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    posted a message on ReadySetDing - Leveling AddOn

    This is ReadySetDing ... just another leveling addon

    The idea for this name came from www.readyset7.net (for Microsofts Windows 7 partner campaign)
    So the goal for this addon is to make Leveling competitive by comparing level speed





    Changelog v0.70 [2010.10.14] Paste 2701
    ...

    Quick Facts v0.60
    • AceConfigDialog: yes; AceGUI: No
    • Locales: yes ... awaiting translations, deDE translated
    • Noob author: .. wait what?
    • Repositories / Revision Control: no (never tried it yet)
    • Text Editor: Notepad++ (I don't got an WoW IDE)

    Features v0.52
    • Custom Ding Message + Preview "Description"
    • LevelUp Times Summary
    • Ding Screenshot + Time Delay "Slider" (2 seconds softMax; 60 seconds max)
    • RealID Broadcasting (your previous message gets restored/broadcasted again)
    • Option: Ding Emote <Player> reached a new level. DING!
    • Option: Skip Ding Announce for Achievement Levels (10 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 85)
    • LevelUp / Achievement Sound Button + Sound File Path Description
    • No extra /played spam. It will wait 7 seconds for other leveling addons if they want to request /played too
    • Randomly generated Example Times with a throttle of 60 seconds
    • Icons for almost every option/button; Colors for more readability
    • If you are not in a guild, the Guild Announce option will be disabled (grayed out)

    Links

    • Curse: http://wow.curse.com/downloads/wow-addons/details/readysetding.aspx
    • WoWInterface: http://www.wowinterface.com/downloads/info16220-ReadySetDing.html
    • CurseForge: http://wow.curseforge.com/addons/readysetding/
    • Lozalization: http://wow.curseforge.com/addons/readysetding/localization/
    • there is an easter egg in the sounds (n_n)
    Posted in: General AddOns
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    posted a message on Newb Automated Changelog question
    Oh that was actually stupid of me

    At least there should be a message inside the changelog by what revision control system it was generated ... (=.=)

    Edit: .. forgot to thank you, yssaril
    Posted in: Lua Code Discussion
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    posted a message on Newb Automated Changelog question
    I've started to learn Lua and write an addon almost 1 year ago and even play WoW for over 4 years now ... and I still don't got a single CLUE as to how addon authors make those automated changelogs; I failed Google.. What am I missing?

    Example from Recount v3.3h
    Posted in: Lua Code Discussion
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    posted a message on Help please with nil profile variables
    Ok to break ur post down a bit and in case the DB is working fine.. im really confused by ur post :confused:

    I couldn't find any db.General.enable in ..\Interface\AddOns\Tukui\scripts\panels.lua ..
    And what does that got to do with the backdropcolor?

    [COLOR="DarkOliveGreen"]..\Interface\AddOns\Tukui\scripts\core.lua[/COLOR] line 43:
    [COLOR="DarkRed"]f:SetBackdropColor(unpack(db.LF.backdropcolor))[/COLOR]
    -----
    [COLOR="DarkOliveGreen"]..\Interface\AddOns\Tukui\scripts\core.lua[/COLOR] line 5:
    [COLOR="DarkRed"]db = OUI.db.profile[/COLOR]
    -----
    [COLOR="DarkOliveGreen"]..\Interface\AddOns\OUI\oui.lua[/COLOR] line 164:
    [COLOR="DarkRed"]OUI.db.profile.LF.backdropcolor = { .1,.1,.1,1 },[/COLOR]

    The backdropcolor looks fine to me. Then again Torval might be right about the DB. I might also be wrong since im just a noob
    Posted in: Ace3
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    posted a message on Check if another player is duelling
    Now I think about it, even if Blizzard implemented an UnitIsDuel("unit") API, it wouldn't matter.
    Because you'd still need to get the UnitID from every player in the combat log .. not that it's possible ..

    Might try and guess by looking at the most dueled in places and if the players are of the same faction.
    In the end, I conclude that there is no 100% easy way to determine if some1 is dueling, except maybe in Dalaran :(
    Posted in: AddOn HELP!
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    posted a message on PitBull 4 - Find the name of the frame the TextTag is attached to
    can't u just do a /framestack and hover over it to get the name?
    maybe i dont understand enough about frames, nvm (=.=)
    Posted in: AddOn HELP!
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    posted a message on Check if another player is duelling
    • Ketho Combat shows any player's death, by registering COMBAT_LOG_EVENT_UNFILTERED, if overkill > 0.
    • If (select(2, IsInInstance())) == "none", like in Dalaran, where players are dueling in the sewers, when some1 loses a duel, overkill will still fire, even though he retains 1 hp to stay alive.
    So I'd want the addon to determine if some1 is dueling, so I can only show the actual deaths, and not "duel deaths".

