Arkayenro: I want to personally tell you that I understand what you go through listening to poor old beggars like myself. I love your work. I'm glad I found it. I commend you for what you go through every day on keeping up with a mod. /salute
Now on to the Beggar stuff.
I attempted to read all 30 pages to see if you knew/already were working on some of the things I've attempted to work around but haven't been able to.
My first thing is I think a bug. When you are editing your bags for a long amount of time (like initial setup or perhaps large amounts of changes probably 10 + minutes) the change bag slider begins to disappear when you mouseover the slider frame, this includes just leaving it in edit mode without making changes. I have to log to get it to work again. You don't have to fix this. Logging takes like 30 seconds to a minute on my computer but I thought I'd make you aware.
My second thing is maybe more personal then anything but it would be nice that in edit mode you can see hidden categories so perhaps (without delving to far in the menu options) you can un-hide a category.
My third thing is that if you hide the title bar the menu option fully disappears. Perhaps there is a way to move that button to a bar like the gold bar, add the options to the slash commands or perhaps put the title bar back in, in edit mode because technically using the menu options is editing the interface/menu of the mod. The only way I have found to fix it is to reset the DB which resets all options for all characters even if it was on accident.
My fourth thing, and I believe this was already mentioned, is something that labels the areas with the category that is in them. It would make a lot of people happy for me to suggest this with adding this, the ability to enable/disable seeing the name of the categories above the boxes. I can handle not having this as I can identify items but it is easier on the eyes to see the actual names of the categories, or you can set it to where custom categories (IE FR gear, SR Gear, Stamina Gear, etc) show the name. I will disagree that you absolutely have to do this because seriously if someone really needs a way to identify item sets they should use ItemRack but it would be handy for categories that aren't Gear Set based, ie Trinket, Weapon, AH, etc.
The last thing I can think of, and this was on a whim sort of for nit picky people that may want to sort items by type/slot but maybe a way to subcategory things, by this I mean what someone mentioned just last page but perhaps making categories that you can choose with subcategories like Consumable.Food.Edible.Cheese.Bonus makes something like:
Consumable
>Food
>>Edible
>>>Cheese
>>>>Bonus
Where You can choose any of the above categories for the item like just Consumable, or Consumable>Food>Edible and it puts it into the according bag. This is more of an end user sort of deal because you can make a custom category but some people that aren't so accustomed to doing things may not be able to use it as well as others who do but it would make for an easier end user sort of category assortment. Perhaps you may also be able to make a multiple category thing (like a check mark system) For people that want to group things like FR/Stam or FR/Intel and they can then make their category separation for FR and then from there it would be Stam and Intel are separate categories. I hope, at least on this one, it makes a little of sense because I'm trying to be thorough without being too overwhelming. (I've probably been pretty overwhelming this whole post, Sorry).
I once again want to thank and commend you Arkayenro, my husbands bags will be clean and manageable when he gets back from BCT (I'm a clean bag freaks so this mod is very helpful). I'm glad this mod was made and I didn't have to start a new hobby to figure out how to make it myself. /hug
Thank you for listening to this long, overwhelming, thorough post from me and if you have questions or anything I will be back to answer them because some of these things are important to me. You can also PM me with questions.
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?
You could try unchecking sorting->instant so that it only sorts when you open the bag.
May I ask how to do this? Rules menu is grey'ed out.
because it's only in my working copy.
Quote from HunterZ »
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)
"and", "or", "not", and bracketing is all useable, eg. ( x and y and not z ) or ( ( a or b ) and not c )
there will still be some basic categories (pretty much the ones that are there now) so you can select trash exactly the way you do now.
Quote from kmb2215 »
Could I make a request that you use outfits from closetgnome (i dont think outfitter or itemrack are ace2 are they?) as another source of itemsets?
once i get the rules done, i'll be able to add stuff like this without too much difficulty. and to whoever posted the itemrack code i'll go back and take a look at it to see if i can link it in with the new rules (when they're done)
Quote from Captain_Morrigan »
change bag slider begins to disappear when you mouseover the slider frame
sounds like a possible bug in dewdrop, the menu mod i'm using.
so perhaps (without delving to far in the menu options) you can un-hide a category.
bar menu>category>hidden (it should toggle)
if you hide the title bar the menu option fully disappears
an icon in the top right hand corner should appear when you hide the title bar, it has the main menu linked to it.
something that labels the areas with the category that is in them
bars have multiple categories, but i'll add it to the todo list.
