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    posted a message on Looking to make my own mod or die trying.
    Quote from Wulfy »
    how often have u had someone join a instance run round till the 1st boss it drops there item and vanishs, a nugget whos gone on a needing spree.

    Never, but I rarely do pugs...

    im guessing theres no Gui builder to edit in game and see the out put there and then

    Nope, but with some frameworks you may have commands like /dump, /rl which save time. I found the quickest way to actually code and test was to deactivate all addons on your toon except the one you're working on to save on loading time (and possibly buggrabber / bugsack)
    Posted in: Lua Code Discussion
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    posted a message on Looking to make my own mod or die trying.
    Seems pretty doable to me...
    Although going to this level of automation for such a petty problem... *shrug*
    Posted in: Lua Code Discussion
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    posted a message on Looking to make my own mod or die trying.
    Depends on what you need... Most senior devs here recommand that you start with something simple and don't use any framework whatsoever for your first add-on, it gives you a sense of the WoW API and lua syntax.

    As for development tools per se, you don't need any IDE, any decent dev-oriented text editor is all you need (PSPad, Notepad++ etc...) You can find lua syntax highlighting plugins for most of them.

    However, as you put it, the beginning of addon coding may seem a bit overwhelming, personnally I began my lua coding through a plugin of an existing addon (Grid), simply because the plugin was what I needed and I like my learning to be project-oriented.
    If you need :
    - simple configuration frame / chat command
    - data retention
    - event registering
    Then by all means use Ace2 / Ace3 (wouldn't recommend Rock as its driving developper is MIA from what I understand). There is a very good "your first Ace3 add-on" wiki in the Framework / Ace3 section that will allow you entry-level knowledge of Ace3 for example.

    As for references :
    - WoWWiki for WoW API / UI Widgets reference
    - Wowace wiki for libraries and framework API documentation. Beware : some of those docs might be considered very light / incomplete (this is volunteer work, and doc writing has never been fun :P )
    - Other addons to get ideas from. Keep in mind that what you're trying to do has either been done in some fashion before or may not be possible considering the limitations of WoW API.
    Posted in: Lua Code Discussion
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    posted a message on How to detect encounter start / stop with BigWigs ?
    OK thanks for the head up...
    Seeing SimpleBossWhisperer code I need some details on the UnitClassification() function (handy thing, didn't know about it, I need to L2Read the API page on wowwiki), is the "worldboss" return accurate ? I mean, doesn't it return "worldboss" on level 73 trash ?
    Posted in: Lua Code Discussion
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    posted a message on How to detect encounter start / stop with BigWigs ?
    I coded a performance analysis tool for the shadowpriest and am almost done except for one thing : I would like, when it's possible on the end-user setup, to detect encounter start / stop using BigWigs (as it's the de facto standard boss mod out here and I only want to record stats for boss fights).
    I'm currently at a loss on how to do this. I think I mostly have stop encounter event figured out (Bigwigs_Message event with 4th argument = Victory for boss kill, Bigwigs_Reboot event or something for wipe detection) but for start encounter I currently rely on Bigwigs_Message with first argument being "[BossName] Engaged [blablabla]"...
    Problem is the "[BossName] Engaged [blablabla]" message seems to only be fired in case of an enrage boss : "[BossName] Engaged, enrage/berserk in xx mins". What could I do to detect more accurately the beginning of an encounter ?
    Would love FunkyDude's or anyone else's input on this.
    Posted in: Lua Code Discussion
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    posted a message on A few questions on drawing graphs and data mining.
    The fact is that most libraries out there are not documented, if they are you will find them on the wiki but it's likely to be pretty short...
    Everyone here contributes because they find it fun, as a general rule writing doc is not fun...

    If you want to use LibGraph, try and have a poke into add-ons that use it, Recount being one of the most extensive ones iirc.
    Posted in: Lua Code Discussion
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    posted a message on replacement for tablet lib?
    Any news on whether this might be done and in what timeframe ? Trying to decide if I get off my lazy ass or not :)
    Posted in: Lua Code Discussion
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    posted a message on Is AceHook-3.0 what I need ?
    Quote from Jerry »

    This is the method I used for GridStatusRaidDebuff (it has since been removed, but it still relevant):

    I think this detects add-on enabling/disabling but not fight stop / start...

    local mycrap = {}
    AceLibrary("AceEvent-2.0"):Embed(mycrap)
    function mycrap:BigWigs_Something()
    end
    mycrap:RegisterEvent("BigWigs_Something")

    This looks more like it... I assume it won't be a problem if my add-on already uses AceEvents-3.0 ?
    Posted in: Lua Code Discussion
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    posted a message on replacement for tablet lib?
    If you actually do that sir, you will have destroyed everything I developped for the last two days : I wanted to use tablet lib but as I had began in Ace3 I had to use WoW original frame API which was a PITA.
    I hate you.

