• 0

    posted a message on How to lodge a ticket

    In reply to Elkano:

     

    Hi Elkano

     

    Thanks for your help   :)

    Posted in: General Discussion
  • 0

    posted a message on How to lodge a ticket
    I currently have an update for my addon that is still stuck as "Under Review" and I am trying to find how to lodge a ticket yet the old place to submit a ticket, (https://support.curseforge.com/hc/en-us), leads nowhere, and the "help" button at the bottom of this site is also broken; so how do I lodge a ticket now?
    Its is probably right in front of my face but the sand in my eyes makes things blurry.
    Posted in: General Discussion
  • 0

    posted a message on Need some help with secure hooking
    Hi all

     I am looking for a bit of guidance with hooking secure functions and/or triggering events for opening and closing the backpack.

     

    I already have PLAYER_LOGIN, MERCHANT_SHOW and MERCHANT_CLOSED events working without issue. 
    On Townlong Yak I can find the BAG_OPEN and BAG_CLOSED events, as well as the ToggleBackpack, OpenBackpack and CloseBackpack functions yet I still have not been able to get any results when I run my code. 
    Here are my code chunks:
    -- my hook functions
    hooksecurefunc(
    "CloseBackpack",function()
    print("CloseBackpack hookedfunction fired")
    end
    )
    hooksecurefunc(
    "OpenBackpack",function()
    print("OpenBackpack hookedfunction fired")
    end
    )
    hooksecurefunc(
    "ToggleBackpack",function()
    print("ToggleBackpack hookedfunction fired")
    end
    )
     -- my event triggers
    TestFrame:SetScript("OnEvent",function(self, event, ...)
    if event =="BAG_OPEN"then
    print("BAG_OPEN event triggered")
    elseif event =="BAG_CLOSED"then
    print("BAG_CLOSED event triggered")
    end
    end
    )
    TestFrame:RegisterEvent("BAG_OPEN")
    TestFrame:RegisterEvent("BAG_CLOSED")
    Any sort of guidance and explanation of where I am going wrong would be great.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Convert ItemID's to Item Details

    Hi all

     

    I am building a small addon that converts an itemID into an extended itemDetails table.

    I have a function that loops through a list of itemID's and gets the full item details which I then insert as a table into another table.

     

    When I check the results in the saved variables file I get a list with only the hearthstone details, all the other entries display only the itemID.

     

    My convert function, (links to my full code are at the bottom of this post)

    -- convert function
    local function convertList()
    print('convert start')
    for k, v inpairs(AAA_FROM_LIST)do
    local itemName,
    itemLink,
    itemRarity,
    itemLevel,
    itemMinLevel,
    itemType,
    itemSubType,
    itemStackCount,
    itemEquipLoc,
    iconFileDataID,
    itemSellPrice,
    itemClassID,
    itemSubClassID,
    bindType,
    expacID,
    itemSetID,
    isCraftingReagent = GetItemInfo(v)

    tempItemList = {
    itemID = v,
    itemName = itemName,
    itemLink = itemLink,
    itemRarity = itemRarity,
    itemLevel = itemLevel,
    itemMinLevel = itemMinLevel,
    itemType = itemType,
    itemSubType = itemSubType,
    itemStackCount = itemStackCount,
    itemEquipLoc = itemEquipLoc,
    iconFileDataID = iconFileDataID,
    itemSellPrice = itemSellPrice,
    itemClassID = itemClassID,
    itemSubClassID = itemSubClassID,
    bindType = bindType,
    expacID = expacID,
    itemSetID = itemSetID,
    isCraftingReagent = isCraftingReagent
    }
    table.insert(AAA_CONVERTED_LIST,1, tempItemList)
    end
    print('convert end')
    end

