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    posted a message on Mark bag items
    Oh thanks, that's definitely better than doing for k,v in pairs (_G) and checking for variables that contain IconQuestTexture.
    Edit: nope, doesn't work this way, the OnLoad script isn't that function, its a noname function that calls it (defined in frame xml).
    Posted in: Lua Code Discussion
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    posted a message on Mark bag items
    How is that going to help? They seem to create their own buttons derived from the template.
    I figured hooking ContainerFrameItemButton_OnLoad and making a list of all item buttons, then looping through them to find buttons corresponding to a given bag/slot works though, except I don't detect ones that were created before my addon loaded.
    Posted in: Lua Code Discussion
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    posted a message on Mark bag items
    I'm making an auto vendor addon (QuestJunk) and I want it to mark items that are to be vendored. Currently I'm creating a crossed circle on top of ContainerFrame#Item#, with IDs matching the item I'm going to vendor, and it works perfectly with default UI. However, it probably won't work with bag addons, would it? Is there any easy way to fix that? Perhaps going through all frames and figuring out which ones are derived from ContainerFrameItemButtonTemplate?
    Posted in: Lua Code Discussion
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    posted a message on ReforgeLite: calculate an optimal way to reforge your items
    Addon page



    This addon is a lightweight reforging calculator that helps you figure out the optimal strategy to reforge your gear given your stat weights and caps. It is mostly intended for damage dealers, since other roles don't have caps as important as hit/expertise.

    The addon is designed to have minimal interface and configuration. To run it, type /reforge and a ReforgeLite main window will show up (by default, it will also show up when you open reforging UI). You will see your current item stats in a table on the left, and configuration area on the right. Enter your stat weights in the first table. In the second table, select up to two stats that will have lower (or zero) weight after a certain point. You can choose whether these stats will be reforged to above, below, or anywhere near the cap value.
    When you're done setting up weights/caps, press Calculate. IMPORTANT: If you set up two capped stats, the algorithm will likely run out of memory trying to calculate the optimal strategy. For this reason (maybe until I figure out a better algorithm) there is a Speed slider. A value of 1 will always find the optimal solution, but doesn't work with two capped values. A value of 5 or higher usually works, but it reduces the algorithm precision. You can click the Calculate button multiple times to try to achieve a better result; the best result will be saved in the Best result section.
    Calculator supports spirit to hit conversion, but it assumes that you have put 2 points in the corresponding talent, achieving a 100% conversion rate.

    Once the calculation finishes, you will see a section with your stats after reforging, and the difference from your current stats. Click on the Show button to see which items should be reforged. Items that you have already reforged in the suggested way will have checks next to them.
    Posted in: General AddOns
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    posted a message on Weird text appeating in dropdown boxes
    Nevermind, looking at code for _SetSelectedValue, apparently its using VIDEO_QUALITY_LABEL6 if it hasn't found a button to check. My code is too messy and most certainly contains bugs of its own, I just wasn't sure where to look until I found the source of this weird text.

    Ok, apparently I'm not meant to use _SetSelected* unless the menu is open.. Should I just use SetText instead?
    Posted in: Lua Code Discussion
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    posted a message on Weird text appeating in dropdown boxes
    I have a few dropdown boxes in my addon (UIDropDownMenu ones), and I am currently seing some really strange behavior. I know my code that handles them is a bit bugged itself, I'm working on that, but what's really strange is that sometimes I see text appearing in them that's not defined anywhere in my addon. In fact, its localized, and I disabled localization part of my addon. How come I'm getting some foreign strings in my dropdown boxes?
    Posted in: Lua Code Discussion
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    posted a message on Displaced textures inside ScrollFrame
    Quote from lilsparky
    i have the same problem in gnomeworks. the clipping code for a scrollframe somehow bounces textures around a bit. without clipping, everything is fine. if i grow the parent frame which grows the clipping region, everything stays in the same place but textures bounce up and down so it's not even a matter of things moving to different pixel locations or anything like that.

    not sure what is doing it, but it's definitely in the blizz code. there might be ways around it or techniques to help avoid it, but i've just ignored it even tho i drives me crazy.

    edit: not sure this is the exact same problem you're running into, tho.


    Sounds like mine, it only happens to textures inside the clipped frames, and from lua point of view, everything is fine (the coords are returned as they should be, not what is actually shown).
    Is there any point asking blizzard what's the case, or are addons unsupported just like wc3 editor was?
    Posted in: Lua Code Discussion
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    posted a message on Displaced textures inside ScrollFrame
    I was hoping it was a known issue, anyone heard of anything like this?
    Code is here, anyway: http://www.wowace.com/addons/reforgelite/
    If you move the main window horizontally, the controls on the right side of the window would be misplaced when the window x position is within a certain range.

