• 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from tekkub »

    Ramble, you're gonna hate me...

    AceInventory appears to be pulling about 0.2 on every UNIT_INVENTORYCHANGED... for comparison KCI pulls 0.015, SpecialEventsEquipped 0.00071 and FuBar_Transporter 0.00015... Which presents a few questions...

    1) Why is it even doing anything if the frame is not visible
    2) Why don't you optomize this.. or better yet...
    3) Why not use SpecialEvents? It'll give you more detailed bag, bank and equipped events


    Yes... yes.... where to begin. I think I'm gonna gloss over your questions with a general 'I think I need to rethink things a bit.'
    I actually saw a really major glitch in AceInventory today when I was playing. ::sigh:: it's sorta frustrating I really kinda want to try to implement it antoehr way, but alas, so much depends on the AceInventory tables. So the most important thing I'm trying to accomplish with AceInventory is to abstract out a single key for contianer slots, bank slots, and inventory slots. I suppose if I use the same numbering convention I ended up with the ace inventory keys, I can do this without the whole AceInventory magic tables...
    I think what I'll do is I'll start a branch to remove AceInventory.

    Is SpecialEvents embedable? I'm gonna take a look at what I need to do use it instead of what I'm doing >_< not looking forward to it.
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from tekkub »

    those metatables are damn sweet aren't they? Commit that stuff up man, I'm still worknig on my ruleset.. it's like 80% PT sets anyway.

    something along the lines of InvSort:CreatePTRule(name, itemset, sort, texture) would rock! Heck something similar for creating main rules would be nice too, I don't like all this table biz ><

    Also question, if no icon is defined will IS grab the first item that matches texture or will it just be blank?


    Heh, well, whether or not I give you a function for CreateRule, the table's will still exist. For my generic PT module, I think it's kinda redundant to give the Rule a name seperate from the PT Set name. so I'm making a CreatePTRule(itemset) and I might include the others as optional args, haven't decided yet. For now I'm gonna leave it with the PT item sorting. (I should write something up about how everything gets sorted right now, because it's actually kinda non-obvious. For most things you've done, the rule's sort function never gets called.)

    As far as the icon goes... the way it's working right now is the Category uses the icon for it's first rule. If the rule has no icon, then it uses the icon of the first item in the category. Once the Category icon is set, it memorises it in the SV file and it doesn't update again. That's the way it's currently implemented, and I believe it's still pretty flexable to change.


    Now I have a question for you. With PT, is GetSetTable good enough to verify if a Set exists? I'm a bit hesitant to use it because it says "This only works for atomic sets, not multisets"
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from tekkub »

    Okey quick though... need some way to clear all categories quickly.. "/is category reset" maybe?


    I love your meta tables so much, I'll go ahead and code that up for you right now. Basically there's /is category del, but I can add /is category reset to loop through all categories and remove them.

    <edit> committed.
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from tekkub »

    Working on my own sets now, question for you Ramble... What fields are absolutley required in the rule definitions?


    Absoultely required fields are name and the contains function.
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from tekkub »

    Bindtypes are twofold actually... Quest can be found from GetItemInfo but BoE/BoU/BoP/Soulbound can only be found out from the tooltip. If you have a hyperlink you can scan the tooltip and get that info there, if IS knows the bank links. I do agree that it is costly, but the information can be cached. The only drawback would be that unverified BoEs in the bank wouldn't show up as bound until the bank had been visited... but then does the mod even know about bank items if it's not visited? It had info for me and I logged in outside, pulls it from KCI doesn't it?

    I believe the "Soulbound" won't show up in the tooltip for the hyperlink, only when you call SetContainerItem, right? I did this a while back... AFAIK the only things that you can't get about an item without scanning the tooltip are Bound status, and who made the item if it's a crafted item. (These are things specific to the item, I'm not counting tihngs like armor and weapon stats) Perhaps we can ask for API for getting Soulbound/BoE/BoU/Quest?

    The mod has no awareness of Bank items until you've visited the bank. If you visit the bank and leave, it will remember them until you log out. If however you have KC_Items, it loads the KC_Items data at login. (It's also set up so that it should be easy to switch KI_Items characters and view another players inventory,bank, and equipment. I'm hesitant to actually implement this option because I feel like it should also look up the characters InvSort profile and sort their inventory the way you'd see it on that character.

    Had another thought, the frame needs bag usage numbers somewhere, probably the bottom with the money display. Seperate out by type of course, like a Warlock Enchanter might have:
    "Bag: 29/40 Soul: 20/20 Ench: 10/24"
    Naturally this 'lock might actually have 25 shards, but since 5 are in a normal bag they add to that count.

    Hrm, interesting. However this seems a bit complicated by the fact that I don't note any real difference in Inventory/Bank Items. I suppose I could have the counts ignore bank slots when not at bank... And as bliz introduces more bag types (wtf is up with Engineering Bags at the AH?), this is gettin more and more complicated because all these items (Ammo, Shards, Herbs, Engineering stuff) can be put in regular bags as well. The bottom of the frame is gonna get filled up real quick.

