i've had this problem for awhile, i still can't move the fubar plugin. until there is a fix anyone know of a work around i could do, maybe by editing the fubar sv? i seen that others are having this problem as well.
Confirming the fubar plugin stickyness. Also it seems that the alt+right click option on items to show the PT category is empty for all items. Nothing shows when hovering over 'Periodic Table Sets >'.
was able to get the plugin where i waned it by editing the fubar sv. still, hoping for a fix. finally figured out how to get the bag to stay in one place when using a onebag layout by using auto mode, but it does not let me place my bank bag seperately. i would like to see a seperate layout bounds for the bank. also, when using a onebag type layout does the vertical size of the layout bounds determine anything? i'm just using the bounds to anchor my bag to the bottom left of my screen.
Change the layout type from auto to manual, bags will then be individually draggable and should remember thier positions. If they arent then its a bug and i'll have to look into it when i get home.
Here's a temp fix to keep your bags from resorting when selling to a merchant:
In Baggins.lua in the Baggins:OnBagUpdate(bagids) function, change the line (1081 in the current build) that says this:
if itemschanged then
to this:
if itemschanged and not (MerchantFrame:IsShown() and MerchantFrame.selectedTab == 1) then
I haven't tested thoroughly but this seems to prevent item resorting when selling to a merchant. I haven't tested this next bit at all, but it may also work. To prevent bag resorting while at the bank as well:
if itemschanged and not (MerchantFrame:IsShown() and MerchantFrame.selectedTab == 1) and not self.bankIsOpen then
The problem with doing the fix like that is that as you buy items from a vendor they wont be updated either. A proper fix for this is planned but is going to be part of a rewrite of the section layout code so will probably be a while off.
Change the layout type from auto to manual, bags will then be individually draggable and should remember thier positions. If they arent then its a bug and i'll have to look into it when i get home.
well the problem with using manual for me is that the bags do remember their genral positions, but when an item is added or removed from the bags, baggins changes it's size. i have baggins near the bottom right of my screen, and in manual mode the bag can grow upwards or downwards, left or right. this makes it so i'm constantly having to move the bag back to the bottom right area of my screen. as you stated it may be a bug, or it might be a design decision you made, i'm not quite sure.
auto fixes this, as after setting the bounds, the bag only grows up and to the left. the bag is always anchored in the same spot. only problem i have with auto is that i can't move the bank bag.
ahh, sometime this weekend I should be able to get Waterfall to the point I can get onto using it to redo the config for Baggins properly. I'll be adding more options at the same time, i'll add one to chose which directions the bag grows in.
im wondering have you ever considered a baggins plugin to allow you to view the bank items away from the bank? even an external baggins_bank addon would suffice, thanks ;)
im wondering have you ever considered a baggins plugin to allow you to view the bank items away from the bank? even an external baggins_bank addon would suffice, thanks ;)
Perhaps CharacterInfoStorage could be of help implementing this? I'm not at all familiar with this addon except as a user. I do recall reading that this was split from CharacterInfo to allow other addons to hook the data about characters inventory and bank. I'm guessing an easy extension would then be to add the option to show the inventory of alt characters baggins style. That would rock actually :) I do not like the onebag style in CI at all. Using baggins ensures that items are placed more or less at random in your bags which makes it quite a time consuming task figuring out whether an alt has this or that item.
Hi! In the last few update the Periodic Table support, or the inbuild sorting function is broken? I have set up the herbs by PT, and it was worked perfectly... but now, nothing. All thing goes to Consumables, misc. And does not matter, if i check, or uncheck the "remove duplicate" option.
Any idea?
Development right now is at what i'd call beta 1. Still taking feature requests but anything big i'm going to leave until whats in has been tested and is stable.
First I want to say I really appreciate this addon. I had started writing something similar my self but stopped when you introduced Baggins.
The one thing that I miss from my dressing room addon is to be able to filter my bag set by my wardrobes, say defined by ItemRack or ClosetGnome. I have a patch if you are interested that should allow other addons to define there own rules as well as a quick and dirty sample using the changes to add support for filtering based on ItemRack sets.
--- orig/Baggins/libs/Sieve-0.1/Sieve-0.1.lua 2007-02-02 13:16:16.000000000 -0500
+++ Baggins/libs/Sieve-0.1/Sieve-0.1.lua 2007-02-03 16:18:43.000000000 -0500
@@ -21,6 +21,7 @@
local L = AceLibrary:HasInstance("AceLocale-2.2") and AceLibrary("AceLocale-2.2"):new("Baggins")
local dewdrop = AceLibrary:HasInstance("Dewdrop-2.0") and AceLibrary("Dewdrop-2.0")
local tablet = AceLibrary:HasInstance("Tablet-2.0") and AceLibrary("Tablet-2.0")
+local RuleTypes = nil
--Localization of item types and subtypes, must match the return values of GetItemInfo()
local ITEMTYPE = {}
@@ -362,7 +363,11 @@
rule[k] = nil
end
end
-
+
+ if RuleTypes[rule.type].CleanRule then
+ RuleTypes[rule.type].CleanRule(rule)
+ end
+
if rule.type == "ItemType" then
rule.itype = "Miscellaneous"
end
@@ -440,7 +445,7 @@
end]]
end
-local RuleTypes = {
+RuleTypes = {
ItemType = {
DisplayName = L["Item Type"],
Description = L["Filter by Item type and sub-type as returned by GetItemInfo"],
@@ -889,6 +894,10 @@
end
end
+function Sieve:AddCustomRule(type,description)
+ RuleTypes[type] = description
+end
+
function Sieve:RuleTypeIterator()
return pairs(RuleTypes)
end
Edit: Removed some debug code from my sample addon that uses this.
