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    posted a message on Skinner
    Quote from Khaled »

    I'm getting this same error:

    and

    10:39:06 Skinner: Error running ItemSocketingUI Interface\AddOns\Skinner\UIElements2.lua:805: attempt to index local 'color' (a nil value)

    When I open the gemming window. It appears unskinned and can't see what color the gem socket is.

    Any help?


    for i = 1, MAX_NUM_SOCKETS do
    should be:
    for i = 1, GetNumSockets() do

    for some reason MAX_NUM_SOCKETS returns more sockets than the item has which causes it to loop and try to get info on gems that dont exist :P
    Posted in: General AddOns
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    posted a message on Customizing the combat log?
    Quote from Firedancer »

    Here are a couple other strings people might find useful. I removed the > from the string and the seconds from the timestamp format:

    TEXT_MODE_A_STRING_TIMESTAMP = "$time"
    TEXT_MODE_A_TIMESTAMP = "%H:%M"

    edit: it seems that changing the second line doesn't affect the ingame timestamp at all...it still shows seconds.


    use:
    Blizzard_CombatLog_Filters.filters[1].settings["timestampFormat"] = "%H:%M"

    mate. It's set in the .lua for the combat log :)
    Posted in: AddOn HELP!
  • 0

    posted a message on PitBull_AltAura
    Sorry for a third post in a row :(

    but on line 31 of update.lua you have:
    local BS = _G.AceLibrary("LibBabble-Spell-3.0"):GetLookupTable()


    upon logging in with weapon buffs active (or using rogue poisons) I get:
    [2007/09/20 00:20:05-58-x1]: LibBabble-Zone-3.0\LibBabble-Zone-3.0.lua:101: LibBabble-Zone-3.0: Translation "GetSpellIcon" not found.
    PitBull_AltAura\update.lua:257: in function `UpdateBuffs'
    PitBull_AltAura\update.lua:1064: in function `UpdateAuras'
    PitBull_AltAura\core.lua:225: in function <Interface\AddOns\PitBull_AltAura\core.lua:216>
    <in C code>: ?
    LibRockModuleCore-1.0--50835:398: in function `CallMethodOnAllModules'
    PitBull-2.0r49200\PitBull.lua:3368: in function `_UpdateLayout'
    PitBull-2.0r49200\PitBull.lua:3614: in function `_PopulateUnitFrame'
    PitBull-2.0r49200\PitBull.lua:3711: in function <Interface\AddOns\PitBull\PitBull.lua:3698>
    <in C code>: ?
    LibRockTimer-1.0--51719 (FuBar):289: in function <...Ons\FuBar\libs\LibRockTimer-1.0\LibRockTimer-1.0.lua:227>


    But when removing the ":GetLookupTable()" from line 31 theres no errors.

    Is there any need to set an instance of the lookup table?
    Comparing to ckk's normal aura module, he only uses the lookup table to register stuff.
    I'm assuming you cant call the method/function GetSpellIcon when setting your local var directly to the table rather than an instance of the library.

    I probably just screwed up since I don't understand what lookup tables do in LUA but it stopped the errors :P
    Posted in: Unit Frames
  • 0

    posted a message on PitBull_AltAura
    In response to my request for per-frame cooldown texts, thanks :D
    There is a bug with it tho not passing the group into the options and also inconsistant naming (cooldownTextSize => cooldownFontSize);

    Attached is my editing to get the font size working:

    update.lua:349
    local cooldown_text_size = db.cooldownTextSize

    to
    local cooldown_text_size = db.cooldownFontSize


    and
    options.lua:737-739
    end,
    set = function (group, value)

    to:
    end,
    passValue = group,
    set = function (group, value)
    Posted in: Unit Frames
  • 0

    posted a message on PitBull_AltAura
    Ok, I replaced the default aura with this and set it up the same.
    There is one issue though that eludes me.

    My main class is a warlock and I raid so I set the filter to only show buffs I need to cast on the raid frames (Unending Breath, Detect Invisbility, Soulstone and bloodpact).

    The issue is, they dont seem to auto update. I cast 2 of the 4 buffs and I only see bloodpact. I fiddle with the options (like untick then retick filter) and it shows the 2, if I then cast more or click some off they dont update unless I change options.

