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    posted a message on [PitBull] Disable right click on frames->config
    I didn't realize that was there, but I shoulda figured. Thanks for the tip, I will check it out tonight.
    Posted in: Unit Frames
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    posted a message on [PitBull] Visual indication in power bar
    I have just started using Pitbull and I really like what I see so far. I was thinking that I would like to have some more visual indicators in my energy/rage/mana bar that show at a quick glance important points. I know you can put text in in many different formats, but I think it is easier to have some sort of color or reference point. For example, I would like to easily tell the difference between 41 energy (not enough to do a Shred) and 42 energy. Similarly it would be nice to be able to visually tell if I had 81+ energy (meaning my next tick of energy will waste some) or if I only have 80 an can wait one more tick. In my mana bar it might be nice to know when I am approaching the level where I cannot shapeshift any more, or the max level I can innervate myself without wasting any ticks.

    I haven't looked into it yet, but I was wondering if there is already code to handle these ideas, before I start looking into making a plug in to do it.

    I can think of a couple ideas to help with this, either drawing lines or something on the bar, or changing color/transparency at different levels.

    When I get some time I think I will try taking a look to see what it will take to do it.

    Any suggestions/comments?
    Posted in: Unit Frames
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    posted a message on [PitBull] Disable right click on frames->config
    The problem I am having is currently I have no way of bringing up the default blizzard context menu BECAUSE i have something bound to (unmodified) right click. I also have something bound to shift right click and ctrl right click (and similarly with left click)

    Before I installed pitbull I would Alt right click to get the default blizzard context menu (for things like changing lead in raid, reporting afkers in bgs, setting raid icons) that sort of thing.

    I guess most people dont override the unmodified left and right click so they can still target with a left click and bring up context on right.

    I'll try out the mentioned change and see if it helps, thanks.
    Posted in: Unit Frames
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    posted a message on [PitBull] Disable right click on frames->config
    Guess that is not it. Oh well, I'll dig around some more.
    Posted in: Unit Frames
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    posted a message on [PitBull] Disable right click on frames->config
    I would like to have the option to turn this off. I use Clique to perform a lot of casting and have left and right click (with nomodifier, shift, ctrl) bound to spells and I am used to doing alt left click to target and alt right click to bring up the standard blizzard context menu.

    I am going to try it when I get home, but I believe the following code might be what might need to change:
    local function configFrame_OnMouseDown(this, button)
    	local unit = this:GetUnit()
    	if not UnitExists(unit) and button == "RightButton" then
    		this:custom_menu(unit)
    	end
    end

    to something along the lines of
    local function configFrame_OnMouseDown(this, button)
    	local unit = this:GetUnit()
    	if self.db.profile.settings.quickConfig and not UnitExists(unit) and button == "RightButton" then
    		this:custom_menu(unit)
    	end
    end


    This may be the wrong spot, I was just looking in the code, I haven't tried it out yet.

    Thoughts?
    Posted in: Unit Frames
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    posted a message on ItemValue
    I'd be happy to chat with you more on it. Currently, my addon takes a table of difference values which can have positive and negative values. Then I run that through another function that approximates the final stats that equates to (ap, dps, crit, armor, etc.). Then I take the new stats and run the simulation and compare that to the base value.

    I think that, without too much work, the current setup could be made the default plugin and serve as a base for more complex theory crafting.


    As an aside, I have been thinking that it might be useful to have a library dedicated to taking a stat difference table and producing a resultant stat table based on class, spec, talents, stance, buffs..... I haven't really bothered since I am lazy and I mainly wanted to focus on my main class (druid) but it seems like it might be a handy thing to have around.


    Also, it looks like you might be missing CR_WEAPON_FERAL, MELEEDMG, BASE_ARMOR and ARMOR_BONUS.
    Posted in: General AddOns
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    posted a message on ItemValue
    How hard would it be to allow for custom plugins for ItemValue that simply takes an item link and a string identifier and return a number.

    I have a similar addon that I am working on again after a long hiatus. The approach I have taken gets around problems with nonlinear (crit) and capping ratings (hit) by calculating the stats if you were to replace the item you are currently wearing with the item in question. This kind of holistic approach gives you good values even if, say, the item has +20 hit and you are +10 from the cap. It still takes into account the +10 and the other +10 are valued at 0.

    My current addon is not nearly as far along as yours (and is mainly set up for feral druids) and I think it would benefit the community better to redesign my addon to work with an existing general addon like this.
    Posted in: General AddOns
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    posted a message on gem item id to gemslot enchant id
    wonderful, this is exactly what I needed (well, I would rather have the reverse, but now I can at least create the reverse mapping)
    Posted in: Lua Code Discussion
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    posted a message on gem item id to gemslot enchant id
    I am trying to build a mapping from a gem to an enchant id that is used in an item link. For example, if I have the Shifting Nightseye gem (with an item id of 24055) this produces an enchant id in an ilink of 2739. wowwiki has a list of the valid enchant ids, but not all of them are valid gem enchants. If you put an invalid id in the gem enchant slot in the ilink, the enchant text will show up, but the gem icon won't. This icon appearing seems to be the only way that I can figure out if this is a valid gem effect.

