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    posted a message on Reading the bank
    Quote from Xinhuan
    editbox:SetText(mystring)

    Easy? lol.
    Just make sure the editbox is appropriately sized and is multiline.
    See BankItems for an example I guess.

    Yeah, the trick is making the window with the edit box. ;)
    Posted in: Lua Code Discussion
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    posted a message on Reading the bank
    Edit: nevermind, I figured it out...I didn't realize that the bank itself is bag "-1".

    Thanks, Magdain! Now to figure out how to get the list printed to an edit box...
    Posted in: Lua Code Discussion
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    posted a message on Reading the bank
    Quote from Magdain
    The bank bags are just normal containers with a bag # between NUM_BAG_SLOTS + 1 and NUM_BAG_SLOTS + NUM_BANKBAGSLOTS.

    -- Loop through each bank bag,
    for bag = NUM_BAG_SLOTS + 1, NUM_BAG_SLOTS + NUM_BANKBAGSLOTS do
        -- and each slot in each bag.
        for slot = 1, GetContainerNumSlots(bag) do
            -- The magic.
            print(GetContainerItemLink(bag, slot))
        end
    end


    Thanks...now how would I apply this to the bank slots?
    Posted in: Lua Code Discussion
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    posted a message on Reading the bank
    I'm trying to write an add-on that will allow me to just print a simple list of every item in my bags & bank; something that'll be suitable for cut & pasting into a text editor. I'm running into trouble with trying to figure out how to read the bank, though.

    I've read that the bank item slots and bag slots work differently than the normal inventory, but I don't understand how the bank slots are read. I have this as rough code:

    for iBankSlot=40,67 do
            local id = BankButtonIDToInvSlotID(iBankSlot, 0);
            item = GetInventoryItemLink("player", id);
            if item then
                ChatFrame1:AddMessage("Bank slot "..(iBankSlot)..": "..item);
            end
    end
    I'm assuming that reading the bank bags will be similar, but I can't get past this hurdle. What obvious thing am I missing here?
    Posted in: Lua Code Discussion
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    posted a message on Recount
    I'm sorry if this has been brought up before, but is it possible for the Broker_Recount addon to display my DPS for the last fight as the text label?
    Posted in: General AddOns
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    posted a message on PitBull 2.0
    Quote from jcgamo88 »

    @gamergeek, it's always been that way. You need to make sure the frame your editting is actually active at the time. ie, to modify target values make sure you're actually targetting something. Even if it is yourself.


    OOOOOH, ok. Thanks, you've made my life much easier.
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    I'm curious, has anyone else had this problem:

    When I go into the control panel to change the texts, I only seem to be able to easily access the ones for Player. If I go into, say, Target, the only texts listed are Combat and Other. Sometimes the other options will pop up after a while, sometimes not.

    Is there a way to make sure they always come up?
    Posted in: Unit Frames
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    posted a message on eePanels2 - Official Thread
    Quote from Moon Witch »

    Ok, why are you shoving AceHook into a toc? Moreover, of which addon.

    I added it to eePanels, because according to the wiki page with all the scripts (which I copied the script from), you need AceHook to use this function. I do have the Ace2 Lib loaded as well, but according to the scripts page, the AceHook thing needs to be loaded before eepanels? The bit there wasn't very clear...if I just need Ace2 Lib loaded I'll do that.


    Also, you have created a tablet for a tracker (which IS a frame in itself). It's far easier to parent the EePanel to the trackerframe and that's it. The fact that the tablet isn't resizing means you're lacking an onUpdate script.
    I've done thing with nQuestlog. You can find it some odd pages back I believe. It's fairly simple. It's all done by parenting.
    Eg. for QuestFu, if the tracker frame is named QuestFuFrame (usually is something like that) then you do this.

    QuestsFu_Tracker I think is the frame name, if you really wanna know for sure, use this as macro (or just run it through chat /print GetMouseFocus():GetName() OR /script DEFAULT_CHAT_FRAME:AddMessage(GetMouseFocus():GetName()); (/script has to be left out I believe for macro)

    Part of the problem is that I the code I copied off the wiki page said "ChatFrame1", which I didn't realize was the problem until I resized my chat frame. Oops. My fault for not reading the code, I suppose...
    Now, according to that macro, the name of the frame is either Frame20DetachedFrame5 or Frame20DetachedFrame3, depending on WoW's mood on loading, I suppose. I noticed that if I /reloadui, it seems to default to Frame5. I've tried making a frame for either case, but that didn't seem to work; I might try again when I have more time later.

    (although I think part of the problem is that the code I copied & pasted said ChatFrame1 in it. I changed that in the code, and it works for frame5.
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    Quote from IceShadow »

    Not sure about #2, but #1 can be solved by using the resize script on the wiki page for eepanels scripts. That's what I did this morning. Hope that I don't run into an issue too much with #2...


    Yeah, I did that too (should have said), but it's not resizing on the fly.
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    Can someone help me out? I'm trying to get a panel behind my QuestFu tablet, and I want the panel to resize with the quest tracker.

    I've created the tablet, set the tracker as the parent, and put AceHook in the .toc file. I'm still running into 2 problems:

    1) The tablet isn't resizing when the tracker resizes. When I /reloadui it sizes properly, though.
    2) The name of the tracker keeps changing. I know this is a QuestFu thing, but does anyone know of a workaround?
    Posted in: General AddOns
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    posted a message on TourGuide officially beta
    Quote from tekkub »

    A Marla's Last Wish
    C Marla's Last Wish |N|Kill Samuel Fipp (36,62) and bury him at Marla's Grave (31,65)|
    T Marla's Last Wish


    Ok, but if I want the player to go get Samuel's Remains, then go do something else before burying them, the objective doesn't clear.

    I thought that was what the |L| tag was for, but the guide isn't too clear. Would this work? (I'd check myself, but I've already restarted in Trisfal 3 times tonight for testing.)
    C Marla's Last Wish|L|Samuel's Remains|
    C Something Else
    N Bury Sam's Body|N|The grave is at (xx, yy)
    T Marla's Last Wish

    If I'm reading the schema correctly, the L tag should clear that objective when the player get the remains, then move on to the next step, correct? Or would this be clearer:
    N Kill Sam at (36, 62) and get his remains.|L|Samuel's Remains|
    C Something Else
    C Marla's Last Wish
    T Marla's Last Wish
    Posted in: General AddOns
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    posted a message on TourGuide officially beta
    So far, I'm liking what I'm seeing here. I'm putting together a Trisfal Glade guide, but I'm a little confused about quests where you have to kill a mob for an item.

    Ferinstance, The quest Marla's Last Wish needs you to go kill a mob, get an item, use it at a location, then return to the quest giver. So how would I code that?
    Posted in: General AddOns
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    posted a message on FuBar - QuestsFu
    I got the new version, and now it seems to be working ok. Weird.
    Posted in: FuBar AddOns
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    posted a message on FuBar - QuestsFu
    Quote from Kemayo »

    Quote from GamerGeek »

    I noticed that I'm not getting the "quest complete" audio when I have it set to peon. This has been broken in the last few builds.


    Works for me. Can you type the following and tell me what it says?

    /script QuestsFu:PrintLiteral(QuestsFu:GetModule('Sound').db.profile.type)


    It just says "FuBar - QuestsFu: {}"
    Posted in: FuBar AddOns
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    posted a message on FuBar - QuestsFu
    I noticed that I'm not getting the "quest complete" audio when I have it set to peon. This has been broken in the last few builds.
    Posted in: FuBar AddOns
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