Showing posts with label [:]. Show all posts
Showing posts with label [:]. Show all posts

Saturday, April 14, 2012

Get Other Groups Player List

[:1]Is there a way to get another groups player list from the leaders name (assuming they are in the same faction)?

Names will be enough as I can then query the player info.|||No there isnt|||short of asking them who is in their group no.

Supermacro update?

[:1]anybody have any idea of if supermacro will be updated or where i can find the latest version for patch 1.11. cus it says no longer in development|||as far as i know super macro still works in 1.11, just the toc isnt updated. id check curse gaming, they sometimes have updates that havent leaked hrere yet.|||Quote:








anybody have any idea of if supermacro will be updated or where i can find the latest version for patch 1.11. cus it says no longer in development




i too, am trying to find an update, as supermacro does NOT work....

i have found....

supermacro

http://wowui.incgamers.com/?p=mod&m=1325

megamacro

http://wowui.incgamers.com/?p=mod&m=1001

bigmacro

http://wowui.incgamers.com/?p=mod&m=246

these are all out of date, not working, ir incompatiable, and wont even load (they register as incompatible even with everything else disabled)....

i am REALLY wishing that i was a programmer, and COULD update these... any of them, all of them... different strokes... yaknow?



someone suggested slashlib

http://www.curse.com/downloads/details/4093/

but... i have found it to be a little confusing, im still trying to get the hang of it... but i dont think that it is what im looking for|||Most addons will still work. Just use NotePad and edit the .toc file so that the Interface line looks like this.


Code:
## Interface: 20200

So try it before giving up.|||Quote:








Most addons will still work. Just use NotePad and edit the .toc file so that the Interface line looks like this.


Code:
## Interface: 20200

So try it before giving up.




ahh.... heh. *not a programmer* thank you. ill give that a shot|||If you are looking for a mod that will allow you to have more than 255 characters in a macro, take a look at TrinityBars 2.0 .

It allows you to make longer macros without taking up macro slots.|||Super Duper Macro has been designed to replace this addon.

Addon to gather buff statistics

[:1]As you know, there are a lot of trinkets, jewelry and even some weapons and armours which randomly grant certain buffs while in combat. I didn't care to use them until now, because I don't really like things I can't control, things I can't rely upon (as opposed to trinkets I use myself at the correct time to receive a buff). But, looking at new WoTLK items... it seems they could be quite powerful, even tho their procs are random. I would like to test it myself. Though, it would be rather funny to receive a great buff on hit... in case this is the last hit on dying monster :P You receive a powerbuff for 15 secs, but once you loot and skin the mob, and reach next one - the buff is already gone... That's why I would like to gather some statistics - for example, I want to know percentage of combat time I'm affected by certain buff. I've found an addon which counts buff uptime - but it counts total time, and I couldn't care less about buffs on me while OUT OF COMBAT! Can you suggest an addon to calculate buff uptime during combat only? Would be very good if it was able to count also internal cooldown of these items, as well as average combat time between "internal cd off" and "buff reappeared" events!

I've searched Curse, but there are 177 addons in the buffs section, without much comments... and I can't sort them by rating or hits to discover the most useful ones :( It displays an error when I try it...|||Ehh well... anyone? %)|||I don't know of anything like that. The way most theorycraft models things that have a proc chance is to find out how often it procs on a target dummy (by analyzing the combat log) and then assume the dps increase is spread across a fight.

For example, if a trinket procs 6% of the time and lasts 10 seconds, then you can say over a five minute fight the buff will be up X% of the fight... while it's up you get Y% dps increase... so average that over the five minute fight and the benefit of that trinket is that it yields Z% more dps. Add that to any equip benefits and you can compare it to another trinket to figure out which is better. You can use the same basic approach for non-DPS trinkets

Even an addon that did what you ask wouldn't account for a trinket that procs 2 seconds before combat ends (so that most of its uptime is out of combat), and over enough fights, the averaging noted above will model the effect of the trinket well enough.

EDIT: You might try logging combat (/combatlog) and uploading the resulting log file to WWS to see if it pulls out that information.|||Quote:








I don't know of anything like that. The way most theorycraft models things that have a proc chance is to find out how often it procs on a target dummy (by analyzing the combat log) and then assume the dps increase is spread across a fight.




Theorycraft would not help AT ALL :( Yes I know proccing trinkets have 45s hidden cd; cd of trinkets which you use manually is not even hidden. The problem is that I can't say for sure what is my average fight duration, what is average delay between fights and so on... For example, what is going to be better for me - 60dps buff for 20 secs or 100dps for 10 secs? In the encounter with some static boss (like Reaver or Teron) first one is going to be better for sure (as it grants 1200damage instead of 1000 for the second), but you can't be so sure when you fight common mobs. Maybe my fight ends way faster than 20 secs, and I get an useless combat buff after combat, so I'd rather get a 10 sec long POWER buff? Or maybe I get an add, and use full duration of 20 sec buff? What is my chance to get an add? You never know that until you test it... That's why I need an addon to gather such statistics...


Quote:








Even an addon that did what you ask wouldn't account for a trinket that procs 2 seconds before combat ends




Why can't it? I've already found an addon which stops recording proc uptime once you are out of combat - why can't there be an addon which does the same for "on use" trinket buffs?


Quote:








EDIT: You might try logging combat (/combatlog) and uploading the resulting log file to WWS to see if it pulls out that information.




I guess I'll have to... in case I don't find any easier way (i.e. an addon) :(|||OK, first, small trinket differences just aren't important on 12k hp quest mobs. So I wouldn't worry about a marginal diffence between trinkets for things like that. Small differences will make a difference on high hp mobs... some trash and bosses.


Quote:




The problem is that I can't say for sure what is my average fight duration, what is average delay between fights and so on...




