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    posted a message on Attrition: Warning! Your chainmail has holes in it! (Durability)
    Well, if you want to blow 500KiB~ on being able to hide the armoured fellah - that's your call. DurabilityFu is a viable alternative, but it's not as light as Attrition and the reason Attrition is light is because it doesn't have the kitchen sink.
    Posted in: Data Broker AddOns
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    posted a message on Bagsy: Just Another Bag Plugin
    Sure!

    I just hadn't thought of that, really. I assumed that everyone would be using a bag mod, and when a bag mod is used the backpack-toggle simply opens the bag mod.

    (2.4.3-0.6 on WoWI will have this feature included, it'll be up real soon I imagine as those ladies and gents are fast!)
    Posted in: Data Broker AddOns
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    posted a message on Attrition: Warning! Your chainmail has holes in it! (Durability)
    @xsan

    That's definitely a bug in Attrition, I'm having a hard time tracking it down though. If I may ask; were you using the 'most damaged item' display or the 'average of all items' display? Knowing that'll give me a place to start, because I have a hunch but how right it is will depend on that information.

    @ArmourDollThingy

    My first gut-reaction is that it shouldn't be the place of an information display mod to handle UI elements in any way. This is compounded by the fact that nearly every minimap mod out there either hides that armoured-dude by default or provides the option to do so, so in my mind it's something that's a part of minimap mods. Are neither of you running minimap mods? I thought the use of minimap mods was common-place, if it's not then I'll consider adding in that option.
    Posted in: Data Broker AddOns
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    posted a message on Junkie: Garbage Management
    I took it from an entirely different angle. It's a simple problem to solve, though. I'll just toss a GetSellValue() check in there to make sure that the item actually has a sell price, and make sure that Junkie doesn't try to sell it if it does. I misunderstood your intent.

    I'm with Grita though, I don't think I'll be checking out Junkie unless GarbageFu breaks and a more complete alternative doesn't exist. I agree that GarbageFu is bloated, but there's a middle-ground somewhere.


    I don't blame you.

    Junkie's not the Every Man mod, it's not designed from the ground up in order to please everyone, nor should it. That's the problem that I have with GarbageFu, it does set out to please everyone, and as you've said yourself... it's a huge, bloated beast of a thing because of it. It lacks a focused development standpoint.

    The middle-ground from my point of view is Junkie used with a mod like SellOut, but that's just my opinion.

    I actually have added in the option recently too to show only greys instead of all items when considering which item to destroy.

    I realise that another mod with just as much as GarbageFu, or nearly as much as GarbageFu (whilst claiming not to be bloated) will come along and it'll be popular with the majority. I'm fine with that. Junkie wasn't designed to be a majority mod, none of my mods are. And that's another thing I like to stress frequently.

    With my mods, one or two people--here and there--will grasp why I've created mod X or mod Y and they'll incorporate my mod(s) into their personal compilation, and that's great. It's great if someone finds use in one of my mods, I'm happy about that. But at the end of the day, I create my mods for myself and I share them because someone may just find them useful. But I don't share my mods to do everything everyone wants, nor to be popular.
    Posted in: Data Broker AddOns
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    posted a message on Junkie: Garbage Management
    Oh dear, oh dear oh dear oh dear...

    Look at every one of those items, do you see the tag "Unique"? Unique items cannot be sold, they have no sell price because they're marked as vital for whatever reason.

    If you're going to complain about "vital greys that could be accidentally sold" then make sure they can be sold before you complain about them.

    And further, each of those items is a "read and discard" item. They're not actually needed to complete the quest, they're not tagged as "Quest Item". The idea with those grey (trash) items is that you read them and then throw them away.

    Considering all the above, I'm not sure whether you're having a laugh with me or not. :p

    Regardless, Junkie does what it does. If you want complete sell control, use SellOut. If you don't want to use Junkie, don't use it.

    Junkie is what it is, and it hasn't (thus far) violated any of your worries. None of those grey items would be sold.

    (Update.)

    Just so it's said though: End of discussion. I really want to leave it at that. Junkie is what it is, and for complete selling-control, SellOut exists. I'm not going to debate things about my mod because I don't feel that I should have to, as the use of my mod is entirely optional, I'm not forcing it on anyone.
    Posted in: Data Broker AddOns
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    posted a message on Junkie: Garbage Management
    I'm always open to new ideas, but I am definitely staying away from lists. The only type of list I will consider is one that's hard-coded within the mod itself.