    I've tried to strip it down to minimum code that would still have the bug but couldn't reproduce it in a simple case.
    Posted in: Lua Code Discussion
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    posted a message on Displaced textures inside ScrollFrame
    I use a scrollframe in my addon, and as I move my window around the screen, at certain horizontal position all textures inside the scrollframe (including buttons, etc - everything except text) are getting displaced horizontally, then jumping back into their right place as I keep moving the window.
    It doesn't look like my UI's problem, since GetLeft returns correct values.
    Posted in: Lua Code Discussion
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    posted a message on Reforging calculator
    Not really, it uses a greedy algorithm, which is far from optimal. From project description, it reforges items one by one in whatever order until a cap is reached, then it stops. Usually it puts you far above the hit/exp caps, wasting precious stats.
    Precise algorithms such as wowreforge.com can get you almost exactly to your caps, at the same time trying to maximize your other important stats. Wowreforge.com seems to do an exhaustive search and takes a bit of time to calculate everything. After some thought I found a pretty simple dynamic programming algorithm which finishes instantly when coded in c++, but in lua it runs out of memory.

    Anyhow, I made a hacky fix that loses some precision by dividing all capped stats by N and rounding off all intermediate values. With N=5 it gives decent results and finishes in a few seconds. I made it add a random number between 0 and 1 before rounding, which makes it always give slightly different results, so you can click the calculate button multiple times if you're not satisfied with your initial result.
    However, I was hoping someone could think of a better way to do it.

    Currently you can see my results here: http://www.wowace.com/addons/reforgelite/

    Edit: didn't see Farmbuyer's post until much later.
    If I was doing it offline, surely I won't be using lua? There's an addon (forgot the name) that can display reforging methods generated by offline tools, if that's what you meant.
    The current algorithm is straightforward: I keep a 2d table where cell (i, j) stores the best (in terms of weighted sum of uncapped stats) possible way to reforge first N items to make first capped stat equal i and second equal j. N starts at 0, then I add items one by one and generate N+1st table from Nth by going through all nonzero cells in Nth table and all ways to reforge the current item (we discard the obviously non optimal ones, there are at most 5).
    Posted in: Lua Code Discussion
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    posted a message on Filename after commit
    When I commit my addon, it automatically creates a revision named r#. I can change this name from web ui, but it won't change the filename. Is it possible to specify version name and status when committing changes, or how do other authors get proper names for their .zip files?
    Posted in: General Chat
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    posted a message on Reforging calculator
    I'm trying to make an addon that would calculate the optimal reforging given your gear, and I'm stuck because of lua's extremely inefficient data structures. I have a working c++ code that gives the result almost instantly, but I'm running out of memory in lua version if I have 2 capped stats (it gives the result instantly with 1 cap). Basically I need a large array for dynamic programming, containing around a million integers or so. Has anyone thought of a better algorithm that does this?
    Posted in: Lua Code Discussion
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    posted a message on Grid — compact party/raid unit frames
    Quote from Phanx
    It does. When you are in a 5-player group, Grid will automatically switch to whichever layout you have selected under "Layout > 5-Player Group". When you are in a 10-player raid group, it will use the layout you chose under "Layout > 10-Player Raid". The default selections for each group size/type are size-appropriate, so unless you changed them, it should use the "By Group 10" layout in a 10-player raid, the "By Group 5" layout in a 5-player part, etc.


    Yes, but there's only one category for battlegrounds, whereas there can be 10, 15 or 40 man battlegrounds, and I have to change settings every time I enter a different BG.
    And if I'm in a 25 player zone, that doesn't mean the group consists of 25 people. When I'm running, say, Molten Core, I don't need a huge gray box for me and my offline alt. What's the point of these options, couldn't it just adjust the window size depending on how many people are actually in the group?
    Posted in: Grid & Grid2
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    posted a message on Grid — compact party/raid unit frames
    Sorry if I'm missing something, but why do I have to choose group size manually every time? Can't grid see the number of people in the group/raid and adjust window size accordingly?
    Posted in: Grid & Grid2
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    posted a message on Frame anchors - UI framework
    I've made an addon page for it, currently furiously coding.
    http://www.wowace.com/addons/framegrid/

    Btw, is it just me or registration is currently broken? I'm trying to register under my usual nickname.
    Posted in: Addon Ideas
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