Doesn't matter. You assume infinite fight duration to model a boss because what you want to do is average out the effect of crits, trinket procs, etc. Once you do that a simulation will show you that, in an infinitely long fight gear variation A is better than variation B. That translates to long boss fights pretty well (5min+). For short boss fights I'm not sure the small variation between two trinkets matters much. The effects can be masked by luck on crits, whether you perfectly execute your rotation or are a slight bit off, etc.


Quote:




For example, what is going to be better for me - 60dps buff for 20 secs or 100dps for 10 secs? In the encounter with some static boss (like Reaver or Teron) first one is going to be better for sure (as it grants 1200damage instead of 1000 for the second), but you can't be so sure when you fight common mobs.




That's not how I'd model that. I'd model it on a longer fight and figure out how many times I can have the effect up on average over a fight. For that you not only need to know dps buff and buff duration but proc rate. If we assume proc rate is the same, then you'll ALWAYS want the first trinket on boss fights since, as you point out, it grants more actual damage. For trash the difference too small to matter. Same with quest mobs.|||You didn't get my point... rather, neither of my points :(


Quote:








OK, first, small trinket differences just aren't important on 12k hp quest mobs. So I wouldn't worry about a marginal diffence between trinkets for things like that. Small differences will make a difference on high hp mobs... some trash and bosses.




What is the difference? Indeed, it is not important for a short fight vs a single common mob. Indeed, it IS important for a 10-min long combat vs a raid boss. But it is ALSO important for hours long killing of some trash mobs while farming some regs or rep!


Quote:








Doesn't matter. You assume infinite fight duration to model a boss because what you want to do is average out the effect of crits, trinket procs, etc.




Exactly! I assume infinite fight to average random effects... but this fight is not continuous - as it consists of "in combat" and "out of combat" parts. That's why any model would not work, because I'm unable to estimate time percentage of these parts... their average length and so on. It HAS TO BE TESTED!


Quote:








For that you not only need to know dps buff and buff duration but proc rate.




You didn't get it either... I've already found a working addon (Procodile) which counts proc uptime percentage IN COMBAT. But, it doesn't count buff durations of "on use" trinkets :( And I would really like to test "on use" versus "chance on hit" gear dps bonus!|||I understood your points... I just don't care about testing on random quest level mobs as it's not important. Too many things can happen in a given short fight (crits, etc) that will completely overwhelm the effect of a trinket proccing. But who cares if I kill a given mob in 8 seconds or 7?

Yes, I get that a proc effect might run for some OOC time. I just don't care. No trinket proc is going to boost my dps so much that it will materially affect how fast I kill a quest mob. A random crit on a mob will have a far greater effect.

Look, a really good trinket might make 20-50dps difference. Let's say it's 50. At 1000dps I can kill t he typical Icecrown mob in 12secs. At 1050, I can kill that same mob in... 11.4 secs. /shrug.|||Part of the function of my addon Bang! Proctologist is to do what you are asking.

It may be a bit more than you wanted however.

[French] How do that:

[:1]hi, i am a french guy :) i am here cause i want to do myself little addon... but in french there aren't comunity of lua dev or tuto... so i am here

SO! what i whant to do? :p it s simple, i want to put a specific font in place of the combat text ....

uhm , i'll show to you a screen shoot :)

http://thorase75.free.fr/police.jpg

like you can see i do it :) *happy*

my source is that for the moment:


Code:
local flo_FONT = "Interface\\AddOns\\flo\\font\\DESTRUCCION.ttf";

DAMAGE_TEXT_FONT = flo_FONT;

it s work :D BUT.... there is a probleme, my font is wonderful on the screen cause it s a critical hit.... but with normal hit it s too small... i can t read :(

so i want to know HOW do to set a size....

i tryed:

CombatTextFont:SetFont(DAMAGE_TEXT_FONT, 200);

CombatTextFont:SetFont(flo_FONT, 200);

but don t work :/

if you know the solution of my probleme it will be very nice :)

(very sorry for my very crap english)|||Quote:








SO! what i whant to do? :p it s simple, i want to put a specific font in place of the combat text ....







The syntax I believe is

Object:SetFont(font, size, style), so


Code:
Object:SetFont("Interface\\AddOns\\flo\\font\\DESTRUCCION.ttf", 15, "OUTLINE")

The Object you apply this to needs to be the non-crit text.

At a guess, it might be NumberFont_Outline_Med.

So you'd have


Code:
NumberFont_Outline_Med:SetFont("Interface\\AddOns\\flo\\font\\DESTRUCCION.ttf", 15, "OUTLINE")

my addon not being found...

[:1]I am trying to make a very simple addon that when you logs on it auto-joins a channel and then prints a message that tells you that you are in that channel.

First I made a macro that does what I want but I do not think that there is a way to run the macro when you log on so I made a lua file and put this in to it...


Code:
print ("/join ......")
print ("You are now Chatting in The ...... chat channel.")

Simple as that...then I saved it as a lua file in a folder inside that addon folder. When I load the game and look in my addons it is not in there. So what am I missing? Why can the game not find the "addon"?



also would it be better to change the print to "DEFAULT_CHAT_FRAME:AddMessage"|||is the .toc file name the same as the folder name?|||That is the problem I do not have a toc file. Now when I look at my list of addons it is in that list but it said that it is incompatible.

I have a addon folder called test and in that is a test.toc and test.lua. The test.toc has this...


Code:
test.lua

and the test.lua has this...


Code:
print("/join testchannel01")
print("you are in the test channel 01 now.")

What am I missing now?|||Code:
## Interface: 30000 <---- this is the current version of the game
## Title: Test <----- Name of Mod
## Notes: Test does xxx <------- what does the mod do?
## Author: XXXXX <----------- Who is it bye
test.xml
test.lua

for a more in depth explanation go here|||thank you. do I have to have a xml file? If so then for a simple mod like this what would one put in that XML file?|||xmls are not needed only got graphics :D (im pretty sure atleast).|||Quote:








thank you. do I have to have a xml file? If so then for a simple mod like this what would one put in that XML file?




