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    posted a message on HeadCount - Raid attendance and loot tracker
    I hacked together this (extremely quick and dirty) routine to export a raid in BBCode format. This is what my guild uses for a forum and I expect it is pretty common. Right now it needs 3 localized strings, but that's about it. As you can see, the output is very simple, just a listing of the raid location, times, all players, bosses killed, and loot dropped.

    Any chance you could work this into the product at some point?

    There are a few other files that needed to be modified but they mainly consisted of adding "BBCode" whereever EQdkp was mentioned.

    --- Export the raid in BBCode format
    -- @return string Returns the BBCode string
    function HeadCount.Raid.prototype:exportBBCode()
      local raidStartTime = self:retrieveStartingTime()
      local raidEndTime = self:retrieveEndingTime()
    
      local exportString = ""
      if self.zone then
        exportString = exportString .. "[size=150][b][u]" .. self.zone .. "[/u][/b][/size]\n"
      end
      exportString = exportString .. "[i]" .. HeadCount:getDateTimeAsString(raidStartTime) .. " - " .. HeadCount:getDateTimeAsString(raidEndTime) .."[/i]\n"
    
      exportString = exportString .. "[b]Players Attending:[/b]\n"
      exportString = exportString .. "[list]\n"
      local orderedPlayerList = self:retrieveOrderedPlayerList("Name", true)
      for k,v in ipairs(orderedPlayerList) do
        exportString = exportString .. " [*]" .. v:getName() .. " [i][size=85](" .. v:getClassName() .. ")[/size][/i]\n"
      end
      exportString = exportString .. "[/list]\n"
    
      if (self.bossList) then
        exportString = exportString .. "[b]Bosses Downed:[/b]\n"
        exportString = exportString .. "[list]\n"
        -- boss list is present
        local orderedBossList = self:retrieveOrderedBossList()
        for k,v in ipairs(orderedBossList) do
          exportString = exportString .. " [*]" .. v:getName() .. " at " .. HeadCount:getDateTimeAsString(v:getActivityTime()) .. "\n"
        end
    
        exportString = exportString .. "[/list]\n"
      end
    
      exportString = exportString .. "[b]Loot:[/b]\n"
      exportString = exportString .. "[list]\n"
      for k,v in ipairs(self.lootList) do
        exportString = exportString .. " [*][url=http://www.wowhead.com/?item="
        exportString = exportString .. v:getItemId() .. "]" .. v:getName() .. "[/url]"
        exportString = exportString .. " by " .. v:getPlayerName() .. "\n"
      end
      exportString = exportString .. "[/list]\n"
    
      return exportString
    end
    Posted in: Raid AddOns
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    posted a message on Skillet - Official Thread
    Quote from Evenue »

    Also, since I'm posting... I noticed two issues with Skillet.

    For some reason, Skillet does not recognize that I have Netherweave Cloth, ever, since one or two updates ago.


    Do you mean netherweave you have in your bags/bank or on an alt?


    Also, the implementation of OneView support caused massive cpu usage. At the end of crafting anything, there is a 3 to 4 second pause, and a dip to 2 fps. I have it commented out in my local copy, which may or may not be why it's not noticing Netherweave Cloth.


    I've had a couple reports of this problem, and I'm poking throught the code trying to figure it out. Best guess is that I'm doing something really silly when I call into the OneBag/OneView code. I'm just not sure that I'm doing wrong yet.


    Also, is there any way to purge the shopping list?


    Not really, this shopping list just contains mats for any queued recipes. Remove the queued recipe, and the shopping list will be empty.
    Posted in: General AddOns
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    posted a message on Skillet - Official Thread
    Quote from tactcom »

    The error i get is:

    interface/addons/tradeskillinfo.lua:886:attempt to perform arithmetic on field 'cost' (a nil value)

    skillet 1.10-61015


    That's from a mod called TradeSkillInfo, which hooks into Skillet. I'm afraid I don't know enough about it to suggest more than posting the same message in the thread for that mod. Sorry.
    Posted in: General AddOns
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    posted a message on Skillet - Official Thread
    Quote from Athariel »

    Any chance of fixing the bug when Healing / Mana Potion Injector is shown as 20x craft instead of 1x craft? It comes in a stack of 20 from a single craft, not 20 crafts.


