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Fractures in Time (10.1.5)
Embers of Neltharion (10.1.0)
Updated:07-18-23 01:31 PM
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ItemRack  Popular! (More than 5000 hits)

Version: 3.28
by: Kharthus, Gello

This is a mod to make swapping equipment easier through popout slot menus, equip slot buttons, gear sets and automated swaps.

__ Quick Start Guide __

Minimap button:
* Right-click the minimap button to open options or create sets
* Left-click the minimap button to choose a set
* Shift-click the minimap button to unequip the last set equipped
* Alt-click the minimap button to toggle events on/off

Dockable buttons:
* Alt+click slots on the character sheet to create/remove buttons
* Alt+click yourself in the character sheet to create/remove a set button
* Alt+click the created buttons to toggle their auto-queue status
* Shift+drag buttons to break them apart if they're docked to each other
* Drag the menu's border 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

Creating/equipping sets:
* You create sets in the Sets tab after right-clicking the minimap button
* Select slots for the set, choose a name and icon and click Save
* Once a set is saved, there are several ways to equip it:
1. Left-click the minimap button and choose the set
2. Mouseover a set button you've created (Alt+click yourself in character sheet)
3. Use a key binding you define in the set ("Bind Key" button)
4. In macros with /itemrack equip setname
5. In events or scripts that use EquipSet("setname")

Popout menus:
* Click an item or set in a menu to equip it
* Shift+click a set in a menu to unequip it
* Alt+click an item in a menu to hide/unhide it
* Hold Alt as you mouseover a slot to show all hidden items

While at a bank:
* Items/sets in the bank have a blue border.
* Selecting an item or set that's in the bank will pull it from the bank to your bags.
* Selecting an item or set that's not in the bank will attempt to put it all into the bank.

__ Slash Commands __

/itemrack : list the most common slash commands
/itemrack opt : summon the options GUI
/itemrack equip setname : equips a set
/itemrack reset : resets buttons
/itemrack reset everything : wipes all settings, sets and events
/itemrack lock/unlock : locks and unlocks the buttons
/itemrack toggle set name[, second set name] : equips/unequips "set name" (or swaps between two sets if a second set given)

__ Macro Functions __

EquipSet("setname") -- equips "setname"
UnequipSet("setname") -- unequips "setname"
ToggleSet("setname") -- toggles (equips then unequips) "setname"
IsSetEquipped("setname") -- returns true if "setname" is equipped

In the unlikely event that another mod (or default UI in the future) uses these function names, you can use their long version ItemRack.EquipSet(), ItemRack.UnequipSet(), etc. This mod only commandeers the shortened names if they appear to be unused.

__ Events __

2.2 (re)introduces events. These are scripts to automatically equip and unequip gear as things happen in game.

To use an event:
1. In the 'Sets' tab, create or make sure you have a set you'd like to equip when the event happens.
2. In the 'Events' tab, click the red ? icon beside the event you want to use.
3. Choose the set for this event.
4. Ensure the event has a check beside it.

As events are enabled, a separate process watches for those events and equips (and unequips if chosen) as they happen.

If you want to create or edit an event, there are four types of events:

Buff: These events equip gear as you gain buffs. ie, Evocation, Drinking and being on a mount.
Stance: These events equip gear when you change stances or forms. ie, Battle Stance, Moonkin Form, Shadowform
Zone: These events equip gear when you're in one of a list of zones. ie, the PVP event includes all arena and BG maps.
Script: For those with lua knowledge, you can create your own event based on a game event. A couple examples are in the default events.

When dealing with events, it's good to keep some things in mind:
* You'll get the most predictable behavior by having sets that don't overlap. If you're a warrior with a Tanking, DPS and PVP set, consider not including weapons in those sets. If you decide to make an event to swap in a 2H when you go into Berserker Stance and a 1h+shield when you go into Defensive Stance, you won't step on the toes of events that swap in PVP gear in a BG/arena or a tuxedo in a city.
* A gold gear icon on the minimap button (and on the sets button if you've created one) means that events are enabled. If you decide you want to temporarily shut down all events, Alt+click the minimap button or the sets button. (You can disable events in options also)
* For non-English users, you might want to edit the events that have English text within them. I try to keep it locale-independant when possible (ie, warrior and most druid stances use the numbers instead of names), but you'll never enter "Stormwind City" on a deDE client for the city event.
* Script Events do not have a "set" defined to them like other events do. They need to EquipSet("setname") explicitly. Its set button will always be the macro keys icon.
* Advanced users of 1.9x may notice the lack of a delay option in scripted events. I've decided to pull this down into the scripting system to streamline the event process. For now, you can use ItemRack.CreateTimer and ItemRack.StartTimer defined in ItemRack.lua.