No you do not need an XML file for that addon.

The code you have there, assuming you can call 'Print' because it is defined in another addon, is still not going to do very much.

What I think you want is this:


Code:
local MyChannel = "YourChannelName"

JoinChannelByName(MyChannel)
DEFAULT_CHAT_FRAME:AddMessage("You are in "..MyChannel.." now",1,1,1)

If you want to list all channels, you could retrieve them with


Code:
for i=1,10,1 do
local id..i, name..i = GetChannelName(i)
if (name..i) then
local MyChannel = name..i


DEFAULT_CHAT_FRAME:AddMessage("You are in "..MyChannel.." now",1,1,1)


end
end
|||Quote:









Code:
local MyChannel = "YourChannelName"

JoinChannelByName(MyChannel)
DEFAULT_CHAT_FRAME:AddMessage("You are in "..MyChannel.." now",1,1,1)








Ok, that makes since to me except for the end part ",1,1,1". What is that for?|||hey Bangerz you gonna upload your BANG mods here?|||Thanks for the help people this works now. Now to the next feature.

How do you remove a Picture from your Mod Page

[:1]Hello, I've recently taken over a mod (Shapebind) and updated the info... But the previous author had 3 images listed, and I only want 2 to be shown.

From what I see on the page, you can CHANGE the images, but no way to remove one. Any pointers?|||Ive sent Rushster a PM in regards to this issue.

Help to make a specific addon

[:1]Hello guys,

First of all, I wanna apologize for ignorance if I do that.

I have neither programmed to Lua before, nor played WoW. Actually, I started playing when a friend of mine asked me to make a customization in WoW for him. I'm Java/C++ programmer.

I saw the basic tutorials, I have created some addons, but which Lua API's and which kind of events should I handle for:

1) My friend wants that all info event scheduled at calendar feature to popup in specific period of time as a window. So, imagine you're playing and don't remind about an event you have previously scheduled. Then a window popups into the screen reminding you of that event.

My question is: is some specific addon for that? has someone built something similar? Or even better: if it does not exist, how could I into LUA api's/wow events trigger that?

Please, I'm not asking for a complete solution (if the addon does not exist yet), but how I could I start that?

I would greatly accept any kind of help.

My best regards,

Luis|||Our guild uses group calendar for this. you schedule events (others can sign up or not) and get notified when things are about to start.|||Quote:








Our guild uses group calendar for this. you schedule events (others can sign up or not) and get notified when things are about to start.




Thank you very much, but this case obviously I must have been joined to a guild right?

What my friend wants is absolutely that, but not for guild. Any other clue?

Best regards|||Have not tried it without being part of a guild, but no reason why it should not work guildless. Cant visit curse from work, I am very lucky this site is not blocked, so I can't look it up at the moment.|||Hey, fairly new to this myself, but this may be helpful.

There is a blizzard released addon kit, which extracts a lot of WoW's files and lets you explore them, to see what you have to work with.

Looking at Blizzard_Calendar.lua in the blizzards calendar ui folder, there are plenty of fields to look at.


Code:
...
-- Event Types
CALENDAR_EVENTTYPE_RAID = 1;
CALENDAR_EVENTTYPE_DUNGEON = 2;
CALENDAR_EVENTTYPE_PVP = 3;
CALENDAR_EVENTTYPE_MEETING = 4;
CALENDAR_EVENTTYPE_OTHER = 5;

-- Invite Statuses
CALENDAR_INVITESTATUS_INVITED = 1;
CALENDAR_INVITESTATUS_ACCEPTED = 2;
CALENDAR_INVITESTATUS_DECLINED = 3;
CALENDAR_INVITESTATUS_CONFIRMED = 4;
CALENDAR_INVITESTATUS_OUT = 5;
CALENDAR_INVITESTATUS_STANDBY = 6;

...

that sorta thing, which you can dig around and find the stuff you need to use. As far as how to get these events/fields I am not certain. Somehow have your addon query the calendar and ask for it I would guess, but at least this will give you a start.

and to confirm the calendar isn't tied to guild, but has added guild functionality (like invite all guild).

Good Luck!

Adding a Co-Author...?

[:1]Does anyone know if its possible to add a co-author to a project ?

As far as I know the transfer code generated on an AddOn Edit page will completely transfer ownership, while I'm looking for an option to add another person who can edit the project - there is mention of Co-Authoring on the "My Mods" page so.... ?|||goto the edit mod page the third option down is

"Co-Author(s) (comma-separated):"

just add their name is it appears on this site.|||lol, thanks :)

Sometimes you just can't see the wood for the trees... ;)




Quote:








goto the edit mod page the third option down is

"Co-Author(s) (comma-separated):"

just add their name is it appears on this site.

Really basic newbie problem with getting OnEvent calls

[:1]Hi, I'm a total noob at lua and WoW addons, but a rather experienced programmer overall. I'm trying to create a simple addon that needs to listen to a few events and react to them. The problem I'm having is that my event-handler never gets called. It's probably something very simple I've overlooked. Here's the complete code:

TOC:

## Interface: 30000

## Title: MyAddon

## Notes: It rawks

## Dependencies:

MyAddon.lua

MyAddon.xml

XML:

<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/

..\..\FrameXML\UI.xsd">

<Frame name="MyFrame">

<Scripts>

<OnLoad>

MyAddon_OnLoad();

</OnLoad>

<OnEvent>

MyAddon_OnEvent(self, event, ...);

</OnEvent>

<OnUpdate>

MyAddon_OnUpdate(self, elapsed);

</OnUpdate>

</Scripts>

</Frame>

</Ui>

LUA:

function MyAddon_OnLoad(self)

message("Loaded!");

self:RegisterEvent("PLAYER_ENTERING_WORLD");

self:RegisterEvent("PLAYER_REGEN_DISABLED");

self:RegisterEvent("PLAYER_REGEN_ENABLED");

end

function MyAddon_OnEvent(self, event, ...)

message("Got event!");

end

function MyAddon_OnUpdate(self, elapsed)

end

I see the "Loaded!" message, but i never get any events triggering the "Got event!" message() call. Help please.|||First, you forgot to pass the 'self' parameter to the _OnLoad function. (Else, you should've got an error on that.)

