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    posted a message on Parrot? Link?
    Quote from Dunce »

    ok ill have to look around more im at work atm so i cant really have a good look . thx for the info i would still like to have the request added thou :P


    This request, is something already part of the mod. You unlock the scroll areas, move them where you want, and then lock them again.

    Can't add something to the mod thats already there.
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    Quote from Thortok2000 »

    All cloth:

    pt(Tradeskill.Mat.ByType.Cloth)

    All bandages:

    pt(Consumable.Bandage)


    That worked awesome.

    Is there a way to filter grey items? sytstem -> trash should work, but i have a BoE armor/weapons container for stuff I want to dust. And its putting grey armor/weapons in that container instead of trash. Whats the way to filter a quality or whatever?

    and what does the +++ and --- mean?
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    Quote from Thortok2000 »

    I don't think it will actually.

    There's a bug where unless the next 'row' actually has an item assigned to something to any of the bars on that row, that bar doesn't appear, even in edit mode. Unless this has been fixed, what you really have to do is set 'Default' to bar #5, and THEN do what Slice said. This will push 'Default' to Bar #6, and will make the second row show up, all the way to Bar #10. Etc.

    This is assuming you actually have an item in the Default category. If not, set any category that actually has an item in it and 'push it off the edge', by inserting bars in front of it, in order to get more rows to work with. It's annoying.


    What I ended up doing was inserting a new row on 4th of 5 containers. That moved 5 up one level, and gave me 5 more rows.

    I need a good rule for all cloth and all bandages. What I've tried to do so far breaks.

    Halp plaeze
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    So I'm working on my rules from scratch right now. I feel really stupid. why can I only see 5 containers? I have it set to 5 containers per row, but I can't find where to make it let me specifiy how many row's I want to see?
    Posted in: General AddOns
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    posted a message on UI Screenshots - Show us what you use!
    Quote from mar »

    Here is my UI. Been using it for quite a while, what I value most is performance, performance and performance! Using Pitbull with Auras disabled (yeah, you know) so thats my only holdup atm - except for that as few addons as possible and my dear old PerfectRaid. Have Fubar hidden at the top if you should wonder.




    This is really nice. No fubar would kill me, and I enjoy grid, but thats a really clean UI. I should do some of that :)

    Posted in: General Chat
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    posted a message on ArkInventory v2.00
    I'm wondereing if there is a way to have people upload their rules.

    Honestly, I think most of us want things broken up similarly, contaner for consumables, for vender trash, for gear, for cloth, for herbs/enchanting/bullets. whatever.

    I seem to suck at making rules. I just dumped all mine, and wonder if there is a way just to import someone elses.

    So much harder to configure [for me ] than pitbull is.
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    Quote from Arkayenro »

    Quote from Aestil »
    just enabling it, increases Ace2 Lib by 3-4MB
    /sigh do you realise that there are several hundred xml items in AI (possibly over a thousand all up)? that alone would account for the memory use - it's what the vast majority of the mod is consumed by but let me guess, your unit frames are aced, your raid frames are aced, the majority of your ui is aced? (mine is)

    disable *all* your other ace'd mods and then do your testing - that is the only way to get a true indication of how much memory AI is using.

    when AI is closed it does *nothing*, at most it responds to some hooks (if you pick something up/use something) but if the windows are closed all it does is set a "dirty" flag on the bag that had the change - that's all, no resorting, no updates, no nothing. it only does something when the windows are open.

    so if you're getting memory used up while raiding then it's *not* from AI - even raiding with your bags open wouldnt use up much as nothing changes, although your frame rate would most likely tank due to the game engine having to draw the bags constantly on top of that boss.


    What I'm saying is that when I disable AI, I load up at 28 MB, goes to 30 maybe at the most once it all settles down. With AI, starting off at 36 and growing to 40 is common.

    The growth is partly in Ace2. I wonder, there was a reset a while ago, and all my rules ordering got jacked up. Do I use a bunch more memory by having PT3 stuff as a rule flag?

    What is the most efficient way for rules?

    I have some that are name args, some are PT3 args, and some are catergory args. I had one outfitter arg.

    I am somewhat comfortable with making my own rules, but I wonder if maybe I'm doing things in the least efficient way possible.
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    Quote from Seerah »

    My AI takes nowhere near 10MB in memory... Then again, I'm using external libs.


