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    posted a message on LittleWigs
    Coren momentarily changes target to the person he's going to spike.
    I don't know if this can be of any use since there's probably no way to differentiate to a someone overaggroing.

    The fight is rather easy as it is but there's 2 mechanics of interest to the party.

    The elite adds only barrel (works like a disorient / rogue blind) a secondary target (not their current "tank").
    So it's in the interest of the group not to overaggro the elite adds (Ilsa / Ursula Direbrew).

    When Coren grows big and red he's about to do his spin and stun/disarm.
    If the tank is in range for it he will get stunned and the adds drop aggro on the tank for the duration of the stun.
    It's short duration but it's usually enough for the elite adds to run to another party member and
    subsequently proceed to chain barrel the tank (since he's no longer top threat while he's "stunned").

    Parties usually just overpower the event since it's rather easy.. but maybe that info could be of use to undergeared/fresh parties.
    Posted in: Raid AddOns
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    posted a message on Fortress (unofficial thread)
    Quote from Borlox »
    The plugin should be hidden when you leave the tooltip, though.

    It doesn't.
    That was the whole point of the report.
    Plugin showing when the tooltip is visible makes perfect sense I agree,
    I wouldn't describe that as a bug.
    Posted in: Data Broker AddOns
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    posted a message on Fortress (unofficial thread)
    The 'Hide on Mouse-out' setting doesn't behave as expected when the plugin has a tooltip attached
    and you "mouse-out" through it's tooltip.

    I'm not sure my description is sufficient :)

    Imagine that you have a few plugins docked side by side at the top of the screen in a panel-like configuration.
    When you mouse-out to the left or right (toward other plugins or 'empty' screen) the plugins hide like the option says.
    When you mouse-out 'down' passing the cursor through the plugin tooltip, the plugin will not hide.

    Only tested on the current WotLK beta.
    Posted in: Data Broker AddOns
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    posted a message on Quest Notifier
    QuestGuru has that functionality.

    It's a comprehensive quest addon at the moment with a very high degree of configurability.
    (about features you want to use or not)

    MrObrian (the author) pushed out a beta compatible with wow 3.x as soon as the ptr went up
    so I don't see myself changing to another quest addon anytime soon :)

    I'm using it together with Lightheaded and TomTom... seems to cover all my needs atm.
    Posted in: Addon Ideas
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    posted a message on Extended Calendar Mass Invite System
    GroupCalendar and GEM2 both do this on the live realms (wow 2.4.x)

    I'm not sure if the new default Calendar coming with 3.x has the option for out of guild signups/invites.
    Posted in: Addon Ideas
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    posted a message on LittleWigs WotLK
    The EU beta server is not playable at the moment and for the recent period.

    At least not if you don't devote your whole day to it, seeking the rare periods of stability.
    Posted in: Raid AddOns
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    posted a message on WotLK Beta -> Working Addons
    I have updated MapNotes Fan's Update (Telic's) for the beta.

    It's the one I'm using, probably some more would be compatible by now.. there was none when I fixed it.
    Posted in: General Chat
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    posted a message on ERROR: Memory allocation error: Block too big. Count: Infinite
    I have seen this in beta in the sense that I made it happen myself while updating Talent Planner by TheGabbert.

    Sadly it was during some intermediate version before I actually finished updating the addon and I don't have that "broken" code.

    But it IS possible to get the error from addons on wow 3.x.
    Posted in: AddOn HELP!
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    posted a message on [WotLK] UIDropDownMenu woes - taint (8885)
    Good catch.

    As you noted on wowi though it doesn't solve our problem...
    the only way to be safe would be to only create dropdowns with up to 8 menu buttons
    (the initial UIDROPDOWNMENU_MAXBUTTONS value in-game)

    I hope they fix it.
    Posted in: Lua Code Discussion
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    posted a message on [WotLK] UIDropDownMenu woes - taint (8885)
    It seems that in the recent 3.0.2 (8885) beta build any addon that calls
    UIDropDownMenu_Initialize(frame, initfunc, ...)
    causes action blocked errors due to taint.

    Steps to reproduce:
    1. Load an addon that uses UIDropDownMenu_Initialize and take whatever action is required for the function to be called
    (show an options screen etc)
    2. Right-click the target frame and choose "Set Focus"
    Similar issues with "Clear Focus".

    Both setfocus and clearfocus work without issue if you use keybinds and not the dropdown menu.