Secondly, use:

DEFAULT_CHAT_FRAME:AddMessage("Got event!")

...instead of message() for your debugging.

Not sure why, but I'd hazzard a guess that message dialogs wouldn't like events being fired at them - being reliant on human input 'an all (modal).|||I think you should try including the script file as the 2nd thing you do in your .xml.

I'd also reverse the order of your files in the .toc

Addon that plays a sound file...

[:1]Anyone got a base (or a whole addon) that I can edit, I m not that good of a programer to make a addon from the base and up so looking for a addon that can be edited to play a sound file when a certain skill is used, I have been trying to modify the addon 'Get over here!' but without success, one of the things I want is to play a soundfile when the rogue skill "Killing spree" is used.

And I dont want someone to make the whole thing for me, its fun to think things out by your self but this went way over my head. ^^|||'Get over here' should be perfect, just change the spell it looks for to killing spree, and change the sound file.

Show us what you have tried|||really really simple

change

local spellName = GetSpellInfo(49576)

to

local spellName = GetSpellInfo(51690)

yeah it looks simple but i had to ask 3 independent sources for help :D|||Hi!

I was looking for an addon helps me track Lock and load procs via sound alert.

BBQMeister's LockandLoad looked ok to start with. I've ripped all the unneeded spells and added Serpent Sting fade as an event.

It works like charm but on target death the serpent sting autofades ofc and i get the alert. So i should check target status and disable warning on dead target. Problem is i have no idea how to add that check (no lua XP here).

Any help appreciated.


Code:
function GetOverHere_OnEvent(self,event,...)
local myGUID = UnitGUID("player")
if event == "COMBAT_LOG_EVENT_UNFILTERED" then
local _, desc, srcGUID, srcName, _, destGUID = select(1, ...)
if desc == "SPELL_AURA_APPLIED" then
local spellID, spellName = select(9, ...)
if srcGUID == myGUID then

if spellID == 56453 then -- Lock and Load
PlaySoundFile("Interface\\AddOns\\LockAndLoad\\mp3\\lockandload.mp3")
end

end
end
if desc == "SPELL_AURA_REMOVED" then
local spellID, spellName = select(9, ...)
if srcGUID == myGUID then

if spellID == 49001 then -- Serpent Sting
PlaySoundFile("Interface\\AddOns\\LockAndLoad\\mp3\\snakehiss.mp3")
end

end
end

end
end

local frame = CreateFrame("Frame", "GetOverHereFrame");

frame:SetScript("OnEvent", GetOverHere_OnEvent);
frame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
|||if not UnitIsDead("target") then

--Serpent sting stuff

end|||Quote:








if not UnitIsDead("target") then

--Serpent sting stuff

end




Thx for the help, but it doesn't work, still plays the sound on target death. I think the aura autofades just before the mob dies. Maybe is should check health or dunno.

Why won't my sound mod work?

[:1]I took the ComeHere mod and edited the sounds for a Killing Spree/Ambush mod. Kill Frenzy and Falcon Punch are the sounds. For whatever reason it still doesn't want to work. If anyone could help me out I'd really appreciate it.

Here's my LUA:

function Killing_Spree_OnEvent(event, sp1, sp2)

local spellName = GetSpellInfo(51690)

if strfind(sp2, spellName) and sp1 == "player" then



local RanNum = math.random(3);



if RanNum == 1 then

PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\KillFrenzy.mp3");

elseif RanNum == 2 then

PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\KillFrenzy.mp3");

else

PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\KillFrenzy.mp3");

end

end

end

function Ambush_OnEvent(event, sp3, sp4)

local spellName = GetSpellInfo(11269)

if strfind(sp4, spellName) and sp3 == "player" then



local RanNum = math.random(3);



if RanNum == 1 then

PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\FalconPunch.mp3");

elseif RanNum == 2 then

PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\FalconPunch.mp3");

else

PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\FalconPunch.mp3");

end

end

end

XML:

<Ui xsi:schemaLocation="http://www.blizzard.com/wow/ui/">

<Script file="FalconPunch.lua"/>

<Frame name="FalconPunch_Core">

<Scripts>

<OnLoad>

this:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");

</OnLoad>

<OnEvent>

Kill_Frenzy_OnEvent(event, sp1, sp2);

Ambush_OnEvent(event, sp3, sp4);

</OnEvent>

</Scripts>

</Frame>

</Ui>

What am I doing wrong? :(|||Come on guys, I need you're help. D:|||You should just change the spell ID and nothing else :P

I assume you changed the .toc file to point to the correct folders and directories also... yes?

Why are you randomising something that plays the same file in all 3 cases?


Code:
self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");

Dont use 'this:RegisterEvent'.


Code:
Death_Grip_OnEvent(event, arg1, arg2);

this is sending global arguments, call them arg1 and arg2, dont call them something else


Code:
sp1 == "player"

This is arg1 in the original mod. I generally use events local to the function but when using globals you must use arg1.


Code:
Kill_Frenzy_OnEvent(event, sp1, sp2);
Ambush_OnEvent(event, sp3, sp4);

Aside from changing the argument to arg1 and arg2, you should also change this to a single event handler. i.e. 1 function that does both, or another function which then calls one of the two.


