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    posted a message on WoW UI Updater (Win/OSX/Linux, supports multiple sites), 1.6 thread
    Quote from lejordet »

    (sorry, it got lost on the previous page :P)

    5) Yep, that's a bug, but it's a bug with low priority - it's "harder than it looks" to fix it, but I'll see what I can do.

    Thanks you for your comments ;)

    I was thinking that adding simple flag "changelog updated" should solve the problem. This flag would be set when updater updated the changelog and would cleared when it is displayed to the user. The changelog would be displaed only when the flag is set and user has chosen to display the log after the update.
    There should also be user-initiated action to clear the changelog during the session.
    Posted in: Updaters
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    posted a message on WoW UI Updater (Win/OSX/Linux, supports multiple sites), 1.6 thread
    Hi, I hope my letters didn't scare the developers, but to be on the safe side I'll continue with numbers and two more small issues:

    5) When I update the wowace addons changelog pops out - this is ok. But when I update some other addons afterwards in the same session the same wowace changelog pops out again :( My current workaround is to update non-wowace addons first and then update the wowace ones.

    6) Is it possible to tell WUU to redownload wowace addons list? My current workaround is to restart WUU.

    Thank you
    Posted in: Updaters
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    posted a message on WoW UI Updater (Win/OSX/Linux, supports multiple sites), 1.6 thread
    Thanks for the reply and tip about FishingBuddy. I've used the compilation version because I though downloading/checking one addon instead of 3 would be faster...

    The problem is not about FishingBuddy per se, but more general one - as far as I understand it the Dummy addon FB_OutfitDisplayFrame shouldn't be extracted at all, but it is and contains ODF directory.


    This time I have some larger feature ideas: I hope letters will be better then numbers ;)
    A) Unused addons cleanup
    This one would need AddOns.txt parser and should report which characters use each addon and if some addon is not used it should recommend deleting it. This can be presented as sortable column displaying number of characters who has the addon enabled.

    B) Unused libraries cleanup
    What it should do is to check all library-type addons and when no addons are using them it should recommend deleting the library. The problem is, how to detect if it is library or normal addon - could be manually configured by the user. This can be also presented as column in addon list displaying number of addons depending on the addon.

    C) Outdated addon report/Interface version report
    Add another sortable column with addon interface version. This could be used to find outdated addons which needs replacing or updating by author.
    Posted in: Updaters
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    posted a message on WoW UI Updater (Win/OSX/Linux, supports multiple sites), 1.6 thread
    After using WUU for a while I have a few suggestions/bug reports:

    1) Can the wowace install window display addon versions? When I used WAU I always sorted the addons by their version to look for the new ones...

    2) I have FishingBuddy seted up to http://wow.curse.com/downloads/details/1531/ which contains all FB related addons. I've marked some of them as [Dummy] to not update them but FB_OutfitDisplayFrame directory is created even when set as Dummy. It contains "ODF" subfolder full of files.

    3) Selecting more addons at once by Clicking and Shift-Clicking at the end of the list takes very long and the details pane updates it's scrollbars. IMHO the details pane shouldn't be updated for all addons one by one but just for the last one.

    4) Can AceSVN addons be downloaded without externals (probably depending on no-ext setting for wowace settings)? This should be easy to implement just by adding "--ignore-externals" to the svn command line.

    BTW: What is "Res?" column for?

    Thanks for great updater and keep up the good work ;)
    Posted in: Updaters
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    posted a message on Parrot 1.0
    Hi,
    I have an issue with Parrot: it enables the Blizzard floating combat text every time I log in. Can this be fixed? Thank you.
    Posted in: General AddOns
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    posted a message on Blizzard floating combat text auto-enable problem
    The login issues seems to have been resolved for me and I tested one character which doesn't use Parrot 1.0. The Blizzard floating combat text was disabled after login. I've enabled Parrot 1.0 and reloaded the UI. After loading was completed the Blizzard floating combat text was enabled!

    So the culprit is definitely Parrot 1.0 addon which should replace Blizzard floating combat text, but instead it enables it every time I log in.
    Posted in: AddOn HELP!
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    posted a message on Blizzard floating combat text auto-enable problem
    Hi everybody. I have a weird problem with one of my characters (each one is using different set of addons) - The Blizzard floating combat text (BFCT) is enabled for him every time I log in. Because I use too many addons I don't know which one is culprit and disabling them one at a time seems to me as tedious task.

