There is no way to know if an NPC is still rare or not based on the vignette, and the behavior between MoP, WoD, and Legion rares is inconsistent - for Legion, the vignette goes away but this isn't true for MoP and some of the WoD rares, and none of the MoP rares change to normal NPCs but some of the WoD rares do. One possible "fix" would be to not ignore completed achievement criteria - that way, the rares would still go off for alts until killed since their quest wouldn't be complete for the alt.
As for the Raid Icon: The assignment is done automatically, just as it was in the old version, though since there can be more than one rare displayed at once now, there is no longer a "prefered" Raid Icon selection. Someone suggested having a list of all eight and setting a preferred order but that seems like it would be a mess in the configuration and then there can be cases when you have two or more rares displayed and think "Oh, but I want the Skull on the other one instead!" - there is no way to "win" in that case.
i see... , so it seems Blizzard is making it very difficult for Vignette mobs detection lol , that is too bad then and we will just have to live with it until they make it more "uniform" or some miracle fix is found :p
and about the icons , well yeah having the whole icon list thing would have been interesting , but as you said ... for example should the list assign a healer/caster rare as lowest priority icon it would be useless ..... , what i had in mind was 1 simple standard (Skull) icon and nothing more lol , if more then one NPC shows up then the player would have to assign as they see fit like any DG / Raid environment.
anyway ty for explaining and maybe you can find a solution one of these days :)
Dont know how to create a ticket without register on the wowace site but heres my error:
1x NPCScan\Preferences\Targeting.lua:237: attempt to call field 'copyTable' (a nil value)
NPCScan\Preferences\Targeting.lua:237: in function <NPCScan\Preferences\Targeting.lua:236>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[3]"]:9: in function <[string "safecall Dispatcher[3]"]:5>
(tail call): ?
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0-61.lua:799: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:614>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[4]"]:9: in function <[string "safecall Dispatcher[4]"]:5>
(tail call): ?
Ace3\AceGUI-3.0\AceGUI-3.0-34.lua:314: in function `Fire'
...dOns\Ace3\AceGUI-3.0-34\widgets\AceGUIWidget-Button.lua:22: in function <...dOns\Ace3\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:19>
Locals:
nil
Nice rework of the addon, graphically looks very nice, but it lost some functionality that for me is a MUST.
Here are my Suggestions:
- Add an option to disable the delay/fadeout when removing the frame(s)
- Add an option to hide the frames in combat.
- Add an option to hide the Tooltip on the frame
Thanks.
The one thing I'll concede as lost functionality is the ability to hide the buttons in combat. That will be in the next release. The other two things you listed seem more like "power user" tweaks that would eventually lead down the rabbit hole of death-by-1,000-options.
First, I find it annoying that the "Target / Remove" button displays as a tooltip which pops up when I mouseover the main panel and I'm unable to click an option because as soon as my mouse cursor leaves the main panel the tooltip/option-panel goes away.
Second, in TargetButton.lua, in the TOOLTIP_ANCHORS array, you missedspelled one entry, "AMCHOR_RIGHT" should be "ANCHOR_RIGHT" OR so i believe.
Those aren't buttons that are displayed as a tooltip; it is a toolltip that tells you what actions the targeting button supports. Don't try to click the tooltip - click the button itself.
You're right about the typo - I'll have that fixed in the next release.
Ok this might be a silly question, but i've seen videos on YT which show a list of rare mobs on the world map, as well as their locations/paths - was this feature removed (stayed in the old NPCscan), or mine is just not working properly. So far i only have the popups which tell me that some mob was detected with the option to left/right click it.
Loads of good info here!! Thanks for all the work!
1) I was wondering if we could add more achievements, like perhaps an awfully big adventure?(Completely Off topic) etc. What are you plans for this, if any.
2) Maybe we could some how paste a vast quantity into the custom section instead of one at a time? Cheers!
Message: ...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:111: attempt to call field 'NPCQuestIsComplete' (a nil value) Time: Mon Oct 24 11:55:21 2016 Count: 3 Stack: ...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:111: in function `callbackFunc' Interface\AddOns\_NPCScan.Overlay\Overlay.lua:397: in function `ApplyZone' ...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:134: in function `KeyPaint' ...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:307: in function <...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:305> (tail call): ?