The last thing I can think of, and this was on a whim sort of for nit picky people that may want to sort items by type/slot but maybe a way to subcategory things, by this I mean what someone mentioned just last page but perhaps making categories that you can choose with subcategories
the new rule system should be able to handle the most complex formulas people could think of for creating a category.
so perhaps (without delving to far in the menu options) you can un-hide a category.
bar menu>category>hidden (it should toggle)
It does show the category but you have to toggle it off to turn it off. What I was wondering was that if you go into edit mode they show all bars so you can edit them as needed then when you toggle out of edit mode the hidden bars hide again.
Quote from Arkayenro »
if you hide the title bar the menu option fully disappears
an icon in the top right hand corner should appear when you hide the title bar, it has the main menu linked to it.
I saw the button but for some reason I couldn't click on it last night when I posted it. Perhaps I just wasn't clicking on it correctly. Ignore this request.
Quote from Arkayenro »
something that labels the areas with the category that is in them
bars have multiple categories, but i'll add it to the todo list.
I understand that some bars have multiple categories that's why I also said maybe even just making custom categories have the name over the bar.
When I have AI set to open bags automatically at vendors, etc. and set to *not* hide Blizzard default bags, AI will automatically open my Blizzard backpack instead of the AI frame.
When I have AI set to open bags automatically at vendors, etc. and set to *not* hide Blizzard default bags, AI will automatically open my Blizzard backpack instead of the AI frame.
working as intended (or at least i think it is)? it's a way to make AI go back to blizzards frames without having to logout/disable/reload, or to use them simultaneously (the auto-opens are effectively ignored when you do that)
you'll need to setup and use the AI keybindings to bring up the appropriate AI frame when you're not hiding the blizzard frames.
I'm not quite sure you understand. If auto-open is enabled, AI auto-opens the Blizz bag instead of AI if I don't have AI set to hide Blizz's bags. This means that the auto-opens are not ignored, they're directed to the wrong place, and if possible it'd be nice if it would auto-open AI as one would expect.
He doesn't have Bliz bags hidden. To my understanding, he would like Bliz bags AND AI to open, or just AI to open. To not have AI open at all (when AI is not disabled) is what he doesn't like.
In my opinion, you should just disable Bliz bags, then it'll work fine.
I'm not quite sure you understand. If auto-open is enabled, AI auto-opens the Blizz bag instead of AI if I don't have AI set to hide Blizz's bags. This means that the auto-opens are not ignored, they're directed to the wrong place, and if possible it'd be nice if it would auto-open AI as one would expect.
nope, i understood, i probably just answered it the wrong way. it is definitely working the way it's coded to.
the auto-open is for the AI frames only - it does not impact blizzards frames at all, changing those options would never stop the normal backpack from opening when you talk to a vendor/ah/mailbox.
if the blizzard frames are enabled then AI is effectively disabled and the only way to open AI like this is via the keybindings (if you've set them up)
it was coded that way so that if AI chucked a wobbly or did something stupid then you could unhide the blizzard frames and then you'd get the original blizzard frames back and could do whatever it is you were trying to do - without having to logout/disable/login
That all makes sense but I really don't understand how auto-open factors into it - specifically why it opens the Blizzard bags instead of AI regardless of whether or not the Blizz bags are set to be hidden.
I got bit by the greyed-out, non-interactive AI again so I'm glad I found the option to unhide Blizzard bags. I just disabled auto-open, so I should be happy now :P
If Blizz bags are set to hidden, and auto open is on, you should never see Blizz bags and AI should auto open. I should know, this is how I have it set.
A) Blizz Bags showing, Auto open on - This results in Blizz bags auto opening, AI is hidden without a keybinding specifically for it.
B) Blizz bags hidden, Auto open on - This results in AI auto opening and you never see Blizz bags.
C) Blizz bags showing, auto open off - This results in Blizz bags auto opening (it's the default behavior, I think, at least your 'backpack' bag should open, but probably not all your bags).
D) Blizz bags hidden, Auto open off - Auto open doesn't work, you never see Blizz bags, but AI should intercept bag opening and open when you open your bags.
If Blizz bags are set to hidden, and auto open is on, you should never see Blizz bags and AI should auto open. I should know, this is how I have it set.
A) Blizz Bags showing, Auto open on - This results in Blizz bags auto opening, AI is hidden without a keybinding specifically for it.