Code:
strfind

Try 'string.find' or a simple '=='|||lol another Death Grip mod, and from the looks if it your editing my mod [/url=http://wowui.worldofwar.net/?p=mod&m=6523]ComeHerep[/url].|||Yeah, the first thing I said was that I was trying to edit the ComeHere mod so I could quickly and efficiently create my own- I didn't know I was going to butcher everything in the process! Like I said, I'm very new to LUA/XML. I have experience with HTML and I did VB years and years ago.

I left the sounds randomized because I didn't want to break anything.

Thanks for looking over this for me. I'll go back and fix it up. I'll be sure to post the final product, too.|||I tried combining everything like you suggested to no avail. I have a feeling that if I hopped on my Death Knight all the sound effects would play when I Death Gripped. :P

So, am idoinitrite?! I appreciate the challenge modding brings but I'm pretty sure I covered everything you suggested. It's probably just some stupid format issue that I messed up. x) The spells should be okay- I went ahead and had to do Ambush by rank because there isn't away to order the program to cover Ambush in general?

LUA:

function Falcon_Frenzy_OnEvent(event, arg1, arg2)



if local spellName = GetSpellInfo(51690) then

if string.find(arg2, spellName) and arg1 == "player" then



PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\KillFrenzy.mp3");

end

end

elseif local spellName = GetSpellInfo(11269) then

if string.find(arg2, spellName) and arg1 == "player" then



PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\FalconPunch.mp3");

end

end

XML:

<Ui xsi:schemaLocation="http://www.blizzard.com/wow/ui/">

<Script file="FalconFrenzy.lua"/>

<Frame name="FalconFrenzy_Core">

<Scripts>

<OnEvent>

Falcon_Frenzy_OnEvent(event, arg1, arg2);

</OnEvent>

</Scripts>

</Frame>

</Ui>|||There are a few formatting and syntax errors in that, I suggest you get a program like LuaEDIT which will syntax check for you.

The correct formatting looks like this, however it will not function currently.


Code:
function Falcon_Frenzy_OnEvent(event, arg1, arg2)
if spellName == GetSpellInfo(51690) then
if string.find(arg2, spellName) and arg1 == "player" then
PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\KillFrenzy.mp3");
end
elseif spellName == GetSpellInfo(11269) then
if string.find(arg2, spellName) and arg1 == "player" then
PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\FalconPunch.mp3");
end
end
end

If you want to ask if something is equal to something else, use '=='.

If you define something as being equal to something else, use '='.

The problem with the above code is that you are asking if 'spellName' is equal to the first returned argument of GetSpellInfo, but you havent defined what spellName actually is.


Code:
function Falcon_Frenzy_OnEvent(event, arg1, arg2)
local spellName = arg1
if spellName == GetSpellInfo(51690) then

At the start of the function should give you what you want.

If it is still not working after this, then you need to work out if the mod is actually being loaded, to do this you can just add a loading message to the very start:


Code:
DEFAULT_CHAT_FRAME:AddMessage("My test mod loaded")

As for the spell ranks, as you are querying the spell name from the server then comparing it to the servers event spell name, the mod should work for all ranks and localizations.|||Nice! I'll grab that editor and see what I can do about fixing it up some more. I'll be honest, I'm a little confused. But I'm pretty rusty at code in general. :)

Thanks for taking the time to help me out. I figure if I can get this sound mod going I can easily put together my own in the future whenever the mood strikes!

Unfortunately it didn't work. I tried using your functionality test and it didn't show up anywhere either.


Code:
function Falcon_Frenzy_OnEvent(event, arg1, arg2)
local spellName = arg1
if spellName == GetSpellInfo(51690) then
if string.find(arg2, spellName) and arg1 == "player" then
PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\KillFrenzy.mp3");
end
elseif spellName == GetSpellInfo(11269) then
if string.find(arg2, spellName) and arg1 == "player" then
PlaySoundFile("Interface\\AddOns\\FalconPunch\\Sounds\\FalconPunch.mp3");
end
end
end

Is this something beyond my control or did I mess up your suggestion? I think I see something.

Don't
Code:
 local spellName = arg1

and
Code:
if string.find(arg2, spellName) and arg1 == "player" then

contradict? The first defines arg1 as the spellName but the second clearly only works if arg1 is defined as "player".|||Sorry I just meant that's how you do it in general, rather than what will work specifically. In this case:

http://www.wowwiki.com/Events_(API)

UNIT_SPELLCAST_SUCCEEDED

arg1

Unit casting the spell

arg2

Spell name

arg3

Spell rank



If you cant see the chat message then it means you have a bigger problem and the addon isnt loading.

Check that the .toc file and the addon folder have the same name, then check that the .toc file points to the correct lua and xml files.

I also see that you arent registering the event anymore, which you will need to do in an OnLoad function, or in the xml as you had previously.|||I'm a little overwhelmed by all of this. I guess I was more rusty than I thought! I kept the XML, I just didn't post it because I didn't change it (at first). I thought you said to take out this:register event? See? I'm so new to this. xD So here's what I've come up with:

XML:


Code:
<Ui xsi:schemaLocation="http://www.blizzard.com/wow/ui/">
<Script file="FalconFrenzy.lua"/>
<Frame name="FalconFrenzy_Core">
<Scripts>
<OnLoad>
this:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");
</OnLoad>
<OnEvent>
Falcon_Frenzy_OnEvent(event, arg1, arg2);
</OnEvent>
</Scripts>
</Frame>
</Ui>

LUA:


