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    posted a message on "continue" statement in Lua
    Thanks! That makes sense and should work. I knew I just needed to get someone else's eyes on it and knew I was over complicating it =) So used to having a continue in c++/c#, wasn't coming up with the logic for doing it without it.
    Posted in: Lua Code Discussion
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    posted a message on SCT 6.0 / SCTD 3.0
    Halgrimm, I'd suggest you use SCTD for now. I am in the middle of a large rewrite of the custom events. Not sure what is specially wrong in your case, but the code has changed so much right now I don't wanna go back =)

    bugme, I'll make sure and add an option for that in the new event structure.
    Posted in: General AddOns
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    posted a message on "continue" statement in Lua
    Its probably best just to show you the code, but it basically has to do with creating custom events for SCT against the new combat log. Users can specify a number of criteria in finding a custom event, so basically I have to loop through each custom event and see if there is a match. It is easier/quicker to find where they don't match. Below is an example of one of the methods that is called after I have determined it is a damage/heal event (note this does not match what is on the svn currently)

    function SCT:HealDamageCustomEvent(tab, spellName, critical, amount, sourceName, sourceFlags, destName, destFlags, icon)
     local found
     --loop through each event
     for key, value in ipairs(tab) do
      found = true
      --see if its to what they care about
      if not CombatLog_Object_IsA(destFlags, FLAG_LOOKUP[value.target]) then
       found = false
      end
      --if they care about source
      if found and value.source and not CombatLog_Object_IsA(sourceFlags, FLAG_LOOKUP[value.source]) then
        found = false
      end
      --if they care about skill and skill is not found
      if found and value.search and spellName and not strfind(spellName, value.search) then
       found = false
      end
      --if they care about crits and crit is not found
      if found and value.critical and not critical then
       found = false
      end
      --if still ok, then send custom event
      if found then
       self:FormatCustomEvent(value, icon, spellName, sourceName, destName, amount)
       return value.override
      end
     end
     return false
    end


    Everywhere you see a found = false is basically a point where I know this event doesn't match, so I can go on the to the next item. I'm still in the middle a large rewrite of this custom event code, so any suggestions are appreciated =)
    Posted in: Lua Code Discussion
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    posted a message on "continue" statement in Lua
    As near as I can tell, there is no way to do a "continue" statement in a for loop in Lua. In other words, stop the current iteration of the loop and jump to the next. I maybe just need re-think my logic on this, but how would you handle a situation like this?

    for k,v in pairs(t) do
     local found = true
     if ... then
      found = false
     end
     if found and ... then
      found = false
     end
     if found and ... then
      found = false
     end
     ...(repeat for many conditions)
     if found then
      return true
     end
    end
    return false


    I know when I need to break out of the loop and start on the next iteration, but can't find a way too. Best I can come up with was using the found boolean to short circuit all the other conditions. break exits the whole loop, and I don't need to return until I have either found what I need or looked at everything in the table.
    Posted in: Lua Code Discussion
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    posted a message on SCT 6.0 / SCTD 3.0
    That is not a supported feature in the custom events right now. You can no longer easily search the combat log like in the past. What are you trying to do that the built in crushing blows doesn't do for you?
    Posted in: General AddOns
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    posted a message on SCT 6.0 / SCTD 3.0
    Jaded, that is an issue I am addressing. Fades currently use the same values as the buff/debuff event.

    Halgrimm, the custom events are totally re-written. That has not been addressed yet and it low priority right now. SCT does not show your damage, only SCTD does. Nred some examples of what you are seeing as an issue.
    Posted in: General AddOns
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    posted a message on EavesDrop 2.0 (a SCT style combat log)
    I've committed a change that will attempt to use a default color of white if no color is found. Please report back to me any events appearing in white that you know shouldn't be. If you can screenshot the tooltip of the event too, that would be helpful. This isn't ideal, but should help at least stop the errors until we can track down what is causing it. Since I cannot reproduce it, will need your help =)
    Posted in: General AddOns
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    posted a message on EavesDrop 2.0 (a SCT style combat log)
    It would help me if you could note what exactly is causing the error. Its obviously not something common or the mod wouldn't work for anyone. It must be some event in the raid dungeon you are in, so please try and note what happens if at all possible.
    Posted in: General AddOns
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    posted a message on Proximo 2.0 - Simple Arena Unit Frames
    Right now, no. You are better off editing the one you start with and then loading it on to other characters. Just select "Default" from the original drop down, make it how you like, the copy it to the other characters as needed, using the Copy From dropdown. This is all the built in Ace3 profile stuff, so I may either need to edit some things, or they may still be tweaking it.
    Posted in: General AddOns
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    posted a message on EavesDrop 2.0 (a SCT style combat log)
    m0j0, what localization are you in?
    Posted in: General AddOns
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    posted a message on EavesDrop 2.0 (a SCT style combat log)
    Barabas, if you look back a page or two, you will see gedgold had the exact same issue as you. Clearing out his saved variables fixed it for him, so I am not sure what else to suggest for you. What localization are you in?

    Eilenda you may need to revert back your Ace3 libs. That is a method provided by them for adding options to the blizzard options frame. If it has been removed or Blizzard changed something about the process, then mods will have to be updated. You maybe be able to /ace3 to still get to the options.
    Posted in: General AddOns
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    posted a message on Proximo 2.0 - Simple Arena Unit Frames
    I plan to remove it in time, but I wanted to keep it there disabled encase they changed their mind relatively quickly.
    Posted in: General AddOns
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    posted a message on EavesDrop 2.0 (a SCT style combat log)
    Barabas, please don't post large errors like that. 1 will do fine. Your profile is corrupted. Please log out of the game, delete your eavesdrop saved variables file, then log back in and you should be good to go.
    Posted in: General AddOns
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    posted a message on Proximo 2.0 - Simple Arena Unit Frames
    JRave, your profile is messed up. Please log out of the game, delete your saved variables file for Proximo, and then log back in.
    Posted in: General AddOns
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    posted a message on SCT 6.0 / SCTD 3.0
    There seems to be an issue with the french globalstrings where some values are not the same as they should be. I'll address this in a future update.
    Posted in: General AddOns
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