    As for white items, let's use the example you gave. Shiny Fish Scales are actually useful to Shamans, there are so many useful items which are also white, unlike grey items where they're almost entirely useless except for the incredibly rare exception (such as the Darkmoon Faire hand-ins).

    Therefore white items are a problem, in that regard. I can't just sell them off in the same way that grey items can be "nuke-sold".

    There are other mods though that handle things like this, mods that would be a perfect accompaniment to Junkie without forcing Junkie itself to go outside its own scope. There are mods which allow you to build a list of items that will be sold whenever you visit a vendor, and perform that function alone. Combine one such mod with Junkie and you have exactly what you need.

    A perfect example of this is SellOut:

    http://www.wowinterface.com/downloads/info9298-SellOut.html

    SellOut + Junkie = the desired result without bloating mods.
    Posted in: Data Broker AddOns
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    posted a message on Mad Hatter: Total Fashion Control
    Quote from Xinhuan »

    This bug actually seems to be an issue with the default base UI code. Just opening the options and closing it is enough to "turn on" your helm/cloak. It should be fixed in a future patch.


    It's absolutely crazy, isn't it? (The fact that just opening said menu causes that bug to fire, I mean.)

    I've actually tested that with Mad Hatter too though, so hooking the functions does seem to stop that from happening. So it's a temporary solution until Blizzard puts out an official fix.

    When they do put out an official fix, I'll remove the hooks. Or I might just axe Mad Hatter altogether because the only reason it really exists is because of that bug.
    Posted in: Data Broker AddOns
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    posted a message on Attrition: Warning! Your chainmail has holes in it! (Durability)
    Thanks for the encouragement.

    I hope the way I put costs in isn't too annoying, I realise it's not the prettiest of displays but it does avoid pointless repetition of code, thus keeping Attrition light.

    In all honesty, I wasn't sure I'd pull it off... but luckily I had a "Well duh!" revelatory moment when staring at the code. I do try to get every suggestion into my mods, as best I can... I just don't like making promises I can't keep until I've had chance to fully examine the situation first. I hope I didn't come over as offish because of that. (And if I'd just left the post alone until I had my answer--which might've taken a while--then I just would've felt really rude, so I had to say something.)
    Posted in: Data Broker AddOns
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    posted a message on Junkie: Garbage Management
    Cool, I'll have to check this out. How complete of a GarbageFu replacement is it?


    It's not so much of a GarbageFu replacement though as a re-envisioning of what GarbageFu was. I didn't simply want to replicate the functions provided by GarbageFu, I wanted to redesign it so that it would be more comfortable for me to use on a day to day basis. This does not necessarily mean better, but Junkie is more the kind of mod that I want and thus it's going in a slightly different direction than GarbageFu.

    I didn't simply want to recreate GarbageFu when I set out, otherwise I would've just stuck with the FuBar element. I really wanted to do something with it. So what you remember of GarbageFu and what you see in Junkie might be quite different.

    1. Auto selling junk,


    Auto-selling greys by clicking Junkie is in there.

    with the ability to flag some junk items as "do not auto sell" (mostly because GarbageFu chokes when it tries to sell a grey quest item and can't)


    That's not. I've actually got two level 70's and an Alliance level 40, and I've been playing the game off and on since late-beta/1.0-ish (though back then I barely got to level 30 before getting bored and quitting for a long time) and I've never seen a grey quest item. Not once. Where did you find a grey quest item?? o.O

    The reason for it not being in there though is due to the aforementioned re-envisioning. In my opinion: Permanent lists are bad. It's just my opinion and only my opinion (and I can't stress that enough) but I really dislike permanent lists. The reason being that something that may be useful at level 24 might be total junk at level 25.

    When it comes to selling junk to a vendor, it's absolutely no trouble at all (I find) to put the greys I really want to keep on my bank. When I start a new character I always go through my bags after the early runs and equip the greys that are better than my current equipment before talking to a vendor. In my opinion, this is something that should be handled by social engineering rather than by a mod. A change of habits could lead to better organisation than the pains of maintaining a permanent and incredibly fiddly list within a mod.

