker plugins after this layout, to try to keep them as easy to understand at a glance as possible. The basic idea is: Keybinds at the bottom, the most important information at the top, and all the straggler-lines cushioned in the middle. Credit where credit is due, too; this all started because of a suggestion by Nyte, so kudos for Nyte for giving me reason to think about all this! This is far too long for a changelog update, I know... but necessary!
- I've corrected the toc-version, I am scared and confused by toc-versions.

2.4.3-0.2

- First release on WoWI.
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Unread 08-25-08, 09:48 AM  
Beoko
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Bag count display and toggle, and durability display and auto repair - two mods I've been wanting to either recreate myself or find something new while slowly leaving fubar behind. Very convenient that you upload exactly what I need. <3 5/5 on Bagsy and Attrition.
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Unread 08-25-08, 03:45 PM  
VagrantEsha
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Hooray, and from a mod author whose opinions I wholeheartedly trust, too!

Speaking of which, I need an opinion on something, Attrition in particular. I've been wondering as to whether I should supply an option to allow people to pull the money from their guild bank or not. I've always been a bit against that on an ethical level (I wonder if people may abuse it), which is why it's not in the current version of Attrition. But I feel I'm being selfish by leaving it out. At the same time, I can't help but wonder whether anyone actually does use that feature.

This is that feature-creep problem I talked about... I have little common sense in matters like this, but I've put my foot down this time and decided not to put that in. But was that a wise decision, do you think?
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Unread 08-25-08, 07:27 PM  
Beoko
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Originally posted by VagrantEsha
Hooray, and from a mod author whose opinions I wholeheartedly trust, too!

Speaking of which, I need an opinion on something, Attrition in particular. I've been wondering as to whether I should supply an option to allow people to pull the money from their guild bank or not. I've always been a bit against that on an ethical level (I wonder if people may abuse it), which is why it's not in the current version of Attrition. But I feel I'm being selfish by leaving it out. At the same time, I can't help but wonder whether anyone actually does use that feature.

This is that feature-creep problem I talked about... I have little common sense in matters like this, but I've put my foot down this time and decided not to put that in. But was that a wise decision, do you think?
This is something I would find useful to toggle between on a x-click. As of right now, I'm still using my old autorepair (evlrepair) until I completely switch over to DataBroker from FuBar. It doesn't have an option for this, and my guild has all raiding deaths/repairs for whatever reason free from the gbank money. However, I've been really busy lately so I haven't really been working on addons as much, or reading up any...and I know it would probably be a simple change to the code, but I just stick with repairing out of my own money for all repairs. But, if I were to have something that would be able to switch between the two, I would find that very useful.

As far as the ethical relativity to it, that's something I can agree with. People are greedy, and can/will abuse it if they could. However, I also assume that people who would do this could also find an addon that could do it whether or not so many authors decided not to add this feature for that very reason. It's an honorable mentality, but in the end I've found things like this futile. I would elaborate more on this because it's something I find close to me; however, I'm late for raiding so I need to cut this thought short =(. I support whichever you decide though!
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Unread 08-25-08, 07:57 PM  
OttoDeFe
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Our guild offers it as on option for guild runs, but I know I never use it.
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Unread 08-26-08, 12:52 AM  
VagrantEsha
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You both make very interesting points, and that gives me things to consider. ...bah!

Do excuse my curmudgeonly grouching though, it's all for laughs. But the points were good, and I still do have to consider this. It's true that even if a Coalition of Addon Developers did decide to avoid this, people would still find a way to use it easily. Especially those that tinker with code themselves as really it's just a matter of sending true through the RepairAllItems function. :/

I know there are people who use this honourably though at the end of the day, and I even used it myself for a short while where in one guild I was almost ordered to make use of guild bank funds just like everyone else. On account of the fact that I was apparently making it look like their money wasn't good enough for me. ;p Still, I always feel bad of taking advantage of guilds like that, and that weighed heavily in my decision.

