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07/02/09, 11:02 AM
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#2126
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Ceci n'est pas un titre
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Originally Posted by Lorienne
For what it's worth, if AllPlayed is the first addon in your addon list that loads embedded Ace libraries, all CPU usage for those libraries will get attributed to it, even if it's actually another addon that's using it at the time. If you uninstall AllPlayed, that CPU usage will just get "transferred" to the next Ace addon down the list (alphabetically). Basically, WoW loads up the addons in alphabetical order, including all the libraries embedded in the addon. If it runs into a second instance of the same libraries embedded in another addon, it doesn't load the second instance; instead it uses the same instance that was loaded for the first addon. Since that instance is "owned" by AllPlayed, it gets stuck with all the CPU usage.
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Good point -- that's likely what happened, as I can't imagine AllPlayed eating that many CPU cycles on its own. I'll do a CPU profile to verify this theory and see if the alphabetically-next Ace-library-using addon suddenly spikes in CPU usage, and if so, will then confidently reinstall AllPlayed.
Thank you, as I forgot about this quirky "feature" of WoW's CPU profiling.
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07/02/09, 1:46 PM
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#2127
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Von Kaiser
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Originally Posted by Gorsgo
Any RedRange-esque mod will take a fairly high amount of CPU. It requires frequent range-scanning as well as changing the action button hue on frame update.
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If you're concerned about CPU usage, consider checking during combat instead of when you're idle. There's no UI event for a target going in/out of range, so RedRange has to make a range check every so many frame updates. When nothing much is going on, this uses a relatively larger amount of cpu time compared to other things. During combat, though, there are lots and lots of events being fired that other addons will respond to. The amount of CPU used by RedRange during combat might be pretty small compared to addons like DBM, Omen, etc.
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1/5 15:55:46.001 UNIT_DIED, 0x0000000000000000, nil, 0x80000000, 0xF130001942161FB7, "Gamon", 0xa28
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07/03/09, 1:57 PM
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#2128
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Von Kaiser
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It might not be the usual question, nor am I sure if this is the best place to post it, but here it is.
I am trying to find any screenshot with a talent pane open. I am trying to replicate the layout in my program, and my wow account is inactive at the moment so I cannot check it myself. There are quite a few things that are unclear from reading blizzard LUA scripts. I would really appreciate if someone posted a screenshot link here (imageshack.us would do).
I might as well ask where I can find information on how interface buttons are rendered: in the LUA files I can find where a bunch of global variables are set up (ButtonName.."IconTexture" etc), but nothing on how it looks on the screen (I suppose it is hardcoded?).
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07/03/09, 2:09 PM
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#2129
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Von Kaiser
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Originally Posted by Iroared
I am trying to find any screenshot with a talent pane open. I am trying to replicate the layout in my program . . . in the LUA files I can find where a bunch of global variables are set up (ButtonName.."IconTexture" etc), but nothing on how it looks on the screen (I suppose it is hardcoded?).
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Frame layout in the Blizzard default UI is usually set in the xml files, not the lua. In your case, you want Blizzard_TalentUI.xml.
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1/5 15:55:46.001 UNIT_DIED, 0x0000000000000000, nil, 0x80000000, 0xF130001942161FB7, "Gamon", 0xa28
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07/03/09, 2:28 PM
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#2130
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Von Kaiser
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Thanks, I forgot to look at the XMLs (I've been reading the TalentFrameBase.lua for most of the time).
Besides I just found a couple screenshots.
Another question - judging by a comment in TalentFrameBase, inspection includes information about secondary talent spec; is it possible to make an addon that will show both specs? I imagine it would be quite useful with all these "who got a tanking offspec" questions popping up.
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07/03/09, 5:44 PM
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#2131
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Von Kaiser
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Originally Posted by Iroared
Thanks, I forgot to look at the XMLs (I've been reading the TalentFrameBase.lua for most of the time).
Besides I just found a couple screenshots.
