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Jul 18, 2016it looks stuck again, my alpha popped out about an hour ago but the beta i tagged about 2 minutes later hasnt turned up yet. (not sure if i should try tagging it again with the same version number just to check or if that might be a bad idea)Posted in: General Chat
Jun 17, 2016hi,Posted in: General Chat
i uploaded a new version over an hour ago and as far as the logs from my side go it looks like it sent the files ok but theres no alpha version showing up.
i think the packager might be stuck again, could you take a look when you get a chance please?
Oct 27, 2014Posted in: General ChatQuote from TorhalYou have two copies of LibDialog because you've hard-embedded it in your repository, then the .pkgmeta file pulls in the latest. I did an SVN checkout of your reporitory and saw LibDialog already there with a MINOR of 1 (latest before this message was 6)
the lib uses a hg repo and i use svn so it doesnt get updated automatically for me as i dont have a hg client. i've re-arranged my mod structure to remind myself its an external and not internal lib. i also made libdatabroker an external as well while i was there, it uses a git repo (and i dont have a git client either).
Oct 27, 2014not sure if this is a packager issue or a library issue but when my mod is unzipped i can see two copies of LibDialog-1.0.lua in there (plus some odd test files)Posted in: General Chat
plus for libdialog, libstub.lua is in libstub\libstub and the toc just has libstub
Oct 17, 2014is there an API function that will tell you what realm a guild belongs to? not its members, the actual guild?Posted in: Lua Code Discussion
im not really sure if guild names can be duplicated across connected realms but i presume that they can?
Aug 3, 2014this is in warlords betaPosted in: Ace3
i save a whole load of data in acedb's, have done for years, and i dont think ive ever seen this happen before (and its not happening in live).
in game there are no issues, it all works fine but as soon as you logout and back in some of the the data seems to disappear (depends how you access it).
when i checked the saved variables i can see lots of numeric keys and values that have up to 11 decimal places and there are only numbers in the 11th position.
eg what was previously  = 45 is now [24.00000000002] = 45
its throughout my entire saved variables file. printing out the data in-game before its saved shows no decimals out to 12 places (%.12f), so i presume its being done on save.
i can take a clean sv file from live and put it into beta, login, logout and ive got values with decimal places that werent there before from data i havent touched in code (like user config stuff).
has anyone else noticed this?
Sep 26, 2012Posted in: LibrariesQuote from endx7Sorry, I didn't see this before. LibPetJournal-2.0 doesn't track anything but pet ids/species ids, so it doesn't really care that much.
There's the PetsUpdated event, but that fires in response to practically every PJLU event (but always after pet ids have been updated), as opposed to PetListUpdated, which is just the list of pet ids changing. This does mean it fires a lot though, so I might at some point make it not respond to filter changes again.
didnt realise wed gone to another page so adding this here, pet level ups also not being caught but seeing as the lib seems to just be for basic do i or dont i have a pet i may have to write my own. oh well
Sep 19, 2012any chance you could wait for C_PetJournal.IsJournalUnlocked( ) == true before setting the lib as loaded and sending the first callback?Posted in: Libraries
until the journal is unlocked theres some functions that return all nils, which is a pain when youre scanning.
pet renames arent being caught (same owned count so i presume the update gets ignored). you could possibly hook C_PetJournal.SetCustomName for that purpose
pet level ups also not caught
you may need to add more checking of other events, not just rely on the pet count changing, to know when to rescan.
Jan 8, 2012if the user can delete a "default" value then its not a default value. defaults are just that, values that get used when there is none there.Posted in: Lua Code Discussion
what you may want to do is have another variable, say phrase_init, with a value of false, during your mods init (after the acedb is registered) you check if its false and if it is then you add those two "sample" messages and set it to true, that way the users gets some "sample" messages on startup that wont come back if they delete them.
Dec 19, 2011Posted in: Lua Code DiscussionQuote from justjinxedthis works great if I want to assign variables, but what If I want to keep my match string intact and only return the 3rd instance of my match?
I'd like to do something LIKE
/print strmatch("Something", "S(%a)m(%a)th(%a)ng");and have it return 'i'
Any hints on how to return a specific index in this case?
if the match string is a variable/constant then either use select as already mentioned or use some random throwaway variable like the underscore for returns you dont care about;
_, _, z = strmatch("Something", "S(%a)m(%a)th(%a)ng")
Aug 27, 2011temporary array storage, update on login and when a new faction is found (theres bound to be an event for that), mapping one to the other.Posted in: Lua Code Discussion
its what i do to map currencies because blizzard use the same design there as well.
Aug 6, 2011you may also want to consider that item frames are created dynamically in some bag mods (mine does), so perhaps hooking createframe to catch any newly created frames based on that template may help there, unless you want to enumerate through everything constantly.Posted in: Lua Code Discussion
the downside is that i use a custom template that inherits from the standard one so that might not necessarily work either.
Jun 13, 2011Posted in: Lua Code DiscussionQuote from AdirelleAce3 indeed resolves all message dispatching immediately, before the method returns.
If you were sure there is only one subscriber and that you wanted message queuing, it was indeed useless.
no problem, ill shift to an OnUpdate function. thanks.
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