    My results

    1. AAA_CONVERTED_LIST = {
    2.     {
    3.         ["itemID"] = 52025,
    4.     }, -- [1]
    5.     {
    6.         ["itemID"] = 50717,
    7.     }, -- [2]
    8.     {
    9.         ["itemID"] = 50606,
    10.     }, -- [3]
    11.     {
    12.         ["itemID"] = 50688,
    13.     }, -- [4]
    14.     {
    15.         ["itemID"] = 50639,
    16.     }, -- [5]
    17.     {
    18.         ["itemID"] = 50687,
    19.     }, -- [6]
    20.     {
    21.         ["itemID"] = 50703,
    22.     }, -- [7]
    23.     {
    24.         ["itemID"] = 50650,
    25.     }, -- [8]
    26.     {
    27.         ["itemID"] = 52028,
    28.     }, -- [9]
    29.     {
    30.         ["itemID"] = 52029,
    31.     }, -- [10]
    32.     {
    33.         ["itemID"] = 52026,
    34.     }, -- [11]
    35.     {
    36.         ["itemID"] = 50685,
    37.     }, -- [12]
    38.     {
    39.         ["itemID"] = 50730,
    40.     }, -- [13]
    41.     {
    42.         ["itemID"] = 147561,
    43.     }, -- [14]
    44.     {
    45.         ["itemID"] = 114131,
    46.     }, -- [15]
    47.     {
    48.         ["itemID"] = 114081,
    49.     }, -- [16]
    50.     {
    51.         ["itemID"] = 119229,
    52.     }, -- [17]
    53.     {
    54.         ["itemID"] = 119226,
    55.     }, -- [18]
    56.     {
    57.         ["itemID"] = 139802,
    58.     }, -- [19]
    59.     {
    60.         ["itemID"] = 32240,
    61.     }, -- [20]
    62.     {
    63.         ["itemID"] = 32258,
    64.     }, -- [21]
    65.     {
    66.         ["itemID"] = 32254,
    67.     }, -- [22]
    68.     {
    69.         ["itemID"] = 805,
    70.     }, -- [23]
    71.     {
    72.         ["itemID"] = 9763,
    73.     }, -- [24]
    74.     {
    75.         ["itemID"] = 4496,
    76.     }, -- [25]
    77.     {
    78.         ["itemID"] = 109119,
    79.     }, -- [26]
    80.     {
    81.         ["itemID"] = 109253,
    82.     }, -- [27]
    83.     {
    84.         ["itemID"] = 128650,
    85.     }, -- [28]
    86.     {
    87.         ["itemName"] = "Hearthstone",
    88.         ["iconFileDataID"] = 134414,
    89.         ["bindType"] = 1,
    90.         ["itemSellPrice"] = 0,
    91.         ["itemLink"] = "|cffffffff|Hitem:6948::::::::19:265::::::|h[Hearthstone]|h|r",
    92.         ["itemClassID"] = 15,
    93.         ["itemLevel"] = 1,
    94.         ["itemStackCount"] = 1,
    95.         ["isCraftingReagent"] = false,
    96.         ["expacID"] = 0,
    97.         ["itemRarity"] = 1,
    98.         ["itemMinLevel"] = 0,
    99.         ["itemID"] = 6948,
    100.         ["itemSubClassID"] = 0,
    101.         ["itemEquipLoc"] = "",
    102.         ["itemSubType"] = "Junk",
    103.         ["itemType"] = "Miscellaneous",
    104.     }, -- [29]
    105.     {
    106.         ["itemID"] = 15017,
    107.     }, -- [30]
    108.     {
    109.         ["itemID"] = 6268,
    110.     }, -- [31]
    111.     {
    112.         ["itemID"] = 90555,
    113.     }, -- [32]
    114.     {
    115.         ["itemID"] = 109118,
    116.     }, -- [33]
    117.     {
    118.         ["itemID"] = 828,
    119.     }, -- [34]
    120.     {
    121.         ["itemID"] = 2657,
    122.     }, -- [35]
    123. }

    Here is my lua

    Here is my toc

    Here is my saved variables results

     

    Any help solving this would be great.

    Posted in: AddOn HELP!
  • 0

    posted a message on Are item hyperlinks localised?

    Hi all

     

    As per the title of this post, I am trying to find out if item links are localised or are they universal.

     

    If I store the itemlink for a cinderweb egg it is "|cff0070dd|Hitem:152976::::::::19:256::::::|h[Cinderweb Egg]|h|r"

     

    If I store the itemlink on a Russian client will the item name be English or will it be saved as the Russian translation?

