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    posted a message on Grid
    GridLayoutByInstance Update (Attached below):
    It is now properly compantible with TBC
    It will now only update when the layout changes
    You can now localise the... umm... name
    Posted in: Grid & Grid2
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    posted a message on Grid
    I've just made a minor change as shown below:
    http://img329.imageshack.us/my.php?image=gridframeprioritysortpn6.png

    For me, this makes it alot easier to see which status have priority. I've attached a zip with the (minor) changes to GridFrame.lua and GridStatus.lua as well as .diff files for both
    Posted in: Grid & Grid2
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    posted a message on Grid
    Is there a event fired when a unit moves in and out of range? If not can there be one? e.g Grid_UnitInRange(unitId) and Grid_UnitOutRange(unitId)
    Posted in: Grid & Grid2
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    posted a message on Grid
    Updated GridLayoutByInstance, didn't realise you could set Mixins in :NewModule().
    Posted in: Grid & Grid2
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    posted a message on Grid
    Made a Layout that used TouristLib:GetInstanceGroupSize(GetRealZoneText()) to automaticly change the layout when you change zones (if you are not in an instance it will default to 40).

    P.S: can you add GridLayout:SetModuleMixins("AceDebug-2.0", "AceEvent-2.0") and maybe a GridLayout.modulePrototype:UpdateLayout() function
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from Pastamancer »


    When using GridStatus:SendStatusGained(name, status, priority, range, color, text, value, maxValue, texture), is it supposed to Register the status when the status isn't Registered?

    It will send an unregistered status but it will not register an unregistered status.

    Hmm, in my GridStatusMissingBuffs module it seemed to be registering unregistered statuses when I gained a buff in combat, to stop it I used UnitAffectingCombat("player") to make sure I didn't send GridStatus:SendStatusGained while in combat.

    I've attached a slightly modified version of my GridStatusMissingBuffs without the in combat check. To reproduce:
    # Make sure you don't have the buffs.
    # Enter combat.
    # Cast any buff that isn't a "Missing Buff" on you or anyone in your party.

    Edit: Nevermind, i'm abit confused
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from Pastamancer »

    I've also made some changes to your GridStatusMissingBuffs module.

    Just fixed a few small bugs and it now Unregister / Registers SpecialEvents_UnitBuffGained and SpecialEvents_UnitBuffLost when entering / leaving combat.
    Posted in: Grid & Grid2
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    posted a message on Grid
    I've created a Missing Buff module for Grid which will only when you are Out of Combat

    When using GridStatus:SendStatusGained(name, status, priority, range, color, text, value, maxValue, texture), is it supposed to Register the status when the status isn't Registered?
    Posted in: Grid & Grid2
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    posted a message on Grid
    Something to maybe add to the wish list:

    Make a standalone addon that plugs into Grid which will allow you to drop your saved variables into it and load it up as the default settings so that you can easily share it.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from dyree »

    Quote from Pastamancer »

    Quote from noha »

    Quote from babble »

    Frame -> Border option for Current Target


    I wrote this little plugin that (hopfully) does that :)

    It's my first wow "mod" ever so i am happy about comments on it

    don't forget to add the GridStatusTarget.lua to your Grid.toc


    If you update to r15984, you can use the toc below to make GridStatusTarget a standalone module.

    ## Interface: 20000
    ## Title: GridStatusTarget |cff7fff7f -Ace2-|r
    ## Notes: Adds a status to Grid to show your target.
    ## Author: noha
    ## Version: 0.1
    ## Dependencies: Grid
    ## X-GridStatusModule: GridStatusTarget
    
    GridStatusTarget.lua



    I was attempting to make noha's module standalone per your instructions above, but I'm getting the following error (r15991):

    It appears that the defaults are not being initialized for the standalone module although if it is placed in the Grid directory (and added to the toc), it works. Are the default variables supposed to be handled by a statement in the OnInitialize method such as self:RegisterStatus('alert_aggro', L["Aggro alert"], nil, true) or do we need to include AceDB and create a new instance for the module?

    (Sorry if this question is noobish - this is the first time I've really played with coding in Ace.)


    I'm getting the same error, I changed GridStatus.modulePrototype:OnInitialize() to:
    function GridStatus.modulePrototype:OnInitialize()
    	GridStatus:Debug("Initializing "..self.name)
    	if self.db then
    		self.debugging = self.db.profile.debug
    	else
    		self.debugging = true
    	end
    	self.debugFrame = GridStatus.debugFrame
    end

    and noticed that in external modules :OnInitialize() is indeed being called before :RegisterModule()
    Posted in: Grid & Grid2
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    posted a message on WowAceUpdater - An update tool for Windows users.
    An idea I would like to see is an option in WAU to download all the libraries. I know you can do this now with !!!StandaloneLibraries, but if for example there was a file added with the names of all the libraries or a seperate directory to store the libraries then WAU could easily download them and keep an updated list.
    Posted in: Updaters
  • 0

    posted a message on WowAceUpdater - An update tool for Windows users.
    I really like this app, makes it really easy to update Ace Addons

    Some Suggestions:
    -> Add an option to save whether you have selected "Show Groups"
    -> Allow you to sort addons when "Show Groups" is enabled (I like mine sorted alphabetically as its easier to find the addon i want)
    -> I liked in v1.3 being able to right click on an addon from the list and choose to install it or uninstall it rather than having to go to "Edit Unmark All Addons" then check the addons i want then go to "File Uninstall Marked Addons".
    -> An option for it to mark checked addons when it has recieved the addon list

    Bugs:
    -> When it tries to downloads an addon and it fails (e.g when it can't find the file cause it is incorrectly named) it seems to stop there and say "Update is complete" even though it hasn't completed.
    Posted in: Updaters
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    posted a message on TouristLib error
    Quote from Rabbit »

    Post this in the flyspray please, where the proper developers will be notified: http://www.wowace.com/flyspray/

    signed up, waiting for the reply

    Also some more fixes:
    Line 195 from:
    while k ~= nil and self:IsInstance(k) do

    to:
    while k ~= nil and Tourist:IsInstance(k) do


    Line 209 from:
    while k ~= nil and not self:IsInstance(k) do

    to:
    while k ~= nil and not Tourist:IsInstance(k) do


    Line 223 from:
    while k ~= nil and not self:IsBattleground(k) do

    to:
    while k ~= nil and not Tourist:IsBattleground(k) do


    Line 237 from:
    while k ~= nil and not self:IsAlliance(k) do

    to:
    while k ~= nil and not Tourist:IsAlliance(k) do


    Line 251 from:
    while k ~= nil and not self:IsHorde(k) do

    to:
    while k ~= nil and not Tourist:IsHorde(k) do


    Line 281 from:
    while k ~= nil and (self:IsAlliance(k) or self:IsHorde(k)) do

    to:
    while k ~= nil and (Tourist:IsAlliance(k) or Tourist:IsHorde(k)) do


    As you can see, its all the same thing thats causing the error.
    Posted in: Libraries
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    posted a message on TouristLib error
    fixed it myself, changed line 175 from:
    for zone in pairs(self.lowZones) do

    to:
    for zone in pairs(Tourist.lowZones) do


    and line 817 from:
    Tourist = nil

    to:
    Tourist = AceLibrary("Tourist-2.0")
    Posted in: Libraries
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    posted a message on TouristLib error
    When I try to use :IterateInstances(), :IterateZones() or :IterateBattlegrounds() I get this error:
    Tourist-2.0\Tourist-2.0.lua:175: bad argument #1 to `pairs' (table expected, got nil)
    Posted in: Libraries
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