So it requires Fubar to run? That might be my problem, I don't use (or want to use) Fubar. -.-
I think I can figure it out without using the browser, just from looking through the data file.
To confirm:
Step 1: Create a category with the exact name directly ripped from PT3
Step 2: Assign the custom category to a bar.
The end? Sounds good to me. WAY past my bedtime tonight, I'll check it out next time I'm on. Thanks for the help!
No Addon that "requires" FuBar actually require having it installed, if you dont have FuBar installed it will instead create a Minimap Button by using the FuBar Plugin Libary(atleast normally)
Step 1: Create a PT category (not a custom one) with the exact name directly ripped from PT3 (data.lua or the PT3 browser mod)
Step 2: Assign the PT category to a bar.
The end?
yep, thats all there is to it. (added some extra emphasis to make is really clear just in case other people read it as well)
also would it be possible to show PT3 info in the debug info for items in edit mode, so i know what goes where. ive been trying to convert my wife to AI (shes one of those strange players who doesnt seem to need addons :)) and the thought of typing in PT3 strings makes her run a mile!
added PT sets into the debug window with edit boxes so you can cut'n'paste back into the category - note the tooltip text - according to the PT documentation this feature is very memory intensive so it's under a sub choice (you'll notice the delay when you try it)
I go to edit mode, click on my Hearthstone, Debug Info, PT Sets, and get this error:
Date: 2007-06-07 14:12:06
ID: 51
Error occured in: Global
Count: 1
Message: ..\AddOns\ArkInventory\ArkInventory.lua line 5245:
bad argument #1 to 'pairs' (table expected, got nil)
Debug:
[C]: ?
[C]: pairs()
ArkInventory\ArkInventory.lua:5245:
ArkInventory\ArkInventory.lua:5070
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:1991:
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:1940
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:2868:
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:2827
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:548:
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:532
~
Okay, I'm setting up my bars and stuff. But my biggest worry is that a lot of items qualify under multiple PT3 categories. If I assign one PT3 category to one bar, and another category to a different bar, and an item qualifies under both, where does that item show up? (I'd prefer to see it duplicated but perhaps shaded slightly to show it's duplicated. Failing that, perhaps just use whichever bar is lower in number as priority. Or, perhaps using pt3 to say which is the 'main' category for that item. Or being able to assign a pt category to an item. Or something!)
For instance, Curiously Tasty Omelet. This counts as Consumable.Food.Edible.Cheese.Bonus. I have a bar that is "Consumable.Food.Edible.Bonus" which I want to have all foods with bonuses, even non-cheese ones, and a bar that is "Consumable.Food.Edible.Cheese" which I want to contain all cheeses that don't have bonus. However, when I have both categories, Curiously Tasty Omelet abandons the bar with 'Consumable.Food.Edible.Bonus' and goes straight to 'Consumable.Food.Edible.Cheese'. -.-
Where have all the categories gone? I'm missing Trinkets, Weapons etc.
Or should everyone now learn how to use PT3 and create these categories? It's quite annoying... :(
TBH, your better off making custom categories.
Using PT3 is a pita to use even with PT3Browser to see categories or lookup where an item is categorized. I honestly doubt 1/100 of the users of AI will ever make use of it. The PT categories as set up are for the most part worthless for normal use. That or I just don't understand the underlying chaos of PT3.
Ok, I miss the sub-categories, too. I even DL'd the PT3Browser and well it made no sense. Not sure how I am suppose to make a bar just for my trinkets from that? It was easier before...just create a bar and assign it the sub-cat for trinkets and another bar assigned to weapons.
What was wrong with this that you got rid of it? (BTW I can and did make a custom catagory for trinkets and weapons...BUT I do not like that I have to search my bars for the new weapontrinket, go into edit mode, right click, select custom, select weapon..everytime I complete a quest or get something new. This seems like a step backwards to me. This is a bunch of steps...Seems like Bagnon and Mr Plow would be more efficient than this new system.)
If I am missing something, some leap of logic that makes this easier and better..Please enlighten me. Been a fan for weeks now and had no intention of going back to any other inventory mod...till now. :(
it would appear that wow will put them back to whatever level is appropriate (so i'm not sure if DHUDs doing this deliberately or just has xml naturally that deep). but the next version of AI will have an option to hide the bar frame completely so if you keep DHUD then you can still use AI.