B) Blizz bags hidden, Auto open on - This results in AI auto opening and you never see Blizz bags.
C) Blizz bags showing, auto open off - This results in Blizz bags auto opening (it's the default behavior, I think, at least your 'backpack' bag should open, but probably not all your bags).
D) Blizz bags hidden, Auto open off - Auto open doesn't work, you never see Blizz bags, but AI should intercept bag opening and open when you open your bags.
That's how I understand it.
Yes, that's what I see. Note that A & C are the same.
I would love to go with B, but last night I again got the bug with AI starting up greyed out and not able to be interacted with. Thus, for now I do option C, with shift+B opening all Blizzard bags and B opening AI.
I would love to go with B, but last night I again got the bug with AI starting up greyed out and not able to be interacted with. Thus, for now I do option C, with shift+B opening all Blizzard bags and B opening AI.
A) Blizz Bags showing, Auto open on - This results in Blizz bags auto opening, AI is hidden without a keybinding specifically for it.
C) Blizz bags showing, auto open off - This results in Blizz bags auto opening (it's the default behavior, I think, at least your 'backpack' bag should open, but probably not all your bags). AI is hidden without a keybinding specifically for it.
small clarification. A is exactly the same as C. with blizz bags showing none of the AI options are valid. AI's auto-open/close options are not for and do not affect blizzards bags, they are for AI frames only.
Quote from HunterZ »
Yeah I looked it up after my last post and macro'd it hehe.
did the hide bar frames option not work for you? or do you like the bar frames?
the new version auto converts your existing category assignments into rules so if possible could anyone who has a large number of categories email their ArkInventory.lua file (please edit it so that the items have been removed and only the settings themselves are left - if it's larger than 10k then it's probably still got items in it) to arkayenro at hot mail dot com so i can test the conversion process.
i'm trying to get the beta uploaded to the svn but i can't seem to create a branch at the moment. if anyones done this successfully before could they let me know what they did (i use tortoise)
Rollback Post to RevisionRollBack
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Now on to the Beggar stuff.
I attempted to read all 30 pages to see if you knew/already were working on some of the things I've attempted to work around but haven't been able to.
My first thing is I think a bug. When you are editing your bags for a long amount of time (like initial setup or perhaps large amounts of changes probably 10 + minutes) the change bag slider begins to disappear when you mouseover the slider frame, this includes just leaving it in edit mode without making changes. I have to log to get it to work again. You don't have to fix this. Logging takes like 30 seconds to a minute on my computer but I thought I'd make you aware.
My second thing is maybe more personal then anything but it would be nice that in edit mode you can see hidden categories so perhaps (without delving to far in the menu options) you can un-hide a category.
My third thing is that if you hide the title bar the menu option fully disappears. Perhaps there is a way to move that button to a bar like the gold bar, add the options to the slash commands or perhaps put the title bar back in, in edit mode because technically using the menu options is editing the interface/menu of the mod. The only way I have found to fix it is to reset the DB which resets all options for all characters even if it was on accident.
My fourth thing, and I believe this was already mentioned, is something that labels the areas with the category that is in them. It would make a lot of people happy for me to suggest this with adding this, the ability to enable/disable seeing the name of the categories above the boxes. I can handle not having this as I can identify items but it is easier on the eyes to see the actual names of the categories, or you can set it to where custom categories (IE FR gear, SR Gear, Stamina Gear, etc) show the name. I will disagree that you absolutely have to do this because seriously if someone really needs a way to identify item sets they should use ItemRack but it would be handy for categories that aren't Gear Set based, ie Trinket, Weapon, AH, etc.
The last thing I can think of, and this was on a whim sort of for nit picky people that may want to sort items by type/slot but maybe a way to subcategory things, by this I mean what someone mentioned just last page but perhaps making categories that you can choose with subcategories like Consumable.Food.Edible.Cheese.Bonus makes something like: Where You can choose any of the above categories for the item like just Consumable, or Consumable>Food>Edible and it puts it into the according bag. This is more of an end user sort of deal because you can make a custom category but some people that aren't so accustomed to doing things may not be able to use it as well as others who do but it would make for an easier end user sort of category assortment. Perhaps you may also be able to make a multiple category thing (like a check mark system) For people that want to group things like FR/Stam or FR/Intel and they can then make their category separation for FR and then from there it would be Stam and Intel are separate categories. I hope, at least on this one, it makes a little of sense because I'm trying to be thorough without being too overwhelming. (I've probably been pretty overwhelming this whole post, Sorry).