     

     

     

     
    Posted in: Lua Code Discussion
  • 0

    posted a message on Getting item details via slash command

    In reply to Caraxe:

     Oh wow, so I missed putting in a space, knew it would be a simple thing I messed up :0
    Thanks for your help Caraxe
    Posted in: Lua Code Discussion
  • 0

    posted a message on Getting item details via slash command
     
    Hi all 
    I am having an issue with getting the item string of an item linked in chat using a slash command. 
    SLASH_TESTC1 = '/asd'
    function SlashCmdList.TESTC(msg, editbox)
       print('*** Chat Link Test Start ***')
       local itemID = tonumber(string.match(msg, 'item:(%d+):'))
       if msg then
          print('message =', msg)
       else
          print('no message')
       end   
       if itemID then
          print('itemID =', itemID)
       else 
          print('no item')
       end   
       print('*** Chat Link Test End ***')
    end

     

    I am running this in game using the hack addon with the following results;
    -- /asd
    *** Chat Link Test Start ***
    message = 
    no item
    *** Chat Link Test End *** 
    -- /asd<<shift clicked item link
    Type'help' for a listing of a few commands.

     

    I am not getting any errors in bugsack.

    I dont understand how msg is true but there is no print, and when I do link an item why i do not get the opening and closing and the full message prints.

    Any help will be greatly appreciated.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Button factory based on filtered list

    Hi all

     

    I am trying to filter a list of itemID's to build and add a button to a scroll frame based on the item rarity.

     

    I already have a working scroll frame that correctly adds a list of buttons based on a list of itemID's, but when I try to create buttons based on the item rarity my code keeps breaking with a nil error.

     

    I have looked at a lot of addon's that have filter systems but I am still a novice to programming, (self-teaching), and I don’t understand a lot of the addon code that I am viewing.

     

    Here is my test code; 

    pastebin 

    local ListOfItemIDs = {
    132204,-- [1]
    122245,-- [2]
    118658,-- [3]
    124106,-- [4]
    124121,-- [5]
    127810,-- [6]
    128318-- [7]
    }
    local ListOfItemRarity = {
    rarityGrey = true,
    rarityWhite = true,
    rarityGreen = true,
    rarityBlue = true,
    rarityPurple = true,
    rarityHeirloom = true,
    rarityLegendary = true,
    rarityArtifact = true
    }
    local NumberOfButtons, HeightOfButtons = 13, 223
    local function testItemRarity(itemID)
    local itemName, itemLink, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, iconFileDataID, itemSellPrice, itemClassID, itemSubClassID, bindType, expacID, itemSetID, isCraftingReagent =GetItemInfo(itemID)
    if(ListOfItemRarity.rarityGrey and itemRarity ==0)or(ListOfItemRarity.rarityWhite and itemRarity ==1)or(ListOfItemRarity.rarityGreen and itemRarity ==2)or(ListOfItemRarity.rarityBlue and itemRarity ==3)or(ListOfItemRarity.rarityPurple and itemRarity ==4)or(ListOfItemRarity.rarityHeirloom and itemRarity ==5)or(ListOfItemRarity.rarityLegendary and itemRarity ==6)or(ListOfItemRarity.rarityArtifact and itemRarity ==7)then
    returntrue, itemLink
    else
    returnfalse
    end
    end
    local function updatRarityScrollFrame()
    FauxScrollFrame_Update(ItemRarityScrollFrame,#ListOfItemIDs, NumberOfButtons, HeightOfButtons)
    for index =1, NumberOfButtons do
    local offset = index +FauxScrollFrame_GetOffset(ItemRarityScrollFrame)
    if testItemRarity(ListOfItemIDs[offset])then
    local button = ItemRarityScrollFrame.buttons[index]
    button.index = offset
    if offset <=#ListOfItemIDs then
    button:SetText(testItemRarity())
    button:Show()
    else
    button:Hide()
    end
    end
    end
    end

    Any help would be gratefully appreciated.

    Posted in: Need Help?
  • 0

    posted a message on Adding buttons to player dropdown menu

    Hello all 

    I am looking for a bit of help understanding how to add buttons correctly to the right click dropdown menu of a targeted player.