I've put together a rewrite of Baggins_ItemRack from the sample I gave before. It is attached to this message. I'll see about getting SVN access to upload it there, and will make a separate thread for it when I do. I'll also look at doing the same thing for ClosetGnome. If anyone else with SVN access wants to upload Baggins_ItemRack to the SVN server while I wait, feel free.
Changes:
Caches items -> set mappings
Support for "Any" user, "Any" set, "None" set
Notifies Baggins to rescan bags after any set changes
Edit: Wrote Baggins_ClosetGnome to add the same features for ClosetGnome
Sorry but ehm, how do you actually use the baggins plugin? Can't seem to find it ingame.
Here's an example of how to add filters based on these addons. They work like any other Baggin filter. Note you will need the latest version of Baggins to use these plugins.
In the Baggins menu (right click on the Baggins FuBar widget) choose "Edit Categories". Click on "New Category", and make a category called EquipSets. Click on "Add Rule" to add a rule to that category. Then right click on the rule to define the rule. If you are using ItemRack, set the rule type to ItemRack, otherwise set it to ClosetGnome.
For ItemRack you have access to item sets for other characters. You can use "Self" to make the rule always apply to the current character.
For both ItemRack and ClosetGnome you will also need to pick the set you wish the Category to match. For this example pick "Any", which will match "Any" item in any set you have defined.
Once you have finished this you can "Close" the Categories window.
You will now need to add this category to your bags, so back in the Baggins menu choose "Edit Bags". Expand the "Equipment" bag by clicking on the "+" next to it, and add a new section called EquipSets. From there click add category and choose the EquipSets category you made earlier. Click the "-" to close the section, then shift click "EquipSets" a few times to move it to the top of the bag. Do the same sequence for the "Bank Equipment"
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In Baggins.lua in the Baggins:OnBagUpdate(bagids) function, change the line (1081 in the current build) that says this:
to this:
I haven't tested thoroughly but this seems to prevent item resorting when selling to a merchant. I haven't tested this next bit at all, but it may also work. To prevent bag resorting while at the bank as well:
well the problem with using manual for me is that the bags do remember their genral positions, but when an item is added or removed from the bags, baggins changes it's size. i have baggins near the bottom right of my screen, and in manual mode the bag can grow upwards or downwards, left or right. this makes it so i'm constantly having to move the bag back to the bottom right area of my screen. as you stated it may be a bug, or it might be a design decision you made, i'm not quite sure.
auto fixes this, as after setting the bounds, the bag only grows up and to the left. the bag is always anchored in the same spot. only problem i have with auto is that i can't move the bank bag.
A bag anchor point option could do the trick : easy to implement and very versatile.
Perhaps CharacterInfoStorage could be of help implementing this? I'm not at all familiar with this addon except as a user. I do recall reading that this was split from CharacterInfo to allow other addons to hook the data about characters inventory and bank. I'm guessing an easy extension would then be to add the option to show the inventory of alt characters baggins style. That would rock actually :) I do not like the onebag style in CI at all. Using baggins ensures that items are placed more or less at random in your bags which makes it quite a time consuming task figuring out whether an alt has this or that item.
Any idea?
First I want to say I really appreciate this addon. I had started writing something similar my self but stopped when you introduced Baggins.
The one thing that I miss from my dressing room addon is to be able to filter my bag set by my wardrobes, say defined by ItemRack or ClosetGnome. I have a patch if you are interested that should allow other addons to define there own rules as well as a quick and dirty sample using the changes to add support for filtering based on ItemRack sets.
Edit: Removed some debug code from my sample addon that uses this.
Changes:
Edit: Wrote Baggins_ClosetGnome to add the same features for ClosetGnome
Here's an example of how to add filters based on these addons. They work like any other Baggin filter. Note you will need the latest version of Baggins to use these plugins.
In the Baggins menu (right click on the Baggins FuBar widget) choose "Edit Categories". Click on "New Category", and make a category called EquipSets. Click on "Add Rule" to add a rule to that category. Then right click on the rule to define the rule. If you are using ItemRack, set the rule type to ItemRack, otherwise set it to ClosetGnome.
For ItemRack you have access to item sets for other characters. You can use "Self" to make the rule always apply to the current character.
For both ItemRack and ClosetGnome you will also need to pick the set you wish the Category to match. For this example pick "Any", which will match "Any" item in any set you have defined.
Once you have finished this you can "Close" the Categories window.
You will now need to add this category to your bags, so back in the Baggins menu choose "Edit Bags". Expand the "Equipment" bag by clicking on the "+" next to it, and add a new section called EquipSets. From there click add category and choose the EquipSets category you made earlier. Click the "-" to close the section, then shift click "EquipSets" a few times to move it to the top of the bag. Do the same sequence for the "Bank Equipment"