    I came up with an idea to search the addon sources for API that handles the BFCT, but I don't know which one is it.
    Can you tell me how addon can change Blizzard floating combat text setting so I can search it up in the sources? Thanks
    Posted in: AddOn HELP!
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    posted a message on Are DogTags too difficult? Help me make it better
    Quote from Phanx »

    #mouseover and [IsMouseOver] aren't the same thing. Normally, if I put [ClassColor] on my target frame, it will show the text in the target's class color. If I want to show it with my class color instead, I'd do [ClassColor#player]. I suppose you could show it in your mouseover target's class color with [ClassColor#mouseover] but that doesn't seem very useful.

    Another time I didn't fully understand the problem :( I've used this syntax in my player Pitbull frame just to display detailed info on mouseover and nothing else.

    Quote from Phanx »

    On a more general note, I've seen about 50 different proposed syntax examples in this thread, and I have to say, I think you guys are trying to change too much. The great majority of people using PitBull, CowTip, and other DogTag addons are not programmers, and already had enough trouble learning the [condition ? iftrue ! iffalse] syntax.

    Here lies my biggest problem with current DogTag. When I tried to learn it documentation said ? = AND and ! = OR. The [condition ? iftrue ! iffalse] syntax comes from the Lua style of expression handling and can be hard to comprehend. When looking at some tags which uses more ANDs and ORs it becomes much more harder... Some of the proposals here suggest creating special IF/ELSE construct for the tags to be more easier to understand.
    Personally I don't mind which symbols are used - we can still use ? ! for IF/ELSE, & for AND, | for OR and ~ for NOT. The point is I'd like to differentiate IF/ELSE from AND and OR.

    With this, concatenation and adding subtags your [LongHealth] tag can look like (using unchanged operators) which resolves more to your Lua code ;) or could be left alone in its current form.
    [Status ? Status:Color(aaaaaa) ! [SureHP ? CurHP:Short [IsFriend ? MissingHP:Hide(0):Short:Prepend("- "):Color(ffaaaa) ! PercentHP:Hide(100):Floor:Percent:Paren] ! PercentHP:Hide(100):Floor:Percent] ]

    Quote from Ellipsis »

    DogTag doesn't actually have true or false values. Every return is either a number or a string. "" is a special string that evaluates as false in conditionals, but all other strings evaluate as true. Negation turns non-blank values into blank ones, and blank ones into "True". Comparisons return the first argument if true, otherwise they return "". This is so you can do things like [CurHP >= 500] instead of [CurHP:HideLess(500)]. I don't see any reason to change any of this - there's no need for a boolean type in DogTag, especially since (IMO) tags should never return "True" by themselves.

    If all the base tags are changed to return actual strings it will be much more useful. I still have problem with comparison operators though. The expression 10 > 5 evaluates to "10", which is True, but it is weird. What is the result of equality comparison of two empty strings? HasAura("Some Poison") = HasAura("Some Cure") should be True, when player is ok or when he is poisoned and has cure.
    Posted in: Unit Frames
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    posted a message on Are DogTags too difficult? Help me make it better
    Looking at all the post here I'm becoming to wonder why we are still using the square brackets around whole tag when all people is using round ones.

    From my perspective the [] specifies a tag and () specifies a parameters for function/modulator/... The square brackets are optional when the tag is trivial (one tag/concatenation of tags)
    I also suggest using C style operators: ! for NOT, ? : for IF/ELSE, & for AND, | for OR and =, !=, >, < ....
    - NOT returns True/False
    - AND/OR return logic is same as in Lua
    - Comparison operators return True or False
    - IF/ELSE statement returns only one of its part (or False/nil if else part is empty)
    - False is never displayed in output (as nil); True? TBD
    Because : is used as ELSE there has to be another character for modifiers. In Lua and C we use . (dot) when working with objects.
    Concatenation should be done automatically
    When complicated conditions (mixing ANDs/ORs) are needed the square brackets are used. [Alpha & Beta] is proper tag returning True/False so we can use: [ [Alpha & Beta] & [Gama | !Charlie] ? "True" : "False" ]

    Operator precedence is: modifiers/piping, NOT, comparison (=, !=, >, ...), AND/OR, concatenation, IF/ELSE.
    All should be evaluated from left-to right and IF/ELSE couldn't be included in itself directly - only via subtag in [] (ie: [?: ?:] is illegal, [?:[?:]] is only correct way. more complicated example: [?[?:[?]]:[?]])