I go to edit mode, click on my Hearthstone, Debug Info, PT Sets, and get this error:
fixed in my working copy, i forgot to trap for "item not in set" (which returns nil)
For instance, Curiously Tasty Omelet. This counts as Consumable.Food.Edible.Cheese.Bonus. I have a bar that is "Consumable.Food.Edible.Bonus" which I want to have all foods with bonuses, even non-cheese ones, and a bar that is "Consumable.Food.Edible.Cheese" which I want to contain all cheeses that don't have bonus. However, when I have both categories, Curiously Tasty Omelet abandons the bar with 'Consumable.Food.Edible.Bonus' and goes straight to 'Consumable.Food.Edible.Cheese'.
currently AI has PT categories sorted in reverse alphabetical order (to cater for subgroups being used first) it has the downside that you are seeing.
in your example this would be the order that items are checked for in PT;
Ok, I miss the sub-categories, too. I even DL'd the PT3Browser and well it made no sense. Not sure how I am suppose to make a bar just for my trinkets from that? It was easier before...just create a bar and assign it the sub-cat for trinkets and another bar assigned to weapons.
What was wrong with this that you got rid of it? (BTW I can and did make a custom catagory for trinkets and weapons...BUT I do not like that I have to search my bars for the new weapontrinket, go into edit mode, right click, select custom, select weapon..everytime I complete a quest or get something new. This seems like a step backwards to me. This is a bunch of steps...Seems like Bagnon and Mr Plow would be more efficient than this new system.)
If I am missing something, some leap of logic that makes this easier and better..Please enlighten me. Been a fan for weeks now and had no intention of going back to any other inventory mod...till now. :(
i know i'm going to annoy some people by doing what i've done but i need to do it do get where i want to go.
the next step is to add groupings by INVTYPE (item equip location, eg, trinket, shoulder, finger, etc, etc) and this will go in front of the PT groups
the one after is to add Bags (ie anything in bag 1 goes into this category, and subsequently this bar)
then hopefully i can merge them all together so you only have to build one group but you can specify multiple item numbers, invtype, bag or PT sets for it.
btw, you can enable the sort>include location option and it will sort the equipment group by INVTYPE so all your trinkets and weapons will be sorted appropriately
i know i'm going to annoy some people by doing what i've done but i need to do it do get where i want to go.
the next step is to add groupings by INVTYPE (item equip location, eg, trinket, shoulder, finger, etc, etc) and this will go in front of the PT groups
the one after is to add Bags (ie anything in bag 1 goes into this category, and subsequently this bar)
then hopefully i can merge them all together so you only have to build one group but you can specify multiple item numbers, invtype, bag or PT sets for it.
Ok. So, this is temporary and you plan on adding sub categories back...but in a different way..defined by PT3? I think I understand. I like the sound of that. :) If this is the case, I am anxiously awaiting your hard work on this brilliant addon. :D
Until then I will just patiently try to move my stuff around..and define everything new in my bags to a custom catetgory I created, lol.
Thank you for sharing AI and taking the time to calm addicts like myself. ;)
I go to edit mode, click on my Hearthstone, Debug Info, PT Sets, and get this error:
fixed in my working copy, i forgot to trap for "item not in set" (which returns nil)
For instance, Curiously Tasty Omelet. This counts as Consumable.Food.Edible.Cheese.Bonus. I have a bar that is "Consumable.Food.Edible.Bonus" which I want to have all foods with bonuses, even non-cheese ones, and a bar that is "Consumable.Food.Edible.Cheese" which I want to contain all cheeses that don't have bonus. However, when I have both categories, Curiously Tasty Omelet abandons the bar with 'Consumable.Food.Edible.Bonus' and goes straight to 'Consumable.Food.Edible.Cheese'.
currently AI has PT categories sorted in reverse alphabetical order (to cater for subgroups being used first) it has the downside that you are seeing.
in your example this would be the order that items are checked for in PT;
the next bit is to give the PT categories a sort position so that you can move them around to get the results you want.
I think I get it. If I add Cheese.Bonus, Meat.Bonus, This.Bonus, That.Bonus, TheOther.Bonus, etc., then I can set one that's just 'cheese' and cheese.bonus won't show up in it.
