(The above links will both be updated at the same time, or as close to as humanly possible.)
I put Attrition together because I tried other durability broker pluginry but I often got told that on average my items had a million-gazillion durability (as a per centage) or something crazy like that. The most recent pass I did by Broker_Durability didn't have this fixed, so I assumed the others weren't either... thought "The hell with it!" and put together my own durability mod.
I've kept it simple, there are no options. The broker text shows an average of the durability of your items as a per centage, and in the tooltip the durability of each of your items is shown too (as a math.floor()ed per centage).
Haven't tried thies one yet, but generelly, the average of your item's durability is not that interesting. I prefer to see the lowest durability, because that really tells me when it's time to go and repair.
I don't think these mods are meant to be interesting per se, I leave that up to stuff like Rave. They're just meant to be practical.
Still, silly wit aside, I'll look into adding a toggle for the lowest durability versus the average. But I've always been of the opposite opinion to you, Pusikas, and that's why I built my mod that way.
Update: Hokay, I put that in there! It now has the option to show hte lowest or the average, I tested it with an alt (jumping off Thunder Bluff is fun) and it seemed okay but let me know if there are any problems. I also put in the option to repair via guild funds or one's own funds.
so far I have seen durability addons which display lowest durability item only, other display the whole list of items, another one only shows lowest item and the repair cost, some can autorepair, others can't.
Your addon so far seems to integrate most fo the usual features, the only one I miss at the moment is the displaying of repair costs.
Reason: In order to keep my mod looking nice under the stresses of profiling, and at the same time provide some handy information in the tooltip, I reused my table of slots to actually house the durability per centages of those slots. I had the choice at the time of either going with per centages or prices.
I may offer the option to show per centages or prices, or I may end up showing both. But it's something I'm going to have to think on, to come up with the best implementation.
So right now... I don't know. But I will give it some thought. And I appreciate the feedback, thanks!
Reason: In order to keep my mod looking nice under the stresses of profiling, and at the same time provide some handy information in the tooltip, I reused my table of slots to actually house the durability per centages of those slots. I had the choice at the time of either going with per centages or prices.
I may offer the option to show per centages or prices, or I may end up showing both. But it's something I'm going to have to think on, to come up with the best implementation.
So right now... I don't know. But I will give it some thought. And I appreciate the feedback, thanks!
Esha in all honesty, unless you are doing something horribly, HORRIBLY wrong (which is unlike you ;)), such relatively small addons cannot look that bad under the stresses of profiling. It's not really a big deal to display the item repair cost. However it gets more complicated when you take reputation with X faction merchant into consideration, eg. you can call the GetRepairAllCost() function if a merchant window is open (and get something meaningful back that is), after preferably having checked if CanMerchantRepair() and last but not least you may require a tooltip to calculate the costs outside of a merchant. As someone who has spent considerable hours "repairing"...repair addons, I suggest you have lots of free time and do your research before attempting to handle repair costs (because ultimately people are going to ask for more precise information :p).
That being said, Attrition is shaping up real nice, great job as always, give a shout if you ever need any help.
I appreciate the advice Trist but that wasn't the point. I'm not talking about profiling worries, I'm actually talking about profiling obsession and the way I was doing things was designed to put every last cycle to use. I go crazy if I don't find the best way of doing that, at least to my abilities. I know that handling costs wouldn't add any extra load by themselves, but that's providing that you have the solution within which to carry the information you wish to present. I designed the mod with only per centages in mind, and I despise repetition of code, and places where a mod is being wasteful. I don't really care about mods made by others, but when they're my own... Gods damn it, I'm going to do my best and obsess over it. It's just my way.
Anyway, at the end of the day, I put costs in. It isn't the most elegant way of doing it but they're in there. I was staring at the code and I had a bit of a revelation, to simply build the string as I was fetching the information, rather than as I was building the tooltip. That made my life easier. It means that cost and repair per centage are on the same line (take a look at the new screenshot) but it's the best way I can think of doing this right now. If I think of a better way, I'll implement it later.
Oh, and I have the total costs in there too. Just for kicks. I'm not doing faction stuffs though, nuh uh... I'm going to make an "out of scope" claim on that.