    Moreover, I'd actually have to add a way to manage the lists to Junkie. This would include a permanent DB for the items you want to keep, along with an embedded library so that I could create dropdown menus to handle the lists, and then extra code within the plugin itself to manage it. And if I did all that then Junkie would go from being the super lightweight plugin it is now to something bloated and heavy.

    GarbageFu is there if you want those features, and it works (to an extent) with FuBar2Broker. Perhaps someone will come along and create a par-for-par mod that has all the features of GarbageFu so fans of that mod can swap in the new mod and have everything that was in the old mod.

    I'm sorry to be so negative about this, but I designed Junkie with a vision in mind. And adding permanent lists to it completely destroys that vision and philosophy.

    I would also add that Junkie never sells white items. I have seen quest items which were white, and even my much adored Leather Ball (love the Leather Ball) is white. I don't think that auto-selling white items (which aren't actually junk) is a good idea. If you look at tekJunkSeller and similar junk-pawning mods, they don't handle white items either and probably for the same reason.

    So it could be that you were talking about white quest items, which would never be auto-sold. But I'm not sure about that.

    In closing though, I am sorry that I had to say no to lists. But Junkie isn't just Yet Another Repetetive Rehash (YARR!), it's actually its own entity with its own vision and direction. It started off because I needed something GarbageFu-like, but what it's become is so much more and I don't want to throw that away by just turning it into a YARR. I hope you understand. :/

    2. Showing a tooltip of my least valuable junk (with vendor prices)


    Yep! But it doesn't have a massive tooltip (I always felt that displaying 20 items at a time was redundant). So what it does is it presents you with your most worthless (least worthy?) junk, and you can shift + click to cycle to the next least worthy (most worthless?) piece of junk. That cycling can be reset via control + click. This basically amounts to "scrolling" through the junk in your bags, and you just stop at the item you want to get rid of.

    and allowing me to shift+click to toss any of them away to free up bag space.


    That's in there too, except in Junkie's case it's alt + click because I was using shift for something else.

    Basically, it seems like almost everything you want is in Junkie. But the lack of perma-lists and the smaller tooltip might be deal breakers for you. If so, I apologise.

    [Update]

    Okay, I think I actually know what you mean now! I was thinking of conventional quests but you're probably talking about the Darkmoon Faire stuff, eh? The items which actually are completely junk and not marked as quest items but you can hand them in for rewards (I never got into the Darkmoon Faire thing but the roomie has yammered on about it now and then and at some distant point at the back of stored memory, that clicked). Again, these are items you could just put on the bank but... but I think I might be able to find a middle-ground with you here.

    Okay, how does this sound?

    There could be a hard-list (within the plugin) defined of grey items which are classed as "greys that can be turned in for stuff". I don't know where I'd find such a list but perhaps you could help me there. So the plugin could have such a list, a list that wouldn't be tinkered with, and basically an option could be added. Perhaps if Junkie is shift + clicked instead of just clicked, it'll sell all grey items except those in the hard-coded list.

    The hard-coded list though would have to be only items which have a worthwhile use elsewhere other than selling, if I don't keep to that then it negates the whole idea.

    What do you think?
    Posted in: Data Broker AddOns
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    posted a message on Mad Hatter: Total Fashion Control
    I have a lot to say, so bear with me.

    The short version is that the best I can offer you is an option to lock/unlock the protection system I have in place, if you're interested in that.

    The reason I created MadHatter was because I found that helms/cloaks liked toggling themselves on every now and then at random intervals. It was driving me a little crazy because mostly I absolutely hate helms, especially the cloth hoodies my poor Boomkin has been forced to wear.

    I quizzed other people, my roomie and some other people I knew who played the game, and it appeared that I wasn't the only one who had this problem of the helm/cloak toggling themselves randomly. My roomie and I went through a huge bunch of mods in order to try and find something that didn't pop our horrid hats back on our heads at the most unexpected of times. We found nothing.

    This is what lead me to create MadHatter. With MadHatter, the idea was to provide options to toggle the helm & cloak in a mod that would make sure that come hell or bad weather, those options would stay. I toiled long and hard on MadHatter, it took a number of versions, but in the end I finally managed to make sure that the options stayed as what they were supposed to be.

    My roomie and I ran a battery of tests, and we found that nothing could faze MadHatter. We've been using it since and we haven't had one random reset, our sanity has been saved!

    However...