    Is there some way that I can programmatically detect if this icon is there, or is there an easier way to do this that I am missing?



    Posted in: Lua Code Discussion
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    posted a message on ItemBonusLib, an Ace2 version of BonusScanner
    Several classes also have a talent that increases armor contribution from items (Druid/Hunter thick hide, Warrior/Shaman toughness) that all work (i assume, I only play a druid) the same way. As Jerry said, pretty much anything that is part of the weapon/item applies, anything that is added after doesn't get the bonus.
    Posted in: General AddOns
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    posted a message on ItemBonusLib, an Ace2 version of BonusScanner
    Quote from Jerry »

    At first, I thought there was an API to get socket information, but, as I can't find it, I probably dreamt it.

    This would count the "empty" sockets, and it might be confusing that filled sockets do not appear.

    Random user : "My item has 3 sockects but IBL does not count them ! I wanna see if my meta slot will activate and I can't, you suck !!".

    So it probably should be called EMPTY_RED_SOCKET, ... or the library should report every sockets.

    I forgot about it, but the request made sense at the time and still does.


    Good news! I think you are doing the right thing in putting "EMPTY" in the name so hopefully it is obvious to everyone what it is counting.

    As far as your random user gripe, I dont think there is any way that you could check to see if a meta will activate without maintaining a list of patterns => gem color mapping since you can put any gem in any slot (except meta of course).

    I think how you have suggested calculating the armor should work well. Adding to
    what Tristanian said, there may be a problem with set bonuses.

    The armor (to cloak, not sure about others) looks like:
    '+120 Armor'
    and the line for the set bonus from the Wildhear Belt (http://www.wowhead.com/?item=16714) looks like:
    '+200 Armor.'


    The set bonus should be included with BASE_ARMOR, enchants and armor patches should be included in ARMOR_BONUS. I dont know how consistent the . at the end of the pattern is (the only items I know for sure work like this are the feralheart/wildheart set).
    Posted in: General AddOns
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    posted a message on ItemBonusLib, an Ace2 version of BonusScanner
    I have added the following to my PATTERNS_OTHER

    				{ pattern = "Red Socket", effect="RED_SOCKET", value = 1},
    				{ pattern = "Green Socket", effect="GREEN_SOCKET", value = 1},
    				{ pattern = "Blue Socket", effect="BLUE_SOCKET", value = 1},
    				{ pattern = "Meta Socket", effect="META_SOCKET", value = 1},


    What do you think about adding this to the main code?

    Also, I mentioned it a while ago, but it would be really nice to be able to separate out the armor on the item and armor from enchants and patches. The enchant value is not used by talents that multiply armor do not apply to the enchanted value, it is added on the end.
    Posted in: General AddOns
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    posted a message on HotMan -- Ace2 [1/18/07]
    Any chance you could add cyclone?

    Also, do you have any way to account for Diminishign returns on CC spells?
    Posted in: General AddOns
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    posted a message on ItemBonusLib, an Ace2 version of BonusScanner
    Quote from Olivier Mayeres »

    It possible to add some features to do something like Pawn http://ui.worldofwar.net/ui.php?id=3999
    Item Armor Value
    Weapon Average damage adjusted for any special abilities that grant extra damage or extra attacks
    Weapon DPS adjusted for any special abilities that grant extra damage or extra attacks
    Weapon Speed
    http://www.shadowpanther.net/


    I don't know how tough it would be, or if it would make sense in the spirit of this library to add, but what about simply adding a table of all "Chance on hit:" and all "Use:" bonuses, leaving the details of what that would mean to the client addon.

    Clearly interpreting what these things mean is beyond the scope of this library (though it is a good idea for a client addon that would take your abilities and the stat bonuses into account and show you the adjusted DPS).

    I appreciate all the work you are putting into this Jerry, so don't take it the wrong way when I say that I hope blizzard makes it obsolete and gives us an api for getting these things directly :)
    Posted in: General AddOns
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    posted a message on ItemBonusLib, an Ace2 version of BonusScanner
    Quote from Jerry »

    I'm waiting for input from bashui concerning ARMOR.


    Sorry for taking so long to get back to you on this. I think your proposed idea is the most useable one.

    As for the other item, I have added:

    CR_WEAPON_FERAL = 2.5, -- to CombatRatingsMap

    { pattern = "Increases feral combat skill rating by (%d+)%.", effect = "CR_WEAPON_FERAL" }, --PATTERNS_PASSIVE

    (edited to attach my changes)
    Posted in: General AddOns
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