    Typical taint.log contains:
    Global variable UIDROPDOWNMENU_INIT_MENU tainted by _ _ _ _ _ 
    Interface\FrameXML\UIDropDownMenu.lua:30 UIDropDownMenu_Initialize()
    ...
    Execution tainted by _ _ _ _ _ while reading UIDROPDOWNMENU_INIT_MENU - 
    Interface\FrameXML\UnitPopup.lua:997 func()
    ...
    An action was blocked because of taint from _ _ _ _ _ - FocusUnit()
    Interface\FrameXML\UnitPopup.lua:1181 func()


    Several addons are giving me those messages.
    Those that initialize the dropdown in OnLoad handlers are blamed first.
    If you go on disabling, other addons take their place after they call UIDropDownMenu_Initialize
    (in OnShow handlers for example)

    Haven't found a workaround sofar or a mention on UI & Macros forum so
    I don't know if this is expected behavior we're supposed to circumvent somehow.

    Edit: Addons in question use local variables btw (self not this) and the action blocked errors
    happen regardless of combat status (both when trying to setfocus and showing dropdowns)
    ie you'll get them even if you haven't entered combat at all.
    Posted in: Lua Code Discussion
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    posted a message on Baldrick: Gets your daily quest items ready !Official Thread
    [2008/09/01 02:13:32-4685-x3]: Baldrick-1.5\Baldrick.lua:469: bad argument #1 to 'find' (string expected, got nil)
    Baldrick-1.5\Baldrick.lua:469: in function `GetItemToShow'
    Baldrick-1.5\Baldrick.lua:326: in function `Update'
    Baldrick-1.5\Baldrick.lua:407: in function <Interface\AddOns\Baldrick\Baldrick.lua:407>
    <string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
    <in C code>: ?
    <string>:"safecall Dispatcher[1]":13: in function `?'
    CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
    AceEvent-3.0\AceEvent-3.0.lua:70: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:69>


    When mouse-overing Hemathion during my daily run in BeM.
    Posted in: General AddOns
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    posted a message on Delay in While loop?
    You can use a format specifier.
    Example
    string.format("%0.2f", pethealthpro);
    Posted in: Lua Code Discussion
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    posted a message on MobInfo2 "bug" -- "Solved/Fixed.. somehow"
    "Fixed" in this case mainly means widget changes so the configuration screens don't create lua errors in the beta client.

    The reason I'm trying to decide if I'll upload is twofold.

    1. Mod contains outdated parts internally (that don't produce lua errors, but are not functioning either)
    These are mostly related to event processing and the 2.4 combatlog changes.
    Immunities, resists monitoring etc as an example are broken for that reason there's a few more outdated sections.
    To return its functionality would require some more work on my part, my copy as it is doesn't throw any errors on the beta
    and has the pre-2.4 functionality
    (ie parts of the addon have been "silently" broken since 2.4.. wow 3.0 just made it so it barfs out lua errors so the users took notice).

    2. Posting a half-working version to an individual or addon sites won't do anyone any good, even if there's no apparent errors thrown
    (in the form of lua errors).

    I'm still undecided if I have the time to devote, both to restore its functionality (and what part of that is relevant for wow 3.0)
    and furthermore to support it at least for the initial bug-hunting period of the new client.

    At the moment I'm leaning more towards "no" (sorry about that).

    Btw, the addon already has built-in protection for re-opened corpses and doesn't do duplicate recording
    but _only_ if the first time you opened the corpse you picked up at least 1 item.
    If it was opened and closed without actually looting anything (ex. bags full or whatever) then indeed it will record loot twice...
    but in the grand scheme of things it doesn't skew percentages significantly, except if it happens on freshly encountered mobs.
    Even then it will smooth out as you loot more of them.

    I'll keep working on it, on the side (ie when I'm not focusing on one of the other addons I'm maintaining)...
    if it gradually comes to a point that its functionality is fully restored, I'll probably post a version for people to use in the beta or at least patch 3.0.x coming in a month or two.
    Posted in: AddOn HELP!
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    posted a message on Baldrick: Gets your daily quest items ready !Official Thread
    r80426
    Verifying the bug report by KriLL3 about [The Air Strikes Must Continue].

    To add a bit of detail about the addon behavior on that quest.
    The moment you enter "The Dead Scar" subzone it sets to correct item on the buttton [Arcane Charges].
    After you use it one time it switches to [Flaming Oil]

    [Keeping the Enemy at Bay]
    Only sets [Flaming Oil] to the button after you manually use the item once and either of the quest goal complete message happens.
    From looking at the code, that seems to be the actual trigger so maybe that's expected but it's kinda useless
    if you're already clicking the item manually :) (maybe support for that quest removed if there's no other way to detect you're on it)
    Posted in: General AddOns
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    posted a message on MobInfo2 "bug" -- "Solved/Fixed.. somehow"
    I've fixed up my local copy of MobInfo2 for WotLK but I'm not sure I'll upload it.

    Except from the *runs* etc notices the main reason I was using it was for the health values.
    Those seem to be provided from the server in the current beta builds.. so a big part of MI2 functionality is obsoleted.
    Posted in: AddOn HELP!
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