    As I mentioned in the first post, part of the system that protects the options is that I hook the ShowHelm/Showcloak functions to make sure that only MadHatter can use them. This also means that nothing else can use them, Outfitter wouldn't be able to use them even. They're locked away to a tiny corner of the MadHatter mod, where it watches over them with utmost paranoia.

    That's the purpose of MadHatter really though, to make sure that when you set a helm/cloak option, it stays that way and absolutely nothing else can tinker with your settings.

    At this point, I can only think of two options to present to you.

    I could include an option to disable the protection system, that does defeat the purpose a bit but I could include such an option. That way, everything (including Outfitter) would be able to fiddle with the ShowHelm/ShowCloak functions again, providing the protection system was disabled (I'd leave it enabled by default, of course).

    The other option is if you trigger Outfitter sets via macros, I could instead offer chat-command based options to toggle the helm and cloak. You could then toss those into the macro you're using and allow MadHatter to keep its control over the functions.

    Let me know what you think, anyway. I'm not sure which solution would prove to be the best for you, so I'm interested in hearing your opinion.
    Posted in: Data Broker AddOns
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    posted a message on Attrition: Warning! Your chainmail has holes in it! (Durability)
    I appreciate the advice Trist but that wasn't the point. I'm not talking about profiling worries, I'm actually talking about profiling obsession and the way I was doing things was designed to put every last cycle to use. I go crazy if I don't find the best way of doing that, at least to my abilities. I know that handling costs wouldn't add any extra load by themselves, but that's providing that you have the solution within which to carry the information you wish to present. I designed the mod with only per centages in mind, and I despise repetition of code, and places where a mod is being wasteful. I don't really care about mods made by others, but when they're my own... Gods damn it, I'm going to do my best and obsess over it. It's just my way.

    Anyway, at the end of the day, I put costs in. It isn't the most elegant way of doing it but they're in there. I was staring at the code and I had a bit of a revelation, to simply build the string as I was fetching the information, rather than as I was building the tooltip. That made my life easier. It means that cost and repair per centage are on the same line (take a look at the new screenshot) but it's the best way I can think of doing this right now. If I think of a better way, I'll implement it later.

    Oh, and I have the total costs in there too. Just for kicks. I'm not doing faction stuffs though, nuh uh... I'm going to make an "out of scope" claim on that.
    Posted in: Data Broker AddOns
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    posted a message on Attrition: Warning! Your chainmail has holes in it! (Durability)
    Honest answer: I don't know.

    Reason: In order to keep my mod looking nice under the stresses of profiling, and at the same time provide some handy information in the tooltip, I reused my table of slots to actually house the durability per centages of those slots. I had the choice at the time of either going with per centages or prices.

    I may offer the option to show per centages or prices, or I may end up showing both. But it's something I'm going to have to think on, to come up with the best implementation.

    So right now... I don't know. But I will give it some thought. And I appreciate the feedback, thanks!
    Posted in: Data Broker AddOns
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    posted a message on The Traveller's Reference: Ye Olde Zone-Comparison Reference Tooltipe
    I did originally have the display in the tooltip, it'll be no trouble to add it back again. And I'll add a click combination for showing the range too... that's no trouble.

    (Okay, I have that in there now. There's now an option to toggle showing the range in the display, and the range now shows in the tooltip.)
    Posted in: Data Broker AddOns
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    posted a message on The Traveller's Reference: Ye Olde Zone-Comparison Reference Tooltipe
    Whoops, I'll get that fixed right away.

    I hadn't noticed that because I have my text colour set to white and I didn't handle setting the closing bracket properly. It just sets it to white instead of going for the default broker text colour. That's not behaving as one would expect though, so I'll have a fix for that up soon.

    (Uploaded to both CF and WoWI.)
    Posted in: Data Broker AddOns
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    posted a message on Attrition: Warning! Your chainmail has holes in it! (Durability)
    I don't think these mods are meant to be interesting per se, I leave that up to stuff like Rave. They're just meant to be practical.

    Still, silly wit aside, I'll look into adding a toggle for the lowest durability versus the average. But I've always been of the opposite opinion to you, Pusikas, and that's why I built my mod that way.

    Update: Hokay, I put that in there! It now has the option to show hte lowest or the average, I tested it with an alt (jumping off Thunder Bluff is fun) and it seemed okay but let me know if there are any problems. I also put in the option to repair via guild funds or one's own funds.
    Posted in: Data Broker AddOns
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