• 0

    posted a message on Debugging with with 2+ lua files in your mod
    What you're describing is a syntax error, which WoW doesn't always expose to you when loading Lua files. Typically when the WoW compiler encounters a syntax error, it just gives up and stops parsing the file completely. This results in all kinds of nil reference issues, but you don't always see the syntax error that started it all.

    The solution I use is simple: before testing the add-on in-game, I run the Lua compiler (luac) on all my code. I do this with a .bat file. Not only does this help catch errors that might be masked by the WoW compiler, it also saves you a lot of time reloading the UI.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Finding Mobs in fight and retrieving threat info
    It depends on what you're doing exactly. You could use the combat log to check for new mobs, and compare them to any known units based on GUID. If you see a mob hitting someone, but there is no unit ID for it, you at least know it's there. You could put the name on screen or something. But that's about it. You can't get any threat information about that mob, or who it's targeting.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Non-combat pets
    Quote from Tekkub
    and return to having a condom after he is "safe".


    This is the part that doesn't happen. As mentioned, a push/pop mechanism would be cool, but that's beside the point.

    You can't do anything with non-combat pets. The game really shouldn't even let you mark them. Dead end, I'm afraid.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Non-combat pets
    "pet", "playerpet" etc unit IDs definitely only refer to combat pets.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Cooldownbar addon
    ForteXorcist
    Posted in: AddOn HELP!
  • 0

    posted a message on Non-combat pets
    To my knowledge there's no way to find or know about non-combat pets. It can be faked by watching yourself to see when you spawn one, then guessing about when it might have despawned, but that's not foolproof and doesn't work for other players. Correct me if I'm wrong, as I haven't actually done any of this myself.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Localizing my Addon
    Put the locale files before any other Lua files in your TOC.
    Posted in: AddOn HELP!
  • 0

    posted a message on Alternatives to PowerAurasClassic?
    Zidomo, does GoodNewsEveryone let you configure your own procs, or is it just hardcoded ones? Don't have time at the moment to test it out.
    Posted in: AddOn HELP!
  • 0

    posted a message on BuffEnough - are you?
    Energized has now been released. Energized offers all the features of BuffEnough, and many more, while using significantly fewer resources. It is also much more configurable than BuffEnough. Enjoy!

    I'm probably not going to make an official thread here for Energized; I typically prefer to centralize comments on the add-on page directly.

    Posted in: General AddOns
  • 0

    posted a message on Beta guild
    NOTE: Guilds have been disbanded on beta. This has happened before and may happen again. Unknown if the change was permanent or just a bug. Stay tuned.

    Guilds for add-on authors in beta:

    US - Lost Isles (PvE)
    Alliance: <Secure Hookers>
    Horde: <Lewd On Demand>

    US - Gilneas (PvP)
    Unknown

    EU - Mekkatorque (PvE)
    Alliance: <Secure Hookers>
    Horde: <Garbage Collectors>

    KR - Hamuul (PvE)
    Unknown
    Posted in: General Chat
  • 0

    posted a message on Ace2 End-Of-Life Discussion
    I also support this -- time to kill life support on all of these addons. The community expects massive issues when expansions come out, so this will be per usual. Elkano, I was strongly considering tackling an Ace3 replacement for EBB next... but I won't if you're really planning on doing it. :)
    Posted in: Ace2
  • 0

    posted a message on Halion Corporeality Predicter
    http://www.wowace.com/addons/halionhelper/

    This information is already displayed in the frame at the top of your screen, in the same place as the one used for ICC heroic attempts and pvp objectives.


    I don't see anything there. Not hiding it or obscuring it to my knowledge. So this add-on is quite helpful for me.
    Posted in: Addon Ideas
  • 0

    posted a message on Halion Corporeality Predicter
    Thanks Phanx, I'll tweak this a bit and test it out tomorrow. If it's useful I may publish it and put you on as an author.
    Posted in: Addon Ideas
  • 0

    posted a message on Halion Corporeality Predicter
    Phanx, that sounds potentially useful. I'd be interested in checking it out (or testing it for you).
    Posted in: Addon Ideas
  • 0

    posted a message on embedding ace libs vs. version control
    I'm by no means an authority on the subject, but I can offer several points:
    • Never hard-embed libraries in your add-on (except in rare cases such as LDB)
    • Don't use SVN externals, instead use the .pkgmeta file to bring in external repos
    • Best practice is usually to use the latest tag rather than HEAD
    • However, all of my add-ons use HEAD for Ace3 libraries. I've never had a problem with this practice, but I'm very careful to only use documented APIs.
    • When using Ace3, never ever use undocumented functions or features. This is almost always what causes your code to break when new revisions of Ace3 get out into the wild.
    • The Ace3 authors are good about incrementing their internal revision numbers (this is what causes LibStub to upgrade the library).
    • I also noticed that a release tag hadn't been made in some time, so it would be good to hear what the plans are around that.
    • There is no Ace4 that I'm aware of.
    • The .pkgmeta knowledge base article contains everything you need to know. http://kb.wowace.com/projects/pkgmeta-file/
    Posted in: Lua Code Discussion
  • To post a comment, please or register a new account.