FilterIt
Link to Beta Version of FilterIt Version 1.51: FilterIt_v1.51 Beta

What does it do?
FilterIt is an addon to filter items from window views...its like Advanced Filters.

Its Not finished, not completely debugged, but if you want to try it out you can find it here: FilterIt_v0.7
Icons, thier size, layout, alignment will probably all change. That is the last thing I'm worried about.

Scroll down past the Latest Updates to see more information about the addon & pictures.

Latest Updates (newest on top):
  • (v0.7) Fixed several other bugs I found.
  • (v0.7) Added code to set the inventories active Text to the current sub filter so it shows what items you currently have filtered.
  • (v0.7) Fixed a bug where items were not properly filtering at the vendor.
  • (v0.7) Added a new filter bar under the ALL tab to filter marked items (search bar is gone now from the all tab, this is temporary)
  • (v0.7) Added ugly "temporary" icons for the different "Save for" mark filters.

  • (v0.6) Added some code so that marked items would remain marked when /reloadUI or logging out & back in.
  • (v0.6) Added the ability to unmark items, yeah that might be important.
  • (v0.6) Added "Save For" filters. You can right click on an item in your inventory & select from a list of "Save For" filters to mark an item to be saved for something specific. It does NOT have to be from your inventory view (like an open backpack). This...could use some testing I only tested a few, but should work from ANY window where you can right click on the item...As long as the item your right clicking on is an item in your: Backpack, Bank, or Guild Bank.
    For example if you mark an item with "Save For Research" it will not show up in the vendor, deconstruction, improvement, mail, exc... windows. It will still be visible in the main inventories: Backpack, Bank, or GuildBank. This feature is NOT done. Although the filters do work as described, it had the side effect of causing a few small bugs. Like currently if you mark an item to be saved for something and its the only item of that type (like only light armor in your inventory) the red-out/disable sub filter button feature does not work properly in a few views like trade & mail windows (maybe more). It still sees that item in your bag and enables the inventory sub filter.
    Also, there are no visual ques yet to show you that an item has been marked. No icons, no way to tell that an item has been marked...yet. But the filters should work fine.
    If anyone tries messing with it & messes things up...if you can't remember what items you marked for what, you can just log out & delete the saved variable file & that will remove all of the marks.

  • (v0.5) Added a requested feature: Red out/disable sub filter buttons if there are no items in that filtered list.
  • (v0.5) Added a requested feature: Add a number to the inventory space string to show how many items are currently displayed in the current filter list: Inventory 99/100 (15) would show there are currently 15 visible items in the list.
  • (v0.5) Added container filters for consumable & misc tabs (for things like writ reward containers & fishing loot containers)

  • (v0.4) Cleaned up code some more.
  • (v0.4) Updated crafting station creation tab, added same filters for set armor stations so you can now filter all patterns., light patterns., medium patterns., all set patterns, light patterns, medium patterns.

  • (v0.3) Fixed it.
  • (v0.3) Cleaned up code some more.
  • (v0.3) Broke a BUNCH of stuff ;P
  • (v0.3) Cleaned up code some.
  • (v0.3) Added filters to the clothier crafting station creation tab. You can toggle between viewing all patterns (like normal) or filter to show only light armor patterns or medium armor patterns.

  • (v0.2) Cleaned up code some.
  • (v0.2) Added filters to the improvement tabs of all crafting stations.

  • (v0.1) Added filters to the repair window: Repair All, Repair Equipped, Repair Inventor
  • (v0.1) Due to the new libFilterIt I had to rewrite all of the deconstruction tab filters.
  • (v0.1) Rewrote half of my libFilterIt library to split filters between deconstruction, improvement, refinement, research to better fit the way the game filters items

  • (v0.0) Added filters to the deconstruction tabs of all crafting stations.
  • (v0.0) Added Glyph Filters to the Extraction tab of the Enchanting station.
  • (v0.0) Converted JunkIt's Inventory filtering code to make it a stand alone addon.


So if its like Advanced Fitlers why did you waste your time writing it? We already have an addon to do that stuff.
Several reasons, when I started creating addons I started with JunkIt. The idea was to be an addon for all of your inventory/loot management needs. It did already have inventory filters, but the addon got to big...and I had not even begun to add the filtering features I wanted yet. I decided to split it off into its own addon & removed the filtering feature from JunkIt.
Also because I enjoy doing this stuff, I have a lot of experience working with the inventory & items from writing JunkIt, and hey whats wrong with a little addon competition?

What will make FilterIt Unique?
I have no clue, I dont and have never used Advanced Filters. The only time I ever downloaded it was when they had problems with Advanced Fitlers, item saver, & libFilters and I downloaded it to help them debug the code.



Yah, Yah, Yah, so what does it have right now? How far along are you?
Well here are some screenshots of what it has so far....All of these filters are working. Ignore the look/layout/ any ugliness...that is the last thing I'm worried about. I'll clean it all up when I'm done. I'm undecided on the icons. I like the colored icons a lot, but I admit it doesn't blend in as well with the rest of the UI. I may switch them all out for the tan/greyscale type of icons, I don't know. There are not as many available & the quality of a lot of the images suck and make them hard to tell apart, like staves for example.
The following is everything that is done and working at the moment:

Do note when I say its done, i mean the code to make it work is finished. Layout, size, alignment, button placment/location, which icons will be used, exc... are not done. That will be the very last thing I do.

Bank Filters: Done


Guild Bank Filters: Done


Inventory Filters: Done


Inventory (while banking) Filters: Done


Mail Filters: Done


Vendor Filters: Done


Extraction Filters (why didn't this come with the game???) Done


Blacksmithing Deconstruction Filters: Done
Should I change it to just a 1 handed & 2 handed weapon filters? All of these seem like overkill.


Clothier Deconstruction Filters: Done


Woodworking Deconstruction Filters: Done


Creation Filters (only needed for clothier): Done


Creation Filters for Set Items (only needed for clothier): Done


Inventory Search Box: Done



What else do you have planned?
  1. Add filters for the trading house.
  2. Clean up the code some, honestly its shameful at the moment. Edit: Crafting station code has been cleaned up, but still quite a bit more cleaning to do.
  3. Release a beta version after cleaning up code, before working on the features below.
  4. Add some special filters. I'm not sure exactly yet, but I'm thinking about adding filters to do things like: Show only items needed for research, maybe a show only Ornate items, show items other characters (ones your not playing) need for research, exc...
  5. Add individual, item filtering. The idea is so that you can mark items so that they will not show up in say the vendor window, deconstruction window, extraction window, mail window, exc....to prevent you from loosing items you want to keep.
  6. The last thing I have planned is to add user custom filters. It will probably be only 1 or 2 (dont have a lot of room in the inventory window for more buttons) that will allow you to define your own filters. Like create it to show only 1h axes, medium armor, and potions...or whatever.
  7. I "might" add filters to the improvement windows as well. I doubt people do improves a lot so not sure how much they would get used. Don't know if its worth the work.

Do you have a timeline?
My "hope" is to have...at least the crafting deconstruction filters finished this weekend, by 12-07.
I'm probably going to put the Improvement filters on hold until I get everything else done, I doubt people use the improvement window as much as they do deconstruction.

Next week I'll finish up whatever I have left to do on the crafting stations, work on the Trading House filters, & start cleaning up the code some.

Hopefully I can get it...done enough, to release a beta before I leave for Christmas break.
After that I'll work on the things I listed above as I can.