Quoted for great justice. And the logic on group buffing is still wonky on my Mage; and you really need to add some options for the portals (the starburst is a little... excessive :P ).
Quoted for great justice. And the logic on group buffing is still wonky on my Mage; and you really need to add some options for the portals (the starburst is a little... excessive :P ).
Excessive why? You think you need the extra CPU usage when you're standing doing nothing deciding where you want to go? ;)
Noticed the buff problem yesterday. Not as bad as it was before, but it's still picking up ppl that come visible as in range, so will find out why that's doing that. It might be the test code I put in to see how viable it was to buff long range (you know when you group buff someone close, and it buffs ppl at like 80 yards too).
um i was wondering if maybe you could add the option to manually enter in reagents because it would come in very handy for arrows, food, water etc.. atm i use freerefills to do that but it would be even better if i could scrap that and just use this mod instead since im running it anyways
Installing Ace2 did the trick. But a "normal" user using CC or something might end up with problems. So hopefully you can find some other solution for this problem.
It's probably because of the versioning, and this problem should go away over the next week or two as mods get packaged with the patched Ace2.
Originally Posted by ffcloud2000 um i was wondering if maybe you could add the option to manually enter in reagents because it would come in very handy for arrows, food, water etc.. atm i use freerefills to do that but it would be even better if i could scrap that and just use this mod instead since im running it anyways
Well.. As long as it dont cause problems together with FreeRefills etc then Its okay. I still think that the buyer funtionallity doesnt really belong in ZOMG since there are addons out there doing just that and I dont like when addons get bloated with functions which they are not originally supposed to do(Maybe ZOMGBuffs is supposed to buy reagents, water and simple wood but it feels wrong imo). ^^
Well.. As long as it dont cause problems together with FreeRefills etc then Its okay. I still think that the buyer funtionallity doesnt really belong in ZOMG since there are addons out there doing just that and I dont like when addons get bloated with functions which they are not originally supposed to do(Maybe ZOMGBuffs is supposed to buy reagents, water and simple wood but it feels wrong imo). ^^
Reagents are very much part of spells, and thereby buffing. Why wouldn't it buy them?
Well.. As long as it dont cause problems together with FreeRefills etc then Its okay. I still think that the buyer funtionallity doesnt really belong in ZOMG since there are addons out there doing just that and I dont like when addons get bloated with functions which they are not originally supposed to do(Maybe ZOMGBuffs is supposed to buy reagents, water and simple wood but it feels wrong imo). ^^
I was surprised to see that it auto-buys Paladin reagents. I turned the feature off when it actually bought them, though, because it didn't check my level - I'm nowhere near needing them yet.
I was surprised to see that it auto-buys Paladin reagents. I turned the feature off when it actually bought them, though, because it didn't check my level - I'm nowhere near needing them yet.
It buys them to keep you AT your level, not buy them when you run out..
Excessive why? You think you need the extra CPU usage when you're standing doing nothing deciding where you want to go? ;)
After coming from Opie, it's quite a bit harder to see where you're going :P.
Noticed the buff problem yesterday. Not as bad as it was before, but it's still picking up ppl that come visible as in range, so will find out why that's doing that. It might be the test code I put in to see how viable it was to buff long range (you know when you group buff someone close, and it buffs ppl at like 80 yards too).
If you've ever used SmartBuff, it did a 100% perfect job with handling group vs. individual buffing. Cast individual if someone is in range and needs it, group if whatever the specified number (I always set 5) are in range and need it.
It buys them to keep you AT your level, not buy them when you run out..
You misunderstand, and re-reading my post shows that I could have been clearer: It isn't checking my toon's level, not the stacklevel. Basically, I bought reagents I had no need for. :D
:D
You misunderstand, and re-reading my post shows that I could have been clearer: It isn't checking my toon's level, not the stacklevel. Basically, I bought reagents I had no need for. :D
:D
What class, what reagents? And note that the default for this feature is off, and you must have turned it on I think.
zeksie - your embeds.xml file, switch the load order between AceEvent-2.0 and AceComm-2.0, there is a required load sequence to Ace2. That should clear up some of the problems your having.
zeksie - your embeds.xml file, switch the load order between AceEvent-2.0 and AceComm-2.0, there is a required load sequence to Ace2. That should clear up some of the problems your having.
