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    posted a message on LibScriptableDisplay-1.0
    Interesting. Never thought to use animations that way. :) Well, I think it was suggested for LibFlash at some point. hmm
    Posted in: Libraries
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    posted a message on LibScriptableDisplay-1.0
    I formed a comparison between AceTimer and LibScriptableUtilsTimer. Not only did AceTimer beat LS's name in minimal length, it also faired better than LibScriptable's timers. :) I'll be taking some of what I learned by digging into WowAce's curiously efficient timer design and improve LS -- and particularly StarTip. :) I'm glad I dug into this. I was working on an assumption that one of my FB friends recently made about less code equaling better results. Hogwash. lol Props the the WowAce team.
    Posted in: Libraries
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    posted a message on StarTip - official thread
    OK figured it out, the columns need to be increased manually, I was under the impression that this was automatically determined based on the length of the output text.


    This is largely due to text-widget design. These are otherwise known as marquee widgets. They don't have to be animated though. which is the most common use on the default tooltip. But yeah, you have to specify the width. And also be aware that the white space trailing the text will be trimmed unless otherwise specified under the configurations,
    Posted in: General AddOns
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    posted a message on StarTip - official thread
    Oh yeah, I see that. Probably not intended. Thanks for letting me know.
    Posted in: General AddOns
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    posted a message on RotLatency -- official thread
    Tagged v1.7.. I polished up the code a bit and fixed the issue where long gaps of rotation down time were tainting averages.

    Posted in: General AddOns
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    posted a message on LibScriptableDisplay-1.0
    Anyone want to give me a hand? I've left it like this for a while, coming back to it every so often, but just can't figure it out. It has to do with LibScriptable's luadoc-generated documentation.

    My .docmeta is:

    type: luadoc
    input-files: "**/*.lua"
    output-directory: API
    


    And my directory structure looks something like:
    LibScriptableWidgets-1.0/LibScriptableWidgetBar-1.0/LibScriptableWidgetBar-1.0.lua

    Am I not understanding the documenter's recursiveness?
    Posted in: Libraries
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    posted a message on ScriptableAlarm-1.0 -- official thread
    I've canceled this project in favor of using Weakauras and its custom triggers feature.
    Posted in: General AddOns
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    posted a message on need help with movable stat frame
    I can't resist suggesting LCD4WoW. :)
    Posted in: Lua Code Discussion
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    posted a message on LibScriptableDisplay-1.0
    Oh and it's for the better that I took 'Display' out of LibScriptable's name. It never occurred to me that the project's acronym was none other than LSD. And you know what happens when you cross LSD with a graphical display of swirly colors dancing to music. "Woah dude..."

    So yeah, drugs=bad, seizurific_swirly_colors=good. That is my lesson for the day.
    Posted in: Libraries
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    posted a message on LuaTexts Official Thread
    The more I think about it I guess this may be harmless. It'd probably be a hassle overall, and the future LS is sort of uncertain. Overall I think I'll just log this incident as pure idiocy and move on. ;) Sorry about the intrusion.
    Posted in: Unit Frames
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    posted a message on Migrating to Wowace, LuaTexts (Shefki please read), and GFTW
    Ah yes, there it is. Thanks. You know I think my keyring was bigger.
    Posted in: General Chat
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    posted a message on Need Addon To Sound Notify Purge/Dispel/Cleanse - And Resist
    No problem, but say bye bye to your framerates if you take that puppy into a full blown raid encounter, especially 25man with tons of adds. *cackles* My computer can't handle that.
    Posted in: Addon Ideas
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    posted a message on Migrating to Wowace, LuaTexts (Shefki please read), and GFTW
    Ok anyone who reads this, sorry for crazy ideas that may make no sense with me in the position I am around here. And sorry for my terrible writing skills clouding what I want to say.

    Phanx said:
    Click the report icon in the bottom right corner of your project page, select "Requires moderator attention" as the category, and type in the box that you want your project moved. That gets sent to all of the file moderators (note that I'm not one of them). Your Curse download page isn't affected in any way by switching which domain name appears in the address bar when you view your project page.


    I'm not seeing what you're describing. I see "Edit your Project" on the panel to the right. I've looked over that panel a few times and I'm just not seeing it there. The bottom most link is "Merge Project" and I don't think that's what you're pointing out. This reminds me of the time(s) that I lost my keys and it turned out the things were sitting in front of me the whole time. That's what I'm expecting you to point out.
    Posted in: General Chat
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    posted a message on Migrating to Wowace, LuaTexts (Shefki please read), and GFTW
    Quote from kagaro
    If your overall goal is for more people to learnprogramming, then suggest to them to pick up the wow programming book, read the pil and hop onto irc. Learning basic scripting is trivial. Have people learn the true guts on the wow environment not some simple markup inside another script language. I gave this power in kgPanels. There is no luatext support, they get the raw lua environment. Those that add scripts learn it and exactly what can be done within the game. It cuts down on people asking for features that aren't possible within the game context if they understand exactly what they can and cant do in the game from having to learn lua and the wow apis