Even today, in the guilds I'm in at the moment, I won't use it unless I'm expressly told to. But sometimes I need to check whether I'm drawing on my own personal preferences too much and whether my mod will be harmed because of that. So the long and short of it is that I'll end up adding it simply because other mods have this functionality anyway, and if I didn't then something would just come along and obfuscate Attrition anyway.

So thanks for the thoughts, I'll get to work on Attrition!

Edit: Okay, the latest version (when it's uploaded) will have the option for repairing from the guild bank in it. I've also put in the option to show the most damaged item versus an average of all damaged items.
Last edited by VagrantEsha : 08-26-08 at 02:22 AM.
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Unread 08-26-08, 04:12 AM  
Tristanian
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Originally posted by VagrantEsha
You both make very interesting points, and that gives me things to consider. ...bah!

Do excuse my curmudgeonly grouching though, it's all for laughs. But the points were good, and I still do have to consider this. It's true that even if a Coalition of Addon Developers did decide to avoid this, people would still find a way to use it easily. Especially those that tinker with code themselves as really it's just a matter of sending true through the RepairAllItems function. :/

I know there are people who use this honourably though at the end of the day, and I even used it myself for a short while where in one guild I was almost ordered to make use of guild bank funds just like everyone else. On account of the fact that I was apparently making it look like their money wasn't good enough for me. ;p Still, I always feel bad of taking advantage of guilds like that, and that weighed heavily in my decision.

Even today, in the guilds I'm in at the moment, I won't use it unless I'm expressly told to. But sometimes I need to check whether I'm drawing on my own personal preferences too much and whether my mod will be harmed because of that. So the long and short of it is that I'll end up adding it simply because other mods have this functionality anyway, and if I didn't then something would just come along and obfuscate Attrition anyway.

So thanks for the thoughts, I'll get to work on Attrition!

Edit: Okay, the latest version (when it's uploaded) will have the option for repairing from the guild bank in it. I've also put in the option to show the most damaged item versus an average of all damaged items.
Esha be a bit careful when using RepairAllItems(1). You may want to check if the player has permission to repair from guild bank first via CanGuildBankRepair(). Moreover, I have heard of a small glitch. If for some reason the guild bank doesn't have enough money to cover your repairs, the API will determine that the money has to be pulled from your account anyway. I haven't been able to test this myself but it's worth a look since you are implementing the feature anyway.
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Unread 08-26-08, 05:22 AM  
VagrantEsha
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@Tristanian

Thanks! I really appreciate the info.

I'll toss CanGuildBankRepair() in there as a check, and I'll put a note in the tooltip that the user uses this at their own risk for the reasons mentioned. Much obliged, Trist.
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Unread 08-28-08, 12:59 PM  
Aethra
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Love the mods and your attitude! It's a refreshing change of pace from all the cynical, cranky bastards out there!

Was wondering if you had any plans on adding a toggle to show/hide Ammo and shard bags? Knowing my hunter has 90 bag slots total is great but if 20 of them are ammo slots, I don't really care since those aren't really usable bag slots.

Just putting it out there for thought. Thanks for the great mods!
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Unread 08-28-08, 03:11 PM  
VagrantEsha
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Love the mods and your attitude! It's a refreshing change of pace from all the cynical, cranky bastards out there!
In fairness, I have to admit that I can be a cranky old curmudgeon too. I feel though that mostly it's simply due to my philosophy when dealing with people, golden rule and all that. If someone's persnickety and disrespectful with me, then I'm the same to them. But if a person's willing to treat me with a modicum of respect, then I'll treat them like a Lord or Lady.

Was wondering if you had any plans on adding a toggle to show/hide Ammo and shard bags?
I had been considering this, yes. I'll actually look into adding this tomorrow. My roomie, who has an alt Warlock, has been mentioning occasionally that I should put in a toggle to hide soul/ammo/special (such as gathering) bags from the overall count.