Another question - judging by a comment in TalentFrameBase, inspection includes information about secondary talent spec; is it possible to make an addon that will show both specs? I imagine it would be quite useful with all these "who got a tanking offspec" questions popping up.
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It should theoretically be possible, yes. Accuracy might be questionable though since it requires players in the raid to be in inspect range to gather data, and requesting data from each inspect takes a bit of time.
The third arg for GetTalentInfo is isInspect, which will get data about the currently inspected unit's talents. The fifth arg allows you to select the primary or secondary spec.
GetTalentInfo - World of Warcraft Programming: A Guide and Reference for Creating WoW Addons
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07/04/09, 11:25 PM
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#2132
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Von Kaiser
Human Warlock
Shadowsong (EU)
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Hello guys. I've been banging my head against the wall with this for quite some time now, and I've finally found a connection between the causes of the bug. Here is the deal.
My mod does a simple tooltip scan, a code snippet is:
local tooltip
local myScanTip
if MyScanningTooltip:GetItem() ~= nil then
tooltip = MyScanningTooltip
myScanTip = "MyScanningTooltip"
else
tooltip = MyScanningTooltip2
myScanTip = "MyScanningTooltip2"
end
...
for i=1,tooltip:NumLines() do
if getglobal(myScanTip .. "TextLeft" .. i) ~= nil then
mytext = getglobal(myScanTip .. "TextLeft" .. i)
else
break
end
local text = mytext:GetText()
All works fine and dandy, untill I load the mod Auctionator. After I do that, I get an error "mytext is nil". I've added tons of prints and the likes, and I've finally come to the conclusion that the following is what happens for tooltips that have more than 8 rows
if a tooltip has 9 rown, tooltip:NumLines is correcty evatuated to be 9, but the 9th row doesn't get printed, since it's nil for some reason.
Basically, to recap: 1) if I turn off Auctionator I have no problem at all, even if the tooltipped item has 9 or more rows, 2) with Auctionator turned on, I get no problem at all if the tooltip has 8 or less rows, for each row above the 8th, mytext is nil.
I'd be extremely thankful for any insight.
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07/06/09, 5:10 AM
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#2133
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Von Kaiser
Undead Death Knight
Al'Akir (EU)
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Hello, I'm trying to replace the Arial Narrow (via Clearfont) with a Grotesk font on an iMac (OS X) without any luck. I've also tried replacing the default blizzard fonts without it working. Does anyone have any experience with replacing fonts on a Mac?
Thank you
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07/06/09, 8:08 AM
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#2134
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Glass Joe
Tauren Warrior
Blackwater Raiders
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Originally Posted by Mordekhuul
Simple question I hope, that I've been wasting too much time on given my uneducated state when it comes to WoW LUA programming.
I want to modify evl_combo, a simple mod that displays a single number mid-screen showing my current combo points versus my opponent, to increase the font size.
Here is the relevant code before modification:
evl_Combo = CreateFrame("Frame", "EvlCombo")
evl_Combo:SetWidth(50)
evl_Combo:SetHeight(50)
evl_Combo:SetPoint("CENTER", UIParent, "BOTTOM", 0, 275)
local count = evl_Combo:CreateFontString(nil, "OVERLAY")
count:SetAllPoints(evl_Combo)
count:SetFont(STANDARD_TEXT_FONT, 26)
count:SetJustifyH("CENTER")
count:SetTextColor(1, 1, 1)
count:SetShadowOffset(0.7, -0.7)
Seems to me that just changing the font size in SetFont from 26 to something larger would do the trick, but no value larger than 26 has any effect whatsoever on what is displayed. Changing to a smaller value does, but obviously has the opposite effect form what is desired.
I've tried using a different font as well, one that I know scales up to 78+, with no luck.
I'm sure it's somthing simple that I just haven't garnered from reading wowwiki and google links.
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Try changing the Width and Height it could be that the larger font display is restricted by the current set dimensions of the square that it displays in.