    Thanks for the insight, and I agree with you entirely about pointing users toward the most appropriate WoW UI resources. That's the most optimal way of helping users to help themselves I feel. However, I'm not confident users will research their problems thoroughly before asking the addon community and interested users for help. However, I'm not confident that all users will read the appropriate material even when pointed in its direction before looking for something more user-friendly, which is why I want to make a front-end interface meant to offer a selection commonly used alarms, such as ones alerting you to specified buffs and debuffs. Behind the scenes a template of code would be used to build a Lua script with the user's provided details by replacing template placeholders with these alarm specifications.

    Edit: One thing I should add is I'm hoping people will discover an interest in programming, not necessarily that they learn all the fine details of the WoW API or even Lua. With that in mind I'm eagerly inclined to offer more specific case-by-case answers to informed API and coding questions related to ScriptableAlarm, like pointing them to a specific and relevant resource they may have overlooked, or actually forming an informed and thought-out answer. One thing I know is I don't believe hand-feeding users with complete and undue code will ever grow a healthy interest in programming. And that is where the template idea may save some my users and myself a lot of frustration. I'd rather offer an easy way out of coding all together than turn ScriptableAlarm into a full-time programming tutorial job.
    Posted in: General Chat
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    posted a message on ScriptableAlarm-1.0 -- official thread
    ScriptableAlarm (note I renamed it after I started this thread, so the name in the title doesn't match) provides a means to alert you to anything you can code in raw Lua script under WoW's API and run environment, and granted a run environment with a rich selection of useful tools and functions. Multiple active alarms can be organized through a layering system, and then blended together according to priorities you establish by how you structure your layered alarms. If you want an alarm on layer 1 to cover entirely all alarms on deeper layers, just set the topmost chosen alarm's opacity to fully opaque. That doesn't turn your screen a fully opaque color. This value is merely used for layering priorities. I'll explain in more detail.

    There's a separate base alpha value that is used to set the background frame's real opacity. Each alarm has an opacity value, which is used to establish display priority. If no alarms are prioritized, then all active alarms are blended together through individually chosen blend methods, and starting with the deepest layer.

    Considering that all of WidgetAlarm's internal variables are available to your scripts, you are in a position to modify your alarms' parameters on the fly.

    I want to know this; just how much information can a person pile into a single layered RGBA pixel representing the states of multiple alarms? Well, I know for certain that it is limited. The idea I have in mind is you can add alarms to "layouts" that can be chosen individually when you want, perhaps when you perform some keystroke, maybe chosen by one of your other alarms when it fires. Perhaps the user uses StarTip's scriptable mouse gestures (based on LibMouseGestures-1.0 by the talented Humbedooh) to make the selection, or perhaps selected by any other addon that accesses ScriptableAlarm and makes the layout change, such as doing so through a dropdown menu offered by Broker_ScriptableAlarm (not saying I'll write this). A boss mod module could select a layout when encountering a raid boss, and in doing so you're cutting down on the number of active LibScriptable alarms and timers, optimizing performance and resource use.

    I plan on making the addon more user friendly by using addon-provided code templates that are used to create semi-custom alarm code for simpler and commonly used alarms. I want the addon to have a track record of accessibility for users interested in knowing the most basic information, but have no interest in dealing with an addon that comes with a huge learning curve thatyou must deal with before you attempt to make even the simplest customizations.

    Like with most of my addons I want people to exploit their skills and talents for further profits in-game, whether they're hardcore end-game progression raiders highly ranked amongst other competitors, and whom just so happens to be blessed with coding know-how, or otherwise a geeky casual collector of alts who wants merely to be alerted to a friend logging on while busy doing dailies.

    This addon's currently in early alpha, and no repository has been created yet. None of this will progress any further until I finish migrating and restructuring LibScriptable. This is an announcement about ScriptableAlarm more than anything, but it is also meant to establish an official discussion thread, and I want that discussion to start as soon as possible. If you have any ideas how to make this addon idea even stronger in the right hands, please chime in.

    ScriptableAlarm is meant to be the successor to AuraAlarm, where the entire layering system was first discovered, and which was inspired by LCD4Linux's graphical display design where you could layer RGBA images and text on top of deeper layers and their associated widgets, which could be used to layer animations on a sort-of 3rd dimensional plane. How that turned into a system of alarm priorities I'm not sure exactly.

    If my guess is right, you can do a lot with a single layered RGBA pixel and a handful of blending options.. This addon makes me realize that I'm constantly writing software which I have no business using outside of the very basics, like my single and not-so-impressive heroism alarm.. I do love that blue background though when it shows.
    Posted in: General AddOns
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