Awesome addon..
but i have the same problem, like a prevous poster...
and 1 small wish, can you add a FuBar plugin like BagFu, i think it is not so hard, but so useful for Ace users =)
Why add a FuBar plugin?
The addon doesn't need it. If all you want if to see the current bag status then BagFu does that. This is an inventory mod, which functions perfectly and doesn't need settings/display on Fu.
i want open ArkInvntory by clicking on FuBar icon, and nothing more. I dont use keybinding for opening my inventory =P I think this is not so hard to provide same sunctions like BagFu.
If Arkayenro dont want to waste his time on that, thats ok, he wrote a imagine Interfase improovment, best of all inventory addons i think =)))
i want open ArkInvntory by clicking on FuBar icon, and nothing more. I dont use keybinding for opening my inventory =P I think this is not so hard to provide same functions like BagFu.
arkinventory will open when you click on bagfu - if you enable the option inside arkinventory to hide the blizzard bag frames
alternatively you could script it into a macro and put that on an action bar
/script ARKINV:ContainerOpen( ARKINV_G.LOCATION_BAG )
/script ARKINV:ContainerOpen( ARKINV_G.LOCATION_BANK )
/script ARKINV:ContainerOpen( ARKINV_G.LOCATION_KEY )
(i think those are correct, just pick the line you want)
i categorised a first aid item with the wrong localisation code (venom sack i think). i've fixed it in 1.28 but if you want to fix it yourself now just edit the DefaultCategories.lua file and replace all occurrences of FIRST_AID with FIRSTAID. thats why your bank works, the item isnt in it so it doesnt have a fit.
I think you might have said its on a low status for you but even with the blizzard hide option enabled the default bank ui still comes up. It is working with the bags at the ah/mailbox/etc just not the bank.
the bags were simple as ai already has their functionality so just hiding the frames works but right now i have no idea how to hide the bank frame without it also closing the "vendor" as well (thus closing your bank). if anyone has any ideas on how to do that let me know.
arkinventory will open when you click on bagfu - if you enable the option inside arkinventory to hide the blizzard bag frames
alternatively you could script it into a macro and put that on an action bar
/script ARKINV:ContainerOpen( ARKINV_G.LOCATION_BAG )
/script ARKINV:ContainerOpen( ARKINV_G.LOCATION_BANK )
/script ARKINV:ContainerOpen( ARKINV_G.LOCATION_KEY )
(i think those are correct, just pick the line you want)
I really need the ability to set categories to display in different bars in the bank frame than in the inventory frame. Any chance of getting this feature? The way I want to sort items in my bank is quite different than in my inventory...
An idea how to make categorization more flexible, EngBags-style:
create some filters for each category, for example:
PT set
Tooltip phrase
Item type
Item quality
Slot type
Bag number
If an item matches all filters(that are non-empty) for specific category, it is assigned to it.
Arrange all categories in a list and check rows from top to bottom(priority).
Allow the user to create/edit/rearrange categories and edit their filters.
Also remove custom categories(since custom category is basically a category without filters).
I think you might have said its on a low status for you but even with the blizzard hide option enabled the default bank ui still comes up. It is working with the bags at the ah/mailbox/etc just not the bank.
the bags were simple as ai already has their functionality so just hiding the frames works but right now i have no idea how to hide the bank frame without it also closing the "vendor" as well (thus closing your bank). if anyone has any ideas on how to do that let me know.
Set the bank bag location to -400, -400? Not sure on details of moving the bank bag, but I know that's a common way to force something that needs to be visible to appear invisible...
Why add a FuBar plugin?
The addon doesn't need it. If all you want if to see the current bag status then BagFu does that. This is an inventory mod, which functions perfectly and doesn't need settings/display on Fu.
1. FuBar plugin support requires approximately 10 seconds of effort.
2. FuBar plugins use hardly any additional resources, and will not adversely effect the bag update section of things.
3. FuBar plugins provide an easy-to-use GUI for Ace-2 slash (/) commands with for free.
4. FuBar plugin would allow modded interfaces that do not have (or would prefer not to have) a huge button (or 5 huge buttons) dedicated to just opening a bag to do exactly that.
5. A FuBar plugin could replace the afore-mentioned huge button with a useful piece of information that, when clicked, opens your bags, such as how many bag slots you have free, or, hell, anything at all, like how many healing potions you have or how many soul shards or anything else, with a decent call to SetText('desc').
6. Why *not* be a FuBar plugin? Even if the user doesn't use FuBar, being a FuBar plugin provides a free GUI to the /commands (again).
I don't see why anyone makes an Ace2 mod and doesn't throw in the option to use it with FuBar, even if just as a click-to-use and /command accesser.
