ClosetGnome_Banker seems to have trouble with engineering bags. I have a shadow resist set that includes a Shadow Reflector. If I "store" the set it will put it in the bank, but it won't put the reflector in the engineering bag. Conversely, if I retrieve the set from the bank, it won't retrieve the reflector unless it is not in the engineering bag -- but it will pick it up just fine if it is in a normal bag slot.
Just been playing with the fubar settings for Closetgnome and though i would try the 'Detach Tooltip' option. Since doing that I have got no tooltip window any where on screen for me to me and going back to the closegnome fubar menu and unticking 'Detach Tooltip' does not work. Can't work out how to get the fubar menu to show what items I have got set up now :(
I tried '/closetgnome detachTooltip off' but it refuses to take the command when I press enter but doing '/closetgnome' works fine.. Any ideas which part of the SV I may need to nuke?
Just logged out and went through the Fubar saved varible file and removed all the references I found in there to closet gnome being detached and its positioning.. logged back in and now its working again. Not sure if the above is a bug or not..
Ok it only happens once on login, but this is what happens....
When I first login and goto a pond and equip my fishing pole and cast it into the pool the fishing pole switchs back to my staff and the following error occurs:
[2007/09/27 01:32:51-3083-x1]: ArkInventory-2.10\ArkInventory.lua:6844: attempt to concatenate local 'loc_id' (a nil value)
<in C code>: ?
ClosetGnome-1.49764\ClosetGnome.lua:911: in function `EquipItem'
ClosetGnome-1.49764\ClosetGnome.lua:701: in function <Interface\AddOns\ClosetGnome\ClosetGnome.lua:678>
ClosetGnome-1.49764\ClosetGnome.lua:793: in function <Interface\AddOns\ClosetGnome\ClosetGnome.lua:712>
(tail call): ?:
ClosetGnome_Switcher\ClosetGnome_Switcher.lua:275: in function <...AddOns\ClosetGnome_Switcher\ClosetGnome_Switcher.lua:259>
<in C code>: ?
AceEvent-2.0-49307 (Ace2):303: in function `TriggerEvent'
AceEvent-2.0-49307 (Ace2):962: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:955>
Now after I clear that error from bugsack and continue casting the error never occurs again and everything works fine, but if I reload the UI and try to fish again it throws this same error one time and then never comes back again the rest of the time I am fishing??
Not sure if this is a Arkinventory bug or a Closetgnome bug so I am posting this in both forums threads.
Disclaimer: I did not read 37 pages to see if it was already requested..
Request (as my long time used Item Rack seems to be broken), I'm missing very very much the function to use the ALT Button in my Character Sheet for quick item change.
I have a lot of different Sets with me (as a Paladin I have a Off/Def Set, Healing and lots of Resistance Items), so if I just wanted to change let's say my cloak (of the 6 I have in the bag) I could just hold ALT and go over cloaks and a little menu with all my cloaks came up so I could make a quick change.
(For the rest, it seems to be working with no Problems so far)
I be wondering, altho ClosetGnome >>>>>>> ItemRack I just recently switched over but I really miss the bar that you could add the items you were wearing and when you'd hover over it, it would show everything else you could wear in that slot, especially for trinkets.
Any chance you could maybe add that to ClosetGnome or as an extra module? ^^
ClosetGnome has problems when it has to deal with two identical items. Form my Nature resistance gear I'm wearing two Hearts of Noxxion (trinkets), and even if correctly shown in the set window, the addon will switch in only one of them. Same goes for the bank plugin that retrieves and stores only one of the trinkets.
Can it be fixed?
Rabbit, enjoy your holidays!
Was searching through the forums and this was the only post I found dealing with this problem... I apologize if it has been discussed elsewhere... is there anyway to fix this?
I feel like a big 'woooo!' is acceptable here. I know the notice could be removed anyway by the user, but still! Woo for the 1.0!
I agree, a 'wooo!' is in order for this one, but as I (think I) said in the commit notes (at least I added it to the readme.txt), there are some bugs left in ClosetGnome that are yet to be fixed, but they're not very important.
What lies ahead is slimming down the CG core somewhat and making it framework-agnostic, then implement alternative user interfaces (it already supports command line, fubar - with and without Tablet-2.0 and minimap icon), like LegoBlock and whathaveyou.
Ok, trying to explain my branch change again. I think I wasn't clearly getting the point across in IRC. I'll explain how it effects the user, and then basically what it's doing in the code, and compare it to the trunk version.
Let's say I have a set name 'Arena' with 3 +sta items. 2 of the pieces are currently in the bank the other in my inventory. I'm in some random instance and 4th +sta item drops that I want to add to my set. While still in the instance I try to update my set...
In the trunk version, I shift click the set name, paperdoll opens, I see the 3 slots flagged as green, and get two notices in chat for the items that I'm missing. I add my new 4th item and click Add. Now item that already had on me, plus the 4th item are part of the 'Arena' set, HOWEVER, whatever items I currently had equipped in the slots of the missing items are now apart of the 'Arena' set, and the the two bank items are no longer a part of the set.
In my patched version, I shift click the set name, paperdoll opens, I see the item I already had in my inventory equipped and flagged as green. I see two message in chat saying I have two missing item, I see those slots marked as yellow (not green). I equip my new 4th item, and click add. CG saves my new item, my currently equipped item, plus it remembers that I had two missing items, and it saves the missing items to the set and DOES NOT overwrite those slots with the currently equipped items.
So now you say, ok what if I have +8 sta helm in the bank, and get a new +16 helm in the instance. Simply edit the set as normal, equip the new helm, and click the slot until it changes from yellow to green (should be one click), click add, and the new item overwrites the "missing" item.
From a programming perspective it's pretty straight forward. When CG finds a missing item and print the message to chat, it sticks the missing item into a missingItem table. Then when the set is saved via clicking 'Add', CG injects any slot items from the missingItem table into the activeSlots table, before it get's saved the SV. When a slot is toggled from yellow to green, it removes the item from the missingItems table so as to not overwrite the currently equiped item.
I think that's the just of it, and I think I have it better explained this time. If you still have questions, or just don't like the idea, that's fine, but it's something that I fine valuable, the ability to update a set without having to have ALL of the sets items on your person.
I've attached a patch file that should work, based on your latest update, announcing v1.0.