__ New in 3.28 - By Kharthus __

* TOC update for 10.1.5 patch

__ New in 3.27 - By Kharthus __

* TOC update for 10.1.0 patch
* Addon compartment support
* Clickthrough buttons once again work on mouseUp
* Fix for addons collecting buttons (thanks sfmict)

__ New in 3.26 - By Kharthus __

* Fixed set icon list (thanks SlavKnightGeto)
* Fixed inventory icon sizing in Options window

__ New in 3.25 - By Kharthus __

* Fixed clickthrough on floating buttons that use inventory items.

__ New in 3.24 - By Kharthus __

* TOC update for 10.0.7 patch

__ New in 3.23 - By Kharthus __

* TOC update for 10.0.5 patch

__ New in 3.22 - By Kharthus __

* Fix for errors when mousing over item slots

__ New in 3.21 - By Kharthus __

* Updates for 10.0.2 patch

__ New in 3.20 - By Kharthus __

* Updates for 10.0 patch

__ New in 3.17 - By Kharthus __

* TOC update for 9.2.5 patch

_ New in 3.16 - By Kharthus __

* TOC update for 9.2 patch

__ New in 3.15 - By Kharthus __

* TOC update for 9.1.5 patch

__ New in 3.14 - By Kharthus __

* TOC update for 9.1 patch

__ New in 3.13 - By Kharthus __

* TOC update for 9.0.5 patch

__ New in 3.12 - By Kharthus __

* TOC update for 9.0.2 patch

__ New in 3.11 - By Kharthus __

- Updates to support Shadowlands Pre-Patch

- Change log up to this version removed from hosting site and archived in Change Log.txt
Optional Files (0)


Archived Files (13)
File Name
Version
Size
Author
Date
3.27
91kB
Kharthus
05-07-23 11:56 AM
3.26
91kB
Kharthus
04-02-23 08:20 PM
3.25
91kB
Kharthus
03-27-23 07:37 AM
3.24
91kB
Kharthus
03-26-23 02:22 PM
3.23
91kB
Kharthus
02-24-23 12:56 PM
3.22
91kB
Kharthus
12-02-22 02:32 AM
3.21
91kB
Kharthus
11-15-22 08:29 PM
3.20
91kB
Kharthus
11-04-22 11:17 AM
3.17
91kB
Kharthus
06-01-22 10:36 PM
3.16
91kB
Kharthus
02-22-22 10:36 PM
3.15
91kB
Kharthus
01-28-22 09:56 AM
3.14
91kB
Kharthus
07-03-21 08:50 AM
3.13
91kB
Kharthus
03-12-21 05:40 PM


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Unread 08-31-05, 09:18 AM  
DunE
A Defias Bandit

Forum posts: 3
File comments: 22
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OMG nice! Can't wait to get home and try this. Such a brilliant idea, following up from TrinketMenu with style! Thanks so much Gello

*Edit:
OK, I've tried it now and it's awesome. I'm just wondering now what I'm going to do with TrinketMenu Gello, do you expect thid mod to replace TrinketMenu? Because it seems to do everythign that TrinketMenu does, and more! Well other than the minimap button. And the whole compatibility with CooldownCount mod, but I'm guessing that's on the way. But yah! I LOVE the alt+click on item slots in char screen to hide/show them. Brilliant! Definitely one of the best mods I have ever used (and I've used a LOT of mods )
Thanks
Last edited by DunE : 09-01-05 at 01:14 PM.
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Unread 09-02-05, 09:46 AM  
Gello
A Molten Giant
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hehe thanks

Yeah it can replace TrinketMenu entirely. However this one doesn't have a few things like notify when cooldowns end and TrinketMenu's docking is a lot more flexible since the bar doesn't change size and stuff. So I still use both for now. Once it has a notify I'll probably stop using TrinketMenu.
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Unread 09-03-05, 03:16 PM  
guice
A Cobalt Mageweaver

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I like this mod. I still use TrinketMenu mostly cause it's a nice single docket with a single pop-up for both trinkets unlike this one where you need two spaces and you see all trinkets for each one (kind of annoying).
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Unread 09-08-05, 03:06 PM  
Alanshb
A Kobold Labourer

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This looks interesting, I'll keep an eye out for the upcoming item sets. Twould be lovely to be able to replace my current set manager.
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Unread 09-17-05, 12:53 PM  
Genghiz Cohen
An Aku'mai Servant
 
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Sweet addon!