Wonder if we could get a "Quick Edit" mode whereby you simply hold a modifier key down (alt+ctrl maybe) and click (right/left, not sure) on an item and it would bring up the menu to set categories. I find myself picking bits and pieces up and wanting to toss them directly into a category but having to go into the full edit mode just to move them.
probably not very soon, the items are actually using blizzards default xml so that i get secure functionality, so long as i don't play with the click handlers i'm ok, adding what you want would mean playing with that and probably tainting the code such that the client wont let it happen or would barf in combat.
Not sure on this one, but you can hook PreClick and PostClick, and do whatever you want to do out of combat. If the "Quick Edit" mode was non-combat-only, I'm sure your users would understand... :)
If PreClick did something along the lines of:
Whatever you wanted it to do to your database, and IF IT DID ANYTHING, then change the "type" attribute of the button to "", then have the PostClick change the "type" attribute of the button back to whatever it was before... I don't have the details right now, but I can write up a mock of it, if you want. That'll give me an excuse to actually go finish up my inventory button hooking code for one of my mods...
about 50 times on any given character. Every empty bank slot or inventory slot ends up with that.
If instead, you just had
loc.1.bag.1.slot.# = nil
IMPLY the empty bag, and do proper checking in your code (ex:
if loc.1.bag.1.slot.3 then
-- code to access bag
end
instead of assuming it's always set, you will save huge amounts of SavedVariable space, since chances are people have alts that have empty bag spots, and even their main will usually have at least 20-30...gotta be able to loot *something*, right? :)
You could also have "count=1" be a nil default. Only use count if it is >1. A 0-count means the slot should be nil, a 1-count means count is nil. It makes your code ever so slightly larger, but makes your memory imprint hugely less. Instead of:
loc.1.bag.1.slot.3.count
you can use it like:
(loc.1.bag.1.slot.3.count or 1)
(not sure what your experience with Lua is, but the result of OR and AND comparisons always returns the value that caused it to make the decision, so:)
(myBooleanValue and "YES YES OH YES" or "aww no :(")
will very efficiently (cpu-cycles-wise) return "YES YES OH YES" if your boolean value is true, and "aww no :(" if it isn't. so you can do this mid-string, or anywhere.
Another idea, you could save SavedVariable space by not storing
since a lot of the information is duplicated. If you only stored the "h" in the saved variables file, and parsed out the "name" and "id" when it was first needed, it wouldn't be noticable to the user (since one parsing on a tooltip-show or something is not anywhere near noticable), and it WOULD be noticably less loading during startup.
Anyway. That's just a few ideas, obviously there's a lot more nil-default kinda saved variables saving you could do...
Ark -
what are your feelings on showing items in multiple groups?
Specifically, I have grown used to using Advanced Bags Plus. I've wanted a replacement for a long time, because ABP is full of bugs, is never updated, and is highly inefficient. However, one of the things I really loved about it was the ability to set up a custom group and call it "fire resistance" and put in every piece of my FR kit. Then make one called "front resistance" and put in every piece of my FrR kit. And then one for each other resistance. Then one for +healing, and one for +damage (I'm a priest and I pvp and raid :P)... Obviously, a lot of items show up in multiple groups. And I like it that way. Now, I wouldn't want *everything* to show up in multiple groups, or at least, I'd want a way to remove something from certain groups, so I could have a "potions I use" and "other potions" groups...
Anyway. As far as I can tell right now, everything shows up in exactly one category, period. If I mis-understood that, I'm sorry about this post, and if I didn't, I'm just wondering what your thoughts are on the multiple-category-grouping.
Set the bank bag location to -400, -400? Not sure on details of moving the bank bag, but I know that's a common way to force something that needs to be visible to appear invisible...
i started doing that just then realised that BANKFRAME_OPEN is actually triggered when you talk to a banker not when the bank frame opens so i unregistered those events from the bank frame and it no longer does it's thing when you talk to a banker (if thats how you want it) - i accidentally leave some code in from my first go so your bank may look a bit screwy if you turn that option off, a /reloadui fixes it. i've fixed that 1.29 as well as the bug where if you close my bank window while talking to a banker you cant talk to them again unless you get out of range (its not that far) and then come back or you re-open the bank bag manually (while still in range)
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Why add a FuBar plugin?
The addon doesn't need it. If all you want if to see the current bag status then BagFu does that. This is an inventory mod, which functions perfectly and doesn't need settings/display on Fu.
If Arkayenro dont want to waste his time on that, thats ok, he wrote a imagine Interfase improovment, best of all inventory addons i think =)))
alternatively you could script it into a macro and put that on an action bar
/script ARKINV:ContainerOpen( ARKINV_G.LOCATION_BAG )
/script ARKINV:ContainerOpen( ARKINV_G.LOCATION_BANK )
/script ARKINV:ContainerOpen( ARKINV_G.LOCATION_KEY )
(i think those are correct, just pick the line you want)
Thx a lot.