    Seems either the aura mod isn't registered to the aurachanged event or something fishy is going on.

    Also, could I possibly add a small request if you get time.

    The reason I use this over the normal Aura module is the ability to changet the font size of the cooldown text/aura/swirl on the debuff icon.
    Currently you can only change the font size globally thus affecting buffs on all unit frames. Would it be possible to be able to set individual font sizes per frame or even disable it per frame.

    I use really small icons on my raid frames and quite large ones on focus/target so setting the font to be easily visible on the target makes the font huge on raid frames thus clouding out the icon.

    Cheers
    -SiR-

    Edit:
    Reloading UI a few times seems to have fixed it, so unless this was a fluke there may be some issue with the UNIT_AURA event not registering or firing properly. I'll do some more testing to see if I can replicate it.
    Posted in: Unit Frames
  • 0

    posted a message on eePanels2 - Official Thread
    Quote from Seerah »

    If someone has a chance to test those out, and they work, let me know and I'll put 'em on the wiki.



    This works to anchor a panel to Violation window 1
    -- Set the parent
    THIS:SetParent(Violation.windows[1].frame)
    -- Set the anchor
    THIS:SetPoint("CENTER", Violation.windows[1].frame, "CENTER")


    however I didn't get a chance to test this one:

    -- Set the parent
    THIS:SetParent(Violation.windows[1].frame)
    -- Set the anchor
    THIS:SetPoint("CENTER", Violation.windows[1].frame, "CENTER")
    
    -- Save the parent and anchor positions
    local THIS_panelData = eePanels2.db.profile.panels[PANEL_NUMBER_GOES_HERE]
    THIS_panelData.parent = Violation.windows[1].frame
    THIS_panelData.anchor = Violation.windows[1].frame
    
    -- Update size/position/level
    eePanels2:ChangeHeight(THIS_panelData)
    eePanels2:ChangeWidth(THIS_panelData)
    eePanels2:ChangePosition(THIS_panelData)
    eePanels2:ChangeLevel(THIS_panelData)


    Ill try it at some point but ill try it at some point. For me tho the above one anchored the main frame and I ancher my borders to that frame so I don't need to change it really :)




    Edit:

    Ok, I cannot dock to violation on UI reload since eePanel loads before violation and the frame doesn't exist to be parented too. Going to add it to optional deps
    Posted in: General AddOns
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    posted a message on Looking to move bliz's standard cast bar (mine).
    Quote from trankillity »

    While on the topic of this, what is the actual castbar UI element frame name? Visor2GUI was unable to "grab" it presumably because it's clickthrough?


    It's "CastBarFrame" if i recall
    Posted in: Addon Ideas
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    posted a message on [REQ] Whisper Blocking By Level.
    Quote from FlareCDE »

    I believe the mod would have to pull off a /who, which, without something like QueueWho, would fail if you got spammed too much.

    I would think a fairly intelligent mod with blacklists for certain expressions that were very common in gold seller whispers would be the best solution.


    You shouldn't need to do a /who. You get the unit name from the whisper event and call UnitLevel() on it?

    or wouldnt that work?
    Posted in: Addon Ideas
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    posted a message on ag_UnitFrames Collected Bugs, Issues, and Miscellany
    Quote from Mist »

    Quote from shiftos »

    • As a warlock, when I try to dismiss my pet by right-cliking it's portrait using agUnitFrames I get a warning about "accessing an interface option only available for Blizzard" (or something like that). So it makes agUF pretty useless for warlocks right now.


    This is easy to work around, just start summoning any pet and cancel it, your current pet is gone.





    In the new 2.0 that doesnt work any more, if you start summoning a new minion when one is out it gets "stunned" but does not despawn until your new one is summoned.

    I think the was because you could accidently tap a summon spell and lose you pet at a bad moment.
    Posted in: Unit Frames
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Quote from Ammo »

    I think that's because I updated CandyBar. There were some problems with CandyBar's scaling and reuse of frames.

    Please update all instances of CandyBar.

