Thanks heaps for that, OrionShock.
I'm currently gonna test the contents of the Dungeon Finder window, since the text changes once you've done a daily random. This should mean I have a future-proof way of detecting the daily since I don't need to hard code in specific rewards or numbers of rewards.
That GetQuestResetTime() is genius though. Trying to work it in now.
- Curse Premium
Member for 12 years, 6 months, and 8 days
Last active Tue, Jul, 26 2016 23:37:54
- 0 Followers
- 433 Total Posts
- 0 Thanks
Dec 31, 2009I plan on linking the last random daily dungeon that was completed (separately for both difficulty levels) to each character, via the lockout ID. That way when the lockout expires, I'll know to reset the status of each character. Might be slightly computationally wasteful for each additional random daily, but it should mean I can track the reset time using Blizzard's data and not have to hardcode anything myself.Posted in: Raid AddOns
Can everyone confirm that the minimap button is working in beta4? Anyone currently having issues with it? Please let me know as soon as possible. I've started tinkering with the daily tracker code now, and when it's done I'll be very tempted to make a full release.
Dec 31, 2009@zaphon:Posted in: Raid AddOns
It's a good idea. I personally do random dungeons before specific ones, so the addon already serves this purpose for me. However, I've been looking into your request and there are a few things I might be able to use to recognise this. I've been digging through Blizzard's new code, which is why work on Savedinstances has been quite slow lately.
I need to test it out a bit, bit I think I can reliably wait for the new LFG_COMPLETION_REWARD event (triggers when you see that new achievement-like reward panel pop up) and just check to see if you currently have the Luck of the Draw aura. I can double-check that you are doing the highest difficulty you can (normal or heroic).
It's a good idea. Any suggestions on how you'd like to have this status displayed? How about a new row displayed with your dungeons titled "Random Dungeon" with a Normal/Heroic indicator for each of your characters?
@zvifflemeyer and co:
Can anyone please confirm that I wasn't able to fix the minimap button issues in beta4? Zaphon's suggestion and this bug report are the only things holding back a stable release at this point.
Dec 30, 2009Anyone else notice that sometimes Dominos will forget that you want to keep the experience bar text-free? I can't figure out the exact circumstances, but I often need to turn the options on and then off again.Posted in: General AddOns
Dec 29, 2009Posted in: Raid AddOnsQuote from zvifflemeyerjust updated it and my minimap button has disappeared. how do i get it back?
Please check these in this order:
1. Have you installed SavedInstances v3-beta4
2. Is SavedInstances enabled in the Addons section of the login screen?
3. Can you find SavedInstances' settings in the Addons section of the Interface options (in-game)?
4. Does deleting the SavedInstances.lua file from your WTF/.../SavedVariables folders help?
5. Does completely deleting SavedInstances and installing it fresh help?
6. Does enabling/installing only SavedInstances and nothing else help?
I have double-checked that SavedInstances' minimap icon is appearing (and can be shown/hidden) properly when it is the only addon enabled and when the SavedVariables file has been removed. It's working perfectly with my other addons too. This is with v3-beta4, beta3 did have a bug.
I have never tested my addon in disembedded (libraries separately installed) setups so I can't be sure that isn't a problem. However, that sort of configuration is an advanced Curse Client and World of Warcraft setup, so I assume that those users possess a certain technical finesse.
Dec 23, 2009Haha, yeah. So much forehead smacking. :PPosted in: Raid AddOns
I use BugSack and BugGrabber, so I can train myself to ignore those silly bugs while I'm developing new interface controls. Probably a bad thing. Of course, I then go and make a release and wonder why I'm still getting errors. :)
Aside from that, any comments on how it's working so far?
Boss detection is much trickier than I first thought which is why it's taking so long. I think I might leave it out for now.
Dec 20, 2009Okay, I finally got a chance to sit down and look at SavedInstances today.Posted in: Raid AddOns
- Categories section is gone, sorting options are found in the General section
- category sorting options seem to work perfectly
- Dungeon Finder information is used where possible to automatically fill in instance information (specifically expansion pack)
- I'll need more time to improve the matching between the Dungeon Finder DB and the internal instance names
- Instance Order section is gone, sorting options are found in the General section
Things to look at before next stable release:
- I'd like a few days of having a beta release available for public testing
- finish overhauling Instance ordering
- look at customising Instance text coloring
- look at showing instances that party/raid members are unable to do
- tidy up and automate Encounter tracking
- tidy up Lockout links (when clicking on a particular lockout indicator)
Dec 10, 2009Okay, just thought I'd drop a status report. I'm working on overhauling a few parts of SavedInstances.Posted in: Raid AddOns
Things in the addon currently:
- categories can be manually reordered
- instances can be manually reordered
- instances can be manually categorised
- completed encounters can be manually recorded
Things I'm working on:
- instances will be 100% automatically categorised, no more manual control
- completed encounters are 100% automatically categories, no more manual control
- instances are automatically sorted by either level or name, descending or ascending, no more manual control
- categories are automatically sorted, no more manual control (raids first, dungeons first, or by expansion)
The new Dungeon Finder and Raid Finder tools have opened some API doors for me and I'm currently figuring out how best to exploit them. I won't be releasing a 3.3 TOC for a week or so, but as far as I can tell SavedInstances is working fine already anyhow.