    Yup, going to try and squeeze that in today before I have to go to TK.
    Posted in: General AddOns
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    posted a message on Skillet - Official Thread
    Quote from nogudnik »

    Grrr. It was not supposed to change :-( Skillet should not include items you can buy in the calculations for craftable counts. I'm guessing that there is a problem with determining that the vials can be purchased from a vendor. I'll see if I can find out why.

    Edit: is this for all type of vials? I just checked my enchanter (don't have an alchemist) and Leaded, Empty and Imbued vials all show up as buyable and should not be included in calculations. I did make some changes yesterday that may have corrected the problem with determining if an item is vendorable. Can you see if today's code is behaving properly?


    Nevermind, I found the problem. I introduced a bug with my chenages yesterday. Should be fixed now. Sorry about that.
    Posted in: General AddOns
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    posted a message on Skillet - Official Thread
    Quote from Jesamyn »

    Welcome back!


    Thanks!


    It looks like at some point in the last week, the count of items you can make from mats was changed to calculate differently in alchemy. Previously, it would show the count that you could make just from the herbs, assuming you had all vials. Now you have to have the vials in your inventory (or bank/alts) as well to get a count. While it might have been a bug, I prefer the old way. When I pulled up my window, I could look at the counts and figure out how many vials I needed. Now I have to click on the recipe that I might make, see how many herbs I have, and go from there.

    Could there be an option to have it where it does counts based on herbs only again?

    Thanks! I am using r60750 atm if that helps.


    Grrr. It was not supposed to change :-( Skillet should not include items you can buy in the calculations for craftable counts. I'm guessing that there is a problem with determining that the vials can be purchased from a vendor. I'll see if I can find out why.

    Edit: is this for all type of vials? I just checked my enchanter (don't have an alchemist) and Leaded, Empty and Imbued vials all show up as buyable and should not be included in calculations. I did make some changes yesterday that may have corrected the problem with determining if an item is vendorable. Can you see if today's code is behaving properly?
    Posted in: General AddOns
  • 0

    posted a message on Skillet - Official Thread
    Quote from MegaManJuno »

    While we're discussing available mats options for bank/alts... would it be possible to also cache item counts from the guild bank, and have that as another option for displaying how many items can be crafted with guild bank mats? I'd assume you could rely on other mods that cache guild bank contents (ArkInventory has this option, I know)..?


    Hmmm, interesting idea. Skillet does not track any inventory itself, rather it relies on other mods to do that so if the information is available in the inventory tracking mod(s) we find enabled, it should be possible to add. I'll file a feature request for this and add it to the queue.
    Posted in: General AddOns
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    posted a message on Skillet - Official Thread
    Quote from bloodstrike »

    Back in the good ol' days of ASTW when you queued something up, ASTW would calculate how many of the mats were needed for whatever you queued up, and adjust the numbers of craftable things... kinda hard to explain in words... but say if you queued up enough potions to use up all your felweed in alchemy, all the rest of the recipes that use herbalism would then display that you couldn't make any, based on you already using up all of your felweed. That made things a bit easier to figure out for me.


    I've added this feature to the current code base, but it only checks the queues for the current characters. I'm hoping to get some feedback on whether or no that needs to be configurable. I figure that if it really bugs someone, they'll scream loud enough for me to head :-)


    (oh, and here's another vote for making the bank/alt numbers optional somehow.. i never use 'em)


    Added, Options -> Inventory -> "Include bank and alt character contents"
    Posted in: General AddOns
  • 0

    posted a message on Skillet - Official Thread
    Quote from NavyFC »

    Would it be possible for the numbers of craftable items to change based on the current queue? I guess you could take the data of mats required (aka 'Shopping List') and subtract that from mats available to show the number craftable. This would help when trying to craft several different items that all use common mats.