Locals: self = _NPCScanOverlayKey { 0 = <userdata> Font = _NPCScanOverlayWorldMapKeyFont { } 1 = ScannerOverlayMobKey1 { } KeyContainer = <unnamed> { } KeyParent = _NPCScanOverlayKeyParent { } Scrollbar = <unnamed> { } Body = <unnamed> { } } PathData = "" FoundX = nil FoundY = nil R = 0.77 G = 0.12 B = 0.23 NpcID = 32485 Line = ScannerOverlayMobKey1 { 0 = <userdata> Text = <unnamed> { } } _ = "King Krush" Completed = false (*temporary) = <function> defined =[C]:-1 (*temporary) = <unnamed> { 0 = <userdata> } (*temporary) = nil (*temporary) = 32485 (*temporary) = "attempt to call field 'NPCQuestIsComplete' (a nil value)" private = <table> { KeyColorTotal = 70 NPCAliases = <table> { } SetAutoHideDelay = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:847 NPCCounts = <table> { } LDBI = <table> { } GetNPCMapID = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:416 TextureTable = <table> { } NPCMaps = <table> { } SetKeyIconTexture = <function> defined @Interface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:277 NPCsEnabled = <table> { } DEFAULT_FONT_SIZE = 13.999999046326 Config = _NPCScanOverlayConfig { } Events = <table> { } GetMapName = <function> defined =[C]:-1 FlashStop = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:777 DEFAULT_FONT_PATH = "Fonts\ARIALN.TTF" CurrentTextureMob = 32485 FlashRoute = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:746 TextureAdd = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:150 WorldMapKey_ToggleOnClick = <function> defined @Interface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:264 WorldMapPaths_ToggleOnClick = <function> defined @Interface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:250 KeyToggleIconTexture_Disabled = "Interface\AddOns\_NPCScan.Overlay\Icons\Key_Off" SetPathIconTexture = <function> defined @Interface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:238 NPCsFoundIgnored = <table> { } DrawPath = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:258 Modules = <unnamed> { } GetPathPrimitiveOffsets = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:243 forceKeyUpdate = false PathData = <table> { } ColorConfig = _NPCScanOverlayPathColorList { } L = <table> { } SetPanelFont = <function> defined @Interface\AddOns\_NPCScan.Overlay\Config.lua:491 TextureRemoveAll = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:222 ShowTooltip = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:784 PathToggleIconTexture_Enabled = "Interface\Icons\INV_Misc_Map02" Options = <table> { } GetMapSize = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:669 GetMapID = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:662 KeyToggleIconTexture_Enabled = "Interface\Icons\INV_Enchant_FormulaSuperior_01" Achievements = <table> { } OverlayKeyColors = <table> { } TextureCreate = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:75 ApplyZone = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:364 Version = "7.0.3.4" DEFAULT_FONT_NAME = "ChatFontNormal" PathToggleIconTexture_Disabled = "Interface\AddOns\_NPCScan.Overlay\Icons\Path_Off" DrawFound = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:294 HideTooltip = <function> defined @Interface\Ad
I'm not seeing the marked areas and paths in Legion. I see them else where but not at the Broken Isle. Is there something that I need to turn on. Been using this for years and this is the first time this has happened.
I hope it's the good place to report errors. I've installed bugsack and it gave me an error from npcscan.
1x [ADDON_ACTION_BLOCKED] L'AddOn 'NPCScan' a tenté d'appeler la fonction protégée 'setInsetFn()'. !BugGrabber\BugGrabber.lua:573: in function <!BugGrabber\BugGrabber.lua:573> [C]: in function `setInsetFn' ...eBlizzard_NamePlates\Blizzard_NamePlates.lua:111: in function `UpdateInsetsForType' ...eBlizzard_NamePlates\Blizzard_NamePlates.lua:100: in function `ApplyFrameOptions' ...eBlizzard_NamePlates\Blizzard_NamePlates.lua:71: in function `OnNamePlateAdded' ...eBlizzard_NamePlates\Blizzard_NamePlates.lua:38: in function <...eBlizzard_NamePlates\Blizzard_NamePlates.lua:32>
Yeah, this got me. I just pulled the update, 7.1.0.2-nolib, and of course now the addon is throwing Lua errors. I'll manually change it, but that should probably fixed.