So basically, I'm still alive, SavedInstances is fine, and I'm working on making it a super streamlined and easy to use addon moving forward. Stay tuned. :)
Dec 10, 2009Yeah, I've been using TipTac. It isn't as customisable as CowTip but it's quite nice.Posted in: General AddOns
Also, there's an addon for CowTip that replaces DogTags with LuaTexts which seems to make it run much better, but I haven't tried it personally. Just search for CowTip and you can find the addon.
Dec 9, 2009Hmm, doesn't appear to be a ticket for it, Kerecha. Definitely sounds like something that could be improved in the layout engine. I think this is worth raising a ticket, but then again I'm an extremely ticket-happy person. :PPosted in: Unit Frames
Dec 7, 2009Wow, Kerecha, that's such an awesome idea. Only showing the level when it isn't maximum is a good way to save screen space. Hmmm.Posted in: Unit Frames
As for avoiding the extra space, I can't help you. I figure this is something that needs to be tweaked in PitBull's layout engine.
Nov 25, 2009I actually started work on building a little encounters DB. It's obviously quite an undertaking, but I figure I can work on it in little bursts. The DB contains no localised strings, just references and a few little bits of data I'll find useful later.Posted in: Lua Code Discussion
I plan on getting all the information for all WotLK instances done in the next few days. At this point I won't be spinning it off into it's own library, but if I can demonstrate how useful this data can be, maybe there'll be some demand later.
Nov 23, 2009Okay, I'm trying to move my project SavedInstances forward but I'm getting a little frustrated and I need some ideas and suggestions.Posted in: Lua Code Discussion
The feature I am working on at the moment that I think will be truly useful is automatic tracking for bosses killed in an instance lockout. I pretty much want to be able to see for myself which bosses have been completed. Eventually I'd like to be able to automatically get updated lockout-specific information automatically from members who were there the night before.
What I'd really love to have is a library or DB containing the following:
- encounter success trigger (NPC dialog, player buff, NPC death, etc)
- encounter dependancy (eg. need to free all Keepers before doing Vezax)
- optional collapsing of encounters (eg. Hodir+Thorim+Freya+Mimiron = "The Keepers")
- map encounter <-> instance
- optional tracking of encounter phases to record partial success
Obviously the LibBossIDs-1.0 folk have done alot of work by figuring out which NPC IDs are actually bosses. LibEncounters, for want of a better name, would develop this work a little further with some instance/encounter metadata.
Is there already work being done in this area is my first question (I certainly don't want to reinvent the wheel)?
I'm having problems meshing this concept with the available API calls too. For example, there doesn't appear to be a unique non-localised identifier for each instance. What I mean is it would be ideal to just work IDs, and have either the game or some other layer take care of the localisation for me. That way the DB would be small, and only localised where/when the player actually needs it.
Any ideas or suggestions?
Nov 21, 2009Posted in: Unit FramesQuote from TheReyMuch thanks. :) I stumbled upon that page actually but I figured it was just for you know Addon-makers and such.
Can the same thing be applied for Mana/power numbers? I didn't see anything besides;
Returns the color for the power type. "
Which I don't think is the same as the HPColor thing. >.<
Here is a similar example for how to use PowerColor (basically the same):
local ptint, ptstring = UnitPowerType(unit) local r, g, b = PowerColor(ptstring) return "|cff%02x%02x%02x%s|r", r, g, b, Power(unit)
Note that UnitPowerType is actually not a LuaText helper function, it's straight from the WoW API. Don't be afraid to take a look at all the functions on the WowWiki API page if you can't find a helper function on the LuaText page that gets you what you need.
PowerColor's purpose is not to change the colour of your power based on how much you have, but rather to simply colour your text based on which type of power you are using. This way you can get Energy to be yellow, Mana to be blue, Rage to be red, Runic Power to be cyan, etc all with exactly the same LuaText.
UnitPowerType actually returns two items: an integer that refers to a type of power, and a string that is the name of that power type. If you are going to be branching with an "if-then-else-end" statement, then checking the integer will be less of a burden on your system than checking the string. However, PowerColor needs the string.
Here's an example of the sort of thing I do with these commands, to get mana to be displayed as a percent, and everything else to be displayed as-is:
local ptint, ptstring = UnitPowerType(unit) local r, g, b = PowerColor(ptstring) if ptint == 0 then local cur, max = Power(unit), MaxPower(unit) return "|cff%02x%02x%02x%s|r", r, g, b, Percent(cur, max) else return "|cff%02x%02x%02x%s|r", r, g, b, Power(unit) end
- To post a comment, please login or register a new account.