I used to use itemrack, and one of its features that I rather miss is that when switching between sets with 2h weapons and 2h+shield it would remember the location of the shield in your bags, and would put it back. While I am very happy with closetgnome in general, I've been a bit worried that one day I'm gonna accidentally sell my shield because its not in my bag of item sets (last bag, for me), its up towards the front where loot collects.
So earlier I got inspired to look in CG and see if this could be fixed. I noticed the ClosetGnome:LocateFreeSlot function, and that CG already has some code that puts de-equiped items in the inventory starting in the back. So I wrote the following change to ClosetGnome:EquipItem.
local bagNum, slotNum = self:FindItem(item)
-- shield change starts here...
if slot == 16 and self:ItemNameFromSlot(17) then
local _, _, _, _, _, _, itemSubType, _, _, _ = GetItemInfo(item)
if itemSubType == "Fishing Pole" or itemSubType == "Polearms" or itemSubType == "Staves" or
itemSubType == "Two-Handed Axes" or itemSubType == "Two-Handed Maces" or itemSubType == "Two-Handed Swords" then
PickupInventoryItem(17)
local toBag, toSlot = self:LocateFreeSlot()
if toBag ~= nil then
PickupContainerItem(toBag, toSlot)
else
AutoEquipCursorItem()
end
end
end
-- ...and ends here
if bagNum > -1 then
Now, I'm pretty sure that there are some problems with this. The check to see if the weapon is two-handed seems really inelegant, and creates 6 new localization strings at that (maybe theres a babble-lib for item subtypes, didn't check yet). Aside from any design or coding issues though, it seems to solve the problem fairly easily.
There seems to be an issue with the latest build. I can no longer ctrl-click and click on items to exclude them from item sets or mark the item set with an icon. In the add item set screen, clicking on an item picks it up rather than flagging it.
any thoughts/suggestions why i cant turn of unequipping weapons on aggro?
The only reason I can imagine the addon would gray out the option is if you're missing some required lib to make it work...could be that Banzai is a kind of "optional" lib in this case, check and see if you have it installed?
then its is wired that its actually working, i.e. unequipping on aggro gain :/
bumpz :( had to turn entire ohnoez off cause of that :(
bumpz :( had to turn entire ohnoez off cause of that :(
Well, I looked over the code to see if I could figure out what was going on. There are only two conditions that can cause that option to be grayed out: either Banzai is not detected, or OhNoes thinks it's disabled. Since your screenshot clearly shows that it's enabled, it must be a Banzai problem. Are you absolutely sure you have Banzai-1.1 running?
bumpz :( had to turn entire ohnoez off cause of that :(
Well, I looked over the code to see if I could figure out what was going on. There are only two conditions that can cause that option to be grayed out: either Banzai is not detected, or OhNoes thinks it's disabled. Since your screenshot clearly shows that it's enabled, it must be a Banzai problem. Are you absolutely sure you have Banzai-1.1 running?
cant tell exactly about the lib, i use embedded libs. but just to check i installed banzai alert yesterday and with it enabled option is still gray. I have a question: does OhNoez come with BanzaiLib embedded? If not - Why not is it uses it?
cant tell exactly about the lib, i use embedded libs. but just to check i installed banzai alert yesterday and with it enabled option is still gray. I have a question: does OhNoez come with BanzaiLib embedded? If not - Why not is it uses it?
thats really strange
Well, Banzai is technically an optional library for OhNoes, since OhNoes can run without it (but will only unequip on low health, not aggro). So the lib is not embedded with OhNoes.
However, Banzai-1.1 is embedded with BanzaiAlert, so it should be there. And if your weapons are being unequipped when you get aggro, then the Banzai events are firing. Which means it sounds like OhNoes thinks it's disabled. But you said you tried nuking the SV's, so I don't know how that could be messed up. Maybe try disabling and then re-enabling it?
Getting an error when I try to use the Flush or Flush&Get features:
[2007/06/20 12:06:32-1399-x1]: ClosetGnome_Banker\Banker.lua:266: bad argument #1 to 'pairs' (table expected, got nil)
ClosetGnome_Banker\Banker.lua:266: in function `Flush'
ClosetGnome_Banker\Banker.lua:292: in function `func'
Dewdrop-2.0-40744 (AHsearch):643: in function <...ace\AddOns\AHsearch\libs\Dewdrop-2.0\Dewdrop-2.0.lua:582>
Now, I'm pretty sure that there are some problems with this. The check to see if the weapon is two-handed seems really inelegant, and creates 6 new localization strings at that (maybe theres a babble-lib for item subtypes, didn't check yet). Aside from any design or coding issues though, it seems to solve the problem fairly easily.
Are there any plans to bring back hiding/showing your hat/cloak when you change throught item sets? Maybe in the form of a plugin or something similar?
Are there any plans to bring back hiding/showing your hat/cloak when you change throught item sets? Maybe in the form of a plugin or something similar?
Just took up some Arena PvP and noticed the Mount/Battleground option doesn't seem disable the Mount set. I don't think I'm doing anything wrong with it...
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So earlier I got inspired to look in CG and see if this could be fixed. I noticed the ClosetGnome:LocateFreeSlot function, and that CG already has some code that puts de-equiped items in the inventory starting in the back. So I wrote the following change to ClosetGnome:EquipItem.
Now, I'm pretty sure that there are some problems with this. The check to see if the weapon is two-handed seems really inelegant, and creates 6 new localization strings at that (maybe theres a babble-lib for item subtypes, didn't check yet). Aside from any design or coding issues though, it seems to solve the problem fairly easily.
Anyone else having this issue?
Entirely possible... ugh, Ive got so many mods dont even know where to start looking... oh well, guess Ive got my work cut out for me.
thanks :D
update:
yup - you were right - SwapMagic updated and is doing something to interfere - thanks again.
Thanks for the heads up.
I believe it occurs when or after I die. I am a warrior. It doesn't have any negative effect though it seems.
bumpz :( had to turn entire ohnoez off cause of that :(
Well, I looked over the code to see if I could figure out what was going on. There are only two conditions that can cause that option to be grayed out: either Banzai is not detected, or OhNoes thinks it's disabled. Since your screenshot clearly shows that it's enabled, it must be a Banzai problem. Are you absolutely sure you have Banzai-1.1 running?
cant tell exactly about the lib, i use embedded libs. but just to check i installed banzai alert yesterday and with it enabled option is still gray. I have a question: does OhNoez come with BanzaiLib embedded? If not - Why not is it uses it?
thats really strange
Well, Banzai is technically an optional library for OhNoes, since OhNoes can run without it (but will only unequip on low health, not aggro). So the lib is not embedded with OhNoes.
However, Banzai-1.1 is embedded with BanzaiAlert, so it should be there. And if your weapons are being unequipped when you get aggro, then the Banzai events are firing. Which means it sounds like OhNoes thinks it's disabled. But you said you tried nuking the SV's, so I don't know how that could be messed up. Maybe try disabling and then re-enabling it?
Thanks
You could use the itemEquipLoc(http://www.wowwiki.com/ItemEquipLoc) instead, since I don't believe it would need to be localized.
Yes, I'm just slow about it like usual :)
Thanks, that worked quite well, especially since I was already calling GetItemInfo and using the wrong (well inefficient) return value.