    Here is my current code to add the buttons;

    local playerMenuList = {"PLAYER","RAID_PLAYER","PARTY","FRIEND"}
    
    UnitPopupButtons["GREEN_BUTTON"] = {text = "GREEN"}
    UnitPopupButtons["YELLOW_BUTTON"] = {text = "YELLOW"}
    UnitPopupButtons["RED_BUTTON"] = {text = "RED"}
    }
    
    for k,v in pairs(playerMenuList) do	
    	table.insert(UnitPopupMenus[v],"GREEN_BUTTON")
    	table.insert(UnitPopupMenus[v],"YELLOW_BUTTON")
    	table.insert(UnitPopupMenus[v],"RED_BUTTON")
    end
    
    local function testPlayerMenuButton(self)
    	if self.value == "GREEN_BUTTON" then
    		print("GREEN_BUTTON clicked")
    	elseif self.value == "YELLOW_BUTTON" then
    		print("YELLOW_BUTTON clicked")
    	elseif self.value == "RED_BUTTON" then
    		print("RED_BUTTON clicked")
    	end
    end
    
    hooksecurefunc("UnitPopup_OnClick",testPlayerMenuButton)

     I would like to only display one of the buttons based on a condition such as;

    if xzy=="Red" then
    RED_BUTTON:Hide()
    YELLOW_BUTTON:Hide()
    GREEN_BUTTON:Show()
    elseif xyz=="Yellow" then
    RED_BUTTON:Hide()
    GREEN_BUTTON:Hide()
    YELLOW_BUTTON:Show()
    else
    GREEN_BUTTON:Hide()
    YELLOW_BUTTON:Hide()
    RED_BUTTON:Show()
    end

     Any help would would be great.

    Posted in: AddOn HELP!
  • 0

    posted a message on Help with button textures

    Hey Seerah 

     

    I have tried a number of different things trying to resolve this issue.

     

    The myTestingFrame:SetScale(2) increases the scale of the button itself not the textures, if I comment out the line I still get the same display issues just at its default size.

    I have also tried just defining the size of the button with myTestingFrame:SetSize(40,40) with no luck.

     

    I just have not been able to find out why.

    Posted in: AddOn HELP!
  • 0

    posted a message on Help with button textures

    Hi all 

     

    I have an issue with the textures on a button.

    Both the highlight and pushed textures fit the button frame without issue, but the normal texture always displays much bigger than the other two thus exceeding the button size. 

     

    I have attached an image of what I am seeing.

    buttons

     

    Here is my code.

     

    local myTestingFrame = CreateFrame("Button","myTestingFrame",UIParent, "SecureActionButtonTemplate,ActionButtonTemplate")
    myTestingFrame:SetScale(2)
    myTestingFrame:SetPoint("CENTER")

    myTestingFrame:SetPushedTexture("Interface\\Icons\\Inv_misc_archaeology_amburfly")
    myTestingFrame:SetHighlightTexture("Interface\\Icons\\Spell_shadow_carrionswarm")
    myTestingFrame:SetNormalTexture("Interface\\Icons\\Spell_druid_swarm")

    myTestingFrame:SetMovable(true)
    myTestingFrame:SetClampedToScreen(true)
    myTestingFrame:RegisterForDrag("RightButton")
    myTestingFrame:SetScript("OnDragStart",myTestingFrame.StartMoving)
    myTestingFrame:SetScript("OnDragStop",myTestingFrame.StopMovingOrSizing)
    myTestingFrame:SetToplevel(true)
    myTestingFrame:SetScript("OnClick",function(self)
    print("Button Clicked")
    end)

     

     Any help would be great.

    Posted in: AddOn HELP!
  • 0

    posted a message on SendChatMessage - Icon

    Thanks for the reply.

    Unfortunately that does not seem to work on General.

    I have tried variations such as

    SendChatMessage({rt4},"chatString", "CHANNEL", nil, 1)

    SendChatMessage({rt4}.."chatString", "CHANNEL", nil, 1)

    SendChatMessage("({rt4})chatString", "CHANNEL", nil, 1)

    SendChatMessage("{rt4}chatString", "CHANNEL", nil, 1)

    SendChatMessage("{rt4},chatString", "CHANNEL", nil, 1)

    SendChatMessage("{rt4}..chatString", "CHANNEL", nil, 1)
    all without success.

    Posted in: AddOn HELP!
  • 0

    posted a message on SendChatMessage - Icon

    Thanks for the link, but it only deals with macros.

     

    I am looking for help in how to use the wow api SendChatMessage to insert a target marker icon into chat

    Posted in: AddOn HELP!
  • 0

    posted a message on SendChatMessage - Icon

    Hi All

    Is there a way to add a target icon to a chat message using SendChatMessage?

    Posted in: AddOn HELP!
  • 0

    posted a message on Question about images
    Hi all

    I hope I have posted this in the right forum, if not please move.

    Is there a way to reorder the screenshot images that I have uploaded to my addon page?
    Posted in: Need Help?
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