The categories are awfully annoying and even more of a hassle to set up than the original categories...however, that said, they are much, much more powerful and better organized and there's a lot more options. Bandages, before, were just classified as 'first aid', and I've been moving them to 'consumable'. Now they have their own category and the ones for battlegrounds have their own category, too.
I'm getting used to this. I still think the setting up of it is clunky and annoying (I must have like 80 pt categories, I spent like 5 hours this morning just customizing my inventory), but once it's all set up, and you turn off edit mode and go back to normal, it all works smoothly and flawlessly.
"give the PT categories a sort position so that you can move them around to get the results you want."
This sounds like a new feature that's on the list to be implemented, that much I get, but I don't understand what you meant by it at all.
And lastly, sort by rarity seems to be missing. Before, my warsong gulch mark of honor, which is a green item, was sorted behind all the white items. Now it's mixed in with them.
I'd also like to see a sort by pt3 option. For instance, pt3 seems to record how many slots are in bags... It'd be nice to see them sorted by that, from smallest to largest or vice versa or something.
i didn't ignore you, i took the option to give the majority of people a sort by location - not everyone has itemrack (i don't)
So thats why optional dependency exists (I marked it on toc and check user's itemrack avaliability before perform anything). I did consider that. And I believe itemrack is one of the most used addon for gears management.
Still messing around with this mod getting everything set up after the recent changes.
'Hide Bar Frames'...I like this option a lot, however it totally screws up edit mode. Can we just assume we don't want to hide bar frames in edit mode?
Window - Anchor - Bottom Right. I'd love for this to actually work. I'd love to lock that little copper piece and have the REST of the window move around whenever it resizes or whatever.
Other than that, I seem to be getting the hang of the pt3 thing...
I don't mind the PT3 thing, but I can't get an example I have to work. I have a category that used to be for trinkets, but that category has been removed from AI. What PT category do I enter as a custom one to get all my trinkets?
It would be really, really helpful if we could do at least one of the following two things:
1. Browse PT categories as a series of nested menus instead of having to type them in.
2. See the full PT category name(s) (as a single string) that apply to the item, so that it could be easily entered into a PT custom category box.
Edit: I am going to check out PT3Browser, which I imagine will probably help.
Hmm so PT3 isn't an exhaustive list of items and doesn't include trinkets. Hopefully the 2.0 being worked on will provide a way to do it that doesn't involve hunting down every trinket in my bags and bank and tagging them.
Hopefully the 2.0 being worked on will provide a way to do it that doesn't involve hunting down every trinket in my bags and bank and tagging them.
you'd create a rule with the following formula: equip(trinket) and soulbound(true)
or drop the soulbound check if you dont care. the rule maintenance code is in, i just have to finish coding up each sub function.
you'll be able to use the following to categorise items;
item number
item name
item type - see http://www.wowwiki.com/ItemType
item subtype - see above
item equip location - see http://www.wowwiki.com/ItemEquipLoc
soulbound
bag number
slot number
periodic table sets
should be enough for most people, unless i've forgotten something obvious?
item rarity? would people use that as a selector, or just to sort on?
Hopefully the 2.0 being worked on will provide a way to do it that doesn't involve hunting down every trinket in my bags and bank and tagging them.
you'd create a rule with the following formula: equip(trinket) and soulbound(true)
or drop the soulbound check if you dont care. the rule maintenance code is in, i just have to finish coding up each sub function.
you'll be able to use the following to categorise items;
item number
item name
item type - see http://www.wowwiki.com/ItemType
item subtype - see above
item equip location - see http://www.wowwiki.com/ItemEquipLoc
soulbound
bag number
slot number
periodic table sets
should be enough for most people, unless i've forgotten something obvious?
item rarity? would people use that as a selector, or just to sort on?
May I ask how to do this? Rules menu is grey'ed out.
Hopefully the 2.0 being worked on will provide a way to do it that doesn't involve hunting down every trinket in my bags and bank and tagging them.
you'd create a rule with the following formula: equip(trinket) and soulbound(true)
or drop the soulbound check if you dont care. the rule maintenance code is in, i just have to finish coding up each sub function.
you'll be able to use the following to categorise items;
item number
item name
item type - see http://www.wowwiki.com/ItemType
item subtype - see above
item equip location - see http://www.wowwiki.com/ItemEquipLoc
soulbound
bag number
slot number
periodic table sets
should be enough for most people, unless i've forgotten something obvious?
item rarity? would people use that as a selector, or just to sort on?