Code:
function Falcon_Frenzy_OnEvent(event, arg1, arg2)
local spellName = arg1
if spellName == GetSpellInfo(51690) then
if string.find(arg1, spellName) and arg2 == "player" then
PlaySoundFile("Interface\\AddOns\\FalconFrenzy\\Sounds\\KillFrenzy.mp3");
end
elseif spellName == GetSpellInfo(11269) then
if string.find(arg1, spellName) and arg2 == "player" then
PlaySoundFile("Interface\\AddOns\\FalconFrenzy\\Sounds\\FalconPunch.mp3");
end
end
end

TOC:


Code:

## Interface: 30000
## Title: FalconFrenzy
## Notes: Plays Falcon Punch (SSBB) and Kill Frenzy (GTA2) sound effects when you trigger Ambush or Killing Spree.
## Version: 1.0
## Author: Jaime

FalconFrenzy.lua
FalconFrenzy.xml

I guess I just had to switch arg1 and arg2 to match what you were suggesting. This defines arg1 and the spell name then proceeds to say if arg1 is the spell you're using and arg2 is your character I will play this sound. I think so, anyway.

But it still doesn't work. You guys may have to dumb it down for me a little bit. :/

Which Event should I use?

[:1]Hello, I'm new to creating addons and I've started writing a spell priority mod. Basically it determines which spells in a list are available (based on cooldowns and/or whether it's DOT is still applied) and of all of those returns the one with the highest priority (user defined). I have the basic calculations worked out, but I can't find a good event to recalculate priority on. For testing I just have it bound to a key but eventually I'd like to have it happen automatically.

Any ideas?|||SPELL_CAST_START?



If that's not often enough then use OnUpdate at a set interval|||Thanks for the reply!

I like the idea of OnUpdate, but WoWWiki says:

OnUpdate is not called on any hidden frames, only while they are shown on-screen.

I only have one frame and it's hidden, would I have to make a visible one? Maybe there's a common workaround to this that people use?|||If you want your addon to cast spells autmatically - then you cannot do it. You need hardware event (key pressed).

So binding it to a key would be possible way to go.|||Yep I'm aware of that. I don't want the spells to cast automatically, I just want the priority list to be refreshed automatically.

Guide Addon - Replay & Record Guides - Testers Wanted!

[:1]Hi @all,

I created a guide addon called questFlux that reads, records and manages in-game guides.

Used in Replay Mode questFlux detects questlog changes and automatically proceeds with the loaded guide as soon as the player completes a step. The addon is able to display the usual map tools like direction arrow and minimap/worldmap markings without the need for additional addons like TomTom or such. questFlux also automatically tries to combine multiple quest tasks into a single step if they share the same coordinates or the same pick-up/turn-in npc (but it's still up to the guide author to find the optimal quest sequence). And of course the player has the option to manually skip unwanted quests.

There also exists a project website at www.questflux.net where users can download, upload and edit guides (online-guide-editor and quest-database available).

And now that the base of the project is done, I'm looking for some players who would like to give the addon a try! There are only a few guides to test right now, but unfortunately I spent most of my time on the development of the project rather than the recording of guides - I hope there will be some more guide authors in the future.

So if you want to give it a try, you can download the addon/guides and get some more detailed information (including some images) at www.questflux.net. If you like the project's idea and want to help a bit, use the questFlux addon to record a few quests for the project's database or even record your own guide - it's pretty simple, just try it.

Ok, that's it. I appreciate every kind of feedback (here or at www.questflux.net)!|||Does it also record achievements?

Because there are a few good quest addons out there, but not for echievements. That seems like unexplored area and would be great advantage over the competition (provided quests database will get filled up)|||No, for now the addon isn't able to record achievements. But you are absolutely right - there seem to be some great demand for achievement guides, and that will definitely be an advantage for the add.

And after taking a quick look at wowwiki it shouldn't be to hard to implent the achievement feature - so I added it to my list! Damned, to be honest I love that idea

Looking for Banking mod

[:1]Looking for direction and or advice in a banking mod. I have tried alot of them the banking mods currently and alot of them are missing key features or aspects of the game for banking purposes.Anyone interested in helping me in a banking mod? I am running out of time in the game with tedious processes, and prefer to find a mod solution to address this.

Send me a forum mail if interested.

at the current rate my current banking system is a 7 figure per year generator , i would like to try for 8 figure number with the correct piece of software>|||What do you mean by banking mod? What sort of features are you after?|||I am a GM and have used Guildbanker religiously until WoTLK broke it.

Thought that a contributor to this site was going to rewrite it, but that never materialized.

I am looking for someone willing and able to take on this task. I'm willing to compensate for a fully functioning mod.

Thanks!|||I'm using BankItems now; used to use Sanity but I need the guild bank options in BI.|||I need all the features included in Guildbanker.

Specifically, I need a methodology of tracking Credit for the people that send me the items to Deposit in our Guild Bank (the mail them to me in-game). This Credit needs to be tied to the Auctioneer Item value, or can be manually set, although the automated value according to Auctioneer made it really easy!

I also need the ability to export both the Credit amounts per person, as well as the Guild Bank contents (as being tracked in the Mod) for upload to our Website.

For more details, please see the description of the Guildbanker mod here:

http://wowui.incgamers.com/?p=mod&m=3900

Thanks!

Class Item Tooltip

[:1]When you find any tier or season tokens, it clearly specify which classes it is for, but I miss this feature in regular items (weapons and armor). Could someone make a tooltip addon which adds information which classes can use the item in question (not including tier and season items, which is already covered by Blizz)? I.e. a leather item drops, it has int, and the tooltip will show "Classes: Druid, Rogue, (Hunter), (Shaman)". It should show first which class it is most natural for, then which other classes can use it off spec, then finally who others might use it, or in other words showing who would benefit most from the item based on their class. In the example above I use a leather armor item, which in this case would be usable for hunters and shamans at low level.

I don't know if this is possible, but I know I would use this if it existed. If it DOES exist, then please, for the love of Blizz, tell me where it is!!!

