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    posted a message on Skillet - the lilsparky branch
    yup, works for me too. thanks
    Posted in: General AddOns
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    posted a message on Skillet - the lilsparky branch
    the new version bugs out as soon as i attempt to open any profession window. no trade window shows:

    [2008/05/01 10:49:51-533-x3]: Skillet-1.11-72292\SkilletData.lua:171: bad argument #2 to 'split' (string expected, got nil)
    <in C code>: ?
    <in C code>: in function `UseAction'
    Interface\FrameXML\SecureTemplates.lua:266: in function `SecureActionButton_OnClick':
    <string>:"*:OnClick":1: in function <[string "*:OnClick"]:1>
    (tail call): ?:
    <in C code>: in function `securecall'
    Interface\FrameXML\SecureStateHeader.lua:1052: in function <Interface\FrameXML\SecureStateHeader.lua:1033>:
    
     ---


    and

    [2008/05/01 10:57:27-534-x1]: Skillet-1.11-72292\Inventory.lua:116: bad argument #1 to 'pairs' (table expected, got nil)
    <in C code>: ?
    <in C code>: in function `UseAction'
    Interface\FrameXML\SecureTemplates.lua:266: in function `SecureActionButton_OnClick':
    <string>:"*:OnClick":1: in function <[string "*:OnClick"]:1>
    (tail call): ?:
    <in C code>: in function `securecall'
    Interface\FrameXML\SecureStateHeader.lua:1052: in function <Interface\FrameXML\SecureStateHeader.lua:1033>:
    
     ---
    Posted in: General AddOns
  • 0

    posted a message on Skillet - the lilsparky branch
    Quote from lilsparky »

    yeah, that's cuz an injector is a 20 stack and the internal system goes by resulting item count, not the number of skill runs. the queue system didn't factor this in. just be glad you weren't making ammo!



    is it intended to eventually portray skill runs rather than item count in the future (or as an option at some point)?

    Quote from lilsparky »

    i'm wrapping up my latest build and it should be coming online today/tonight.




    your work on this is amazing and much appreciated! ooo im giddy with excitement :)
    Posted in: General AddOns
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    posted a message on Talented, a Talent template editor !
    awesome! i hadnt noticed this feature before. thanks again!

    do you think that the categorisation thing might something that you might want to / would be easy to implement then?

    cheers for the great work.
    Posted in: General AddOns
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    posted a message on Talented, a Talent template editor !
    hello, id first like to say thank you for the great work on this mod. ive been using if for some time now and its been incredibly useful. so cheers.

    there are some feature additions ive been think about though. im not sure how easy they would be to implement though. thats more your field really. but i was wondering if it was possible if some kind of custom categorisation system for templates could be added. since i have quite a lot of specs loaded for various alts it get a bit confusing, and it would be nice to have a few some menus in the template list. I.e at the moment it looks like this for me...



    but i would love to make it something like this... (thank you mspaint :-D )


    and maybe a few sub menus e.g.[Paladin specs]>[heal specs], [retri specs]. etc, just to make it a bit easier viewing.

    also it would be cool if when you go from a template to the normal view, if your playing a character of the same class as the last selected template, that the last template would be shown kind of shadowed in the background, so when im levelling an alt or if I were to respec before 70 (so i cant apply a template yet), i could follow a spec i had planned.

    that way i could see my plan without going back and forth. though i know nothing of coding so not sure how easily all this could be accomplished

    either way, cheers again for all the work mate, very much appreciated.
    Posted in: General AddOns
  • 0

    posted a message on Skillet - the lilsparky branch
    this is just a thank you note to lilsparky really. the trunk skillet has basically become unusable for me. it bugs out so much that on occasion it can even take the whole UI to a grinding halt and if trying to queue more than one item it more often than not will queue up random other items without cause or reason, often in place of the required item.

    conversely lilsparky's branch works basically perfectly (even with both lsw and fizzwidgets). the new features are promising and even though i can see its not exactly the finished product its still further on than the trunk i feel. It is a shame the original author has gone AWOL, and i know you say...