That should be perfect. Rarity would be useful if it's the only way to select all grey items for a trash bag.
Edit: Also, it'd be great to be able to test inverse conditions (e.g. !equip(trinket) or equip(!trinket) or whatever)
I've been using your bag addon for quite some time, and I love the fact that I don't have to manage all the slots myself, really great, good work.
However, (funny how I didn't come by this earlier) I've noticed that when you gain a new item, sell an item or so on, the game will lock for a milisecond, and the increasing rate will grow up to 50-150 kb/s for a moment. This results in ArkInventory using several megabytes extra of memory, simply from buying items from a vendor while having the bag open. It seems to me like the bag sorting update uses a lot of memory and cpu time. Is there anything you can do to help this issue?
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No Addon that "requires" FuBar actually require having it installed, if you dont have FuBar installed it will instead create a Minimap Button by using the FuBar Plugin Libary(atleast normally)
yep, thats all there is to it. (added some extra emphasis to make is really clear just in case other people read it as well)
added PT sets into the debug window with edit boxes so you can cut'n'paste back into the category - note the tooltip text - according to the PT documentation this feature is very memory intensive so it's under a sub choice (you'll notice the delay when you try it)
Date: 2007-06-07 14:12:06
ID: 51
Error occured in: Global
Count: 1
Message: ..\AddOns\ArkInventory\ArkInventory.lua line 5245:
bad argument #1 to 'pairs' (table expected, got nil)
Debug:
[C]: ?
[C]: pairs()
ArkInventory\ArkInventory.lua:5245:
ArkInventory\ArkInventory.lua:5070
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:1991:
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:1940
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:2868:
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:2827
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:548:
...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:532
~
Okay, I'm setting up my bars and stuff. But my biggest worry is that a lot of items qualify under multiple PT3 categories. If I assign one PT3 category to one bar, and another category to a different bar, and an item qualifies under both, where does that item show up? (I'd prefer to see it duplicated but perhaps shaded slightly to show it's duplicated. Failing that, perhaps just use whichever bar is lower in number as priority. Or, perhaps using pt3 to say which is the 'main' category for that item. Or being able to assign a pt category to an item. Or something!)
For instance, Curiously Tasty Omelet. This counts as Consumable.Food.Edible.Cheese.Bonus. I have a bar that is "Consumable.Food.Edible.Bonus" which I want to have all foods with bonuses, even non-cheese ones, and a bar that is "Consumable.Food.Edible.Cheese" which I want to contain all cheeses that don't have bonus. However, when I have both categories, Curiously Tasty Omelet abandons the bar with 'Consumable.Food.Edible.Bonus' and goes straight to 'Consumable.Food.Edible.Cheese'. -.-
Ok, I miss the sub-categories, too. I even DL'd the PT3Browser and well it made no sense. Not sure how I am suppose to make a bar just for my trinkets from that? It was easier before...just create a bar and assign it the sub-cat for trinkets and another bar assigned to weapons.
What was wrong with this that you got rid of it? (BTW I can and did make a custom catagory for trinkets and weapons...BUT I do not like that I have to search my bars for the new weapontrinket, go into edit mode, right click, select custom, select weapon..everytime I complete a quest or get something new. This seems like a step backwards to me. This is a bunch of steps...Seems like Bagnon and Mr Plow would be more efficient than this new system.)
If I am missing something, some leap of logic that makes this easier and better..Please enlighten me. Been a fan for weeks now and had no intention of going back to any other inventory mod...till now. :(
Woot. :) Glad I was able to be of some help :)
fixed in my working copy, i forgot to trap for "item not in set" (which returns nil)
currently AI has PT categories sorted in reverse alphabetical order (to cater for subgroups being used first) it has the downside that you are seeing.
in your example this would be the order that items are checked for in PT;
Consumable.Food.Edible.Cheese.Bonus
Consumable.Food.Edible.Cheese
Consumable.Food.Edible.Bonus
the next bit is to give the PT categories a sort position so that you can move them around to get the results you want.
i know i'm going to annoy some people by doing what i've done but i need to do it do get where i want to go.