    Last comment... for the ammo rule can you make sure it sorts in the normal bag order? I think this is already the case but wanna make sure. It's annoying how partial stacks work out as a hunter, if I buy ammo I end up with a partial in what was the last free bagslot, but when I fire a shot it comes off the first stack the game finds (IE tho one at the top of the bag). It's nice to see visually where the partial is so I can move it to the top. EngInv was some random-ass order that was really annoying.... I should write a mod to push hunter ammo to the top on closing the merchant frame.... *ponder* .... no must sleep first!

    Hrm. I think ammo is sorting in alphabetial order, so no, it's not how you're expecting it to be. I can change that. Something about that idea is bothering me... But I'll look into it. I'll try to get some more work on this by the end of the week, but my IRL responsibities seem to be adding up...
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Quote from tekkub »

    Okey so a quick skimming (didn't get to try the MyBags one before servers went down), here's rules I'd like to see...

    Special Bags:
    AmmoEmpty / EnchantBag / EnchantBagEmpty / HerbBag / HerbBagEmpty / ShardBag / ShardBagEmpty

    Bind Types: BoE / BoU / Soulbound / Quest (yes quest items are a bind type!)
    Equipment, by equip slot, by color, usable, not usable, by quality
    Lockboxs and other "openable" items
    Keys, Hearthstone!
    Consumables (has "Use: " in the tooltip)

    The Bag types seem easy enough, keys and healthstone should be trivial. Consumable is a type returned by GetItemInfo, so that's easy as well.

    The bind types seems a bit scary to me because it requires a tooltip scan to determine if an item is Soulbound, and that seems expensive. And it's also impossible for the KC_Bank data if you haven't visited the bank yet. I'll keep thinking about it.



    Everything else I can think of off the top of my head can be done with PT sets. I'll help make these rules if you can give me a good definition of a AceInventory.Inv entry... I can't for the life of me figger out what it's laid out like from the code.. damn metatables!


    Sure. The AceInventory.Inv table is indeed a bit of a nightmare to figure out ::blush::. I really probalby should implement it another way so I can test if it's worth using the crazy meta tables.

    Anyways, all PT cares about is the Item ID yes? Each Inv item has Item.ItemID in the form "item:%d+:%d+:%d+:%d+" .
    All the other fields are basically the information you can get from GetItemInfo: Name, Link, Rarity, MinLevel, Type, SubType, Stack (max stack size), Equip (location), Icon. In adition, there's also Bag, Slot, and Key, where key is the first number in the ItemID (/item:(%d+):/), and Index, where index is the Key in the Inv table (Inv[1].Index == 1, Inv[1001].Index = 1001). There are also flags for isBank and isEquipped.
    The indexes correspond to which slots they're in. 1-16 are the backpack, 101-1XX is the first bag, 1001-1024 is the bank, 1101-11XX is the second bag, and 2001-2019 are equip slots. (I left off the ammo paperdoll slot from the equipment because it don't actually 'hold' the item)

    I'll write up a more formal module dev doc soon.

    My idea for the PT module was that it would let you register/unregister IS rules from PT groups. Every PT group's rule would be basically the same thing, just a simple check to see if an ItemID is in a PT group.
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    I've been working on this, and now that I've got SVN access to the new SVN I've got it put up there. The thing that's been keeping me is I broke Unsorted, and i'd really like to clean up a lot of configuration type stuff and add in a Periodic Table module and perhaps a ItemBar type thing to go with it. But for now, it's functional (I hope).

    http://svn.wowace.com/dl.php?repname=Ace+SVN&path=%2Ftrunk%2FInvSort%2F&rev=0&isdir=1

    I opted to remove the AceInventory folder and just drop the addon into InvSort. So if you have an old version of AceInventory, you don't need it any more.

    Also, I have a little MyBags module here:
    http://svn.wowace.com/dl.php?repname=Ace+SVN&path=%2Ftrunk%2FInvSortMyBags%2F&rev=0&isdir=1

    To use it, type '/is mybags setup' and it will initialize all the rules/categorys etc.
    Posted in: Addon Ideas
  • 0

    posted a message on Dare I say it?... Indeed I do! ACE CTRA!
    Quote from Tyrrael »

    Quote from Thalinon »

    Quote from Tyrrael »

    Was about to post this suggestion and thought I'd search first, and then found this thread! Woot!


    Errrrrr.... it's already been done. (If you're talking about aceing CTRA)

    Just look in the AddOn section for oRA and XRaid - they're what you want.


    Yeah, I'm going to test out XRaid for our raid later today. But it doesn't have all the features that CTRaid does (yet?). Anyway, I don't foresee CTRaid's current monopoly on the raid mod market being diminished any time soon. It would be nice if the original mod was ACE'd


    Thalinon is right, it's already done.