I hope the way I put costs in isn't too annoying, I realise it's not the prettiest of displays but it does avoid pointless repetition of code, thus keeping Attrition light.
In all honesty, I wasn't sure I'd pull it off... but luckily I had a "Well duh!" revelatory moment when staring at the code. I do try to get every suggestion into my mods, as best I can... I just don't like making promises I can't keep until I've had chance to fully examine the situation first. I hope I didn't come over as offish because of that. (And if I'd just left the post alone until I had my answer--which might've taken a while--then I just would've felt really rude, so I had to say something.)
[2008/08/27 21:06:52-4996-x1]: Attrition-2.4.3-1.1\Embeds\LibCrayon.lua:68: attempt to compare nil with number
(tail call): ?:
Attrition-2.4.3-1.1\Embeds\LibCrayon.lua:109: in function `GetThresholdColor'
Attrition-2.4.3-1.1\Embeds\LibCrayon.lua:123: in function `GetThresholdHexColor'
Attrition-2.4.3-1.1\Attrition.lua:103: in function <Interface\AddOns\Attrition\Attrition.lua:44>
I had some damaged equip on my toon and some in my bags when I went to smith hautaa to repair my stuff.
after repairing i checked attritions tooltip and ran into quoted error.
cleared bugsack, checked tooltip again, same error.
after those 2 errors it did not happen again.
apparently it also did not cause any more troubles as the tooltip showed durability of all items correctly.
That's definitely a bug in Attrition, I'm having a hard time tracking it down though. If I may ask; were you using the 'most damaged item' display or the 'average of all items' display? Knowing that'll give me a place to start, because I have a hunch but how right it is will depend on that information.
@ArmourDollThingy
My first gut-reaction is that it shouldn't be the place of an information display mod to handle UI elements in any way. This is compounded by the fact that nearly every minimap mod out there either hides that armoured-dude by default or provides the option to do so, so in my mind it's something that's a part of minimap mods. Are neither of you running minimap mods? I thought the use of minimap mods was common-place, if it's not then I'll consider adding in that option.
My first gut-reaction is that it shouldn't be the place of an information display mod to handle UI elements in any way. This is compounded by the fact that nearly every minimap mod out there either hides that armoured-dude by default or provides the option to do so, so in my mind it's something that's a part of minimap mods. Are neither of you running minimap mods? I thought the use of minimap mods was common-place, if it's not then I'll consider adding in that option.
Hmm... don't know mini map mods, which can hide armored man
Attrition closer replacement of FuBar_DurabilityFu, both can show durability, auto repair, but Attriton can't hide armored man :(
Well, if you want to blow 500KiB~ on being able to hide the armoured fellah - that's your call. DurabilityFu is a viable alternative, but it's not as light as Attrition and the reason Attrition is light is because it doesn't have the kitchen sink.
Hi there. Thanks for a nice addon. However I get the following error:
Date: 2008-10-10 22:40:17
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\Attrition\Attrition.lua line 101:
attempt to perform arithmetic on local 'average' (a nil value)
Debug:
[C]: ?
Attrition\Attrition.lua:101:
Attrition\Attrition.lua:44
Rollback Post to RevisionRollBack
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http://wow.curseforge.com/projects/attrition/
(The above links will both be updated at the same time, or as close to as humanly possible.)
I put Attrition together because I tried other durability broker pluginry but I often got told that on average my items had a million-gazillion durability (as a per centage) or something crazy like that. The most recent pass I did by Broker_Durability didn't have this fixed, so I assumed the others weren't either... thought "The hell with it!" and put together my own durability mod.
I've kept it simple, there are no options. The broker text shows an average of the durability of your items as a per centage, and in the tooltip the durability of each of your items is shown too (as a math.floor()ed per centage).
Still, silly wit aside, I'll look into adding a toggle for the lowest durability versus the average. But I've always been of the opposite opinion to you, Pusikas, and that's why I built my mod that way.