the next step is to add groupings by INVTYPE (item equip location, eg, trinket, shoulder, finger, etc, etc) and this will go in front of the PT groups
the one after is to add Bags (ie anything in bag 1 goes into this category, and subsequently this bar)
then hopefully i can merge them all together so you only have to build one group but you can specify multiple item numbers, invtype, bag or PT sets for it.
btw, you can enable the sort>include location option and it will sort the equipment group by INVTYPE so all your trinkets and weapons will be sorted appropriately
Ok. So, this is temporary and you plan on adding sub categories back...but in a different way..defined by PT3? I think I understand. I like the sound of that. :) If this is the case, I am anxiously awaiting your hard work on this brilliant addon. :D
Until then I will just patiently try to move my stuff around..and define everything new in my bags to a custom catetgory I created, lol.
Thank you for sharing AI and taking the time to calm addicts like myself. ;)
I think I get it. If I add Cheese.Bonus, Meat.Bonus, This.Bonus, That.Bonus, TheOther.Bonus, etc., then I can set one that's just 'cheese' and cheese.bonus won't show up in it.
The categories are awfully annoying and even more of a hassle to set up than the original categories...however, that said, they are much, much more powerful and better organized and there's a lot more options. Bandages, before, were just classified as 'first aid', and I've been moving them to 'consumable'. Now they have their own category and the ones for battlegrounds have their own category, too.
I'm getting used to this. I still think the setting up of it is clunky and annoying (I must have like 80 pt categories, I spent like 5 hours this morning just customizing my inventory), but once it's all set up, and you turn off edit mode and go back to normal, it all works smoothly and flawlessly.
"give the PT categories a sort position so that you can move them around to get the results you want."
This sounds like a new feature that's on the list to be implemented, that much I get, but I don't understand what you meant by it at all.
And lastly, sort by rarity seems to be missing. Before, my warsong gulch mark of honor, which is a green item, was sorted behind all the white items. Now it's mixed in with them.
I'd also like to see a sort by pt3 option. For instance, pt3 seems to record how many slots are in bags... It'd be nice to see them sorted by that, from smallest to largest or vice versa or something.
So thats why optional dependency exists (I marked it on toc and check user's itemrack avaliability before perform anything). I did consider that. And I believe itemrack is one of the most used addon for gears management.
'Hide Bar Frames'...I like this option a lot, however it totally screws up edit mode. Can we just assume we don't want to hide bar frames in edit mode?
Window - Anchor - Bottom Right. I'd love for this to actually work. I'd love to lock that little copper piece and have the REST of the window move around whenever it resizes or whatever.
Other than that, I seem to be getting the hang of the pt3 thing...
It would be really, really helpful if we could do at least one of the following two things:
1. Browse PT categories as a series of nested menus instead of having to type them in.
2. See the full PT category name(s) (as a single string) that apply to the item, so that it could be easily entered into a PT custom category box.
Edit: I am going to check out PT3Browser, which I imagine will probably help.
you'd create a rule with the following formula: equip(trinket) and soulbound(true)
or drop the soulbound check if you dont care. the rule maintenance code is in, i just have to finish coding up each sub function.
you'll be able to use the following to categorise items;
item number
item name
item type - see http://www.wowwiki.com/ItemType
item subtype - see above
item equip location - see http://www.wowwiki.com/ItemEquipLoc
soulbound
bag number
slot number
periodic table sets
should be enough for most people, unless i've forgotten something obvious?
item rarity? would people use that as a selector, or just to sort on?
May I ask how to do this? Rules menu is grey'ed out.
That should be perfect. Rarity would be useful if it's the only way to select all grey items for a trash bag.
Edit: Also, it'd be great to be able to test inverse conditions (e.g. !equip(trinket) or equip(!trinket) or whatever)
I've been using your bag addon for quite some time, and I love the fact that I don't have to manage all the slots myself, really great, good work.
However, (funny how I didn't come by this earlier) I've noticed that when you gain a new item, sell an item or so on, the game will lock for a milisecond, and the increasing rate will grow up to 50-150 kb/s for a moment. This results in ArkInventory using several megabytes extra of memory, simply from buying items from a vendor while having the bag open. It seems to me like the bag sorting update uses a lot of memory and cpu time. Is there anything you can do to help this issue?