What class, what reagents? And note that the default for this feature is off, and you must have turned it on I think.
Pally, candles. Yah, I turned it on thinking it'd be useful in the future. A couple of days later I talked to a vendor, not realizing it was a reagent vendor, and suddenly I'd bought stuff I didn't need. I promptly turned it back off. :) I just assumed, wrongly, that it would check to see if my toon even needed the reagents before purchasing them. Not a big deal, was just letting you know it happened in case you wanted to look into supporting detection.
[2008/10/13 23:47:39-4030-x1]: AceOO-2.0-91091 (ZOMGBuffs):734: AceComm-2.0: AceComm-2.0 requires AceEvent-2.0
AceComm-2.0-91091 (ZOMGBuffs):2339: in main chunk
---
[2008/10/13 23:47:39-4030-x1]: AceComm-2.0-91091 (ZOMGBuffs):2241: attempt to call method 'UnregisterAllComms' (a nil value)
AceComm-2.0-91091 (ZOMGBuffs):2339: in main chunk
---
[2008/10/13 23:47:42-4030-x1]: BugSack-2.3.0.70977\BugSack.lua:365: attempt to call method 'RegisterComm' (a nil value)
AceAddon-2.0-91091 (ZOMGBuffs):983: in function <...\AddOns\ZOMGBuffs\libs\AceAddon-2.0\AceAddon-2.0.lua:976>
<in C code>: ?
AceEvent-2.0-91091 (ZOMGBuffs):260: in function `TriggerEvent'
AceEvent-2.0-91091 (ZOMGBuffs):910: in function <...\AddOns\ZOMGBuffs\libs\AceEvent-2.0\AceEvent-2.0.lua:903>
---
Pally, candles. Yah, I turned it on thinking it'd be useful in the future. A couple of days later I talked to a vendor, not realizing it was a reagent vendor, and suddenly I'd bought stuff I didn't need. I promptly turned it back off. :) I just assumed, wrongly, that it would check to see if my toon even needed the reagents before purchasing them. Not a big deal, was just letting you know it happened in case you wanted to look into supporting detection.
Yeah, and it should. I guess I missed the level check for palas ;)
For the most recent "WoW 3.0.2 Relaase" version (in WoW 3.0.2 live, USEng), error at logon with a priest:
ZOMGBuffs_SelfBuffs-$Revision: 20 $\\ZOMGBuffs_SelfBuffs.lua:650: No spell for spellID 28385\nAceAddon-2.0-91091 (Ace2):552: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:545>\nAceAddon-2.0-91091 (Ace2):674: in function `InitializeAddon'\nAceAddon-2.0-91091 (Ace2):541: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:518>\n<in C code>: ?\nAceEvent-2.0-91091 (Ace2):298: in function `TriggerEvent'\nAceEvent-2.0-91091 (Ace2):910: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:903>\n<in C code>: in function `LoadAddOn'\nZOMGBuffs--16612\\ZOMGBuffs.lua:5769: in function `OnEnableOnce'\nZOMGBuffs--16612\\ZOMGBuffs.lua:5821: in function <Interface\\AddOns\\ZOMGBuffs\\ZOMGBuffs.lua:5808>\n<in C code>: in function `pcall'\nAceAddon-2.0-91091 (Ace2):24: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:23>\nAceAddon-2.0-91091 (Ace2):1055: in function `ManualEnable'\nAceAddon-2.0-91091 (Ace2):983: in function <Interface\\AddOns\\A", -- [1]
"ce2\\AceAddon-2.0\\AceAddon-2.0.lua:976>\n<in C code>: ?\nAceEvent-2.0-91091 (Ace2):260: in function `TriggerEvent'\nAceEvent-2.0-91091 (Ace2):910: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:903>
Was the new list appearance intentional? I really dislike how it now shows a bar if a member has ANY buff instead of just when they have my own buff.
Side effect from the patch really. But I intend to leave it that way.
API now gives buff time info for anyone, not just buffs you cast. It's better for the mod and for you that you can see their buff time remaining, regardless of who cast it.