    So basic structure should be:
    [CurHP "/" MaxHP] -- the brackets are optional
    [CurHP = MaxHP ? "Full" : CurHP "/" MaxHP] -- shows HP only when damaged - concatenation takes precedence over the end of IF/ELSE statement
    [[CurHP = MaxHP ? "Full" : CurHP "/"] MaxHP] -- shows max HP always; current HP only when damaged
    [CurHP != MaxHP ? CurHP.Hide(0).Short] -- piping example
    [CurHP = MaxHP & CurMP = MaxMP ? "Ready" : ["HP: " CurHP "/" MaxHP].HPColor ["MP: " CurMP "/" MaxMP].MPColor ] -- piping example on concatenated tags

    And some examples posted before:
    - [IsUnit(player)?[IsMaxLevel?[FractionalRep:Bracket]![FractionalXP:Bracket]]:Color(FFCC00)] will become
    [IsUnit(player) & IsMaxLevel ? FractionalRep.Bracket : FractionalXP.Bracket.Color(FFCC00)]
    - [ [IsPlayerOrPet ? IsFriend] ? [Classification:Hide(Non-combat Pet) | Level:Hide(70):Color(ccccff)] ! [Classification:Hide(Boss):Hide(Critter) | Level:DifficultyColor] ] will become
    [IsPlayerOrPet & IsFriend ? [Classification.Hide("Non-combat Pet") | Level.Hide(70).Color(ccccff)] : [Classification.Hide("Boss").Hide("Critter") | Level.DifficultyColor]
    -
    [if IsFriend then
       if Status then
         " | " HPColor(Status)
       else
         if MissingHP ~= 0 then
           " | " HPColor(Short(MissingHP))
     else -- how do you know which if this belongs to
       if ~IsMaxHP and ~Status then
         " | " Color(VeryShort(MaxHP), "6666cc")
    ]

    will become [?[?:[?]]:[?]]
    [IsFriend ?
       [Status ? 
         " | " Status.HPColor   -- concatenation takes precedence so bracketing the tag is not needed
       : 
         [MissingHP ~= 0 ? " | " MissingHP.Short.HPColor]  -- another IF, needs to be bracketed as another tag
       ]
    :
       [!IsMaxHP & !Status ? " | " MaxHP.VeryShort.Color("6666cc")]
    ]



    There is one issue which was not covered in any posts: Mouse-over conditionals. (IIRC done by #mouseover) - this could be rewritten using normal tag [IsMouseOver] ;) If such tags needs special handling the preprocessor can take notice based on the tag name, but the users wouldn't need to learn something else just for this case ;)
    Posted in: Unit Frames
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    posted a message on Enhanced vendor dialog windows?
    I don't know of any (except for junk auto-sell and reagents restocking addons). I would start looking at the BetterInbox code, which already implements scrollable item list and use GetMerchantItemInfo() and similar API functions:
    http://www.wowwiki.com/World_of_Warcraft_API#Merchant_Functions
    Posted in: Addon Ideas
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    posted a message on Enhanced vendor dialog windows?
    Quote from Mutu »

    - See all their items in one window; don't want to see 6-8 per page or whatever the default is and have to scroll 6-7 times to find the item I want on some vendors. If too many items to list (something like a 'list view'), allow it to scroll up/down with mousewheel, etc.

    Something like BetterInbox does for mailbox? I like this idea ;)
    Posted in: Addon Ideas
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    posted a message on TradeskillInfo Official Thread
    I've tried once more and found out, that the second issue (red usage coloring) is solved by using the code from previous post, but I'm still not able to solve the Hooking problem. The AuctionFrame does exist and self:SecureHook("AuctionFrameBrowse_Update") is called, but the hook doesn't work :(

