CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on SCT 6.0 / SCTD 3.0
    Cool. Thanks, Grayhoof. I haven't noticed the problem when using blink, but maybe because I haven't used blink yet while under the threshold. I've really only been dabbling so far, not playing fully.
    Posted in: General AddOns
  • 0

    posted a message on oSkin
    Cool. Thanks, Sariash. I have BibMod installed, so maybe that's interfering. I'll give it a look. And I'll download the latest.
    Posted in: General AddOns
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    I can't say enough good about the work done on this addon. I was a lover of MiniGroup and this rocks. It looks beautiful and I love the configuration options, particularly the various skins. Well done.

    One minor question/request. Is there a way to set options once for all frames? I like to move buffs to the bottom, rescale, etc., and it seems I have to do that for each frame. I'd like an "all frames" option that will let me set all the frames the same way at once.
    Posted in: Unit Frames
  • 0

    posted a message on SCT 6.0 / SCTD 3.0
    SCT is great. Excellent work. I noticed only one thing that may or may not be a bug. When I changed the mana warning threshold from the default 30% to 10% it continued to warn me at 30%. I didn't reload the client to see if that's all that needed to be done.
    Posted in: General AddOns
  • 0

    posted a message on oSkin
    This is a really great looking skin. Gods do I hate the default interface. Now if you could just make one for the Auction House. ;)

    There's one spot that could use a color tweak if it's possible. When you visit a quest-giver who has multiple quests, the quest selection pops up. The text is black and makes it tough to read against this skin. Is there a way you can lighten that text?
    Posted in: General AddOns
  • 0

    posted a message on GotWood?
    Hey, MoonSorrow, this is a great addon. Love the name. I never played a shammy much (got one to 26), but this looks really helpful in the little bit I played with it the other day. I was just popping totems to watch the timers count down. :P

    Would it be possible to have this addon default to disabled if the character isn't a shammy? I know you can disable it in profiles, but it'd be nice if I didn't have to do that each time I load or create a character.
    Posted in: General AddOns
  • 0

    posted a message on Prefered format of the new forums. PLEASE VOTE!
    I would suggest just creating a specific new category as it appears necessary. For example, you have the raid category presumably because raid addons/discussions got big enough to justify it. Just kind of work it like that. Maybe you could pick a target number. If there are X number of threads for a certain category, move them into a new sub-cat.

    Great work on the forum, Kaelten. I like the forum matching the wiki, and I like the look and feel in general.
    Posted in: General AddOns
  • 0

    posted a message on About that time...
    I think the time has finally come for me to move on from WoW permanently. I've pretty much lost my taste for coding in their environment, and I haven't really enjoyed the game itself in many months. With a slew of new games coming out soon, like DDO, The Chronicle, Dark and Light, and others, I can't see myself returning to WoW. In the meantime, I've gone back to EQ2 and am having fun with that.

    Thanks for all the support and participation to everyone in the Ace community. You have all been a blast to work/play with.

    If anyone out there plays EQ2, you can look me up on Mistmoore as Cras or Naas.
    Posted in: General Chat
  • 0

    posted a message on Happy New Year!
    Happy New Year to you both and the Ace community!

    No drinking for me. I slept through the coming of the new year. :P
    Posted in: General Chat
  • 0

    posted a message on Edited: Creating an ACE author~
    You could possibly drop use of self.enable. I think if you set self.disabled to TRUE in Initialize() Ace won't call Enable(). Change your Initialize and Enable to this and see what happens:

    function MongooseMania:Initialize()
       if ( ace.char.class == "Hunter" ) then
          self.dodgeSpam = "Mongoose Bite!"
          self.parrySpam = "Counter Attack!"
          self.argType = "player"
       elseif ( ace.char.class == "Rogue" ) then
          self.parrySpam = "Disarm!"
          self.argType = "target"
       elseif ( ace.char.class == "Warrior") then
          self.dodgeSpam = "Overpower!"
          self.argType = "target"
       else
          self.disabled = TRUE
       end
    end
    
    function MongooseMania:Enable()
       self:RegisterEvent("UNIT_COMBAT")
    end
    Posted in: General Chat
  • 0

    posted a message on Edited: Creating an ACE author~
    Neriak's correct. You don't need OnLoad or OnEvent. In fact, if you aren't creating xml elements you don't need an xml file at all in an Ace addon. Once loading is done, Ace calls your addon's Initialize(). After that, if your addon isn't turned off, then Ace calls its Enable().
    Posted in: General Chat
  • 0

    posted a message on Edited: Creating an ACE author~
    I'm not sure why you'd get that error. Did you specify Ace as a dependency in your toc? Also, are you letting Ace call your Initialize() or are you doing it yourself? The RegisterForLoad() is what tells Ace to call your Initialize() when the game state is fully set. That basically means after variables are loaded, the player enter world event, and the ace.char table is populated.
    Posted in: General Chat
  • 0

    posted a message on Edited: Creating an ACE author~
    Thanks for the correction, Orione. Sorry about the RegisterAddOn() vs. RegisterForLoad(). Damn, it's been a while since I've coded any addons. :)

