- Registered User
Member for 17 years, 3 months, and 27 days
Last active Fri, Oct, 4 2013 21:29:42
- 0 Followers
- 86 Total Posts
- 0 Thanks
May 7, 2008Posted in: General AddOnsQuote from highend »
Nice addon :)
One thing I really miss is the possibility to add materials for crafted items (so it's possible to see how far you are with these ones).
Belt of Deep Shadow (http://www.wowhead.com/?item=30040)
2 x Nether Vortex (http://www.wowhead.com/?item=30183)
4 x Heavy Knothide Leather (http://www.wowhead.com/?item=23793)
10 x Primal Shadow (http://www.wowhead.com/?item=22456)
2 x Rune Thread (http://www.wowhead.com/?item=14341)
10 x Primal Air (http://www.wowhead.com/?item=22451)
If I could add all these item ids for the reagents to a special category (like "reagents", "crafting materials" or something like this) it could be possible to assign them (and how many of them) to each individual crafted item.
I think it'd be cool to set this up via:
Items->[item]->Add Custom->Items->Recipe->[input recipe itemid here]
Either that or just Add Custom->Recipe->
And have Wishlist scan the recipe's tooltip to pull the reagents for the crafting.
Apr 21, 2008Posted in: AddOn HELP!Quote from zarevak »
Hi, I have another "bug report" for you. This time about HandyNotes_Directions. There are 2 Auction Houses, 2 Banks and 2 Inns in Silvermoon, but only one show up. Also the 70349 update (fix the replacements) doesn't work and AH note is "Auction HouseTo the west." and the bank note is "The BankThe West." The inn note is just "The Inn" even when the guard says the name of each of the inns.
I'm not the author of the addon, but I'll see about fixing it. The addon grabs the text from the guard's gossip frame.. when there's multiple levels, it just concatenates.
So when you ask the guard to send you to the bank, then it asks if you want the one to the west or to the east...
I'll have the silvermoon guard send me around and add more replacements to the addon.
Apr 8, 2008Posted in: Raid AddOnsQuote from Apoco »
Thought of that. Downside:
You gain Ferocious Inspiration 5 seconds later, it reprocs, and buff refreshes duration.
The combat log does not (to my knowledge), show the reapplication of it, so it would assume it dropped after the 10 seconds when infact it still had 5 seconds left. This is one of the problems that NECB had with Hunter's Mark that annoyed me to no end, I could refresh it and it would still say it had the original duration left when infact it had 2minutes. I will double test this tonight, but I am 99% sure it does not show a re-application of it.
Perhaps you could watch for buff gains in the combat log, and if the gain matches a table of spell ids we care about, then set the value of that entry in the table to true instead of false, as an indication that we need to pay attention to that spell now.
Then in your handler for auras changed, you scan via UnitBuff/UnitDebuff, and for every one whose name matches a spellid whose value is true in the aforementioned table, grab the time remaining and such and fire off / update the timer.
The only thing that strikes me as problematic in such a setup is what I brought up before, the case of multiple spells with the same name, since, afaik, the unitbuff/unitdebuff functions dont return spell ids, so the comparison against the buffs we know we've gained would be true for multiple buff/debuff entries. Unless you could somehow retain an association of buff/debuff id to spell id, but I don't see how that's possible if one can have multiple ids change in a single aura changed event. But at least you'd get away from needing localized spell names, and that's something.
Apr 8, 2008Posted in: Raid AddOnsQuote from Apoco »
I've already started doing it, though its not completely working yet, but yes I agree with you completely, it is much harder than it sounds because of the way it was originally written. I am probably going to have to rewrite the core of De|Buff Watch/Cooldown Watch. All of the new modules however do use ID's (Drums, Boss Mods, etc). Along with the ability to get a proper spellID from the UnitBuff and UnitDebuff API. i forsee the same problems using spell id's as I we currently have because of this. The only way to detect a spell id via
--local id = GetSpellLink(name):match("spell:(%d+)") -- Thanks Arrowmaster -- initial rank spell id --local testid = GetSpellLink(i, BOOKTYPE_SPELL):match("spell:(%d+)") -- true spell ID for ranks
which you can see in the CooldownWatch.lua now. Problem with this is, how it tracks Buffs/Debuffs, it actively scans all active buffs and debuffs on the unit. If there are two buffs with the name of "Paranoia" then GetSpellLink("Paranoia") would return the same value, regardless of what buff it actually is.
