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    posted a message on Getting a table with a string
    Quote from egingell »

    getglobal("Test").a() works too, but it costs more.


    egingell:

    What do you mean that "it costs more" by using getglobal("Test").a()?

    Posted in: Lua Code Discussion
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    posted a message on Incoming Gold Amount - Tax tracker?
    Something like a tithing addon which will keep track a history of the percentage, amount one is supposed to tithe, the total amount that was "tithed", the date the tithe was made, the amount of the actual tithe made (which could be different from what the tithe is supposed to be), etc.

    However, I'm with Xinhuan, MoneyFu (or perhaps AuditorFu) could be use to determine what is obtained in a given period, grab a calculator to figure out the "tithe" rate and donate that amount to the bank.

    Although, you probably won't be able to keep track on how much was donated unless you track that separately (pen/paper).

    Posted in: Addon Ideas
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    posted a message on OnDemand?
    Quote from tekkub »

    An addon can already go dormant (Ace's "standby", which noone implements correctly), or even completely erase itself (except hooks, you can't erase a hook without breaking the hook chain). But what advantage does erasing give over standby? Less memory used after the next GC? So what? The addon cannot reenable without a reload.

    Standby, if done correctly, kicks ass. But unloading an addon on the fly... that's just too much of a headache to pull off for no real gain.


    How does one go about making use of the Ace's "standby" option? Any web-links for examples or tutorial?
    Posted in: Lua Code Discussion
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    posted a message on Learning
    Quote from Tcrazy »

    Hello I wish to learn how to make an addon were would you guys suggest I start learning?

    I too want to learn how to make an addon and my suggestion is to make a plan on what the addon you are going to write will do.

    These are the frequent links I go to:

    http://wiki.wowace.com/wiki/WelcomeHome_-_Your_first_Ace2_Addon
    http://www.wowwiki.com/World_of_Warcraft_API
    http://www.wowwiki.com/Widget_API
    http://fara.webeddie.com/ui/
    http://fara.webeddie.com/frames/
    http://www.wowace.com/wiki/Coding_Tips
    http://www.wowwiki.com/Category:HOWTOs

    People have suggested to me to look into other existing addons see how they work and stuff.

    Posted in: General Chat
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    posted a message on Core Packages
    Quote from Industrial »

    I don't understand why people keep spelling it out for other people.. do the other people (OP) just not care enough to form their own opinion on things? Is it the same people that go a certain talent build because everyone else is going to too next patch? do they even look at the changes?

    imho, someone else's opinion is never enough. go check it out yourself. it's fun to do. Thats why we come here, to talk about addons and how to make them better.

    To me, I'd need something to start with to make my own opinion. I think the OP is just wanting a basic idea on what addons to start with for the various portions of the UI (Unit Frame, Action Bars, Cast Bars, Maps, etc.)

    There is never one best addon though. Never.

    True. There is never the best addon (as long as there are other addons that does the same task for the particular case/situation).

    If PitBull is the only Unit Frame addon out there (ie. either Blizzard Unit Frames or PitBull Unit Frames), then one can say "PitBull is the best unit frame replacement for the Blizzard Unit Frames". But, alas, PitBull is not the only unit frame addon out there.

    Posted in: Addon Ideas
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    posted a message on Core Packages
    Quote from OrionShock »

    Oh @ OP, if you'd like to shoot yourself in the head early on, grab PitBull and flexbar2 that'll give you just about COMPLETE customization over alot of things that you have to touch alot. if your a caster / healer check out Clique from wowinterface. Look into XLoot if your tired of those boring old loot frames that are never where you need them and always bork'ed..

    When I decided to try to make my own compilation of addons, I grabbed PitBull as my Unit Frame addon to replace the default Blizzard Unit Frames. Golly Moses, pass me that 50-Cal. ;)

    Posted in: Addon Ideas
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    posted a message on Fishing Ace! Discussion
    Quote from Thortok2000 »

    No, the fishing skill required for a zone is to be able to fish there at all. Each zone has its required skill level, and optimum skill level. The optimum skill level is the skill above which you'll never "your fish got away". (If your base skill from gear is above optimum, there's no point in luring, it's wasted at that point.)

    To clarify, if my fishing skill is 200 and I'm in a zone with the required skill to fish is 10, then there is no need to attach a lure that gives a +100 bonus (or any other lure).

    Instead of having a database of all the fishing subzones and their optimum levels (which there's no way to directly detect other than via observation), which would have to be updated it if it ever changed or if new zones were added, my suggestion was meant to dynamically address the problem, and would 'always work', so to speak.