    Quote from lilsparky »

    i was highly discouraged from adding a new trunk, so the other option is to merge into the skillet trunk. that is my preferred method, but it's not stable enough for that just yet.


    but from my experience your branch is far more stable than the original, and seems more promising in terms of features, both planned and current.

    i suppose, long story short, thank you. Not only for making a great addon usable again, but to go on and improve it further.
    Posted in: General AddOns
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    posted a message on [Old] PitBull - official topic
    Quote from ElykNosrac »

    Quote from Celandine »

    can someone please explain how to make the target frame show exact player mobhealth3 data. it works fine for enemy npcs, but for friendly player targets it just shows the percentage (unless they are in my party) i have tried numerous custom dog-tags but with no success. if someone would give an idea of some settings that i might have overlooked or the dog-tag that they use, i would be greatly appreciative.


    The Way MobHealth3 Works is it compares how much damage you(and everything else) does to a target to it's percent.. Example: Say you do 50 damage to a guy and he goes from 100 to 99% that would mean he has around 5000 health. Since you aren't attacking friendly players/npcs it has no idea how much health they have.


    yeah. i understand this, but i assumed that if you had them targeted that it would estimate their health from the combat they had with other mobs/players,or maybe not even targeted. if you were close enough it would pick up the damage they recieved and use that data. in fact im sure of it unless my memory is significantly failing me.
    Posted in: Unit Frames
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    posted a message on [Old] PitBull - official topic
    can someone please explain how to make the target frame show exact player mobhealth3 data. it works fine for enemy npcs, but for friendly player targets it just shows the percentage (unless they are in my party) i have tried numerous custom dog-tags but with no success. if someone would give an idea of some settings that i might have overlooked or the dog-tag that they use, i would be greatly appreciative.
    Posted in: Unit Frames
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    posted a message on Can ag_uf show party targets like discord?
    this addon works perfectally for me however there is one option that it doesnt show for me. i cant get to have the party target to have hostility coloring like you can with the player target frame. the option just sint there in the ctrl+right click context menu. is there something that i am missing or is there a way that this could be included. anyone got anyideas?
    Posted in: Unit Frames
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    posted a message on aUF_RangeCheck_M and aUF_RangeCheck
    could someone please explain to me the difference, if any, between these two AG unitframe mods?

    aUF_RangeCheck_M and aUF_RangeCheck
    Posted in: Unit Frames
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    posted a message on ArkInventory
    hi. can anyone tell me if there is a way for arkinventory to distinguish between soulbound items and soulbound items that are being used in 'outfitter'(http://wow-en.curse-gaming.com/files/details/4784/outfitter/) or maybe 'item rack'(http://wow-en.curse-gaming.com/files/details/1482/itemrack/) item sets? if not, does anyone know if theres any plan to? either way an amazing mod. gratz
    Posted in: General AddOns
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    posted a message on Jigsaw: Tradeskill Goal Tracker
    yeah sorry, clicking the wrong bit! thought it might have been me. ive just spent an embarasingly long time clicking the wrong menu! i was trying to click in the last contet menu window that opens; the one that lists the requirements of the goal. ouch, heh.

    incidentally it might be a nice idea if the context menus didnt close once you selected it your goal, but rather had, maybe a number (if not a number, a coloring of the item name) appear next to the goal's name to represent how many is in the queue and then you could add more from the same catagory or even add another of the same in the same way. that way it might be a easier interface so one didnt have to add each item individually
    though im no coder so not so sure how easy that might be to do.

    either way cheers again for wicked mod!
    Posted in: General AddOns
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    posted a message on Jigsaw: Tradeskill Goal Tracker
    lovely job. but now when i click on 'add goal' i get this message:-