Update: Hokay, I put that in there! It now has the option to show hte lowest or the average, I tested it with an alt (jumping off Thunder Bluff is fun) and it seemed okay but let me know if there are any problems. I also put in the option to repair via guild funds or one's own funds.
so far I have seen durability addons which display lowest durability item only, other display the whole list of items, another one only shows lowest item and the repair cost, some can autorepair, others can't.
Your addon so far seems to integrate most fo the usual features, the only one I miss at the moment is the displaying of repair costs.
is there a chance you will add this ?
Reason: In order to keep my mod looking nice under the stresses of profiling, and at the same time provide some handy information in the tooltip, I reused my table of slots to actually house the durability per centages of those slots. I had the choice at the time of either going with per centages or prices.
I may offer the option to show per centages or prices, or I may end up showing both. But it's something I'm going to have to think on, to come up with the best implementation.
So right now... I don't know. But I will give it some thought. And I appreciate the feedback, thanks!
Esha in all honesty, unless you are doing something horribly, HORRIBLY wrong (which is unlike you ;)), such relatively small addons cannot look that bad under the stresses of profiling. It's not really a big deal to display the item repair cost. However it gets more complicated when you take reputation with X faction merchant into consideration, eg. you can call the GetRepairAllCost() function if a merchant window is open (and get something meaningful back that is), after preferably having checked if CanMerchantRepair() and last but not least you may require a tooltip to calculate the costs outside of a merchant. As someone who has spent considerable hours "repairing"...repair addons, I suggest you have lots of free time and do your research before attempting to handle repair costs (because ultimately people are going to ask for more precise information :p).
That being said, Attrition is shaping up real nice, great job as always, give a shout if you ever need any help.
Anyway, at the end of the day, I put costs in. It isn't the most elegant way of doing it but they're in there. I was staring at the code and I had a bit of a revelation, to simply build the string as I was fetching the information, rather than as I was building the tooltip. That made my life easier. It means that cost and repair per centage are on the same line (take a look at the new screenshot) but it's the best way I can think of doing this right now. If I think of a better way, I'll implement it later.
Oh, and I have the total costs in there too. Just for kicks. I'm not doing faction stuffs though, nuh uh... I'm going to make an "out of scope" claim on that.
Appreciate the work, keep going !
I hope the way I put costs in isn't too annoying, I realise it's not the prettiest of displays but it does avoid pointless repetition of code, thus keeping Attrition light.
In all honesty, I wasn't sure I'd pull it off... but luckily I had a "Well duh!" revelatory moment when staring at the code. I do try to get every suggestion into my mods, as best I can... I just don't like making promises I can't keep until I've had chance to fully examine the situation first. I hope I didn't come over as offish because of that. (And if I'd just left the post alone until I had my answer--which might've taken a while--then I just would've felt really rude, so I had to say something.)
I had some damaged equip on my toon and some in my bags when I went to smith hautaa to repair my stuff.
after repairing i checked attritions tooltip and ran into quoted error.
cleared bugsack, checked tooltip again, same error.
after those 2 errors it did not happen again.
apparently it also did not cause any more troubles as the tooltip showed durability of all items correctly.
- Disable repair doll display
I'll second that
Great work by the way, enjoying the addon
That's definitely a bug in Attrition, I'm having a hard time tracking it down though. If I may ask; were you using the 'most damaged item' display or the 'average of all items' display? Knowing that'll give me a place to start, because I have a hunch but how right it is will depend on that information.
@ArmourDollThingy
My first gut-reaction is that it shouldn't be the place of an information display mod to handle UI elements in any way. This is compounded by the fact that nearly every minimap mod out there either hides that armoured-dude by default or provides the option to do so, so in my mind it's something that's a part of minimap mods. Are neither of you running minimap mods? I thought the use of minimap mods was common-place, if it's not then I'll consider adding in that option.
Hmm... don't know mini map mods, which can hide armored man
Attrition closer replacement of FuBar_DurabilityFu, both can show durability, auto repair, but Attriton can't hide armored man :(
Date: 2008-10-10 22:40:17
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\Attrition\Attrition.lua line 101:
attempt to perform arithmetic on local 'average' (a nil value)
Debug:
[C]: ?
Attrition\Attrition.lua:101:
Attrition\Attrition.lua:44