I really need the ability to set categories to display in different bars in the bank frame than in the inventory frame. Any chance of getting this feature? The way I want to sort items in my bank is quite different than in my inventory...
create some filters for each category, for example:
Arrange all categories in a list and check rows from top to bottom(priority).
Allow the user to create/edit/rearrange categories and edit their filters.
Also remove custom categories(since custom category is basically a category without filters).
Set the bank bag location to -400, -400? Not sure on details of moving the bank bag, but I know that's a common way to force something that needs to be visible to appear invisible...
-x
1. FuBar plugin support requires approximately 10 seconds of effort.
2. FuBar plugins use hardly any additional resources, and will not adversely effect the bag update section of things.
3. FuBar plugins provide an easy-to-use GUI for Ace-2 slash (/) commands with for free.
4. FuBar plugin would allow modded interfaces that do not have (or would prefer not to have) a huge button (or 5 huge buttons) dedicated to just opening a bag to do exactly that.
5. A FuBar plugin could replace the afore-mentioned huge button with a useful piece of information that, when clicked, opens your bags, such as how many bag slots you have free, or, hell, anything at all, like how many healing potions you have or how many soul shards or anything else, with a decent call to SetText('desc').
6. Why *not* be a FuBar plugin? Even if the user doesn't use FuBar, being a FuBar plugin provides a free GUI to the /commands (again).
I don't see why anyone makes an Ace2 mod and doesn't throw in the option to use it with FuBar, even if just as a click-to-use and /command accesser.
-x
Not sure on this one, but you can hook PreClick and PostClick, and do whatever you want to do out of combat. If the "Quick Edit" mode was non-combat-only, I'm sure your users would understand... :)
If PreClick did something along the lines of:
Whatever you wanted it to do to your database, and IF IT DID ANYTHING, then change the "type" attribute of the button to "", then have the PostClick change the "type" attribute of the button back to whatever it was before... I don't have the details right now, but I can write up a mock of it, if you want. That'll give me an excuse to actually go finish up my inventory button hooking code for one of my mods...
-x
I remember you saying somewhere that you are trying to make the saved variables file smaller, but that you need all that information.
One way to make saved variables significantly smaller (and load way faster) is to use nil defaults...
For instance, I have
about 50 times on any given character. Every empty bank slot or inventory slot ends up with that.
If instead, you just had
IMPLY the empty bag, and do proper checking in your code (ex:
instead of assuming it's always set, you will save huge amounts of SavedVariable space, since chances are people have alts that have empty bag spots, and even their main will usually have at least 20-30...gotta be able to loot *something*, right? :)
You could also have "count=1" be a nil default. Only use count if it is >1. A 0-count means the slot should be nil, a 1-count means count is nil. It makes your code ever so slightly larger, but makes your memory imprint hugely less. Instead of:
you can use it like:
(not sure what your experience with Lua is, but the result of OR and AND comparisons always returns the value that caused it to make the decision, so:)
will very efficiently (cpu-cycles-wise) return "YES YES OH YES" if your boolean value is true, and "aww no :(" if it isn't. so you can do this mid-string, or anywhere.
Another idea, you could save SavedVariable space by not storing
since a lot of the information is duplicated. If you only stored the "h" in the saved variables file, and parsed out the "name" and "id" when it was first needed, it wouldn't be noticable to the user (since one parsing on a tooltip-show or something is not anywhere near noticable), and it WOULD be noticably less loading during startup.
Anyway. That's just a few ideas, obviously there's a lot more nil-default kinda saved variables saving you could do...
-x
Ark -
what are your feelings on showing items in multiple groups?
Specifically, I have grown used to using Advanced Bags Plus. I've wanted a replacement for a long time, because ABP is full of bugs, is never updated, and is highly inefficient. However, one of the things I really loved about it was the ability to set up a custom group and call it "fire resistance" and put in every piece of my FR kit. Then make one called "front resistance" and put in every piece of my FrR kit. And then one for each other resistance. Then one for +healing, and one for +damage (I'm a priest and I pvp and raid :P)... Obviously, a lot of items show up in multiple groups. And I like it that way. Now, I wouldn't want *everything* to show up in multiple groups, or at least, I'd want a way to remove something from certain groups, so I could have a "potions I use" and "other potions" groups...
Anyway. As far as I can tell right now, everything shows up in exactly one category, period. If I mis-understood that, I'm sorry about this post, and if I didn't, I'm just wondering what your thoughts are on the multiple-category-grouping.
Thanks. :)
-x
Last issue I have (german client): Empty Bagslots from other bags than the backpack are in the category Default, not in Empty or Empty (Bags).
Keep it up!