Alfuin, lvl 80 forsaken rogue, Argent Dawn, EU|||There is no such mod as far as i know. It would be possible to write one. The info you are looking for is so obvious for players that it only could be usefull for newbies.|||Quote:








There is no such mod as far as i know. It would be possible to write one. The info you are looking for is so obvious for players that it only could be usefull for newbies.




It would also be useful for loot masters, to determine which classes should have priority on a dropped item. About it being so obvious it's only useful for newbies, not everyone are so leet that they know all by heart. Anyway, I have been given a link at another forum I posted this; ClassLoot. This thread is closed for my part...

Global table losing data entered in local function scope.... help!

[:1]Hey fellas,

I'll keep this short n sweet. New to addon creation but Ive been tinkering with whatever I look at next in the WOW API list. Trouble is atm Im starting to fiddle with storing lists of Unit GUID (Global Unit IDs) so I can effectively remember anyone Ive had a discrepancy with in the past, and avoid them <3 however...... I declare a global variable at the top of my Lua file, but when I later add to the list, I have debug messages that show its been added, but the minute I leave function scope .. this one being Button1_OnClick(), the minute I click something else, for example another button, I lose everything I did in that previous function, even tho I added the entries into a table thats declared globally.

Can anyone spot what Im doing wrong. BTW I will mention, I have not declared this table as a saved variable so all data is lost everytime I shutdown wow, but I was planning to add that functionality later, could it be this thats messing me up?

Can anyone give me a quick example of writing to a table, declaring a globally saved variable and adding to that table during local function scope like a click event without losing the data? Is there something stupid Im missing here?

Many Thanks Guys!

<3

Gamesguru|||a quick glimpse of some code I was messing with:

--declared globally at top of file before any functions.

t_Gankers = { "Phil", "Dave", "Adam" } -- Container for the IDs of gankers. (temp values debug)



function Button1_OnClick()

local count = #(t_Gankers); -- returns the length of the table (number of entries)

for i = 1, count, 1 do

SendChatMessage( t_Gankers[i] );

end

end



RETURNS:

Phil

Dave

Adam



Later comes:

function Button5_OnClick()

-- No Unit Targetted -- ERROR!

if (UnitName("target") == nil) then

SendChatMessage("No target currently selected.");



else

-- Get num of entries currently in table

local count = #(t_Gankers);



-- Add Global Unit ID to end of gank table

t_Gankers[count + 1] = UnitGUID("target");

count = count +1; --update the count



FontString3:SetText("Saved: " .. count .. " ! " .. "Last: " .. t_Gankers[count] );



-- Send Message to chat window to inform user

SendChatMessage( "Player: " .. UnitName("target") .. " || ID: " .. UnitGUID("target") .. " Tagged!" )



end

end

This all updates and reports fine, but the minute I step out of the function and click say Button1 again..... this goes back to only the 3 originally declared gankers Phil, Dave, and Adam .... even if Ive clicked Button5 1,000 times, thich should in turn give me 1003 gankers on the list. But it doesnt save =(

Help please guys? <3

|||Guys seriously, Ive spent 9 bloody hours looking for a way to import the saved global table back into my addon after relaunch of wow, but nothings happening... always NIL, and I really cant see how the hell this works.... Im so stressed .... please .. someone assist me!!! I BEG YOU!

I have this right at the top before anything else

GNS_T_GANKERS = {}; -- thats my global table

--One thing Im worried about here tho, is that everytime my addon loads, it automatically wipes the damn global??? Am I right in thinking this? If so, how the hell can you EVER declare a global, without it being wiped after every wow launch?

Now next, Ive been delving and I'm trying something like this:

-- Makes a local copy to access the global stored

local g_tGankers = getglobal("GNS_T_GANKERS");

-- A little debugging message of mine to tell me how many *saved* entries I had from last time .... but EVERYTIME it returns NIL, ZERO, NOUGHTA!!!

message("Global Gank returns " .. #(GNS_T_GANKERS));



.... after all my chopping n changing, trying to find ANYWAY at all to get this pile of crap to work, Im slowly but surely falling apart. Its terrifying me knowing I have 6 weeks to get a fully working addon submitted with a 12,000 word dissertation.....

Also, how the hell does setglobal() work? Cos everytime I google the lua function setglobal I get some overly complicated jibberish by some almighty professor who couldnt have made it any harder for a newcomer to understand.

I tell you, truthfully, Ive programmed particle effects simulators in OpenGL and DirectX.... released my own work on GP2X, Gameboy and PS2 platforms ... but never have I been so stressed as I am with this.....

My apologies for my rant ..... but this is breaking my spirit.

I could really use some help..... anyone, ANYTHING .... some respond!

Many Thanks

gamesguru|||Firstly, check out wowwiki.com, old.wowace.com or a couple of other sites that have tutorials on creating basic addons. There is a basic XML tutorial sticky in this forum also.

Secondly, you need to post or pastey a lot more of your code, including the toc and xml files so I can see if you are defining your saved variables properly.

Assuming that your saved variables are defined correctly:


Code:
GNS_T_GANKERS = {};

This is clearing your table every time you log in - not good

What you want is something along the lines of


Code:
if not GNS_T_GANKERS then GNS_T_GANKERS = { }; end;



This is the proper way to use tables, you can (and I sometimes do) use the method you were trying to use, however it does not easily allow for multiple peices of data to be stored per item. Note that you can refer to each entry by its index or contents.

Insert/remove data to/from the table


Code:
table.insert(SavedVariablesName_TableName, "BadGuysName");
table.remove(SavedVariablesName_TableName, index/"BadGuysName")



Get the size of the table


Code:
table.getn(SavedVariablesName_TableName)



Scan table and effect a response


Code:
for index, StoredName in ipairs(SavedVariablesName_TableName) do
if StoredName ~= nil then -- prevents compare w nil error
if StoredName == UnitName("target")
-- Do whatever it is you want to do
end
end
end

If you are still having trouble you could use Bang! AntiSpam 2 as a reference, it uses different types of tables in half a dozen ways.