Been using it a lot lately with most all of my toons.

Very nice job on this one.
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Unread 10-03-05, 07:07 AM  
DunE
A Defias Bandit

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Item Rack ftw! I've already deleted wardrobe (happily) in favor of ItemSets! I excitedly await set queueing, too One question/suggestion though. It is difficult, when making making changes to an old (already saved) set, to know which pieces belong to that set. Like if I'm currently wearing my Fire Resist Set and I want to edit the gear in my Boss Tanking Set... I go to the drop down and choose "Boss Tanking" and I see the highlights change to fit my Tank gear accordingly but none of the gear itself does. I think the solution here is that I need to change to the set I want to edit first and then edit it. That way I can actually make changes with the gear itself. But it would be nice if ItemRack would change my gear to that of the set I'm trying to edit for me. It could save my gear state before editing, switch to the set I'm going to edit. When I'm done and exit the menu it would put me back to wearing what I was before I started editing. This is how Wardrobe worked and it certinaly made sense.
Also, I'm hoping for mount detection. When I mount, my "Mount" set should automatically switch on and when I get off whatever I was wearing before that should go back on, sort of thing. That would be great. For now I just use the Key Bindings to switch between stuff manually. Which, by the way, your key binding system being so easy like it is is just awesome. Makes all the difference in the world.
Great great mod! I've been saying that since day one but now it's even better. I've already been preaching to my whole guild to make the switch today!
Thanks, Gello
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Unread 10-04-05, 07:38 AM  
Gello
A Molten Giant
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On the gear not changing when you select a set from the set builder, this was by choice but kinda unintuitive. I wanted it to be easy to change an existing set, so if you got a new offhand sword you can select "dual wield" set, click save and done. But a lot are justifiably confused by it. I'll see about making the set equip automatically when you select it. At the least give an option on that screen that says "[ ] Equip set when selecting it"

On automatically swapping gear, this is from a post in another thread on how equip-by-event will work:
Plan is for an Event Builder. One panel in the set/options screen will allow you to create events and associate them with a set with a string to execute that depends on a true/false return. For instance:

Event name: shield block
Trigger: PLAYER_TARGET_CHANGED
Delay: 0.25
Condition: if UnitExists("target") and UnitPowerType("target")==0 then return true end
Set: 1h+shield

It will register for the trigger, wait until 0.25 seconds after the last trigger (in case there are many in succession) and then run the condition script wrapped in a function and if it returns true it will equip the set named "1h+shield."

If none of this made sense, don't despair. Some pre-made events will be there like mounts and stuff. You'll be able to just go through and associate an event with a set and not worry about the event details.

I personally wouldn't want my gear changing automatically, nor the baggage of a mod constantly watching buffs and stuff, but this is an interesting technical challenge so it's something I'm looking forward to.
Last edited by Gello : 10-05-05 at 10:55 AM.
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Unread 10-05-05, 02:46 PM  
DunE
A Defias Bandit

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Originally posted by Gello
I wanted it to be easy to change an existing set, so if you got a new offhand sword you can select "dual wield" set, click save and done.
The problem, for me, is that this allows me to save set items to all the wrong stuff. For example, I tried to do just as you descrbied for a new fire resist belt I had. At the time I was wearing my Tank set. Opened Set Manager and selected my Fire Resist Set, I changed my belt from the old one to the new one and hit Save. Then when I closed the Set Manager and hit the bind for my Fire Resist set I was wearing my Tank set with the new Fire Resist Belt. Because it had saved all of my tank gear that I was wearing at the time I hit Save! This is why I said that the solution was that I had to remember to first switch to the Set I want to make a change to and then make the single item change. Then close the Set Manager and switch back to my original set, again manually. At any rate, it looks like you're already paying attention to this. I just wanted to point out that I thought it was good to until I lost a Set and found out I had to do two steps manually that you could easily execute with code automatically instead. The only problem that arises is if you're in combat and you want to edit a set, you can't switch to it so how could you ever make a change.

