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    posted a message on LDB Raid Makeup
    Quote from Dridzt
    Maybe RoleCall?


    Close at least it's in a tooltip would be nice if it was in the data broker text.

    I started writing one but I can't figure out what part of the API that is.
    Posted in: Data Broker AddOns
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    posted a message on LDB Raid Makeup
    Does anyone know if there is already a broker plugin out there that will just display the current raid makeup.

    Doesn't need to be anything special but since I have disabled the Blizzard raid manager I find that I miss the display of knowing how many people are in the raid and what we are waiting for.

    Basically like a role check but a status

    3 Healers / 1 Tank / 15 DPS


    Something like that, I figure it shouldn't be too hard to write but no need to reinvent the wheel if it's already out there.
    Posted in: Data Broker AddOns
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    posted a message on Skinner
    Quote from madindehead
    Just updated to the latest version (b5.16057.1) from Curse, and nothing appears to be skinned at all...

    Moving back to the previous version for now :(


    Comment on line 300

    -- ignore named/AceConfig/XConfig/AceGUI objects

    Then it works perfectly fine.
    Posted in: General AddOns
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    posted a message on Uptime
    I took over an old out of date project and started bringing it up to date. It currently works on tracking uptime for buffs and debuffs but there are a few things I had planned for it to do which it is not doing and I'm still trying to figure out why it's acting this way.

    1. Bar Color works for buffs and debuffs until you access the configuration panel and then debuff color becomes buff color and never works properly again unless you /rl or relog.

    2. It seems to track uptime on buff or debuff but does not track a proc from an item. Gurthalak being a prime example it never detects the tentacle has proc'd.

    3. It doesn't properly track ppm.

    Debuffbarcolor

    
    				debuffcol = {
    					name = L["Debuffbarcolor"],
    					type = "color",
    					hasAlpha = true,
    					get = function(info) return db.debuffbarcolor[1], db.debuffbarcolor[2], db.debuffbarcolor[3], db.debuffbarcolor[4] end,
    					set = function(info, r, g, b, a)
    						db.debuffbarcolor[1] = r;
    						db.debuffbarcolor[2] = g;
    						db.debuffbarcolor[3] = b;
    						db.debuffbarcolor[4] = a;
    						Uptime:ReConfigureFrames();
    					end,
    					order = 5,
    				},
    


    	bar = CreateFrame("STATUSBAR", nil, container, "TextStatusBar");
    	bar:SetWidth(db.barwidth);
    	bar:SetHeight(db.barheight);
    	bar:SetPoint("RIGHT", container, "RIGHT");
    	bar:SetStatusBarTexture(LSM3:Fetch("statusbar", db.bartexture));
    	if (typ == "debuff") then
    		bar:SetStatusBarColor(db.debuffbarcolor[1], db.debuffbarcolor[2], db.debuffbarcolor[3], db.debuffbarcolor[4]);
    	else
    		bar:SetStatusBarColor(db.buffbarcolor[1], db.buffbarcolor[2], db.buffbarcolor[3], db.buffbarcolor[4]);
    	end
    	bar:SetMinMaxValues(0, 1);
    	bar:SetValue(0);
    
    	leftLabel = bar:CreateFontString(nil,"OVERLAY","GameFontNormal");
    	leftLabel:SetFont(LSM3:Fetch("font", db.font), db.fontsize);
    	leftLabel:SetTextColor(db.fontcolor[1], db.fontcolor[2], db.fontcolor[3], db.fontcolor[4]);
    	leftLabel:SetPoint("LEFT", bar, "LEFT");
    	if (buffID == 1) then
    		leftLabel:SetText("0.0 dps");
    	elseif (buffID == 2) then
    		leftLabel:SetText("0% crit");
    	elseif (buffID == 3) then
    		leftLabel:SetText("0% miss");
    	else
    		leftLabel:SetText("0.0s");
    	end
    	
    	rightLabel = bar:CreateFontString(nil,"OVERLAY","GameFontNormal");
    	rightLabel:SetFont(LSM3:Fetch("font", db.font), db.fontsize);
    	rightLabel:SetTextColor(db.fontcolor[1], db.fontcolor[2], db.fontcolor[3], db.fontcolor[4]);
    	rightLabel:SetPoint("RIGHT", bar, "RIGHT");
    	if (buffID == 1 or buffID == 2 or buffID == 3) then
    		rightLabel:SetText("");
    	else
    		rightLabel:SetText("0%");
    	end
    


