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    posted a message on Removing Talents via Addon
    So I've managed to get talents working nicely, and now I've moved onto glyphs. It seems that every method I look into is currently broken, though. :(

    -/castglyph doesn't work when the glyph name has a space.
    -/castglyph also doesn't seem to work with an ID, or maybe I'm just doing something wrong here.
    -SecureActionButtonTemplate with the type attribute set to "glyph" also seems to be broken currently (and I guess has been for awhile).

    Is it possible to use protected functions at all (like CastGlyph), or are they only usable by Blizzard no matter what? When I look at SecureHandlerClickTemplate I'm not really sure what "[=[" means, but it looks to me like everything between them is supposed to be "secure". When I try using that it just says that CastGlyph is nil, so I'm not really sure what I have access to while inside that code.

    Other than that the only other option I can think of is to actually scroll through the glyph frame looking for the glyphs I need, but that seems rather complicated.
    Posted in: Lua Code Discussion
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    posted a message on Removing Talents via Addon
    Well that's a nice simple solution, thanks!
    Posted in: Lua Code Discussion
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    posted a message on Removing Talents via Addon
    It doesn't seem to work if I use a string.

    My first example with StaticPopup1Button1 works fine when it's not a string, anyway. If I use either of your examples (or change StaticPopup1Button1 into a string), I get a Lua error in response to "/click AutoSpecKeeperButton".

    Edit: It couldn't have anything to do with /click-ing instead of actually using my mouse to click my button, could it? I thought /click was supposed to be identical, anyway.

    Edit2: Actually nevermind. I'm pretty sure the problem is that when I'm setting the attribute for that talent frame button, it hasn't been created yet! Duh...

    Yep, that was it. That still leaves me stumped on how to right click a button, even though I don't really need it, seems like it might be useful to know.
    Posted in: Lua Code Discussion
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    posted a message on Removing Talents via Addon
    I've run into what I hope to be a really stupid problem. I figured out how to get one button to click another:
    local f = CreateFrame("Button", "AutoSpecKeeperButton", UIParent, "SecureActionButtonTemplate")
    f:SetAttribute("type", "click")
    f:SetAttribute("clickbutton", StaticPopup1Button1)

    That was simple enough, but how do I get one button to right-click another? Wowpedia seems to have information on how to respond to a right click, but not how to actually perform a right click.

    I also tried using a SecureHeaderClickTemplate, but I couldn't get :Click("RightButton") to work inside the code snippet.

    I hope I'm at least on the right track with one of those >.>

    Edit: Just realized I could just left click a talent I don't have for the same effect as right clicking the one I do have, however now I have another problem. In an addon file I have:
    local f = CreateFrame("Button", "AutoSpecKeeperButton", UIParent, "SecureActionButtonTemplate")
    f:SetAttribute("type", "click")
    f:SetAttribute("clickbutton", PlayerTalentFrameTalentsTalentRow1Talent2)

    Now, if I "/click PlayerTalentFrameTalentsTalentRow1Talent2", I get the behavior I want, that is the confirm talent removal dialogue box popping up. If I instead "/click AutoSpecKeeperButton" nothing happens, not even an error message. Shouldn't these two /click commands be identical?
    Posted in: Lua Code Discussion
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    posted a message on Removing Talents via Addon
    Well, LearnTalent() CAN actually be used that way, which is why it seems odd to me that RemoveTalent() cannot. Or at least, /run LearnTalent(1) will learn the very first talent, provided you don't already know a talent in that tier. So that's one less spam click at least =D.

    Anyway, one person agreeing that my way is the only way is at least good enough for me to start trying to make it, thanks!
    Posted in: Lua Code Discussion
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    posted a message on Removing Talents via Addon
    I would like to make an addon that automatically keeps track of my talents (and glyphs as well, but I haven't gotten there yet), and will relearn them as necessary whenever I change specs.