    How would an AddOn determine if another player is dueling?
    ··· What I tried:
    1. Location API: GetRealZoneText() to see if the Player is in Dalaran/Orgrimmar/Durotar, but this wouldnt be feasible, if the opposing faction would raid your city.
    2. Events: "DUEL_REQUESTED" and "DUEL_FINISHED", these events only would fire for the Player himself and don't even have any args ...
    3. UnitFlags: To determine if it's a friendly dueling a friendly player or a hostile dueling a hostile player
    local sourceIsFriendly = bit.band(sourceFlags, COMBATLOG_OBJECT_REACTION_FRIENDLY);
    local sourceIsEnemy = bit.band(sourceFlags, COMBATLOG_OBJECT_REACTION_HOSTILE);
    local destIsFriendly = bit.band(destFlags, COMBATLOG_OBJECT_REACTION_FRIENDLY);
    local destIsEnenemy = bit.band(destFlags, COMBATLOG_OBJECT_REACTION_HOSTILE);
    
    if (event == "SPELL_DAMAGE" or event == "SPELL_PERIODIC_DAMAGE" or event == "RANGE_DAMAGE") and SuffixParam2 > 0 and destGUID_unitType == 0 then -- check if unit is a player
       if sourceIsFriendly == COMBATLOG_OBJECT_REACTION_FRIENDLY and destIsFriendly == COMBATLOG_OBJECT_REACTION_FRIENDLY then KC_isDueling= true;
       elseif sourceIsEnemy == COMBATLOG_OBJECT_REACTION_HOSTILE and destIsEnemy == COMBATLOG_OBJECT_REACTION_HOSTILE then KC_isDueling = true;
       else KC_isDueling = false;
       end
       if KC_isDueling == true then ChatFrame1:AddMessage(sourceName.." lost in a duel from "..destName..spellLink.." "..amount.." "..spellSchool);
       else ChatFrame1:AddMessage(sourceName.." died "..destName..spellLink.." "..amount.." "..spellSchool);
       end
    end
    But that doesn't work for cross-faction duels or friendly fire ... >:(
    Posted in: AddOn HELP!
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    posted a message on [AceConfig-3.0 Options] Separation Line in a Tree Group
    enjoy your weekend
    Posted in: AddOn HELP!
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    posted a message on [AceConfig-3.0 Options] Separation Line in a Tree Group
    .. oh man, I actually read that thread but didn't get what he meant with "setting the width of the tree part of the group".
    My definition sucked. moreover posted in the wrong subforum (><)

    I actually also didn't understand the solution Farmbuyer gave:
    local tg = AceGUI:Create("TreeGroup")
    local tgstat = { treewidth = 42 }
    tg:SetStatusTable(tgstat)

    You'll have to do something similar to the AceConfig status table
    Yay! i'll wait for some1 that has the code lying around somewhere or when nevcairiel is back. i'm lazy = )

    Edit: Should I just use the SetStatusTable( { treewidth = 42 } ) from Farmbuyer. god why am i answering myself
    Edit2: I don't know how to use an AceGUI-3.0 TreeGroup widget in AceConfig-3.0 Options Tables. i'll just wait until eh .. ur back (=.=)
    Posted in: AddOn HELP!
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    posted a message on [AceConfig-3.0 Options] Separation Line in a Tree Group
    I didn't understand the framestack but might as well post it
    Posted in: AddOn HELP!
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    posted a message on [AceConfig-3.0 Options] Separation Line in a Tree Group
    I google'd and tried the forum search before this. I'm not really sure to call this a "separation line" or something else.

    Is it possible to change the separation line in an Ace3 Tree Group to a set position?
    So that it won't revert back to the middle ..

    If so, would this be done by using an Options Tables parameter or does it work differently?


    p.s. its not that im not using a lot of addons but most are disabled for fast /reload = )
    Posted in: AddOn HELP!
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    posted a message on API GetGossipText() 's Location
    Quote from Arrowmaster
    I'm almost positive they aren't in the MPQs at all. All item tooltips, book text, quest text, creature names, etc... are sent from the server when they are encountered and saved to the cache files.

    Thanks for telling that the gossip text is server-side and that it's cached in ...\npccache.wdb, Arrowmaster ..
    I don't got anymore questions..
    Posted in: AddOn HELP!
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    posted a message on API GetGossipText() 's Location
    Gossip text aren't part of the interface files ..
    Actually about the FontString UI object that contains the gossip text, is this it? GossipFrame.lua Line13
    local text, gossipType = GetGossipOptions();


    or this? GossipFrame.lua Line35
    GossipGreetingText:SetText(GetGossipText());
    Posted in: AddOn HELP!
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    posted a message on API GetGossipText() 's Location
    The actual content of the text. I'm just curious and the text could be useful. I'm pretty sure Wowhead doesn't show gossip text ..
    Posted in: AddOn HELP!
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    posted a message on API GetGossipText() 's Location
    I'm searching for the location of the WoW GossipText, inside the WoW MPQs. I'm mainly just curious, but the data could prove very useful.
    With GossipText, I mean the text that appears when you talk to a NPC.

    I use MPQ Editor to unpack WoW, and MyWarCraftStudio to read .DBC files.
    I've looked into ...\Data\enGB\patch-enGB.MPQ\Interface\FrameXML\GossipFrame.lua, but it doesn't give me any clue as to where the GossipText is.
    I very weakly suspect that they are in a .DBC file, in ...\Data\enGB\patch-enGB.MPQ\DBFilesClient\xxx.dbc
    Weakly, because most of the data in a .DBC are integers, with very few encoded strings, and looked everywhere else in the MPQs

    I'd rather not prefer alternatives, like an addon that calls GetGossipText() and then saves it in SavedVariables, or just plainly typing the text down...
    This addon, Gossipmonger shows the GossipText in an extra frame, but it doesn't have a copy feature... :| (Great AddOn btw)

    Useful Links: 01) wowprogramming.com GetGossipText() ... 02) wowwiki.com GetGossipText() ... 03) sourcepeek.com .DBC
    Posted in: AddOn HELP!
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