Damn ! I was sure I had corrected this one already...
The issue is in the function Talented:InitializeOptions(), in core.lua.
local src = self.db.char.templates
if src then
for name, template in pairs(src) do
if not dst[name] then
dst[name] = template
src[name] = nil
end
end
end
local src = self.db.class.templates
if src then
for name, template in pairs(src) do
if not dst[name] then
dst[name] = template
end
end
end
both "for ..." should be :
for name, template in pairs(src) do
if not dst[name] then
dst[name] = template
dst[name].class = PlayerClass
src[name] = nil
end
end
doesnt help same error 3 lines later, anyway its not so cruical to fix it this minute since current template seems to work :) i just hate red numbers in bugsack :)
Sorry, I was not explicit enough. The code that is bugging is a one time that change where templates are kept. They used to be saved "per class", and they are now saved "per profile". Obviously, you would need to know the class that the template is intented for. This is what I forgot to commit (and I can't right now). The first time you start the latest version of Talented, it does the switch "per class" -> "per profile", but do not put the class.
After that, the profile database is wrong, so you can either edit by hand the SavedVariables to add the class by hand, or simply remove the SavedVariables files.
Deleting the saved variables file got rid of the errors but now there's an issue with the tooltips. They don't seem to give any info except for how many talent points you need as a pre-req.
yesterday's commit was not the final version of the changes that I am planning. But a very important milestone that I found working "enough" to commit it to trunk. I did not make an announcement here because it's not yet complete. Missing tip info when Talented_Data is not loaded is one of the thing that I plan to correct in the near future. I also have a revised UI that change the way "current template" is presented, as was discussed earlier in this thread.
For the time being, you might enjoy installing "Talented_Data" and get access to all talent trees and correct tooltips.
i had an idea i think would be useful, but don't know if it's possible, and it might be hard to implement it if it is doable. also not sure if anyone else would find this useful or not. let's say you have a character and you already know exactly how you want to spend each talent point. would it be possible to:
1. save a template that remembers at what level you spend each talent point (the order in which you spend them).
2. apply the template when leveling up via a keybinding, maybe make it only useable out of combat. this would spend your talent point without showing the talent pane. this feature could be used with/without the confirmation, and it could print into chat what talent you just got and what it does (also an option). this would be useable for newly created characters, characters that have already spent some talent points (could maybe be done via a level check?), or after doing a talent reset.
i think this would be very nice to have in 5 man's/raids when you want to quickly spend that talent point, or for those who already know exactly what they want to do with thier talents.
It's a nice idea but not really easy to do given my framework.
Right now, the algorithm to apply template is slighty broken. If you are a shaman and spend points in "Dual wield specialization", you can't auto apply the full template. But adding tracking of the order in which spend talent points is quite a lot more work than that.
I'm not even sure anyone would bind a key to an event that is extremely rare like auto-spending the new talent point that you got from gaining a new level. A lot of people (starting with me) enjoy opening the talent frame and really take time to spend this hard earned point, this being a small reward for the time you spent leveling.
Talented-1.0\core.lua:339: Babble-Class-2.2: Bad argument #2 to `GetHexColor' (string expected, got nil)
AceAddon-2.0-28672 (ArkInventory):455: in function <...e\AddOns\ArkInventory\Libs\AceAddon\AceAddon-2.0.lua:432>
<in C code>: ?
AceEvent-2.0-25921 (ArkInventory):320: in function `TriggerEvent'
AceEvent-2.0-25921 (ArkInventory):962: in function <...e\AddOns\ArkInventory\Libs\AceEvent\AceEvent-2.0.lua:955>
today i got 67 with my warlock and got a problem .. it don't show me the tooltips.. always says "Effective tooltip Information not available" .. that's not that good when you are not sure what to skill :)
We assume we have two chars. E.g. a warrior and a warlock.
At first I login to the warlock (let's say he is at lvl 63).
Then Talented automatically saves his current template to his
local folder \WTF\Account\Accountname\Realm\Charakter\Talented_Current.lua (or something like this).
So I logout and login with the warrior. His talents are autosaved, too.
Now I'd like to be able to load the warlocks talents (and all other saved talents from the chars that Talented has seen so far) and play with them (of course they can't be applied to the current char).
This is very usefull (to me) because I have 10 chars on one realm and talent planning would rock if I can do it from any logged in char for any other char.
@Maischter : Thanks for finding what caused the issue. (BTW, I did not wrote Talented_Data_koKR.lua).
@Seerah : I saw that too. Talented_Data will only load if it has not been previously disabled. I may provide an error message in a future version.
I have committed a quick fix to the tooltip handling. You should get Tooltip information even without Talented_Data installed now. The behaviour will be similar to previously, meaning that only information about the current level (at load time) will be shown. I also removed the display of requirements that have been fulfilled on talent, as is done by the blizzard standard tooltip.
I am working on modifications of the UI. Getting rid of the concept of "Current Template", as has been discussed here, and provide an easier access to the "Edit" mode, probably by adding an always visible checkbox at the bottom of the window.