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Quoted for great justice. And the logic on group buffing is still wonky on my Mage; and you really need to add some options for the portals (the starburst is a little... excessive :P ).
Excessive why? You think you need the extra CPU usage when you're standing doing nothing deciding where you want to go? ;)
Noticed the buff problem yesterday. Not as bad as it was before, but it's still picking up ppl that come visible as in range, so will find out why that's doing that. It might be the test code I put in to see how viable it was to buff long range (you know when you group buff someone close, and it buffs ppl at like 80 yards too).
It's on my todo list.
It's probably because of the versioning, and this problem should go away over the next week or two as mods get packaged with the patched Ace2.
um i was wondering if maybe you could add the option to manually enter in reagents because it would come in very handy for arrows, food, water etc.. atm i use freerefills to do that but it would be even better if i could scrap that and just use this mod instead since im running it anyways
Well.. As long as it dont cause problems together with FreeRefills etc then Its okay. I still think that the buyer funtionallity doesnt really belong in ZOMG since there are addons out there doing just that and I dont like when addons get bloated with functions which they are not originally supposed to do(Maybe ZOMGBuffs is supposed to buy reagents, water and simple wood but it feels wrong imo). ^^
Reagents are very much part of spells, and thereby buffing. Why wouldn't it buy them?
I was surprised to see that it auto-buys Paladin reagents. I turned the feature off when it actually bought them, though, because it didn't check my level - I'm nowhere near needing them yet.
After coming from Opie, it's quite a bit harder to see where you're going :P.
If you've ever used SmartBuff, it did a 100% perfect job with handling group vs. individual buffing. Cast individual if someone is in range and needs it, group if whatever the specified number (I always set 5) are in range and need it.
You misunderstand, and re-reading my post shows that I could have been clearer: It isn't checking my toon's level, not the stacklevel. Basically, I bought reagents I had no need for. :D
:D
What class, what reagents? And note that the default for this feature is off, and you must have turned it on I think.
it needs to look more like this
Ooh, thanks. Will update the TOC.
Pally, candles. Yah, I turned it on thinking it'd be useful in the future. A couple of days later I talked to a vendor, not realizing it was a reagent vendor, and suddenly I'd bought stuff I didn't need. I promptly turned it back off. :) I just assumed, wrongly, that it would check to see if my toon even needed the reagents before purchasing them. Not a big deal, was just letting you know it happened in case you wanted to look into supporting detection.
Errors after updating.
Yeah, and it should. I guess I missed the level check for palas ;)
:D
ZOMGBuffs_SelfBuffs-$Revision: 20 $\\ZOMGBuffs_SelfBuffs.lua:650: No spell for spellID 28385\nAceAddon-2.0-91091 (Ace2):552: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:545>\nAceAddon-2.0-91091 (Ace2):674: in function `InitializeAddon'\nAceAddon-2.0-91091 (Ace2):541: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:518>\n<in C code>: ?\nAceEvent-2.0-91091 (Ace2):298: in function `TriggerEvent'\nAceEvent-2.0-91091 (Ace2):910: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:903>\n<in C code>: in function `LoadAddOn'\nZOMGBuffs--16612\\ZOMGBuffs.lua:5769: in function `OnEnableOnce'\nZOMGBuffs--16612\\ZOMGBuffs.lua:5821: in function <Interface\\AddOns\\ZOMGBuffs\\ZOMGBuffs.lua:5808>\n<in C code>: in function `pcall'\nAceAddon-2.0-91091 (Ace2):24: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:23>\nAceAddon-2.0-91091 (Ace2):1055: in function `ManualEnable'\nAceAddon-2.0-91091 (Ace2):983: in function <Interface\\AddOns\\A", -- [1]
"ce2\\AceAddon-2.0\\AceAddon-2.0.lua:976>\n<in C code>: ?\nAceEvent-2.0-91091 (Ace2):260: in function `TriggerEvent'\nAceEvent-2.0-91091 (Ace2):910: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:903>
Side effect from the patch really. But I intend to leave it that way.
API now gives buff time info for anyone, not just buffs you cast. It's better for the mod and for you that you can see their buff time remaining, regardless of who cast it.