using the mail also has some drawbacks in that people could SAY they're gonna pay you, but really they just wanna get your items off the market. you fire over 200 marks of sarg to somebody who isn't gonna pay and they just sit there for like, what, 30 days?
What about the ZOMGBuffs!!! self-buff module? It'll warn you when you need a new shield.
To show how long the shield would last, you could use a separate group in Elkano's Buff Bars just for shields. I have my EBB set up so I have 3 groups: long term buffs, short term buffs and attached in that group but with a different color: shields.
The combination works pretty well for my shaman and my priest.
Until you find an addon that does this, try to build a macro like this:
/script DEFAULT_CHAT_FRAME:AddMessage("My spelldamage: "..GetSpellBonusDamage(<number>).." crit-chance: "..format("%.2f%%", GetSpellCritChance(<number>)))
(<number>: 2 for Holy , 3 for Fire, 4 for Nature, 5 for Frost, 6 for Shadow, 7 for Arcane)
This has been requested before, and as I understand it, it's impossible to implement, because the contents of the minimap are rendered without 'consulting' the addon-API.
The 'solution' I suggested to the previous requester:
Use a minimap-addon like Squeenix or Chinchilla to move your minimap to a more prominent location, for example, the bottom-center of the screen, where you tend to look more often.
Hey everybody that's reading this, but especially Apoco.
While reading through this thread I found out 2 things:
1) You seem to have difficulties with detection of talent-trees for different localizations.
I'm working on an addon that will implement talent-scanning. In my addon, I identify the talent-trees by icon-texture, which is another return-value of GetTalentTabInfo(). Below you can find the names of the icons to match against. This seems to work quite well (for the part of my talent-scanning I did get to work).
2) This addon seems to have a working implementation of talent scanning.
For an addon I'm working on, I'd also like to implement some sort of talent-scanning. I'm also using LibTalentQuery-1.0. This might be an odd place to request help on this, but here goes:
Registering my 'listener' seems to work, the function triggers when CowTip (uses LibDogTag) receives a result. However, when I use TalentQuery:Query(unitid) nothing happens... I'm still trying to get this to work. Any suggestions are very welcome. My code is added at the bottom.
My code:
PrepareAutoDetect() is called from the addon:OnInitialize()
AutoDetect() is called from the AceGUI-3.0 gui.
Print(name.." has spec "..addon.PRESETS_NAMES[preset]) is printed soon after CowTip (LibDogTag) sends out a query.
Print("not player") is printed when the button is clicked, but after, nothing happens.
function addon:PrepareAutoDetect()
TalentQuery.RegisterCallback(addon, "TalentQuery_Ready")
end
local MAXLEVEL = 70
local INSPECTINDEX = 1
function addon:AutoDetect(playername, unitid)
self:Print(unitid.." "..playername)
-- Level check
local maxlevel = true
if UnitLevel(unitid) == MAXLEVEL then
maxlevel = true
end
-- Range check
local inrange
if not UnitIsUnit(unitid, "player") then
if CheckInteractDistance(unitid, INSPECTINDEX) then
inrange = true
else
inrange = false
end
else
inrange = true
end
if inrange and maxlevel then
self:Print("inrange and maxlevel")
if UnitIsUnit(unitid, "player") then
self:TalentQuery_Ready(_, UnitName(unitid))
else
addon:Print("not player")
TalentQuery:Query(unitid)
end
elseif not maxlevel then
elseif not inrange then
end
end
local SPECTHRESHOLD = 31
function addon:TalentQuery_Ready(e, name, realm)
local namerealm = realm and realm ~= "" and name .. "-" .. realm or name
local isnotplayer = (name ~= UnitName("player"))
local preset = 0
for tab = 1, GetNumTalentTabs(isnotplayer) do
local _, iconTexture, pointsspent = GetTalentTabInfo(tab, isnotplayer)
if pointsspent >= SPECTHRESHOLD then
preset = self.MAP_TREEICON2PRESET[iconTexture]
end
end
if preset > 0 then
addon:Print(name.." has spec "..addon.PRESETS_NAMES[preset])
else
addon:Print("preset = 0")
end
end
Right. In my late-night frustrations I forgot to attach the code. Here it is. PrepareAutoDetect() is called from addon:OnInitialize()
I've never seen "TalentQuery callback" printed to the screen...
"inrange and maxlevel" has shown up, of course.
