v6.0.4
What's new
tag b22548216acdcd94d1f8c8495d9c5fdc684ef096 v6.0.4
Author: Chairface30 <chairfaceserverop@gmail.com>
Date: Sun Oct 4 23:28:52 2026 -0400
ItemRack 6.0.4: Forever bank, auto-queue and in-combat fixes
* Forever: hovering a gear slot with the bank open no longer errors ("bad argument #1 to 'pairs'" in BuildMenu). Forever's bank is the newer bank tabs, which ItemRack had no list for; it now finds items in, and puts them into, your bank tabs. Unchanged on TBC
* Forever: the auto-queue no longer errors looking for a replacement item ("attempt to call a nil value": IsEquippedItem is only in C_Item there)
* Forever: the "ready soon" and "ready" cooldown notices no longer error with the game's floating combat text switched on (CombatText_AddMessage is gone there); they go to the error frame instead
* Forever: in combat the client can keep yes/no answers about your own character secret (in combat, dead, feigning death, mounted, on a flight path, your form), and testing one is an error. ItemRack now reads them safely: a hidden "in combat" counts as in combat, so gear changes queue as they should; a hidden mount or form state leaves your sets as they are until it can be read again. Unchanged on TBC
commit 13712b3a218cdd0013c66d6b9d8eb115713bb887
Author: Chairface30 <chairfaceserverop@gmail.com>
Date: Sun Oct 4 23:28:52 2026 -0400
ItemRack 6.0.4
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
commit 6ef98cea10ed879d91e6833a56e3e919894241af
Author: Chairface30 <chairfaceserverop@gmail.com>
Date: Sun Oct 4 23:25:44 2026 -0400
Forever: bank tabs as ItemRack's bank
BankSlots was only set for Classic/BCC/Wrath/Cata project IDs, so on
Forever it stayed nil and BuildMenu threw "bad argument #1 to 'pairs'"
whenever a slot menu opened with the bank up. Forever's bank is the
character bank tabs (Enum.BagIndex.CharacterBankTab_N): list those,
treat them as plain containers in ValidBag, and give them lock lists
(ClearLockList now walks whatever bags have one). TBC unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
commit 2d232e68693664322050e624d6f65245f5731fcf
Author: Chairface30 <chairfaceserverop@gmail.com>
Date: Tue Sep 29 20:37:19 2026 -0400
Forever: IsEquippedItem from C_Item; combat text notice guarded
An in-game probe listed IsEquippedItem and CombatText_AddMessage as nil
on Forever. The auto-queue called the first and Notify the second.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
commit e1694f1f22858690b1fa06ac6db2829114425e17
Author: Chairface30 <chairfaceserverop@gmail.com>
Date: Tue Sep 29 20:06:04 2026 -0400
Forever: read yes/no answers about the player safely
In combat Forever can keep UnitAffectingCombat, UnitIsDeadOrGhost,
UnitIsFeignDeath, IsMounted, UnitOnTaxi and GetShapeshiftForm secret
even for the player, and testing or comparing a secret throws.
ItemRack.IsSecret, ItemRack.Flag (a secret reads as a chosen default),
ItemRack.InCombat (a secret combat flag is combat) and ItemRack.Mounted
(nil when the client won't say) replace the direct tests. A secret
mount state or form leaves the sets alone; UpdateIRString keeps the ID
when the level can't be read. No change where there are no secrets.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This mod has no additional files

