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    posted a message on UnitClass & Deathknight
    try

    local _, class = UnitClass(name)

    instead..

    Your code should work, but hey... who knows :)
    Posted in: Lua Code Discussion
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    posted a message on PitBull 2.0
    Quote from j6
    What if you made your debuffs bigger than the others, and make sure they are always at the beginning on the list?


    I think that would be harder than fading out the debuffs that aren't mine... Not a lot harder, but harder still.
    Posted in: Unit Frames
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    posted a message on StartMoving/StopMovingOrSizing => lost anchor?
    Took me quite some time to work out the proper calculations from screen-coords to scaled coords and back. I have a similar situation (and came up with a similar solution) for BeneCast.

    Parent = a unit frame
    child = a panel containing (non-movable) buttons
    Posted in: Lua Code Discussion
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    posted a message on Another question...
    Bah, I don't even see the "PHP Code" label anymore...
    Posted in: Lua Code Discussion
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    posted a message on Working with variable number of return values
    You can create a non-saved reverse index that you build up at login and maintain throughout the application (there's a use for the metatable in there somewhere...). That way lookups will be lightning-fast, but maintenance will be a TAD harder. So will memory-use.
    Posted in: Lua Code Discussion
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    posted a message on [XML] 3.0 "Font not set" error
    Can you give us the Bugsack / !Swatter error?

    Y'know, with the line number and the whole stack trace thing?
    Posted in: Lua Code Discussion
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    posted a message on Wysiwyg or notepad
    As I mentioned, I only use XML to define the templates as inheriting via pure Lua is a bit yucky IMO. The actual instancing of the frames and such is done using CreateFrame()
    Posted in: Lua Code Discussion
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    posted a message on Quick startmoving question
    ieuw...
    Posted in: Lua Code Discussion
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    posted a message on Rationale for embedding via XML?
    I thought it was because of how xml-files can load other xml-files which can load other... :D

    This helps abstracting how the lib is built to the actual addon. Take AceConfig-3.0. It's AceConfig-3.0.xml lists the xml of AceConfigRegistry, AceConfigCmd and AceConfigDialog which in turn list their own files. Very nice and "black box"-y...
    Posted in: Ace3
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    posted a message on The name of an UNSUMMONED pet?
    Or Geddon's bomb :p
    Posted in: Lua Code Discussion
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    posted a message on Display info from a table in a Frame
    AceConfigDialog-3.0 is simple enough... just make an AceOptions-tree (Ace3 version of course) and feed it to AceConfigRegistry, then get the AceConfigDialog-3.0 lib and call it's Open()-method.

    See http://old.wowace.com/wiki/AceConfig3 for how to build such a tree. http://old.wowace.com/wiki/WelcomeHome_-_Your_first_Ace3_Addon also has some examples.

    registers it w AceConfigRegistry:
    [php]LibStub("AceConfig-3.0"):RegisterOptionsTable("SomeName", options)[/php]
    [php]LibStub("AceConfigDialog-3.0"):Open("SomeName")[/php]

    AceConfigDialog uses AceGUI for building it's components and you can actually override the default AceGUI-widget that it chooses (like, checkbox for a "toggle"-option).

    See http://old.wowace.com/wiki/AceGUI_for_Ace_3.x (only the Create() and Release() methods are of interest to users, the rest is for widget-devs) and http://old.wowace.com/wiki/AceGUI_3.x_Widgets. I also recommend browsing the AceGUI-3.0 code as it often contains examples of how to use the methods in it's documentation.

    Eventually, with AceGUI an AddonDev can just ask it to create a frame and just keep adding widgets onto it. AceGUI will then automagically sort and arrange them according to the properties you've set to it (width = "full", "half" or a specific value for instance).

    Again, you'll learn a lot from studying the code.

    Eventually, SOMEONE needs to make a tablebox widget that is AceGUI-3.0 compatible and it's either you or ddumont with his lib-ScrollingTable.

    Evantually, this thread should help you along further down that path
    Posted in: Lua Code Discussion
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    posted a message on PitBull 2.0
    Quote from Descartes
    Is there a way to have Pitbull only show buffs that originate from me? I have it filtered to show the types of buff I need but I want it to only show those buffs if they originally come from me. Any ideas?


    I HAVE been thinking of adding an option to PitBull_Aura that fades buffs/debuffs that don't originate from me and then offering that as a ticket. I COULD also add in to actually not show those buffs (which might actually be easier to implement than fading the unwanted).

    I'm just a bit worried I'll lose other valuable information if I HIDE all the other buffs/debuffs...
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    anyone know how I can trigger when PitBull makes or destroys a unit frame? I need my BeneCast 10-addon to respond to it by attaching or detaching it's buttons.

    On top of that... Anyone have any decent way to figure out PitBull's top unit frame for a certain unit? There's PitBull:IterateUnitFramesForUnit(unit), but that can (by definition) return >1 frame...
    Posted in: Unit Frames
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    posted a message on Doing something in intervals?
    I see it more like... if you use a lib (one that doesn't run too heavy, which the Ace3-libs claim to be (not heavy that is)) you're using tested and true code instead of your own stuff which can have a myriad of bugs in it.

    Especially when they're drycoded by someone :p.

    Of course, these "code bits" might already be second nature to you...
    Again I add the "me = noob" disclaimer. Just throwing out what I'm thinking so you guys can refute or confirm it.

    Things change when you're using a non-tested-to-the-bone lib like LibMindReader or sth ;)
    Posted in: Lua Code Discussion
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    posted a message on The name of an UNSUMMONED pet?
    Lol, at first I was reading "GetStablePetInfo(0)" as the opposite of "GetUnstablePetInfo(0)" (which doesn't exist of course...).
    Posted in: Lua Code Discussion
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