    I've actually thought of coding my suggestion myself and submitting it.

    So there is no mathematical computation that can arrive to the optimum fishing skill level per zone? Something like Required Fishing Skill to Fish in Zone + 100 = Optimum Fishing Skill to Fish in Zone?

    Posted in: General AddOns
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    posted a message on Fishing Ace! Discussion
    Quote from Thortok2000 »

    Feature Request:

    Whenever you get a skill up in fishing, turn 'Auto Lure' off for all subzones.

    Whenever you get the error 'Your fish got away!', turn on 'Auto Lure' for that subzone only (GetMiniMapZoneText()).

    No sense in wasting lures... This would make 'auto lure' a lot smarter. This could be a third option for 'auto lure', and call it 'auto', and probably would work well as the default setting. (So /fa lure settings would be 'on' 'off' 'auto').


    Is there an API that can determine the level of fishing skill needed for a particular zone?

    With that knowledge compared to the character's current fishing skill, an algorithm could be developed to whether to apply a lure or not. And to expand more, if there is a way to determine the bonuses of each lure that is currently in the inventory, use the appropriate lure to get to the zone's fishing level requirements.

    Additionally, is the fishing skill required for a zone is the required level so that the "Your fish got away!" will not appear throughout the whole fishing session?

    Posted in: General AddOns
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    posted a message on OnDemand?
    Quote from tekkub »

    No, it can't be unloaded.


    This is a Blizzard's rule, yes?

    It really would be neat to unload an addon that is no longer needed to release the used memory space.

    Am I correct to assume that ALL addons get unloaded when switching to different characters?

    Posted in: Lua Code Discussion
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    posted a message on Saving the session files of an addon
    Quote from JaedxRapture »

    Chances are if you need to have things available right away you're doing something Blizz wants to prevent.


    I didn't really thought of it that way. I'll just have to rethink my algorithms.

    "There is more than one way to skin a cat."

    Posted in: Lua Code Discussion
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    posted a message on Saving the session files of an addon
    Developers use the TOC file to specify the session files for their addon using:
    ## SavedVariables: MySessionDB
    ## SavedVariablesPerCharacter: MySessionDBPC


    AFAIK, the file, "MySessionDB.lua", will only be created/saved (in the WTF\Account\<AccountName>\SavedVariables folder) when a character is logged off.

    Is there a way to FORCE the creation/save of the session file prior to logging out?

    Posted in: Lua Code Discussion
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    posted a message on SKILL_LINES_CHANGED
    Quote from egingell »

    To my knowledge; this event does not fire at PLAYER_LOGIN, but GetNumSkillLines() is always available after PLAYER_LOGIN.


    I trapped the event and so far, the SKILL_LINES_CHANGED event always fire when I login into any character.

    The order seems to be when loading a character is:

    PLAYER_LOGIN
    PLAYER_ENTERING_WORLD
    SKILL_LINES_CHANGED




    Posted in: Lua Code Discussion
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    posted a message on Saved vars writen twice
    Quote from LilBudyWizer »

    I'm not getting individual values twice, but the entire saved vars table and it just does it for the global one, not the per character one. So if my saved vars variable is MySavedVars then in the wtf directory I get

    MySavedVars = {...}
    MySavedVars = {...}



    I had assumed you were using AceDB-2.0. I'm only a beginner and my familiarity to saving into the WTF SavedVariables is limited to what I know about AceDB-2.0.

    Did it work before as in your addon only saved 1 entry in your file in the WTF and now it is now writing two?
    Posted in: Lua Code Discussion
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    posted a message on Saved vars writen twice
    Quote from LilBudyWizer »

    I wrote an addons, Fubar - MyTPS on Curse, that is saving writing the global saved variables to the wtf folder twice. That's twice to the same file. Does anyone have any idea why this is happening?

    This might be different from your case, but, when I start and restart my addon, I usually gather the data then do something like:

      -- Save into database
      if self.db.server.mytable["position"] then
        self.db.server.mytable["position"] = nil
      end
      
      self.db.server.mytable["position"] = mygathereddata


    Until I learn what events gets raised when any of the data I gather gets updated, this will have to do that way as long as my addon is running, it is the latest information. Now if the data changes WHILE my addon is running, that will currently be the only way the data will become out of sync hence the reason why I'm hunting down the events that gets raised when said data is changed by the game.

    Posted in: Lua Code Discussion
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    posted a message on Skillet - Official Thread
    nogudnik:

    When does Skillet recognize the recipe AFTER it has just recently been learned?

    I'm guessing that the database gets updated AFTER Skillet is restarted.
    Posted in: General AddOns
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