    -Ammo


    Worked :)

    Thanks Ammo
    Posted in: General AddOns
  • 0

    posted a message on Chronometer (Ace2'ed AceTimer)
    Fat error upon running /chron test (or using buffs) on my rogue:

    [2006/10/09 12:01:31-801]: CandyBar-2.0\CandyBar-2.0.lua:1062: Usage: <unnamed>:SetScale(scale)
    <in C code>: in function `SetScale'
    CandyBar-2.0\CandyBar-2.0.lua:1062: in function `AcquireBarFrame'
    CandyBar-2.0\CandyBar-2.0.lua:94: in function `Register'
    CandyBar-2.0\CandyBar-2.0.lua:1245: in function `RegisterCandyBar'
    Core\Chronometer.lua:263: in function `?'
    AceConsole-2.0\AceConsole-2.0.lua:1052: in function <...erface\AddOns\Ace2\AceConsole-2.0\AceConsole-2.0.lua:851>
    AceConsole-2.0\AceConsole-2.0.lua:1625: in function `value'
    FrameXML\ChatFrame.lua:2170: in function `ChatEdit_ParseText'
    FrameXML\ChatFrame.lua:1941: in function `ChatEdit_SendText'
    FrameXML\ChatFrame.lua:1963: in function `ChatEdit_OnEnterPressed'
    <string>:"ChatFrameEditBox:OnEnterPressed":2: in main chunk
    
      ---


    Core/Chromotere.lua:263
    self.candy:RegisterCandyBar(id, duration, text, icon, color, color, "orange", "red")




    Edit: I updated the Ace2 from SVN too so the AceConsole-2.0 'should' be the latest version
    Posted in: General AddOns
  • 0

    posted a message on Ace SVN
    Quote from Sariash »

    Slow as hell for me too... svn checkouts are near impossible, most of the time erroring out on externals. Not much fun to browse/post in the forums right now... I just hope it's just some configuration thing on the new server.


    If I remember correctly you're also european (I'm from the UK).
    I just hope us euromutants don't have a real bad connection to the new host :(
    Posted in: General Chat
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    @Orban

    Gonna spam some quotes here but this has been posted a few times:


    Quote from maximoz »

    Quote from Micmac »

    Fixed.  I was using the raid group code someone posted here and while it did show the raid group # correctly, my target would bug out as mentioned above.  Would love to have the ability to see my raid group # as well as target if possible.  I use perfect raid sorted by class so its a pain to go to my raid panel everytime I wanna see what group someone is in.


    Well didn't realise some would want to display raidgroup numbers on their target frames ;p

    Anyway try the below and see if it helps:

        ["raidgroup"] = function (u)
            if (GetNumRaidMembers() == 0) then
                return ""
            else
                if UnitInRaid(u) then
                    for i=1, MAX_RAID_MEMBERS do
                        if (i <= GetNumRaidMembers()) then
                            local name, rank, subgroup = GetRaidRosterInfo(i)
                            -- Set the player's group number indicator
                            if (name == UnitName(u)) then
                                return "("..subgroup..")"
                            end
                        end
                    end
                else
                    return ""
                end
            end
        end,


    Basically added a check to make sure the target is in the raid ;p
    Posted in: Unit Frames
  • 0

    posted a message on Interest poll for supporting wowace's own svn server among other things.
    Im a poor ass uni student but since I regularly pillage the SVN (multiple times... daily ^^) I'll dump spare cash whenever I can afford :P
    Posted in: General Chat
  • 0

    posted a message on oSkin
    Quote from Lewzephyr »

    Button layout on Trade window... I have EasyUnlock installed (nice rogue mod for quick unlocking others boxes)



    As you can see the trade unlock and cancel buttons are a little high... but still funcitonal (well Trade and cancel are, havent unlocked anything).

    This mod just making my UI look better and better.  Thanks for all of your hard work.


    I modded this a lil for that. dunno if theres an easier way:

    in CharacterFrames2.lua:319ish
    	if not(IsAddOnLoaded("EasyUnlock")) then
    		self:moveObject(_G["TradeFrameTradeButton"], "+", 20, "-", 44)
    	else
    		self:moveObject(_G["TradeFrameTradeButton"], "-", 9, "-", 44)
    	end


    and comment out line 62 of EasyUnlock.lua
    --TradeFrameTradeButton:SetPoint("BOTTOMRIGHT","TradeFrame","BOTTOMRIGHT",-141,55);


    This has the desired effect but is more of a hack job :(
    Posted in: General AddOns
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