    Uptime

    
    function Uptime:UpdateFrames()
    	-- update title
    	Uptime_top_text:SetText(DurationString(self.data.totalFightTime));
    	
    	local curr = self.data.firstBuff, proc;
    	while curr ~= nil do
    		proc = 0;
    		if (curr.buffId > 3) then
    			curr.leftLabel:SetText(DurationString(curr.uptime));
    			if (self.data.totalFightTime > 0) then
    				proc = curr.uptime / self.data.totalFightTime;
    			end
    			curr.rightLabel:SetText((("%d"):format(proc * 100)) .. "%");
    			
    			curr.bar:SetValue(proc);
    			
    		elseif (curr.buffId == 1) then
    			if (self.data.totalFightTime > 0) then
    				proc = self.data.damageDone / self.data.totalFightTime;
    			end
    			curr.leftLabel:SetText((("%1.1f"):format(proc)) .. " dps");
    			curr.rightLabel:SetText("");
    			
    		elseif (curr.buffId == 2) then
    			if (self.data.crits > 0) then
    				proc = self.data.crits / self.data.hits;
    			end
    			curr.leftLabel:SetText((("%d"):format(proc * 100)) .. "% crit" );
    			curr.rightLabel:SetText("");
    			
    			curr.bar:SetValue(proc);
    		
    		elseif (curr.buffId == 3) then
    			if (self.data.miss > 0) then
    				proc = self.data.miss / self.data.hits;
    			end
    			curr.leftLabel:SetText((("%d"):format(proc * 100)) .. "% miss" );
    			curr.rightLabel:SetText("");
    			
    			curr.bar:SetValue(proc);
    		end
    		
    		curr = curr.next;
    	end
    end
    


    I know this is a lot of information but generally when I post it is what is asked for. Hopefully I can get this to track properly. If anyone can just browse over the code and see if they notice anything severely wrong I would greatly appreciate it.

    I have been trying to bring this addon up to date instead of rewriting it from the ground up.
    Posted in: Need Help?
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    Sorry posted that late and I didn't even think about it. The buffs are default but movable by using femtoBuff and the BF skin is Darkinator: Matte skin

    Maybe I'll just give PhanxBuffs a try it appears to do everything I need and more up to date.
    Posted in: General AddOns
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    I'm pretty sure that the issue I have is related to something out of your control and probably an older addon without new code but I'm really just looking for a little confirmation so I can find another method.

    I'm using an addon that allows me to move the default Buff/Debuff/Weapon Buffs but as soon as I load it up since it is skinnable this is what I end up with. No matter what skin I use the brightness never returns until disabling BF which is not an option for me.



    Since as soon as it's skinned it's nearly to dark to deal with is there anything I can do to resolve this? I apologize if this is posted somewhere else in this thread I tried to search for all the key terms that someone else might have posted with no luck.
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    Thank you for that reply greatly appreciate it :)
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    Quote from Kerecha
    Are you using skinner and have empty set as texture in skinner?


    Empty anywhere at all or under a certain texture area? But yes I'm using skinner and would assume I might have empty somewhere but I'll double check.

    Yes I was and would still like to, As I have certain things I don't want textures showing for. Is it limited to that or is there a way to bypass it?
    Posted in: General AddOns
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    posted a message on Skada: a damage meter
    Every time I log on the Bar Texture has reset to empty, No matter how many times I save it or create a profile it always reverts back to empty is there a way around this?
    Posted in: General AddOns
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    posted a message on Dropdown Menu
    Yes I have been testing it by myself no party, and only this addon, But thank you I will search the code. I appreciate your assistance. No Close calls like that anywhere, I guess I'll start looking into replacing the code without requiring a full rewrite.