To me the best answer would be that the item that is selected/showing on the Set Manager tab is disconnected from (i.e. not related or dependent upon) the item that you are actually wearing on your person (i.e. in your character frame). This way you could make set modifications at any time without regard to being in/out of combat or anything else. Believe it or not I did run into this problem with Wardrobe - being in combat and wanting to change set items but could not... At any rate, I am no LUA coder and await your solution which I'm sure will be nothing less than brilliant.

PS eagerly awaiting set queueing!
As always, Best mod ever!
Thanks

EDIT: Oh and sounds great with the auto-mount detect solution, etc. I agree about not wanting the excess bagage of having a mod monitor for a mount "situation." Clean and simple!
Last edited by DunE : 10-05-05 at 02:51 PM.
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Unread 10-05-05, 09:31 PM  
Gello
A Molten Giant
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Short term solution in 1.5 above is simply to make selecting a set equip it. This will cause problems while in combat like you said. But far and away selecting sets was causing the most confusion in this mod. While it'd be possible to make an "offline" set, it would require a lot of extra stuff I'd rather not add right now. Without what's in your bags as a reference (since you could be wearing some) it would have to keep a list of all items no matter their location and it'd get kinda messy for not much gain.

The primary means of swapping gear will be the bar itself. The bar is not very configurable yet but in time I hope to get it very flexible.
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Unread 10-31-05, 11:20 AM  
adelar
A Kobold Labourer

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Gello bro, this addon rocks
Swapping whole sets with a keypress is just beautiful.
Cheers
Adelar
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Unread 11-01-05, 01:22 PM  
DunE
A Defias Bandit

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Love the new character sheet addition in 1.6. Good work, as always. It works great.

One suggestion/request if possible is that the Key Bind function for sets should prompt for confirmation before overwriting a preexisting bind to the same key. I find myself overwriting some keys with set binds now and then And without knowing that a new key bind will overwrite a preexisting one it's hard to remember what you even had it set up as sometimes.

Thanks
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Unread 11-02-05, 12:34 PM  
neriak_x
An Aku'mai Servant
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nice addon, really. unfortunately in version 1.6 I get empty tootltips (german client). the previous versions had no issues with tooltips tho.
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Unread 11-02-05, 08:47 PM  
Gello
A Molten Giant
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1.61 just posted should fix all tooltip problems. Sorry about that. It goes back to the standard GameTooltip. I was experimenting with different ways of doing tooltips and 1.61 just throws in the towel can goes back to standard hehe

re confirmation on key binding: That's a really good idea. I'll definitely add that thanks!
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Unread 11-12-05, 11:28 AM  
DunE
A Defias Bandit

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Gello, there's one thing that doesn't seem to be working quite how maybe it should be... I have a set defined called "Naked" because, well... it makes me naked. For the most part, anyway. It takes off all my armor and weapons that have durability so I can take free deaths. Well I also would like to use this same set when I'm in combat to take off all my weapons (sword, shield, bow) so that if I know we're about to wipe I can quickly take off all my weapons so I don't loose durability on them. This works most of the time but sometimes it doesn't... I think I've narrowed it down as to why it sometimes doesn't work but I haven't tested this specific scenario yet. I don't remember if I get the "You cannot do that while in combat" or the "Some items could not fit in the inventory" message, but I think the specific condition may be depenting upon both of those conditions. The last time I had this fail was when I had about 5 inventory spaces open and I was in combat. 5 is plenty enough for the 3 wepons to fall off into but not enough for the 7 armor pieces as well as the 3 wepons. So I think maybe the mod is checking first that there's enough room for armor pieces (which can't be taken off cuz i'm in combat) and then failing to move on and try to take off the weapons at that point. So perhaps it should first check to take off wepaons? This way it will fill bags with weapons first and then move on to try armor and find that i'm either a) no inventory space or b) in combat. Plus, one can make the argument that weapons are the most important thign to dequip in a scenario where you have an almost full inventory and are not in combat anyway because they tend to have the most durability and, therefore, repair cost. So if you're going to prioritize which slots get removed first I'd say weapons. What do you think? I can do more specific testing on this matter if it helps.

Thanks again!
DunE
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Unread 11-17-05, 03:32 AM  
Gello
A Molten Giant
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Oh yeah I forgot about that problem. The next version will have sets queuable, but like individual slots you won't be able to queue to an empty slot. However weapons never need to be queued (except when dead). I'll make doubly sure they can be emptied in combat while the rest of the set queues with just two bag slots open.

Making weapons first in a priority of unequipped slots is a good idea. It probably won't make next version but it's high on my notes now.

Thanks!
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