    Current version of the patch:
    		if button:IsVisible() then
    			local iconTexture
    			local recipeLink
    			if button.Icon then -- cached or from Auc-Advanced Compact-UI
    				iconTexture = button.Icon
    			else
    				button.Icon = getglobal("BrowseButton"..i.."ItemIconTexture"); -- cache the icon texture
    				iconTexture = button.Icon
    			end
    			if button.id then   -- contains real index when sorted in Compact-UI level
    				index = button.id
    			end
    			local recipeLink = GetAuctionItemLink("list", index)
    			local recipeId = getIdFromLink(recipeLink);
    			local id = self:GetRecipeItem(recipeId);
    			--self:Print("Item: %d(%d) %d %s",i,index,recipeId,recipeLink);
    			if id then
    				local you,alt = self:GetCombineAvailability(id);
    				--self:Print("recipe: %s you %d alt %d",id,you,alt);
    				-- 0 = Unavailable, 1 = known, 2 = learnable, 3 = will be able to learn
    				if you == 2 then
    					local c = self.db.profile.AHColorLearnable;
    					iconTexture:SetVertexColor(c.r, c.g, c.b);
    				elseif alt == 2 then
    					local c = self.db.profile.AHColorAltLearnable;
    					iconTexture:SetVertexColor(c.r, c.g, c.b);
    				elseif you == 3 then
    					local c = self.db.profile.AHColorWillLearn;
    					iconTexture:SetVertexColor(c.r, c.g, c.b);
    				elseif alt == 3 then
    					local c = self.db.profile.AHColorAltWillLearn;
    					iconTexture:SetVertexColor(c.r, c.g, c.b);
    				else
    					local c = self.db.profile.AHColorUnavailable;
    					iconTexture:SetVertexColor(c.r, c.g, c.b);
    				end
    			elseif button.id then -- button.id is set only by Compact-UI; we need to fix texture colors.
    				local _, _, _, _, canUse = GetAuctionItemInfo("list", index);
    				if ( not canUse ) then
    					iconTexture:SetVertexColor(1.0, 0.1, 0.1); -- item is not usable
    				else
    					iconTexture:SetVertexColor(1.0, 1.0, 1.0); -- usable, non-recipe item
    				end
    			end
    		end
    Posted in: General AddOns
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    posted a message on TradeskillInfo Official Thread
    Quote from Evenue »

    Does this work? If so, I'll just add it in for the next update (after the one I'm about to commit).
    Fixed.Added.Fixed.

    Hi Evenue, my patch has its issues because I'm just newbie at Lua and WoW addon coding. The issues are:

    1) When using AA (Auc-Advanced) only the HookAuctionUI() doesn't create a hook - I suspect because the AuctionFrame is not created, but I haven't tested this idea. On the other side there are now errors throw for these users even when using current version.

    2) AFAIK the AA doesn't color the items properly based on their usability. I've tried to solve this by adding:
    			if id then
    		[... code for coloring recipes ...]
    			elseif button.id then  -- button.id is set only by Compact-UI; we need to fix texture colors.
    				if IsUsableItem(recipeLink) then
    					iconTexture:SetVertexColor(1.0, 1.0, 1.0); -- usable, non-recipe item
    				else
    					iconTexture:SetVertexColor(1.0, 0.0, 0.0); -- item is not usable
    				end
    			end

    But it now colors almost all the items red (even tradeskill materials and such). Looking at the source of Blizzard Auction House UI code the proper code should be (drycode):
    			if id then
    		[... code for coloring recipes ...]
    			elseif button.id then
    				local name, texture, count, quality, canUse, level, minBid, minIncrement, buyoutPrice, bidAmount, highBidder, owner = GetAuctionItemInfo("list", index);
    				if ( not canUse ) then
    					iconTexture:SetVertexColor(1.0, 0.1, 0.1); -- item is not usable
    				else
    					iconTexture:SetVertexColor(1.0, 1.0, 1.0); -- usable, non-recipe item
    				end
    			end


    Other then that it should work without problems. :)
    Posted in: General AddOns
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    posted a message on Chinchilla - Minimap addon of awesomeness.
    Quote from Nirek »

    Don't suppose we can get a strata adjustment for the Coordinates frame? I have it on the edge of the minimap and gathermate dots cover it :(

    I have the same problem with location bar which I placed over the minimap as well...

    Also just to remind my previous feature request: Can you add tooltip to Location bar similar to original Blizzard location bar tooltip?

    BTW: Great work on the RangeCircle module! Thanks ;)
    Posted in: Map/Minimap AddOns
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    posted a message on Why Acing/Rocking addons is good
    Quote from HunterZ »

    He's dead, Jim.

    :-D :-D :-D (I've used Feign Death :-P)

    Thank you for all the posts and see you next time ;)
    Posted in: General Chat
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