--===================
-- Local variables ==
--===================
local addon = DebuffSlots
local TalentQuery = LibStub:GetLibrary("LibTalentQuery-1.0")
--====================
-- PUBLIC functions ==
--====================
function addon:PrepareAutoDetect()
TalentQuery.RegisterCallback(addon, "TalentQuery_Ready")
-- addon:PrintKeyValue(TalentQuery)
end
local MAXLEVEL = 70
local INSPECTINDEX = 1
function addon:AutoDetect(playername, unitid)
self:Print(unitid.." "..playername)
-- Level check
local maxlevel = true
if UnitLevel(unitid) == MAXLEVEL then
maxlevel = true
end
-- Range check
local inrange
if not UnitIsUnit(unitid, "player") then
if CheckInteractDistance(unitid, INSPECTINDEX) then
inrange = true
else
inrange = false
end
else
inrange = true
end
if inrange and maxlevel then
self:Print("inrange and maxlevel")
if UnitIsUnit(unitid, "player") then
self:TalentQuery_Ready(_, UnitName(unitid))
else
TalentQuery:Query(unitid)
end
elseif not maxlevel then
elseif not inrange then
end
end
local SPECTHRESHOLD = 31
function addon:TalentQuery_Ready(e, name, realm)
addon:Print("TalentQuery callback")
local namerealm = realm and realm ~= "" and name .. "-" .. realm or name
local isnotplayer = (name ~= UnitName("player"))
local preset = 0
for tab = 1, GetNumTalentTabs(isnotplayer) do
local _, iconTexture, pointsspent = GetTalentTabInfo(tab, isnotplayer)
if pointsspent >= SPECTHRESHOLD then
preset = self.MAP_TREEICON2PRESET[iconTexture]
end
end
if preset > 0 then
addon:Print(name.." has spec "..addon.PRESETS_NAMES[preset])
else
addon:Print("preset = 0")
end
end
I copy-pasted the example-code from the wiki almost literally. But my TalentQuery_Ready call-back function simply will not run at all.
I've compared my code to LibDogTag and MoBuffs, but I simply cannot spot a (significant) difference.
What is it I'm missing? I know, you guys probably are not psychic, but this is extremely frustrating. I'm assuming the library functions correctly, as the Dogtag-talent-stuff seems to work.
I'm trying some things with AceGUI-3.0, but because of the lack of documentation I have a very basic (and probably stupid) question.
local gui = LibStub("AceGUI-3.0")
local button = gui:Create("Button")
button:SetText("testbutton")
How do I 'listen' to the OnClick/OnEnter/etc events of this button? Or are they called messages for Ace3? I just couldn't find an example of what function/syntax I should use.
0
I'll take a look at it next week.
Arthic
0
Not entirely true. CoD only sticks for 2 days.
0
To show how long the shield would last, you could use a separate group in Elkano's Buff Bars just for shields. I have my EBB set up so I have 3 groups: long term buffs, short term buffs and attached in that group but with a different color: shields.
The combination works pretty well for my shaman and my priest.
Greetings,
Arthic of SylvanasEU
0
/script DEFAULT_CHAT_FRAME:AddMessage("My spelldamage: "..GetSpellBonusDamage(<number>).." crit-chance: "..format("%.2f%%", GetSpellCritChance(<number>)))
(<number>: 2 for Holy , 3 for Fire, 4 for Nature, 5 for Frost, 6 for Shadow, 7 for Arcane)
Haven't tested it myself, but should work.
0
The 'solution' I suggested to the previous requester:
Use a minimap-addon like Squeenix or Chinchilla to move your minimap to a more prominent location, for example, the bottom-center of the screen, where you tend to look more often.
Greetings,
Arthic of SylvanasEU
0
While reading through this thread I found out 2 things:
1) You seem to have difficulties with detection of talent-trees for different localizations.
I'm working on an addon that will implement talent-scanning. In my addon, I identify the talent-trees by icon-texture, which is another return-value of GetTalentTabInfo(). Below you can find the names of the icons to match against. This seems to work quite well (for the part of my talent-scanning I did get to work).
2) This addon seems to have a working implementation of talent scanning.
For an addon I'm working on, I'd also like to implement some sort of talent-scanning. I'm also using LibTalentQuery-1.0. This might be an odd place to request help on this, but here goes:
Registering my 'listener' seems to work, the function triggers when CowTip (uses LibDogTag) receives a result. However, when I use TalentQuery:Query(unitid) nothing happens... I'm still trying to get this to work. Any suggestions are very welcome. My code is added at the bottom.
Greetings,
Arthic of SylvanasEU
iconTexture return-values for GetTalentTabInfo():
My code:
PrepareAutoDetect() is called from the addon:OnInitialize()
AutoDetect() is called from the AceGUI-3.0 gui.
Print(name.." has spec "..addon.PRESETS_NAMES[preset]) is printed soon after CowTip (LibDogTag) sends out a query.
Print("not player") is printed when the button is clicked, but after, nothing happens.
0
Could somebody take a look at the code I posted above and make any suggestions about what could be wrong with it? I'd really appreciate that.
Greetings,
Arthic of SylvanasEU
0
I've never seen "TalentQuery callback" printed to the screen...
"inrange and maxlevel" has shown up, of course.
0
0
I copy-pasted the example-code from the wiki almost literally. But my TalentQuery_Ready call-back function simply will not run at all.
I've compared my code to LibDogTag and MoBuffs, but I simply cannot spot a (significant) difference.
What is it I'm missing? I know, you guys probably are not psychic, but this is extremely frustrating. I'm assuming the library functions correctly, as the Dogtag-talent-stuff seems to work.
Greetings,
Arthic of SylvanasEU
0
0
Now I'm building a custom GUI with AceGUI. Is there a way to make tooltips appear on those widgets?
Greetings,
Arthic of SylvanasEU
0
The 'new' warrior Bloodrage sound.
It's the same sound that Ogres make when they enrage. It makes my dwarf sound like an ogre...
0
0
I'm trying some things with AceGUI-3.0, but because of the lack of documentation I have a very basic (and probably stupid) question.
How do I 'listen' to the OnClick/OnEnter/etc events of this button? Or are they called messages for Ace3? I just couldn't find an example of what function/syntax I should use.
Any assistance would be appreciated.
Arthic of SylvanasEU