    Thanks
    Posted in: Need Help?
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    posted a message on Guide: Using UIDropDownMenu in your addon
    Man you are everywhere, I guess I kinda forgot the sites were linked these days but will do thank you again.
    Posted in: Tips, FAQs, and Guides
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    posted a message on Dropdown Menu
    Yes I do agree but there is just no replacement for the bag add on so someone has to do the dirty work, But thanks for the advice. Does that mean that without a menu rewrite this is a lost cause?
    Posted in: Need Help?
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    posted a message on Guide: Using UIDropDownMenu in your addon
    I'm not really sure if this is the right place to post this but this guide while teaching me some I'm still lost as to what is happening in this addon.

    I took over a bag addon because it was dying out and it was the bag addon I have used since Vanilla and I couldn't continue without it. So I started cleaning it up to be more up to date code wise. The problem I'm coming up with is the Submenus 2 and 3 from the context menu.

    When you control right click I get my context menu and it works perfect. When you mouse over the arrow to open the sub menu it shows up as it should. When you move the mouse across the category and into the next sub menu the menu vanishes. It's very buggy if you move the mouse really fast or back and forth sometimes you can get the 2nd and 3rd sub menus to stay visible but in most cases they just vanish and you can't just have to keep moving the mouse back over the arrow to bring then back.

    I have read through this tutorial 100% and I can't find anything that would cause this or allow it. So if anyone can point me into a direction as to what I can look for I would really appreciate it. I'm pretty new to coding I dabble in it so I don't know all of it but I am learning more about it.

    I can post parts of the code if there is something that would be helpful to determine it.
    Posted in: Tips, FAQs, and Guides
  • 0

    posted a message on Dropdown Menu
    Sure did, I'll post the context menu however is is pretty long, I'll post the context menu and the 3 levels, This isn't my code this is just me attempting to help keep a good addon moving in the right direction.

    So pardon the noobness but if this is not the code you are looking for then I'm not sure exactly what you are looking for but this is the code for the context menu.

    	if (EngInventory_RightClickMenu_mode == "item") then
    		-- we have a right click on a button
    
    		bar = EngInventory_RightClickMenu_opts["bar"];
    		position = EngInventory_RightClickMenu_opts["position"];
    		bagnum = EngInventory_bar_positions[bar][position]["bagnum"];
    		slotnum = EngInventory_bar_positions[bar][position]["slotnum"];
    		itm = EngInventory_item_cache[bagnum][slotnum];
    
    		if (level == 1) then
    			-- top level of menu
    
    			info = { ["text"] = itm["itemname"], ["notClickable"] = 1, ["isTitle"] = 1, ["notCheckable"] = nil };
    			UIDropDownMenu_AddButton(info, level);
    
    			info = { ["disabled"] = 1 };
    			UIDropDownMenu_AddButton(info, level);
    
    			info = { ["text"] = "Current Catagory: "..itm["barClass"], ["notClickable"] = 1, ["isTitle"] = 1, ["notCheckable"] = nil };
    			UIDropDownMenu_AddButton(info, level);
    
    			info = { ["disabled"] = 1 };
    			UIDropDownMenu_AddButton(info, level);
    
    			info = { ["text"] = "Assign item to catagory:", ["hasArrow"] = 1, ["value"] = "override_placement" };
    			if (EngInventoryConfig["item_overrides"][itm["itemlink_override_key"]] ~= nil) then
    				info["checked"] = 1;
    			end
    			UIDropDownMenu_AddButton(info, level);
    
    			info = {
    				["text"] = "Use default catagory assignment",
    				["value"] = { ["bagnum"]=bagnum, ["slotnum"]=slotnum },
    				["func"] = EngInventory_RightClick_DeleteItemOverride
    				};
    			if (EngInventoryConfig["item_overrides"][itm["itemlink_override_key"]] == nil) then
    				info["checked"] = 1;
    			end
    			UIDropDownMenu_AddButton(info, level);
    