    I tried looking for an addon that does this already, but all I could find was ActionSwap2. Unless I am using it incorrectly, all it seems to do is open up my talent pane and highlight the changes I need to make manually. This seems just about useless to me. Does anyone know of another addon that might already do what I want?

    Anyway, assuming the answer is no, it seems that I can use LearnTalent() to learn any talent, and it's not protected or anything. RemoveTalent(), on the other hand, I can't seem to use. I've never really messed with secure headers, so I'm mostly just wanting to make sure my plan makes sense before I spend too much time on it, and then learn there was a better way.

    My plan is to make a button to spam click, that would then click on the necessary parts of the talent frame. In between each click it would change to clicking to confirm the removal, and then to clicking the next talent that needs changing. As long as I am not in combat, I can do this right?

    Is this a sensible way to do this? Is there another easier way that I'm missing to remove talents? Ideally I'd like it to all just be automatic when I change specs, but spam clicking a single button until everything is done is acceptable to me.
    Posted in: Lua Code Discussion
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    posted a message on updating an abandonded addon request
    I think I got it working with a couple simple changes (well at least no errors for me), but I have no idea how to use Git so I haven't managed to upload it. I've made TortoiseGit do something that looked like it was committing changes 3 different ways, but nothing shows up in the packager so I must be doing something completely wrong.

    Edit: Oh I think I got it, try this.

    If it's still broken just tell me what you do to break it, all I use it for is the GCD circle, and that seems to work fine for me.
    Posted in: General Chat
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    posted a message on Recount
    Quote from EDarkness
    Yeah. I have the r1200 version. No idea why it doesn't work. Oh, I'm using a Mac, so I'm not sure if that has something to do with it.

    Addons, as well as macros I guess, are supposedly broken on Macs currently.

    Posted in: General AddOns
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    posted a message on Long Duration Animations
    I've been having a bit of trouble with my animations flickering. I have managed to reproduce the effect with the following code:
    local testFrame = CreateFrame("Frame", nil, UIParent)
    testFrame.bar = testFrame:CreateTexture()
    testFrame.bar:SetTexture(1, 1, 1, 1)
    testFrame.bar:SetVertexColor(1, 0, 0, 1)
    testFrame.bar:SetPoint("CENTER", UIParent, "CENTER", 0, 0)
    testFrame.bar:SetSize(200, 20)
    testFrame.bar.animationGroup = testFrame.bar:CreateAnimationGroup()
    testFrame.bar.animationGroup.animation = testFrame.bar.animationGroup:CreateAnimation("Scale")
    testFrame.bar.animationGroup.animation:SetOrigin("LEFT", 0, 0)
    testFrame.bar.animationGroup.animation:SetScale(0, 1)

    I deleted my Interface and WTF folders and ran only an addon with the above code. After about 35 minutes the bar will begin to flicker. It goes from looking as it should, to being much shorter than it should (I guess the animation is sort of fast-forwarding?), and then returning on the next frame to the correct size again.

    I just want to make sure there is not something blatantly wrong in the above code, or if this is just a bug in the animation system? It's rather difficult to try things to fix the problem since reproducing it takes over 30 minutes. Worst case I suppose I can just refresh all my animations every 30 minutes or so.
    Posted in: Lua Code Discussion
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    posted a message on GridStatus:PaladinHeals
    I made this since I already have an addon that does something similar (and is an even bigger waste of CPU cycles since it has to range check everyone in the raid against everyone else in the raid, still haven't decided if it's worth it or not).

    I didn't do anything with Beacon of Light since as far as I am aware, what you describe is not actually how Beacon of Light functions.


    According to that, all you would want is something to indicate when your beacon target is more than 60 yards away from you. So all you have to do is make sure you stay within 60 yards of them, and everyone you heal will be a possible beacon heal source, no need to range check everyone in the raid relative to your beacon target.

    Edit: To me, this seems better suited to a separate addon that would pop up a message alerting you that you have gone more than 60 yards from your beacon target, rather than a Grid Status.

    I don't have a Paladin, so I can't really test how accurate it is.
    Posted in: Addon Ideas
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