There is no way to know if an NPC is still rare or not based on the vignette, and the behavior between MoP, WoD, and Legion rares is inconsistent - for Legion, the vignette goes away but this isn't true for MoP and some of the WoD rares, and none of the MoP rares change to normal NPCs but some of the WoD rares do. One possible "fix" would be to not ignore completed achievement criteria - that way, the rares would still go off for alts until killed since their quest wouldn't be complete for the alt.
As for the Raid Icon: The assignment is done automatically, just as it was in the old version, though since there can be more than one rare displayed at once now, there is no longer a "prefered" Raid Icon selection. Someone suggested having a list of all eight and setting a preferred order but that seems like it would be a mess in the configuration and then there can be cases when you have two or more rares displayed and think "Oh, but I want the Skull on the other one instead!" - there is no way to "win" in that case.
i see... , so it seems Blizzard is making it very difficult for Vignette mobs detection lol , that is too bad then and we will just have to live with it until they make it more "uniform" or some miracle fix is found :p
and about the icons , well yeah having the whole icon list thing would have been interesting , but as you said ... for example should the list assign a healer/caster rare as lowest priority icon it would be useless ..... , what i had in mind was 1 simple standard (Skull) icon and nothing more lol , if more then one NPC shows up then the player would have to assign as they see fit like any DG / Raid environment.
anyway ty for explaining and maybe you can find a solution one of these days :)
again Good day !
Nice rework of the addon, graphically looks very nice, but it lost some functionality that for me is a MUST.
Here are my Suggestions:
- Add an option to disable the delay/fadeout when removing the frame(s)
- Add an option to hide the frames in combat.
- Add an option to hide the Tooltip on the frame
Thanks.
Dont know how to create a ticket without register on the wowace site but heres my error:
First, I find it annoying that the "Target / Remove" button displays as a tooltip which pops up when I mouseover the main panel and I'm unable to click an option because as soon as my mouse cursor leaves the main panel the tooltip/option-panel goes away.
Second, in TargetButton.lua, in the TOOLTIP_ANCHORS array, you missedspelled one entry, "AMCHOR_RIGHT" should be "ANCHOR_RIGHT" OR so i believe.
Those aren't buttons that are displayed as a tooltip; it is a toolltip that tells you what actions the targeting button supports. Don't try to click the tooltip - click the button itself.
You're right about the typo - I'll have that fixed in the next release.
Ok this might be a silly question, but i've seen videos on YT which show a list of rare mobs on the world map, as well as their locations/paths - was this feature removed (stayed in the old NPCscan), or mine is just not working properly. So far i only have the popups which tell me that some mob was detected with the option to left/right click it.
That would be _NPCScan.Overlay.
Loads of good info here!! Thanks for all the work!
1) I was wondering if we could add more achievements, like perhaps an awfully big adventure?(Completely Off topic) etc. What are you plans for this, if any.
2) Maybe we could some how paste a vast quantity into the custom section instead of one at a time? Cheers!
I am having trouble with NPCscan,
Message: ...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:111: attempt to call field 'NPCQuestIsComplete' (a nil value)
Time: Mon Oct 24 11:55:21 2016
Count: 3
Stack: ...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:111: in function `callbackFunc'
Interface\AddOns\_NPCScan.Overlay\Overlay.lua:397: in function `ApplyZone'
...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:134: in function `KeyPaint'
...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:307: in function <...terface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:305>
(tail call): ?