    I ditched CTRA a long time ago. My guild requires CTRA, they get mad if people don't have it. They don't even notice I'm not using CTRA but the Ace alternatives.

    oRA is the Ace'd eqivelant of CTRA. It's fully modularized and compatable with CTRA. Supports Durrability reports, Item reports, reisitances, Ready checks/votes, main tank lists, ... I might be missing something. The only thing it leaves out id decursive, which really doesn't belong in a raid management addon anyways, it should be seperate. Use decursive, or bug someone to make an ace'd decursing mod, or learn how to decurse manually ;-).
    Go check out the forum post on oRA. http://www.wowace.com/forums/index.php/topic,1158.0.html

    Xraid is the pair to oRA. All XRaid does is provide unit frames for raids. That's it. It hooks into oRA to give you similar features as CTRA's unit frames, but oRA is not reqired to use Xraid, and Xraid is not required to use oRA.
    XRaid is here: http://www.wowace.com/forums/index.php/topic,38.0.html

    Other unit frames can be used too. I use MG2 ace'd, and I anxiously await the MG2 MT frames because besides the fact that I don't see MTs, everything else in MG2 is gorgeous. http://www.wowace.com/forums/index.php/topic,745.0.html


    Please go check out oRA. It's awesome. But on another note, perhaps someone should create a oRA gui. That's the main difference. Everyone who uses CTRA is used to menus to change all their settings, oRA only has the slash command. I love that personally, no need to have config dialogs if you can do it with slash commands so it saves me a bit of memory. But it could be implemented as seperate oRA module to provide an options menu.
    Posted in: Addon Ideas
  • 0

    posted a message on FrameXML
    That being said, you should be able to do just about anything you did by changing the FrameXML in LUA now, so you shouldn't have to modify FrameXML.
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    I gave Xelepart a teaser screenshot of all the changes I've been making last night, I suppose I can share it with ya'll too...



    There are still several things I'm trying to formalize before I want to release this. It's finals week for me, so that might take a while (or maybe I'll keep putting off studying and keep working on this ::sigh::).

    Heh, if you happen to see me when I'm on in the stormwind bank on the test server stop in and say hi.
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    OK I agree with that tekkub. The stuff included with InvSort (default categories) can be included as a module inside InvSort that can de deleted out. And it can be defined in such a way that it'll look exactly like it would if it were an external plugin.

    So I got PT groups working, but I need to talk to xele about it before showing off any code cause I had to change how the contains function works (well, I didn't have to but i defined my PT Categoies with anonymous tables and contains needed to be aware of that).

    About Icons: that sounds like a great way to handle it. II'd probably have to be the first item in the set just for consistancys sake.

    About rules being complicated: they range from simple to complicated. For PT, all it is is a call to ItemInSet. For some of the rules I came up with, perhaps it's a bit more clunky, but obviously it doesn't have to be. There are definately bugs that need to be hammered out before we start bitching too much about the content of rules.
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    Well, the reason Plugins are attractive is because they are more accessable to the end user. It is easier to install a whole other plugin addon than have to add files to an existing addon and modify toc files. And it's easier on the developers. As a developer of InvSort I wouldn't want to be responsible for changes to.. say Wardrobe .. that affect the way I sort things.

    And just so you know, I'm toying with making PT sets right now with out rule structure. I'll come back with some codein a few.
    Posted in: Addon Ideas
  • 0

    posted a message on Categoriezed/Sorting/Awesome OneBag++
    ::ducks in and tries to avoid the firefight here::

    I haven't looked at PT much since xelepart took over the main coding for InvSort. But if I understood what i've read it do handle a bunch of the sorting type stuff we'd want to do. But suppose I want a group for my FR gear? Or a group for my engineering trinkets? All green+ items that aren't soulbound? Are those trivial to implement in PT?

    (that was one lousy atempt to avoid the firefight, bringing up the heated topic right away)

    Anywho... a handful of comments/bug reports:
    * Empty slots is showing 32, I've sold some stuff, picked up some stuff from AH, and now I have 30 empty slots. The text in the empty slot never updated.
    * Ammo slot: I'm a rogue, I have my crossbow equipped and I carry one stack of arrows. The ammo loads the right icon, but it doesn't count any ammo. (I show 0 in the icon, and I mouse over and it says "Ammo (empty)"
    * What happened to the mouse over a group and it shows you the contents? Or was that only in my latest local copy... Anywho, I wanted the groups to have the functionality similar to my XRayVision mod, where you can see what's in the group without actually opening it.
    Posted in: Addon Ideas
  • 0

    posted a message on Categorized/Sorting OneBag
    Quote from "Thirsterhall" »
    Thanks I'll give the shift click a go.

    As for the unknown how about a '?' icon/catagory that only shows up when you have unknown items.


    Yup that's exactly what i was planning ^_^ http://people.ucsc.edu/~tgerdes/InvSortb3.zip

    Only change is added the Unknown tab; should only be there if you have unknown items (I didn't test that much actually).
    Posted in: Addon Ideas
  • 0

    posted a message on Categorized/Sorting OneBag
    Quote from "Thirsterhall" »
    1. how do you undock the catagories. I guess I'm too dumb to figure it out.

    Shift click the tab icon. Click the icon in the new frame to re dock it.

    Quote from "Thirsterhall" »
    2. how do you see unknown items? IE items that don't fit into a catagory.

    ::Cough:: whoops. I'll add this soonish.
    Posted in: Addon Ideas
  • To post a comment, please or register a new account.