Watch out for it tomorrow, after what I did with Junkie, I'm all coded out for tonight!
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Unread 08-29-08, 08:46 AM  
Frayol
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Baud Bag issues

Just thought I'd let you know that the latest version has a bit of an issue with BaudBag. When I click to open my bags they flicker and then close again. As far as I can tell each joined bag toggles the open/close state until the final toggle which in a close. Not sure if there is actually any way around this other than making a toggle to allow the user to choose between open backpack and open all. Not saying you should add this or anything, but you may want to consider adding a warning about this behaviour (subject to confirmation from someone other than myself) with the item description.
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Unread 08-29-08, 01:26 PM  
VagrantEsha
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I added that feature for someone who wanted all their bags to open on click, I tested it with Combuctor and Combuctor handled it with grace. I figured that all mods would too, I've been making a lot of silly assumptions lately. I'll look into finding a way to work around this, thanks for letting me know.
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Unread 08-29-08, 01:46 PM  
Aethra
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I'll do my best not to bring out the cranky old curmudgeon in you.

Thanks for your speedy reply! Take care.
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Unread 08-29-08, 01:56 PM  
VagrantEsha
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I'm sure you won't, Aethra. You seem a nice sort, as does Frayol.

Speaking of which, I've got a new version of Bagsy out, hopefully that'll fix the incompatibilities with some bag mods. I really do apologise for that, I just hadn't seen it coming. :<
Last edited by VagrantEsha : 08-29-08 at 01:56 PM.
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Unread 08-30-08, 02:18 AM  
Frayol
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Really sorry to say that I wasn't able to get this tested and post before you changed the test version to live.

The new version gives two errors, but does open and close the bags normally. The errors I get are:

Code:
			["message"] = "Interface\\FrameXML\\ContainerFrame.lua:256: 'for' limit must be a number",
			["count"] = 16,
			["addons"] = "<snip>",
			["timestamp"] = "2008-08-30 09:11:25",
			["context"] = "Global",
			["stack"] = "[C]: ?\nInterface\\FrameXML\\ContainerFrame.lua:256: in function `ContainerFrame_Update'\nInterface\\FrameXML\\ContainerFrame.lua:158: in function <Interface\\FrameXML\\ContainerFrame.lua:135>\n[C]: in function `ContainerFrame_OnShow'\n[string \"*:OnShow\"]:1: in function <[string \"*:OnShow\"]:1>\n[C]: in function `Show'\nInterface\\AddOns\\Bagsy\\Bagsy.lua:109: in function <Interface\\AddOns\\Bagsy\\Bagsy.lua:85>\n",
		}, -- [1]
Code:
["message"] = "Interface\\AddOns\\oGlow\\core\\bags.lua:78: table index is nil",
			["count"] = 3,
			["addons"] = "<snip>",
			["timestamp"] = "2008-08-30 09:11:31",
			["context"] = "Global",
			["stack"] = "[C]: ?\nInterface\\AddOns\\oGlow\\core\\bags.lua:78: in function <Interface\\AddOns\\oGlow\\core\\bags.lua:75>\n[C]: in function `ContainerFrame_OnHide'\n[string \"*:OnHide\"]:1: in function <[string \"*:OnHide\"]:1>\n[C]: in function `Hide'\nInterface\\AddOns\\Bagsy\\Bagsy.lua:112: in function <Interface\\AddOns\\Bagsy\\Bagsy.lua:85>\n",
		}, -- [2]
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Unread 08-30-08, 02:27 AM  
Frayol
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Originally posted by VagrantEsha
I really do apologise for that, I just hadn't seen it coming. :<
No need to apologise, you can't test every bag mod out there and nor should you be expected to do so. Anyone who thinks otherwise is, IMHO, being unrealistic.

Personally I am back to using v2.4.3-0.5 as there have been no other changes made to the updated ones except opening/closing all bags and it works as intended. One thought has struck me though, would it perhaps be feasible to use left-click to open the backpack and right-click to open all bags using the v2.4.3-0.6 method? Yes, this would still give right-click issues for BaudBag, but then again a simple warning about this behaviour would be sufficient.
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