    I've added this as http://jira.wowace.com/browse/SKL-69, and have checked in the change.
    Posted in: General AddOns
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    posted a message on Skillet - Official Thread
    Quote from zarevak »

    BTW: What is the "best" Inventory addon for use with Skillet? I'm using OneBag and related addons which comes with OneStorage, but this isn't supported by Skillet. Just because of Skillet I use Possessions :(


    *cough* http://jira.wowace.com/browse/SKL-66 *cough*

    As of a couple of minutes ago, you should be able to use OneBag+OneBank+OneView with Skillet. Let me know if you get any odd results :-)
    Posted in: General AddOns
  • 0

    posted a message on Skillet - Official Thread
    Quote from HunterZ »

    Please make it so that recipies that combine into more than one item are able to show the number of combines instead of number of resulting items in the brackets next to the recipe name and in the cast bar. The new change makes crafting things like bullets a real mess.


    There was a bug (missing code actually) that never calculated the number of items produced from a single combine. So what you are seeing now is actually the intended behaviour. However, I can see how the change would make things a bit confusing. I'll put in a config option so that you can pick the behaviour you want to see.
    Posted in: General AddOns
  • 0

    posted a message on Skillet - Official Thread
    First off, I'd like to apologise to everyone for not letting you know what was going on. I've not abandoned Skillet, but I've also not been able to free up much time to work on it in the last couple of months.

    However, it looks like work is going to ease up a bit and I should finally be able to get back into Skillet. My first prorities will be to clean up as many bugs as I can and get a somewhat stable realease ready. After that I have to do some refactoring to the internals (ever wonder why the queue suddenly displays different receipes? bad data storage on my part). After that, there are a lot of feature requests to work on.

    I've also talked to lilsparky and have let him know that I have no problems at all with him creating a branch of Skillet in the Subversion repository and merging changes down into the main branch of Skillet. Hopefullly, I'll be able to tackle enough bugs that he can focus on the fun stuff, but it is always nice to have another set of hand working on the code.
    Posted in: General AddOns
  • 0

    posted a message on Skillet - Official Thread
    Quote from frag »

    I'm seeing an odd problem with Skillet and enchanting.

    Depending on the sort order I choose, different enchants are missing from the skillet list.

    For example enchant chest exceptional stats disappears when I sort by difficulty, and all of my cloak enchants disappear when I sort by name.


    I've logged this as http://jira.wowace.com/browse/SKL-57, but I cannot reproduce it. Do you have any filters set? Hide trivial or Hide uncraftable maybe?
    Posted in: General AddOns
  • 0

    posted a message on Skillet - Official Thread
    Quote from Rykimaru »

    Skillet seems to be causing a taint

    11/30 00:42:47.256 Global variable show_after_scan tainted by Skillet - Interface\AddOns\Skillet\Skillet.lua:573
    11/30 00:42:47.256   pcall()
    11/30 00:42:47.256   Interface\AddOns\Aperture\libs\AceEvent-2.0\AceEvent-2.0.lua:300 TriggerEvent()
    11/30 00:42:47.256   Interface\AddOns\Aperture\libs\AceEvent-2.0\AceEvent-2.0.lua:914



    Any access to a global variable by a mod will taint it. This is not a big deal and can be ignored. The only taint issues that we need to worry about are those that cause actions to be blocked. Try searching your taint.log for "An action was blocked" to see if you have any serious problems caused by Skillet (or any other mod) tainting the codebase.
    Posted in: General AddOns
  • 0

    posted a message on Skillet - Official Thread
    Quote from Ringleron »

    nogudnik:

    When does Skillet recognize the recipe AFTER it has just recently been learned?

    I'm guessing that the database gets updated AFTER Skillet is restarted.


    I'm working from memory as I don't have the code in front of me right now. If the Skillet window is not open when the recipe is learned, then it will not know about the recipe until the window (for that tradeskill) is opened the next time.
    Posted in: General AddOns
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