On another note, why are you using the GUID? You could simply use the player name, or player name and server name.|||Here's a page that every new author should know about:

http://www.wowwiki.com/HOWTOs

Using saved variables is in that list.

Discord developer wanted!

[:1]Discord addons were originally written by Lozareth. He stopped authoring addons for public consumption, which is a huge loss to addon community. His addons were unparalleled. Nothing before or since comes close in terms of depth of features and fine-grain control. You are missed, Loz.

a part of his community survived and partially updated the mods, but what those mods really need are some developers who can resurrect them.

all the addons and information can be found here: http://underworldexodus.com/forum/

there are a lot of people ready to help where ever they can to bring those addons back to live

Looking for someone to continue/co-author my mod.

[:1]I am the creator/founder of Auto-Correct. The I believe the mod does have potenitel, however I have the time to mend the mod so to speak, but I lack the actual LUA/XML knowledge to do so. The add-on is very simplistic. If anyone would like to know more, or would like to help with the addon, please contact me through PM.

Thank-You

Grubel|||Quote:








I am the creator/founder of Auto-Correct. The I believe the mod does have potenitel, however I have the time to mend the mod so to speak, but I lack the actual LUA/XML knowledge to do so. The add-on is very simplistic. If anyone would like to know more, or would like to help with the addon, please contact me through PM.

Thank-You

Grubel




Or, you could just provide the info here, and people could take on the fun more quickly.

When you say mend, I presume that you are indicating that it doesn't work, and you want someone to fix it for you.

Is there a reason you can't just post more about the issues here? People might help you fix it yourself.

good luck!|||Sure thing.

Auto-Correct literally, has a database of words, and when you type a word, it replaces it with another. Thats more or less the addon.

some of the problems it has, is that it will not function with commands like /target you get this error:


Code:
Date: 2009-03-18 22:20:36
ID: 26
Error occured in: AddOn: AutoCorrect
Count: 1
Message: Error: AddOn AutoCorrect attempted to call a forbidden function (TargetUnit()) from a tainted execution path.
Debug:
[C]: TargetUnit()
..\FrameXML\ChatFrame.lua:1020: ?()
..\FrameXML\ChatFrame.lua:3192:
..\FrameXML\ChatFrame.lua:3163
[C]: ChatEdit_ParseText()
..\FrameXML\ChatFrame.lua:2930: Blizzard_ChatEdit_SendText()
AutoCorrect\AutoCorrect.lua:44:
AutoCorrect\AutoCorrect.lua:33
[C]: ChatEdit_SendText()
..\FrameXML\ChatFrame.lua:2951: ChatEdit_OnEnterPressed()
[string "*:OnEnterPressed"]:1:
[string "*:OnEnterPressed"]:1

I also am looking to add more functionality to the addon, someone gave me some input earlier today and said:


Quote:




a suggestion for you - If you are familiar with IE7Pro (a addon for Internet explorer) it has a function that spell checks words u type on web pages. Don't know if you could implement the same functionality, but what I like about it is it doesn't actually change anything - it just underlines/highlights questionable words and if you right click provides a list of suggestions to replace with. Maybe you could even play a sound as well when a word gets underlined/highlighted for those of us who don't always look at what we are typing while we are typing it to alert us to a possible mistake. This would also help with your problem with interfering with other commands as it wouldn't actually change anything unless the user selected it to. 8)




Basically, Im looking for a way to expand the addon, to make it as usefull as possible, but either A) try to make it seemless, so that it is almost like its a normal part of the game, or B) add more functions to it, so that it can do more than just automatically correct words.

I hope that helps.|||Your addon is trying to Target, addons arent allowed to Target

You need to have the mod ignore protected actions like /target, /focus, /cast and /use.|||Thank-you Ill try and see what I can do to fix that, I would still like to find out if there is anyone interested in co-authoring the mod with me.

Looking for mod

[:1]I am trying my hand at creating a mod because I haven't found anything out there that suits my need. At least nothing small.

Basically what I am looking for is a mod that will forward properly formatted whispers to channel that several other people could listen in on.

Basically why I want this is to help our looting system.

We do a need - use - greed system. Need being a 1 win roll system. If nobobdy rolls need on the item it goes to use. Here is where we use a bit of loot council to make sure that the loot is going to the right place. But if we have everyone post their current piece, nobody wants to listen to people proclaiming why they are more in need of the item than someone else.

So what we want is for the raid to be able to type something like this:

/tell <lootmaster> use [shift-click current item]

Then have that tell forwarded to a channel that a small loot council can view to ensure that the person getting the most benefit out of it is awarded the loot.

I'm sure that this is a very small amount of code but I just cannot figure it out.

Any help that could be provided would be greatly appreciated.|||why dont you jon a custom channel (/join lootmaster) and post it there? or isnt it possible to post items in custom channels?|||you cant post links in custom channels.

Help with my (sound-based) addon

[:1]I am creating an addon for my friends and I to use which makes heavy use of sounds, but I'm stumped on how to do a couple of things.

1. How do I make it so that we can hear the sounds someone else plays? For example, friend 1 plays a sound so friends 2-5 can hear it.

2. Whenever a sound is played, I'd like a message to appear in the chat window for all in the party to see. Basically, a party message.

I've already posted this on the WoW forums, but the topic has dried up and I really want to finish the addon.

Please don't point me towards tutorials: I'm new to Lua and understand none of them. If someone could post the exact code I need, that would be great. Naturally, I will credit you.

And no, this isn't another 'GET OVER HERE' Death Grip thing.