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    posted a message on Tooltip?
    I noticed that also last night. I also found how to duplicate it. After you kill a mob and loot it mouse over it again and that is the tool tip you get. This only happens the first time you mouse over a dead body, at least for me.
    Posted in: General Chat
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    posted a message on Titan Panel
    Boss please let us now when we can get our grubby little hands on this.

    As for the timex thing if you have a better way to skin the cat than great. AFAIK timex does/did about the best possible for consolodating timeing into a very fast low impact event. Yes it uses an onupdate there is no way around it. It just creates one that can be shared and then only call your code when needed ie the time offset has passed.

    Most clock addon's I've look at the code for would do a full text update on every onupdate that gets fired, ie 10-100 screen updated every second (dependond on FPS). However those same clock addons only showed the current time in HH:MM format ie only down the current minute. Why does the addon need to update the time ever second much less ever fraction of a second when once a min would do? A timex even set to 1min solves the problem quite nicly.
    Posted in: Addon Ideas
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    posted a message on Titan Panel
    Very interested in this but IMHO the first thing todo is nix as many onupdates as possible and turn them into timex timers. The clock for example does not need an onupdate that fires many, many times a second to update the time text once a minute.
    Posted in: Addon Ideas
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    posted a message on Web hosting
    Very true Kaelten. Phpwebhosting is working fine for me and my BnB's web site but it's all straight HTML pages with a little bit of SSI. Sure I can do full php, mysql dynamic web site there but for my needs for the BnB I don't need all that. Something like WoWAce over there might not work as well with the buisy forums etc.
    Posted in: General Chat
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    posted a message on Web hosting
    Clad a couple of things for ya.

    1. That sounds like a decent deal. You also might want to check out http://phpwebhosting.com Same basic cost $9.95 but pretty much totaly unlimited space, mail, traffic etc.

    2. I've checked into drupal after seeing it mentioned in other threads here and for the life of me I really can't figure it out. I've got the basic install setup but can't grasp the concept of how to configure it. You can find my install at http://tutor.rosemontinnbb.com/ If you have any pointers or someplace I can read up on it that are writtin in laymans terms I'd appreaciat it.
    Posted in: General Chat
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    posted a message on TargetText
    AceCombatHUD does this. It places two circulare bars going around the portaits, ie yours and your targets and adds the combat spam to them along with showing each's health, mana etc. Note however that not only your damage is displayed but all damage done to the target.
    Posted in: Addon Ideas
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    posted a message on My Holy Grail: Cooldowns depicted ... bars [Case closed]
    Try acetimer it does exactly that.
    Posted in: Addon Ideas
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    posted a message on Guild bank
    I've recently taken over the brank of our guild that started on one of the new servers. As such I also have the Guild bank char. We only use the bank guy to hold unneeded items to be passed on to any other guild member that can use it. As such I need a nice easy way to upload what this one char has in inventory/bank on to the web so ppl in the guild can see what is available. I know KCI keeps track of whats in a chars bank is there some way to take advantage of that data? I looks at it and it looks to store the item ld's which is great but they don't seem to corrispond to thotbotts ids in any way so I don't see a way to create links to thotbott for item info.

    Any one know of a decent addon/programe that does this already?
    Posted in: Addon Ideas
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    posted a message on Out of Range Coloring and Cooldown Count
    Would love to try this out but as Thory said the link just takes us back to this thread.
    Posted in: Addon Ideas
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    posted a message on Edited: Creating an ACE author~
          if (( ace.char.class == "Warrior") and not ( self:Stance()=="BattleStance" )) then
          end
    the above code is doing nothing. Think you need a return in there after the then.
    Posted in: General Chat
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    posted a message on Edited: Creating an ACE author~
    yes you might have to check what class the user is in UNIT_COMBAT along with your other checkes.
    Posted in: General Chat
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    posted a message on Edited: Creating an ACE author~
    Try the below changes
    --<< ================================================= >>--
    -- Section I&#58; Initialize the AddOn Object.               --
    --<< ================================================= >>--
    
    MongooseMania      = AceAddon&#58;new&#40;&#123;
       name      = "MongooseMania",
       description   = "Display a screen splash and play an audio cue when either player or target dodge's and parry's.",
       version      = " Beta",
       releaseDate   = "12-29-2005",
       aceCompatible   = "100",
       author      = "Mokaikai",
       cmd      = AceChatCmd&#58;new&#123;"/MM", "/MongooseMania"&#125;,
       dodgeWav   = "interface\\addons\\mongoosemania\\waves\\dodge.wav",
       parryWav   = "interface\\addons\\mongoosemania\\waves\\parry.wav"
    &#125;&#41;
    