    I have used externals forever. I did not say AI used that much memory, I said that was the difference in my total addon memory.

    just enabling it, increases Ace2 Lib by 3-4MB
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    Ark inventory is the difference between starting at 26 MB addon memory, and staying around 28 - 30 under normal circumstances, up to 34 in raids. and starting at 38MB, and growing to 44 outside of raids, over 50 inside.

    I'm not even opening and looking at my bags.

    I love the sorting features. but this can't be right.
    Posted in: General AddOns
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    posted a message on PitBull - official topic
    Why are dwarves not centered properly in the narrow view portrait. I'd like to see my SP dwarf face, not neck.
    Posted in: Unit Frames
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    posted a message on CowTip - a tooltip addon - Official Topic
    Quote from Seerah »

    Someone asked to see my layout, so here it is. I'm not as good with DogTags as they think I am, but I'm pretty proud with what I have. :D

    Line 1:
      Right: [SmartClass?ClassColor][NameRealm] [PvP:Red] [AFKDND]
      Left: n/a
    Line 2:
      Right: n/a
      Left: [Classification] [Level] [SmartRace] [SmartClass:ClassColor]
    Line 3:
      Right: [IsPlayer?Guild?Text(Guild:)] **(this only shows "Guild:" if it is a player in a guild)
      Left: [Guild:Angle:Green]
    Line 4:
      Right: n/a
      Left: [GuildRank]
    Line 5:
      Right: [~IsPlayer?Faction:HostileColor] **(this does not show Horde/Alliance for players)
      Left: n/a
    Line 6:
      Right: Status:
      Left: [Status:StatusColor]
    Line 7:
      Right: Health:
      Left: [FractionalHP:Short] [PercentHP:Percent:Paren]
    Line 8:
      Right: [~HasNoMP?Text([TypePower]:)] **(shows either mana/energy/rage and hides if the mob has no power)
      Left: [~HasNoMP?Text([FractionalMP:Short] [PercentMP:Percent:Paren])]
    Line 9:
      Right: Experience:
      Left: [CurXP:HideZero?Text([FractionalXP:Short] [PercentXP:Percent:Paren])]
    Line 10: 
      Right: Zone:
      Left: [Zone]
    Line 11:
      Right: [Target?Text(---------------)] **(creates a divider when unit has a target)
      Left: n/a
    Line 12: 
      Right: [Target?Text(Target:):Yellow] **(shows "Target:" if target exists)
      Left: [IsUnit#player(mouseovertarget)?Text(<<You>>):Color(f4750c)] [SmartClass#mouseovertarget?ClassColor#mouseovertarget!NameRealm#mouseovertarget] **(colors "<<You>>" orange)
    Line 13:
      Right: [NumTargetting:IsGreater(0)?Text(---------------)] **(creates a divider if players are targeting the unit)
      Left: n/a
    Line 14:
      Right: [NumTargetting:HideZero:Yellow:Prepend(How many targeting me? )]
      Left: n/a


    Targeting is spelled incorrectly in the DogTag, btw, CK. ;)

    Some screenshots are attached.


    This looks cool. Ima try it. Just want to clarify that where it says 'left' you actually meant 'right' and vice versa?
    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    Quote from Flight »

    Idea for showing how much spell haste rating helps. Color the cast bar green in the area that is removed.
    Example:
    -------------------------------
    | cast bar   | RED | GREEN |
    -------------------------------
       Hasted cast time ^    ^ Normal cast time



    Thats a really cool idea. Like latency, but reverse.
    Posted in: General AddOns
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    posted a message on Parrot? Link?
    Shadow Word: Death blowback damage results in (Unknown - 1873)

    Must be a better way to display that.
    Posted in: General AddOns
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    posted a message on eePanels (official thread)
    Quote from Evil Elvis »

    *sigh*

    That's unfortunate. I knew there would be a slight increase in cpu/memory usage whenever the addon was loaded, or you were actually changing a panel, but I didn't think it would be that large.

    I've reverted the code to an older version until I can come up with a more direct method of testing if a frame exists. You would think there would be a simple way to find out, but I can't find any API calls on wowwiki that do it.


    You're making this change so that you can show and hide panels as needed depending on their parent?
    Posted in: General AddOns
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    posted a message on eePanels (official thread)
    I'm noticing eePanels using 8 - 9 k MB of memory? I have 6 panels used.
    Posted in: General AddOns
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