    Seriously good idea though.

    But I hate you...
    Posted in: Lua Code Discussion
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    posted a message on Is AceHook-3.0 what I need ?
    One of my projects tries to determine whenever a raid boss encounter is beginning / ending. Being lazy I considered that BigWigs already did the semi-difficult job of detecting encounter start / end and that it would most likely be more up to date than anything I could cook up.
    In order to do that I tried to intercept the BigWigs_Message events to no avail (I was not aware of that but apparently Ace2 events are add-on specific and not shared, or it comes from the fact that I'm trying to intercept an Ace2 event with an Ace3 addon), I didn't push this method more than the basic "fuggit it doesn't work" though so it's possible I missed something...
    Anyway would using AceHook-3.0 in this fashion be doing the work ? (this is pseudocode, bear with me...)
    function MyAddon:onEnable()
     if BigWigs then
      self:Hook(BigWigs, "MethodExecutedAtFightStart", "MyAddonMethodThatDoesStuff")
      self:Hook(BigWigs, "MethodExecutedAtFightStop", "MyAddonMethodThatDoesStuff")
     end
    end

    Am I correct ? Is there a very simple way of doing that that I'm missing ? Advanced coding jutsus like callbacks and hooks have always eluded me...
    Posted in: Lua Code Discussion
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    posted a message on [Grid] GridDynamicLayout
    About configuring a different group order when using the Dynamic layout :

    There's currently no in-game way to do it (configuration to do it might be a little bit confusing as there's no easy way to implement an ordered list in the Dewdrop framework).
    However you can mess with the lua code, in Interface/Addons/GridDynamicLayout/GridDynamicLayout.lua you will find a section going like this :
    ------------ Locals ------------
    
    local GROUPINDEX_TANK = 1
    local GROUPINDEX_HEAL = 2
    local GROUPINDEX_RDPS = 3
    local GROUPINDEX_MDPS = 4
    local GROUPINDEX_PET = 5
    local GROUPINDEX_TRASH = 6

    You can change the index of each of those to suit your needs (try staying in the 1-6 index range and reorder them based on that).

    Adapting the layout to your current activity

    Now what you're really asking for is whether you can, in function of the context, adapt the layout you use : simple answer is yes, but there are limitations.
    1/ Install GridDynamicZoneSwitch.
    2/ Configure your Grid & plugins the way you want it for 40-men BGs. Save that configuration in a profile (for ex : "PvP40").
    3/ Reconfigure your Grid & plugins the way you want it for 25-men PvE raids and save that configuration in a profile ("PvE25")
    4/ Repeat until all your needs are covered
    5/ In Grid / Dynamic Zone Switch define whichever profile to use when being in each zone
    The limitations I spoke about is that if you messed with the lua as I described in the first part of this post, you won't be able to save that in a profile (except if I get off my ass and mesh it someway in the configuration UI)...
    Posted in: Grid & Grid2
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    posted a message on [Grid] GridDynamicLayout
    Never tried the horizontal group settings, when using it vertically the layout appears like this :
    [T][H][H][R][R][M]
    [T][H][H][R][R][M]
    [T][H][H][R][R][M]
      [H]  [R][R][M]
      [H]  [R]  [M]

    So I always assumed it should appear like this in horizontal mode :
    [T][T][T]
    [H][H][H][H][H]
    [H][H][H]
    [R][R][R][R][R]
    [R][R][R][R]
    [M][M][M][M][M]

    Whereas what you have is something more like :
    [T][T][T]
    [H][H][H][H][H][H][H][H]
    [R][R][R][R][R][R][R][R][R]
    [M][M][M][M][M]

    I'll try and test it tonight...
    Posted in: Grid & Grid2
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    posted a message on [Grid] GridDynamicLayout
    Quote from Nebel »
    Maybe Grid itself is misbehaving here - but it only occurs when I turn on GridDynamicLayout.

    Given that GDL taps seldom used GridLayout options my money is on a GridLayout bug...
    Although I wonder how you're achieving such a layout with GDL, I imagine you tinker with the lua to get this result ?
    Posted in: Grid & Grid2
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    posted a message on [Grid] GridDynamicLayout
    Anyone else having this king of problem and maybe more details on how to trigger it ? It doesn't strike me as something that could be triggered by GridDynamicLayout...
    Posted in: Grid & Grid2
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    I don't know if what I'm asking is strictly speaking in ButtonFacade scope but I seem to remember that, in Blizzard's default UI, when a cooldown has ended there is a small "twinkling" animation flashing. Would it be something that could be added to BF ?
    I don't know enough about the button bars arcana so it's perfectly plausible that would it be something which would be more appropriate in the scope of a button bar add-on.
    Posted in: General AddOns
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