    			if (ENGINVENTORY_SHOWITEMDEBUGINFO==1) then
    				info = { ["disabled"] = 1 };
    				UIDropDownMenu_AddButton(info, level);
    
    				info = { ["text"] = "Debug Info: ", ["hasArrow"] = 1, ["value"] = "show_debug" };
    				UIDropDownMenu_AddButton(info, level);
    			end
    		elseif (level == 2) then
    			if ( this.value == "override_placement" ) then
    				for i = EngBags_MAX_BARS, 1, -1 do
    					info = {
    						["text"] = "Catagories within bar "..i;
    						["value"] = { ["opt"]="override_placement_select", ["bagnum"]=bagnum, ["slotnum"]=slotnum, ["select_bar"]=i },
    						["hasArrow"] = 1
    						};
    					if ( (EngInventoryConfig["item_overrides"][itm["itemlink_override_key"]] ~= nil) and (EngInventoryConfig["putinslot--"..EngInventoryConfig["item_overrides"][itm["itemlink_override_key"]]] == i) ) then
    						info["checked"] = 1;
    					end
    					UIDropDownMenu_AddButton(info, level);
    				end
    			elseif ( this.value == "show_debug" ) then
    				for key,value in pairs(itm) do
    					if (value == nil) then
    						info = { ["text"] = "|cFFFF7FFF"..key.."|r = |cFF007FFFNil|r", ["notClickable"] = 1 };
    						UIDropDownMenu_AddButton(info, level);
    					else
    						if ( (type(value) == "number") or (type(value) == "string") ) then
    							info = { ["text"] = "|cFFFF7FFF"..key.."|r = |cFF007FFF"..value.."|r", ["notClickable"] = 1 };
    							UIDropDownMenu_AddButton(info, level);
    						else
    							info = { ["text"] = "|cFFFF7FFF"..key.."|r|cFF338FFF=>Array()|r", ["notClickable"] = 1 };
    							UIDropDownMenu_AddButton(info, level);
    							for key2,value2 in pairs(value) do
    								info = { ["text"] = "    |cFFFF7FFF["..key2.."]|r = |cFF338FFF"..value2.."|r", ["notClickable"] = 1 };
    								UIDropDownMenu_AddButton(info, level);
    							end
    						end
    					end
    				end
    			end
    		elseif (level == 3) then
    			if ( this.value ~= nil ) then
    				if ( this.value["opt"] == "override_placement_select" ) then
    					for key,barclass in pairs(EngInventory_Catagories(EngInventory_Catagories_Exclude_List, this.value["select_bar"])) do
    						info = {
    							["text"] = barclass;
    							["value"] = { ["bagnum"]=bagnum, ["slotnum"]=slotnum, ["barclass"]=barclass },
    							["func"] = EngInventory_RightClick_SetItemOverride
    							};
    						if (EngInventoryConfig["item_overrides"][itm["itemlink_override_key"]] == barclass) then
    							info["checked"] = 1;
    						end
    						UIDropDownMenu_AddButton(info, level);
    					end
    				end
    			end
    		end
    
    Posted in: Need Help?
  • 0

    posted a message on Dropdown Menu
    function EngInventory_OnMouseDown(button, frame)
    
    	if ( button == "LeftButton" ) then
    		EngInventory_StartMoving(frame);
    		EngBags_PrintDEBUG("LeftButton Pressed.");
    	elseif ( button == "RightButton" and IsControlKeyDown() ) then
    		HideDropDownMenu(1);
    		EngInventory_RightClickMenu_mode = "mainwindow";
    		EngInventory_RightClickMenu_opts = {};
    		EngBags_PrintDEBUG("RightButton Pressed.");
    		ToggleDropDownMenu(1, nil, EngInventory_frame_RightClickMenu, "cursor",0, 0);
    	end
    
    end



    I'm reading the guide also thank you very much for that.
    Posted in: Need Help?
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