    Mokaikai, what you're looking at is the profile system that Ace manages. Every addon has a self.profilePath variable associated with it. You can use this with an Ace managed database to store data automatically based on how the player has the profile configured. Right now, you're not managing any data in your addon, but if you wanted, for example, to let players customize the text. You have "Overpower!" as default, but instead you could apply that as default text in a database then access the text through the db object.

    self.db:get(self.profilePath, "overPowerText")


    This sends the profilePath to get() which will return the overPowerText value from the database. If you offer a command such as /mm overpower "text" to update the text, then you save the new text via:

    self.db:set(self.profilePath, "overPowerText", "text")


    Again, this ensures that the value gets set in the correct profile.

    This probably doesn't make a while lot of sense. Take a look at the documentation. It explains how AceDB works better than this brief explanation. Also take a look at other Ace addons to see how they make use of this. One thing you'll see often are what we call closures defined in Initialize(). They look something like:

    self.GetOpt = function(var) return self.db:get(self.profilePath, var) end
    self.SetOpt = function(var, val) self.db:set(self.profilePath, var, val) end


    These are just shortcuts so you can get and set profile options more easily. You just use these in your code like:

    self.GetOpt("overpowerText")
    self.SetOpt("overPowerText", "text")
    Posted in: General Chat
  • 0

    posted a message on Heads-up time again.
    Personally I don't want to see another game offer a script environment like WoW's unless they do better than a half-assed effort at maintaining it. I'd hate to deal with yet another team who implements incomplete solutions that get "fixed" by other incomplete solutions next patch and each fix breaks several addons. If a game company actually wants to think about design, then I'd love to see a scripting environment that blows away WoW's.

    Some games I'm watching and waiting for (no particular order):

    The Chronicle
    Dungeons and Dragons Online
    Pirates of the Burning Sea
    Dark and Light
    Vanguard: Saga of Heroes
    Mourning
    Darkfall

    I also tried an incredibly stupid game that's completely free. Its ridiculousness kept me playing for about two hours straight. It's boring but there's some sort of perverse enjoyment in it, though this actually dies quickly. Actually I might try it out some more if not for the horrible movement. You have to use the keyboard and mouse, the keyboard to move and the mouse to change the camera, because the camera stays fixed. It doesn't follow your movement.

    Flyff
    Posted in: General Chat
  • 0

    posted a message on Edited: Creating an ACE author~
    FryGuy, thanks for the correction. That probably added to the confusion.

    Mokaikai, no problem. Aced it should look like below. This is just from memory and untested. Probably some typos in it. Just look at an Ace addon for the standard config options.

    AddOn = AceAddon:new({
        <Standard Ace config options here>
        dodgeWav = "interface\\addons\\mongoosemania\\waves\\dodge.wav",
        parryWav = "interface\\addons\\mongoosemania\\waves\\parry.wav"
    &#125;&#41;
    AddOn&#58;RegisterAddon&#40;&#41;
    
    function AddOn&#58;Initialize&#40;&#41;
       if &#40; ace.char.class == "Hunter" &#41; then
          self.dodgeSpam = "Mongoose Bite!"
          self.parrySpam = "Counter Attack!"
          self.argType = "player"
          self.enable = TRUE
       elseif &#40; ace.char.class == "Rogue" &#41; then
          self.parrySpam = "Disarm!"
          self.argType = "target"
          self.enable = TRUE
       elseif &#40; ace.char.class == "Warrior"&#41; then
          self.dodgeSpam = "Overpower!"
          self.argType = "target"
          self.enable = TRUE
       end
    end
    
    function AddOn&#58;Enable&#40;&#41;
       if&#40; self.enable &#41; then self&#58;RegisterEvent&#40;"UNIT_COMBAT"&#41; end
    end
    
    function AddOn&#58;UNIT_COMBAT&#40;&#41;
       if &#40;&#40; arg1 == self.argType &#41; and &#40; arg2=="DODGE" &#41;&#41; then
          PlaySoundFile&#40;self.dodgeWav&#41;
          MMSplashFrame&#58;AddMessage&#40;self.dodgeSpam, 1, 1, 0, 1, 2&#41;
       elseif &#40;&#40; arg1 == self.argType &#41; and &#40; arg2=="PARRY" &#41;&#41; then
          PlaySoundFile&#40;self.parryWav&#41;
          MMSplashFrame&#58;AddMessage&#40;self.parrySpam, 1, 1, 0, 1, 2&#41;
       end
    end
    Posted in: General Chat
  • To post a comment, please or register a new account.