[2007/03/08 06:12:21-1640-x1]: Talented-1.0\core.lua:265: attempt to index field 'base' (a nil value)
AceAddon-2.0-28672 (FuBar):455: in function <...face\AddOns\FuBar\libs\AceAddon-2.0\AceAddon-2.0.lua:432>
<in C code>: ?
AceEvent-2.0-25921:320: in function `TriggerEvent'
AceEvent-2.0-25921:962: in function <...s\!SurfaceControl\libs\AceEvent-2.0\AceEvent-2.0.lua:955>
---
[2007/03/08 06:12:21-1640-x1]: Talented-1.0\core.lua:265: attempt to index field 'base' (a nil value)
AceAddon-2.0-28672 (FuBar):455: in function <...face\AddOns\FuBar\libs\AceAddon-2.0\AceAddon-2.0.lua:432>
<in C code>: ?
AceEvent-2.0-25921:320: in function `TriggerEvent'
AceEvent-2.0-25921:962: in function <...s\!SurfaceControl\libs\AceEvent-2.0\AceEvent-2.0.lua:955>
same
---
Yeah, I don't know exactly how I could NOT have this bug when I tested the change. Fix incoming...
BTW, what your feelings about the recent change concerning the "Talent Builds/Template Builds" switching and the addition of the checkbox ? Does that make the UI easier to understand ?
The issue is in the function Talented:InitializeOptions(), in core.lua.
both "for ..." should be :
doesnt help same error 3 lines later, anyway its not so cruical to fix it this minute since current template seems to work :) i just hate red numbers in bugsack :)
After that, the profile database is wrong, so you can either edit by hand the SavedVariables to add the class by hand, or simply remove the SavedVariables files.
For the time being, you might enjoy installing "Talented_Data" and get access to all talent trees and correct tooltips.
1. save a template that remembers at what level you spend each talent point (the order in which you spend them).
2. apply the template when leveling up via a keybinding, maybe make it only useable out of combat. this would spend your talent point without showing the talent pane. this feature could be used with/without the confirmation, and it could print into chat what talent you just got and what it does (also an option). this would be useable for newly created characters, characters that have already spent some talent points (could maybe be done via a level check?), or after doing a talent reset.
i think this would be very nice to have in 5 man's/raids when you want to quickly spend that talent point, or for those who already know exactly what they want to do with thier talents.
Right now, the algorithm to apply template is slighty broken. If you are a shaman and spend points in "Dual wield specialization", you can't auto apply the full template. But adding tracking of the order in which spend talent points is quite a lot more work than that.
I'm not even sure anyone would bind a key to an event that is extremely rare like auto-spending the new talent point that you got from gaining a new level. A lot of people (starting with me) enjoy opening the talent frame and really take time to spend this hard earned point, this being a small reward for the time you spent leveling.
So, I'll keep it in mind, but don't hope much.
AceAddon-2.0-28672 (ArkInventory):455: in function <...e\AddOns\ArkInventory\Libs\AceAddon\AceAddon-2.0.lua:432>
<in C code>: ?
AceEvent-2.0-25921 (ArkInventory):320: in function `TriggerEvent'
AceEvent-2.0-25921 (ArkInventory):962: in function <...e\AddOns\ArkInventory\Libs\AceEvent\AceEvent-2.0.lua:955>
deDE client btw ;)
deDE client btw
I'd like to add a feature request:
We assume we have two chars. E.g. a warrior and a warlock.
At first I login to the warlock (let's say he is at lvl 63).
Then Talented automatically saves his current template to his
local folder \WTF\Account\Accountname\Realm\Charakter\Talented_Current.lua (or something like this).
So I logout and login with the warrior. His talents are autosaved, too.
Now I'd like to be able to load the warlocks talents (and all other saved talents from the chars that Talented has seen so far) and play with them (of course they can't be applied to the current char).
This is very usefull (to me) because I have 10 chars on one realm and talent planning would rock if I can do it from any logged in char for any other char.
Regards,
Highend
--> Yo thx .. but all tooltips are english (and i have an deDE client)
in the
Talented_Data_koKR.lua
in the 2 line:
if GetLocale() ~= "koKR"then
replace with:
if GetLocale() == "koKR"then
@Maischter : Thanks for finding what caused the issue. (BTW, I did not wrote Talented_Data_koKR.lua).
@Seerah : I saw that too. Talented_Data will only load if it has not been previously disabled. I may provide an error message in a future version.
I have committed a quick fix to the tooltip handling. You should get Tooltip information even without Talented_Data installed now. The behaviour will be similar to previously, meaning that only information about the current level (at load time) will be shown. I also removed the display of requirements that have been fulfilled on talent, as is done by the blizzard standard tooltip.
I am working on modifications of the UI. Getting rid of the concept of "Current Template", as has been discussed here, and provide an easier access to the "Edit" mode, probably by adding an always visible checkbox at the bottom of the window.
BTW, what your feelings about the recent change concerning the "Talent Builds/Template Builds" switching and the addition of the checkbox ? Does that make the UI easier to understand ?
A quick fix for the bug :
replace line 265 of Talented\core.lua :
by :