Locals: self = _NPCScanOverlayKey {
0 = <userdata>
Font = _NPCScanOverlayWorldMapKeyFont {
}
1 = ScannerOverlayMobKey1 {
}
KeyContainer = <unnamed> {
}
KeyParent = _NPCScanOverlayKeyParent {
}
Scrollbar = <unnamed> {
}
Body = <unnamed> {
}
}
PathData = ""
FoundX = nil
FoundY = nil
R = 0.77
G = 0.12
B = 0.23
NpcID = 32485
Line = ScannerOverlayMobKey1 {
0 = <userdata>
Text = <unnamed> {
}
}
_ = "King Krush"
Completed = false
(*temporary) = <function> defined =[C]:-1
(*temporary) = <unnamed> {
0 = <userdata>
}
(*temporary) = nil
(*temporary) = 32485
(*temporary) = "attempt to call field 'NPCQuestIsComplete' (a nil value)"
private = <table> {
KeyColorTotal = 70
NPCAliases = <table> {
}
SetAutoHideDelay = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:847
NPCCounts = <table> {
}
LDBI = <table> {
}
GetNPCMapID = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:416
TextureTable = <table> {
}
NPCMaps = <table> {
}
SetKeyIconTexture = <function> defined @Interface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:277
NPCsEnabled = <table> {
}
DEFAULT_FONT_SIZE = 13.999999046326
Config = _NPCScanOverlayConfig {
}
Events = <table> {
}
GetMapName = <function> defined =[C]:-1
FlashStop = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:777
DEFAULT_FONT_PATH = "Fonts\ARIALN.TTF"
CurrentTextureMob = 32485
FlashRoute = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:746
TextureAdd = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:150
WorldMapKey_ToggleOnClick = <function> defined @Interface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:264
WorldMapPaths_ToggleOnClick = <function> defined @Interface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:250
KeyToggleIconTexture_Disabled = "Interface\AddOns\_NPCScan.Overlay\Icons\Key_Off"
SetPathIconTexture = <function> defined @Interface\AddOns\_NPCScan.Overlay\Modules\WorldMap.lua:238
NPCsFoundIgnored = <table> {
}
DrawPath = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:258
Modules = <unnamed> {
}
GetPathPrimitiveOffsets = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:243
forceKeyUpdate = false
PathData = <table> {
}
ColorConfig = _NPCScanOverlayPathColorList {
}
L = <table> {
}
SetPanelFont = <function> defined @Interface\AddOns\_NPCScan.Overlay\Config.lua:491
TextureRemoveAll = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:222
ShowTooltip = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:784
PathToggleIconTexture_Enabled = "Interface\Icons\INV_Misc_Map02"
Options = <table> {
}
GetMapSize = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:669
GetMapID = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:662
KeyToggleIconTexture_Enabled = "Interface\Icons\INV_Enchant_FormulaSuperior_01"
Achievements = <table> {
}
OverlayKeyColors = <table> {
}
TextureCreate = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:75
ApplyZone = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:364
Version = "7.0.3.4"
DEFAULT_FONT_NAME = "ChatFontNormal"
PathToggleIconTexture_Disabled = "Interface\AddOns\_NPCScan.Overlay\Icons\Path_Off"
DrawFound = <function> defined @Interface\AddOns\_NPCScan.Overlay\Overlay.lua:294
HideTooltip = <function> defined @Interface\Ad
Is this new renamed version still compatible with _NPCscan.Overlay ?
I'm not seeing the marked areas and paths in Legion. I see them else where but not at the Broken Isle. Is there something that I need to turn on. Been using this for years and this is the first time this has happened.
I hope it's the good place to report errors. I've installed bugsack and it gave me an error from npcscan.
1x [ADDON_ACTION_BLOCKED] L'AddOn 'NPCScan' a tenté d'appeler la fonction protégée 'setInsetFn()'.
!BugGrabber\BugGrabber.lua:573: in function <!BugGrabber\BugGrabber.lua:573>
[C]: in function `setInsetFn'
...eBlizzard_NamePlates\Blizzard_NamePlates.lua:111: in function `UpdateInsetsForType'
...eBlizzard_NamePlates\Blizzard_NamePlates.lua:100: in function `ApplyFrameOptions'
...eBlizzard_NamePlates\Blizzard_NamePlates.lua:71: in function `OnNamePlateAdded'
...eBlizzard_NamePlates\Blizzard_NamePlates.lua:38: in function <...eBlizzard_NamePlates\Blizzard_NamePlates.lua:32>
Locals:
Thanks !
Curse client is trying to push out 7.1.02-nolib to me, rather than 7.1.02 - not sure if this is going to cause some issues.
I've noticed a few other addons have a similar problem in the last day (ackisrecipes, raeli's spell announcer, etc). I assume a packager hiccup?
Yeah, this got me. I just pulled the update, 7.1.0.2-nolib, and of course now the addon is throwing Lua errors. I'll manually change it, but that should probably fixed.
Regarding 7.1.0.1-nolib and 7.1.0.2-nolib, there are two problems. See Bug #160 I entered on Curseforge for details.
TL;DR; Download/install 7.1.0.2 to get the missing library files, and if needed edit an xml to fix a folder path mistake.