    function MongooseMania&#58;Initialize&#40;&#41;
       MongooseMania&#58;ParseSpellBook&#40;&#41;
       if &#40; ace.char.class == "Hunter" &#41; then
          self.argDodge = "player"
          self.dodgeSpam = "Mongoose Bite!"
          if &#40; self.Counterattack == TRUE &#41; then
             self.argParry = "player"
             self.parrySpam = "Counterattack!"       
          end
       elseif &#40; ace.char.class == "Rogue" &#41; and &#40; self.Riposte == TRUE &#41; then
          self.parrySpam = "Disarm!"
          self.argParry = "target"       
       elseif &#40; ace.char.class == "Warrior"&#41; and &#40; self.Riposte == TRUE &#41;  then
          self.dodgeSpam = "Overpower!"
          self.argDodge = "target"
       else
          self.disabled = TRUE
       end
    end
    
    function MongooseMania&#58;Enable&#40;&#41;
       self&#58;RegisterEvent&#40;"UNIT_COMBAT"&#41;
       --self&#58;RegisterEvent&#40;"PLAYER_AURAS_CHANGED"&#41;
    end
    
    function MongooseMania&#58;ParseSpellBook&#40;&#41;
       local i = 1
       while true do
       local spellName, spellRank = GetSpellName&#40;i, BOOKTYPE_SPELL&#41;
       if not spellName then
          do break end
       end
       if spellName == "Overpower" then self.Overpower = TRUE end
       if spellName == "Riposte" then self.Riposte = TRUE end
       if spellName == "Counterattack" then self.Counterattack = TRUE end
       -- add an if statement for each spell/ability you are interested in.
       i = i + 1
       end
    end
    
    --<< ================================================= >>--
    -- Section II&#58; The MongooseMania System Function.        --
    --<< ================================================= >>--
    
    function MongooseMania&#58;Stance&#40;&#41;
       for i = 1, GetNumShapeshiftForms&#40;&#41; do
       icon, name, active, castable = GetShapeshiftFormInfo&#40;i&#41;
          if active then
          return name
          end
       end
    end
    
    function MongooseMania&#58;UNIT_COMBAT&#40;&#41;
       if &#40;&#40; arg1 == self.argDodge &#41; and &#40; arg2=="DODGE" &#41; and self&#58;Stance&#40;&#41;=="BattleStance"&#41; then
          PlaySoundFile&#40;self.dodgeWav&#41;
          MMSplashFrame&#58;AddMessage&#40;self.dodgeSpam, 1, 1, 0, 1, 2&#41;
       elseif &#40;&#40; arg1 == self.argParry &#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
    
    --<< ================================================= >>--
    -- Section Omega&#58; Register the AddOn Object.             --
    --<< ================================================= >>--
    
    MongooseMania&#58;RegisterForLoad&#40;&#41;
    The problem you had is you are checking on the battle stance when the addon initializes and using battlestance to set your params then but a warriors stance changes. You try to use PLAYER_AURAS_CHANGED to capture changes in stance but I don't think stances show up as auras, ie buffs shown on the buff bar. Instad I've changed your AURAS_Changed to a method that checks the current stance and returns the stance name then in the UNIT_COMBAT you can check the stance when you are checking everything else to see if the player is in the right stance for overpower to work.
    Posted in: General Chat
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    posted a message on Edited: Creating an ACE author~
    ok first off in your ParseSpellBook you'll need to do something like the following
    function MongooseMania:ParseSpellBook()
       local i = 1
       while true do
          local spellName, spellRank = GetSpellName(i, BOOKTYPE_SPELL)
          if not spellName then
             do break end
          end
          if spellName == "Overpower" then self.overpower = TRUE end
          -- add an if statement for each spell/ability you are interested in.
          i = i + 1
       end
    end 
    Now in your Initialize change the exists "..." to the self. referenced you set above. IE. something like if self.overpower then...

    Hope that helps
    Posted in: General Chat
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    posted a message on Edited: Creating an ACE author~
    To find out if they have an ability or not you'll need to parse through the spellbook. Have a loot at AceHeal for an example. It parses looking for healing spell and looking at the tooltip info to determin if the spell is a healing spell or not. However in your case you just need to look at the spell names and possibly ranks.

    To determin what stance a warrior is in I don't know off the top of my head. I poke around and see if I spot something.

    Ok it looks like you'll need to do somethign with GetNumShapeshiftForms() and GetShapeshiftFormInfo(index). It looks like you'll need to loop through the shapeshift forms and check each one to see which is active.

    Something like
    for i = 1, GetNumShapeshiftForms() do
       icon, name, active, castable = GetShapeshiftFormInfo(i)
       if active then 
          return name
       end
    end
    Posted in: General Chat
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    posted a message on Edited: Creating an ACE author~
    Sorry my bad but very simlare to ace default variables self.initialized and self.disabled which ace sets.
    Posted in: General Chat
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