I once again want to thank and commend you Arkayenro, my husbands bags will be clean and manageable when he gets back from BCT (I'm a clean bag freaks so this mod is very helpful). I'm glad this mod was made and I didn't have to start a new hobby to figure out how to make it myself. /hug
Thank you for listening to this long, overwhelming, thorough post from me and if you have questions or anything I will be back to answer them because some of these things are important to me. You can also PM me with questions.
You could try unchecking sorting->instant so that it only sorts when you open the bag.
Where has the "include location" option gone? It's not on my menu anymore :(
I started learning about PT to get those filters working and i see your vision for where you want to take the addon.
Could I make a request that you use outfits from closetgnome (i dont think outfitter or itemrack are ace2 are they?) as another source of itemsets?
much <3
because it's only in my working copy.
"and", "or", "not", and bracketing is all useable, eg. ( x and y and not z ) or ( ( a or b ) and not c )
there will still be some basic categories (pretty much the ones that are there now) so you can select trash exactly the way you do now.
once i get the rules done, i'll be able to add stuff like this without too much difficulty. and to whoever posted the itemrack code i'll go back and take a look at it to see if i can link it in with the new rules (when they're done)
sounds like a possible bug in dewdrop, the menu mod i'm using.
bar menu>category>hidden (it should toggle)
an icon in the top right hand corner should appear when you hide the title bar, it has the main menu linked to it.
bars have multiple categories, but i'll add it to the todo list.
the new rule system should be able to handle the most complex formulas people could think of for creating a category.
It does show the category but you have to toggle it off to turn it off. What I was wondering was that if you go into edit mode they show all bars so you can edit them as needed then when you toggle out of edit mode the hidden bars hide again.
I saw the button but for some reason I couldn't click on it last night when I posted it. Perhaps I just wasn't clicking on it correctly. Ignore this request.
I understand that some bars have multiple categories that's why I also said maybe even just making custom categories have the name over the bar.
I want to thank you again.
working as intended (or at least i think it is)? it's a way to make AI go back to blizzards frames without having to logout/disable/reload, or to use them simultaneously (the auto-opens are effectively ignored when you do that)
you'll need to setup and use the AI keybindings to bring up the appropriate AI frame when you're not hiding the blizzard frames.
He doesn't have Bliz bags hidden. To my understanding, he would like Bliz bags AND AI to open, or just AI to open. To not have AI open at all (when AI is not disabled) is what he doesn't like.
In my opinion, you should just disable Bliz bags, then it'll work fine.
nope, i understood, i probably just answered it the wrong way. it is definitely working the way it's coded to.
the auto-open is for the AI frames only - it does not impact blizzards frames at all, changing those options would never stop the normal backpack from opening when you talk to a vendor/ah/mailbox.
if the blizzard frames are enabled then AI is effectively disabled and the only way to open AI like this is via the keybindings (if you've set them up)
it was coded that way so that if AI chucked a wobbly or did something stupid then you could unhide the blizzard frames and then you'd get the original blizzard frames back and could do whatever it is you were trying to do - without having to logout/disable/login
hope thats clearer
I got bit by the greyed-out, non-interactive AI again so I'm glad I found the option to unhide Blizzard bags. I just disabled auto-open, so I should be happy now :P
A) Blizz Bags showing, Auto open on - This results in Blizz bags auto opening, AI is hidden without a keybinding specifically for it.
B) Blizz bags hidden, Auto open on - This results in AI auto opening and you never see Blizz bags.
C) Blizz bags showing, auto open off - This results in Blizz bags auto opening (it's the default behavior, I think, at least your 'backpack' bag should open, but probably not all your bags).
D) Blizz bags hidden, Auto open off - Auto open doesn't work, you never see Blizz bags, but AI should intercept bag opening and open when you open your bags.
That's how I understand it.
Yes, that's what I see. Note that A & C are the same.
Fixes the grayed out problem for me every time, try it out.
small clarification. A is exactly the same as C. with blizz bags showing none of the AI options are valid. AI's auto-open/close options are not for and do not affect blizzards bags, they are for AI frames only.
did the hide bar frames option not work for you? or do you like the bar frames?
i'm trying to get the beta uploaded to the svn but i can't seem to create a branch at the moment. if anyones done this successfully before could they let me know what they did (i use tortoise)