    Date: 2007-03-12 00:31:06
    ID: 51
    Error occured in: Global
    Count: 1
    Message: ..\AddOns\Jigsaw\JigsawCore.lua line 397:
    attempt to index field '?' (a nil value)
    Debug:
    [C]: ?
    Jigsaw\JigsawCore.lua:397: ?()
    ...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:484:
    ...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:425

    though im still getting used to the interface so im not sure if its me.
    Posted in: General AddOns
  • 0

    posted a message on Jigsaw: Tradeskill Goal Tracker
    Perfect :)! works like a charm. i do, however, get a error message related to the buffalo mod on startup:

    Date: 2007-03-11 22:36:23
    ID: 51
    Error occured in: Global
    Count: 11
    Message: ..\AddOns\Jigsaw\JigsawCore.lua line 159:
    attempt to index field '?' (a nil value)
    Debug:
    ...ce\AddOns\Buffalo\Libs\AceEvent-2.0\AceEvent-2.0.lua:321: TriggerEvent()
    ...ce\AddOns\Buffalo\Libs\AceEvent-2.0\AceEvent-2.0.lua:962:
    ...ce\AddOns\Buffalo\Libs\AceEvent-2.0\AceEvent-2.0.lua:955

    nice mod btw though. very very nice work :)
    Posted in: General AddOns
  • 0

    posted a message on Jigsaw: Tradeskill Goal Tracker
    Hi i get the errors:

    Date: 2007-03-11 17:27:38
    ID: 51
    Error occured in: Global
    Count: 1
    Message: ..\AddOns\Jigsaw\JigsawRecipe.lua line 3:
    Cannot find a library instance of PaintChips-2.0.
    Debug:
    [C]: ?
    [C]: error()
    ...terface\AddOns\Jigsaw\libs\AceLibrary\AceLibrary.lua:438: AceLibrary()
    Jigsaw\JigsawRecipe.lua:3: in main chunk
    AddOns:
    CSAddOnOrganizer
    FuBar, v24665
    Jigsaw, v1.0
    Swatter, v4.0.0

    and

    Date: 2007-03-11 17:27:38
    ID: 52
    Error occured in: Global
    Count: 1
    Message: ..\AddOns\Jigsaw\JigsawCore.lua line 9:
    Cannot find a library instance of JigsawTSRecipe-1.0.
    Debug:
    [C]: ?
    [C]: error()
    ...terface\AddOns\Jigsaw\libs\AceLibrary\AceLibrary.lua:438: AceLibrary()
    Jigsaw\JigsawCore.lua:9: in main chunk
    AddOns:
    CSAddOnOrganizer
    FuBar, v24665
    Jigsaw, v1.0
    Swatter, v4.0.0

    upon loading. hope you can help

    also if i try to unenable the mod in the fubar context menu i get this error:

    Date: 2007-03-11 17:31:51
    ID: 53
    Error occured in: Global
    Count: 1
    Message: ...dOns\Jigsaw\libs\FuBarPlugin-2.0\FuBarPlugin-2.0.lua line 478:
    AceDB-2.0: Cannot call "ToggleActive" before "RegisterDB" has been called and before "ADDON_LOADED" has been fired.
    Debug:
    [C]: ?
    [C]: error()
    ...terface\AddOns\Jigsaw\libs\AceLibrary\AceLibrary.lua:85: error()
    Jigsaw\libs\AceDB-2.0\AceDB-2.0.lua:1716: ToggleActive()
    ...dOns\Jigsaw\libs\FuBarPlugin-2.0\FuBarPlugin-2.0.lua:478: ?()
    ...rface\AddOns\Jigsaw\libs\Dewdrop-2.0\Dewdrop-2.0.lua:482:
    ...rface\AddOns\Jigsaw\libs\Dewdrop-2.0\Dewdrop-2.0.lua:425
    AddOns:
    CSAddOnOrganizer
    FuBar, v24665
    Jigsaw, v1.0
    Swatter, v4.0.0
    Posted in: General AddOns
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