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07/07/09, 1:17 AM
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#2135
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Glass Joe
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I'm curious, are there any tooltip addons that are specifically capable of having either a different anchor and/or different displayed details depending on if you're in or out of combat? I'm currently using TipTac, and I love it for the most part, except while in combat it tends to get in the way more often than not. I really like being able to see things like who's targetting what, guild, spec, race/class, and so on outside of combat, but in combat, all I really want is a name and health bar, the additional info just takes up too much space.
The alternate, though less desirable option would be to have a different tooltip anchor to use while in-combat. Normally my tooltips all anchor at my cursor, but again, they get in the way in combat, so anchoring them elsewhere out of the way would be great.
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07/07/09, 4:06 AM
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#2136
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Glass Joe
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kg panels
I've been playing with kg panels, and I've seen Ui's that have custom pictures or w/e that change when you enter combat and and then change back once out of, i was wondering if there is a way to do this using kgpanels? If not how would i go about it?
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07/07/09, 8:48 AM
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#2137
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Von Kaiser
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Originally Posted by Xap
I've been playing with kg panels, and I've seen Ui's that have custom pictures or w/e that change when you enter combat and and then change back once out of, i was wondering if there is a way to do this using kgpanels? If not how would i go about it?
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Use the script properties for your panel.
OnLoad:
self:RegisterEvent("PLAYER_REGEN_ENABLED")
self:RegisterEvent("PLAYER_REGEN_DISABLED")
OnEvent:
if event == "PLAYER_REGEN_ENABLED" then
self.bg:SetTexture(1, 1, 1)
else
self.bg:SetTexture(1, 0, 0)
end
That would make your panel turn red when you enter combat, and white when you leave it. If you want to use a custom texture then just use the file path instead of rgb values.
self.bg:SetTexture([[Interface\Addons\MyTextureFolder\MyTextureFile]])
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07/07/09, 10:20 AM
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#2138
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Glass Joe
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Thanks very much, will try this out when servers are back up -_-
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07/07/09, 4:07 PM
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#2139
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Glass Joe
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Originally Posted by Gorsgo
Use the script properties for your panel.
OnLoad:
self:RegisterEvent("PLAYER_REGEN_ENABLED")
self:RegisterEvent("PLAYER_REGEN_DISABLED")
OnEvent:
if event == "PLAYER_REGEN_ENABLED" then
self.bg:SetTexture(1, 1, 1)
else
self.bg:SetTexture(1, 0, 0)
end
That would make your panel turn red when you enter combat, and white when you leave it. If you want to use a custom texture then just use the file path instead of rgb values.
self.bg:SetTexture([[Interface\Addons\MyTextureFolder\MyTextureFile]])
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I tried using this model for the purpose of changing to a different layout while in combat, but it's actually just disabling all my panels (putting me in the "None" layout) when I enter combat. And it does not change back when I leave combat. My goal is to make a panel in a corner shrink when I enter combat, since many of the informational plugins contained within the panel auto-hide on combat. I figured the way to go about it would be to make a copy of my main layout, to preserve the panels I did not want to change in combat, and simply have the panel I want to shrink have a smaller size in the second layout, if that makes sense.
Here's a quick shot of my UI to help illustrate my goal. The panel in the top left is obviously too big for the information contained within, because like I said, I have all but those few things auto-hide on combat. I want the panel in that corner to match the size of the text, either by a layout change to one containing a smaller panel, or by actually changing the panel's dimensions with a script, if that's possible.