Hmm, I wonder if you could use the combat log to monitor the gain/loss of the buff/debuff rather than using UnitBuff/UnitDebuff, or use it to supplement it.
Apr 7, 2008I have a suggestion for this addon. I'm really loving it so far, but unfortunately I had a couple problems adding a few buffs/debuffs to the list of stuff it tracks. DeBuffWatch.lua shows that you're tracking/categorizing your buffs/debuffs by name. Given 2.4 is here, you should switch this to spell ids, as there are multiple spells with the same name. For example, the warlock buff Paranoia.. there is also a Paranoia spell from the Madness darkmoon card.Posted in: Raid AddOns
Mar 25, 2008Posted in: Raid AddOnsQuote from Apoco »
It currently does not work in Battlegrounds (Force Disabled). There are some issues with names that I am having with it in BG's
Ah, right then. Didn't really need it there, was just a quick way to test a raid. Nevermind then :)
Mar 24, 2008For some reason, I see the raidstatus frame fine with a dummy raid, but in a real raid (battlegrounds), I see nothing. the options show bar and list settings, I just see no raidstatus frame. Am I doing something wrong? Using the default bar setup.Posted in: Raid AddOns
Feb 24, 2008I've noticed that the dogtags associated with the player health and player mana bars, for the current hp & mp, lose their positioning on reload. I move them closer to the bars, restart the game, and they're back spread out again. Interestingly, the texts associated with teh pet health/mana bars tha ti created seem to hold their position fine.Posted in: General AddOns
Jan 24, 2008Posted in: General AddOnsQuote from OttoDeFe »
I made a text to show name, etc of my target. It prints "Target" when nothing targeted... or if I change the unit monitored to mouseover it prints "Mouse-Over" until I mouse over something.
I didn't get a screenie, but I can if you need it.
the tag I was using has [Name:ClassColor] and that seems to bee causing it... Off to DogTag wiki...
Changed tag to [Name#target:ClassColor] and it works. Such an amazing hunk of code this is.
I hacked the code of mHud to get around this, myself. The text frames (and bars too) stick around when a unit doesn't exist, currently. The bars seem to 'hide', just because there's no health or mana for a unit that doesn't exist. One of my local patches actually makes it change the bar visibility, doing a :Hide() or :Show() based on unit existance, which took care of it here. Not sure if that's best, but it worked.
Jan 23, 2008Posted in: General AddOnsQuote from Merl »
I can't seem to replicate it, have an old version of the GUI lob tho: AceGUI-3.0.lua 58829 2008-01-19 05:59:28Z nargiddley
Don't worry about it, I can't replicate it now either! :) I guess there must've been a bugged acegui/aceconfig floating around.
Jan 22, 2008Posted in: General AddOnsQuote from Merl »
It does, it saves the paths to your saved variables and loads it to SharedMedia when the add-on is loaded.
@ kergoth: Thx :) Haven't decided on how to link them yet, perhaps use a selector with "same alpha as xxx bar" or any other ideas? It would be wrong to have texts like guild fade when your target is about to die etc.
Hmm, that's true. I'm sure there'll be a lot more text objects than just the text associated with a bar.
Same alpha as xxx bar or Same alpha as anchored bar (if its a bar) checkbox would probably be best. I hacked it locally, made smartfade set the alpha of the bar's parent (mHudBarX), and made the bar SetParent() anchor.to :)
You should think about developing the alpha version in an svn branch so people can monitor progress and contribute.
Also, I keep getting bit by a really ugly aceconfigdialog 3 error. I have a stacktrace, but its entirely in the aceconfigdialog code, will need to sprinkle debug output around or something.
The error basically says that it can't find a method '2100'. It occurs whenever I 1) add a bar, 2) change the unit of a bar, or 3) change the type of a bar. But I can't find anywhere in your options table where you set func/get/set to a method string rather than a function closure.
Thanks for the work, loving the alpha so far.
- To post a comment, please login or register a new account.