Equipment Sets

Notes

  1. Works with 1.1.
  2. Equipment Sets doesn't require you to prepare the item sets beforehand or do anything special. Equipment Sets merely remembers "snapshots" of your equipped gear. All you need to do in order to use Equipment Sets, is equip items as you would do normally.
  3. To access the Equipment Slots options window right click the Equipment Slots button (the green one).
  4. When you first install Equipment Sets, the Equipment Sets button will appear in the middle of the screen (green tactics button). Move it to its desired location by using the layout editor (Main Menu -> Customize Interface -> Layout Editor).
  5. All settings and data are per-character, regardless of the UI mode chosen.
  6. There was an issue with the version numbers, apparently WAR wipes out addon data if it detects that the addon's version has changed. I have changed the version number system now to avoid that, so in the future settings should persist through version upgrades of the addon.
  7. There is no way to distinguish between two identical items in the inventory. For this reason Equipment Sets simply will pick the first one it finds. The exception to this rule is that unbound items are ignored.
  8. From 1.0.11 Equipment Sets will handle multiple instances of the same item correctly (i.e Jewelry).
  9. When equipping a two-handed item while a left-hand item is equipped, Equipment Sets will try to place the left-hand and right-hand items that are being unequipped next to each other in the inventory. This is achieved by checking the slots to the right and below the left-hand item. That in turn is done by assuming the 8 slots per inventory row in the default layout. In other words if you use any bag addons, your shield may appear in odd places in the inventory.
  10. Since items cannot be equipped or unequipped during combat, the Equipment Sets dropdown is disabled during combat.
  11. I have put a lot of time and effort (and headache) into hardening the equipment switching code so that it handles race conditions gracefully. However there are some limitations to the platform, so you may succeed in triggering a race condition. Translated to non-programmer language: Equipment Sets should handle various edge cases like entering combat in the middle of a switch correctly. However that is not 100% guaranteed.
  12. In the context of the above point: Equipment Sets is programmed to finish a set change after combat if the switch is not successful. So if things go wrong don't worry, they should sort themselves out when you exit combat.
  13. For the reasons mentioned in the previous two points, all Equipment Sets buttons are disabled until the new set is successfully equipped.
  14. Tactics can also be associated with the equipment set automatically. That means that Equipment Sets will remember the last tactics slot used with the equipment set slot, and switch back to that tactic slot when the equipment set changes. This behaviour can be turned off in the options window (see above).
  15. Equipment Sets will wait for tactics to become available and switch them. This means it is safe to switch equipment sets immediately after combat. There is no need to wait for the tactics 10 seconds delay to elapse.
  16. Morale abilities can also be associated with the equipment set automatically, similar to tactics. That means that Equipment Sets will remember the last morale abilities set in each morale slot and switch back to these morale abilities when the equipment slot changes. This behaviour can be turned off in the options window (see above).
  17. It is not possible to activate abilities when equipment set slots change since addon code cannot activate abilities. That would be automation, which is designed not to be possible in WAR.
  18. However, Equipment Sets has a "trigger abilities" feature, which does the opposite thing: you can configure Equipment Sets to automatically switch sets when certain abilities are used. Equipment Sets cannot activate the ability, but it can respond to abilities activated by the user. This covers stances as well, as they are considered to be abilities for any intent and purpose by the game.
  19. Equipment Sets has a "flip" command that switches between slots 1 and 2 only. This is useful if you only have two sets and want to quickly switch between them.
  20. There is a dragable flip button in the options window. You can drag this button to your action bar and it will execute the flip command. NOTE: This button is a bit of a hack and is in fact an automatically generated macro button (you can see it in the macros window if you scroll down). I wasn't able to find a clean way to create such a button. However it works fine and is programmed to look for an empty macro slot.
  21. The is a feature that combines the trigger abilities an the flip button. This feature, if enabled, turns the flip button into an alias of the trigger abilities. That way you can have an all-in-one button that activates the trigger ability, which in turn will cause the equipment set to change.
  22. The macros are based on LibSlash. They will only be available if LibSlash is installed. They won't work from a macro button the usual way either (read about it in LibSlash's page). The available macros are:
  • /equipmentsets - Opens the Equipment Sets options window.
  • /equipmentsetsswitch - Switches to the specified slot.
  • /equipmentsetsflip - Executes the flip command.

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Table of contents

  1. 1 Notes

Facts

Date created
27 Dec 2008
Last updated
27 Dec 2008

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