I currently have the following as the OnEvent script for both my Default and InCombat layouts, along with the RegisterEvent lines in OnLoad. PLAYER_REGEN_ENABLED was not causing any change at all when I used it, so I tried swapping the event to Regen disabled, and like I said, it is now just changing my layout to "None".
if event == "PLAYER_REGEN_DISABLED" then
kgPanels:ActivateLayout(InCombat)
else
kgPanels:ActivateLayout(Default)
end
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07/07/09, 4:17 PM
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#2140
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Von Kaiser
Night Elf Hunter
Farstriders
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Trying to change the layout in combat may cause kgpanels to run into problems with restricted changes to frames. What I'd suggest doing instead is make sure that top left panel's anchor point is Top Left to the Top Left of UIParent. Then, for your if-else do this:
if event == "PLAYER_REGEN_DISABLED" then
self:SetHeight(50)
self:SetWidth(100)
else
self:SetHeight(100)
self:SetWidth(200)
end
Change the values to what they should be and I think you'll find this works a lot better.
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07/07/09, 4:36 PM
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#2141
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Glass Joe
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Originally Posted by wurmfood
Trying to change the layout in combat may cause kgpanels to run into problems with restricted changes to frames. What I'd suggest doing instead is make sure that top left panel's anchor point is Top Left to the Top Left of UIParent. Then, for your if-else do this:
if event == "PLAYER_REGEN_DISABLED" then
self:SetHeight(50)
self:SetWidth(100)
else
self:SetHeight(100)
self:SetWidth(200)
end
Change the values to what they should be and I think you'll find this works a lot better.
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That worked perfectly! Thank you.
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07/08/09, 12:25 AM
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#2142
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Glass Joe
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Thanks Gorsgo, worked great. 
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07/08/09, 2:53 PM
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#2143
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Von Kaiser
Night Elf Hunter
Stormscale
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Is there a user's/instructions manual for xperl or pitbull?
I've been toying with my UI for a while, and have started trying to make my unit frame cleaner and cooler. However, none of my attempts with xperl or pitbull have worked properly.
*****EDIT*****
found a video tutorial, Pitbull | WoW UI Tutorial - pvptutorial.com
Last edited by Taidaisher : 07/08/09 at 5:31 PM.
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07/09/09, 9:05 AM
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#2145
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Von Kaiser
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Do a search for :SetBackdrop, that's probably where the background is being created.
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07/09/09, 11:12 AM
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#2146
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Glass Joe
Blood Elf Paladin
Hellscream
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Originally Posted by gematt7
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Make sure you are updating the initial-height attribute also:
settings["initial-height"] = 12
Last edited by zebulac : 07/09/09 at 11:14 AM.
Reason: code tags
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07/09/09, 4:35 PM
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#2147
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Glass Joe
Blood Elf Death Knight
Mug'thol
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Ive been having an issue, and this has spanned two or three different UIs that Ive used, where mob target of target hp does not update properly. It still goes down but at a much slower rate. Ive seen it show a boss at 72% then when I click the boss it shows it at say, 24 (This does force the ToT to update but its a bit of a hassle).
It also does it in DBM for the bars that monitor mobs that have to go down at the same time (Thaddius and Freya fights).
Anyone have any ideas what may cause this or a way to force the bars to update on the fly without needing to target each mob periodically?
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07/09/09, 6:38 PM
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#2148
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Glass Joe
treebear
Tauren Druid
Non-US/EU Server
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Is there a way to sort Grid by class of your choice? By default, it will sort warriors in the first column, but I'd like to have another class there.
Is it possible to change the strata of DBM's range check frame? It's currently on top of EVERYTHING.
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07/09/09, 9:31 PM
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#2149
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Glass Joe
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how do you show the health text for the unit frames with Pitbull4?
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07/09/09, 11:02 PM
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#2150
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Glass Joe
Blood Elf Rogue
Daggerspine
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For Pitbull4:
Does Pitbull come with timers? I use Classtimers for timers on my rogue (timers for deadly poison, SnD, etc.). Classtimer isn't working and I see a timer bar right under the 'Target' bar.
Could someone please tell me where in the Pitbull menu I can find the option to enable/disable this feature? I might want to keep it because it does the same thing, but it's in bad spot in my UI and it needs to be altered.
Edit: It was actually Quartz Buff instead of pitbull timer.
Last edited by Bues : 07/09/09 at 11:38 PM.
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