Ye gods I'm a moron sometimes. Try this, should fix the lack of custom bars being added. If they're not, check whether SAA is telling you "LoadCustomBars is not being called" when it initializes.
Date: 2010-08-19 23:01:24
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\SquawkAndAwe\SquawkAndAwe.lua line 392:
function arguments expected near ')'
Debug:
(tail call): ?
[C]: ?
AddOns:
Swatter, v3.1.14 (<%codename%>)
Ace3, v
AckisRecipeList, vv2.0
ACP, v3.3.4
Bartender4, v4.4.2
ButtonFacade, v3.3.300
ButtonFacadeLiteFlat, v3.0.2
ButtonFacadeLiteStep, v3.3.47
CurseProfiler, v
DBMCore, v
Decursive, v2.5.1
HealOrganizer, v2.3
kgPanels, vv1.5.2
Omen, v3.0.9
OmniCC, v2.5.9
oRA3, v
Overachiever, v0.56
PowerAuras, v3.0.0L
Prat30, v3.3.26
Prat30HighCPUUsageModules, v
Prat30Libraries, v
Quartz, v3.0.3.1
RatingBuster, v
Recount, v
SatrinaBuffFrame, v3.1
SexyMap, v
SlideBar, v3.1.14 (<%codename%>)
SpamMeNot, v3.3
SquawkAndAwe, v1.5.1
BlizRuntimeLib_enUS v3.3.5.30300 <eu>
(ck=288)
Evening Adoriele tonights error
*edit*
Maybe should also give you the good news that everything that has with abilities works now, sound and bars, for trees,innervate etc. I tested them comming of CD in every possible way I could come up with and no error produced.
So now everything seems to work, as long you use the custombars that´s done from start.
Tried to remove all by setting this tag , --]] , at end of the document.
A tag I assume means something in the terms of , "end of comment". I also tried to just simply remove all of the bars.
Date: 2010-08-27 16:38:20
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\SquawkAndAwe\SquawkAndAwe.lua line 387:
attempt to call method 'LoadCustomBars' (a nil value)
Debug:
(tail call): ?
(tail call): ?
SquawkAndAwe\SquawkAndAwe.lua:387:
SquawkAndAwe\SquawkAndAwe.lua:382
(tail call): ?
[C]: ?
[string "safecall Dispatcher[1]"]:9:
[string "safecall Dispatcher[1]"]:5
(tail call): ?
Ace3\AceAddon-3.0\AceAddon-3.0.lua:510: InitializeAddon()
Ace3\AceAddon-3.0\AceAddon-3.0.lua:622:
Ace3\AceAddon-3.0\AceAddon-3.0.lua:615
AddOns:
Swatter, v3.1.14 (<%codename%>)
Ace3, v
ACP, v3.3.4
Bartender4, v4.4.2
ButtonFacade, v3.3.300
ButtonFacadeLiteFlat, v3.0.2
ButtonFacadeLiteStep, v3.3.47
CurseProfiler, v
DBMCore, v
Decursive, v2.5.1
HudMap, v
kgPanels, vv1.5.2
Omen, v3.0.9
OmniCC, v2.5.9
oRA3, v
Plagued, v2.0
PowerAuras, v3.0.0L
Prat30, v3.3.26
Prat30HighCPUUsageModules, v
Prat30Libraries, v
Quartz, v3.0.3.1
RatingBuster, v
Recount, v
SatrinaBuffFrame, v3.1
SexyMap, v
SlideBar, v3.1.14 (<%codename%>)
SpamMeNot, v3.3
SquawkAndAwe, v1.5.1
BlizRuntimeLib_enUS v3.3.5.30300 <eu>
(ck=25f)
Tried to remove all by setting this tag , --]] , at end of the document.
A tag I assume means something in the terms of , "end of comment".
Correct, it's lua's */. Unfortunately, that also removes the function that loads the bars. I could try a version where the custom bars aren't added in a function, but just as part of the way the addon loads, and that may get us closer to a solution that doesn't require the file to be present. I'll upload once I get a chance to work on it.
Nah, it's an easy change to test out. Try this one, should be functionally identical to the previous version. If I remember right, you had to add an entry to CB.lua for a spell you could actually test with. If that's the case, you'll need to add it to this one as well, in the same spot. Alternatively, instead of downloading the new version, comment out the following three lines:
CB.lua, line 161: function SquawkAndAwe:LoadCustomBars()
CB.lua, line 218: end (this is the next-to-last line)
SAA.lua, line 387: SquawkAndAwe:LoadCustomBars()
These remove the function wrapper around the bar definitions, and the call to said function within the SAA body. Because of the way lua files load in WoW (or perhaps in any Lua scripting environment?) the code that was inside the function should still be executed, adding in the custom bars, before the arrays get used in initializing the addon. If that's the case, and your custom bars are added correctly, try deleting the file (make sure you have a backup somewhere). If the addon loads successfully, but without the bars that were defined in CB.lua, then we may have our solution.
Dunno if more needs to be said but everything works No errors when running the addon without the CB.lua. With it the bars do show up in the latest version you loaded up and shows up as they should.
*edit* You dont have to delete the file just a rename of Cb.lua to something else does the trick as well to get rid of custombars if you dont want the function.
Awesome. Now I just need to figure out a way to distribute CB.lua separately. Also, would be good to know if the curse client will remove it if someone's put it in their folder and tries to update the addon.
So, to go back to the list of functions added in this version:
1.) CB.lua adds bars correctly, and is now completely optional. Still need to work out the above issues, but they're non-code-related.
2.) SAA Enable/Disable works as expected.
3.) Sounds on cooldown completion work as expected.
4.) Still having issues with Grow Up.
Taking a look through the code for Grow Up to see what's throwing a monkey wrench into it. It baffles me that turning it on works properly, but turning it off fails, though.
Awesome. Now I just need to figure out a way to distribute CB.lua separately. Also, would be good to know if the curse client will remove it if someone's put it in their folder and tries to update the addon.
So, to go back to the list of functions added in this version:
1.) CB.lua adds bars correctly, and is now completely optional. Still need to work out the above issues, but they're non-code-related.
2.) SAA Enable/Disable works as expected.
3.) Sounds on cooldown completion work as expected.
4.) Still having issues with Grow Up.
Taking a look through the code for Grow Up to see what's throwing a monkey wrench into it. It baffles me that turning it on works properly, but turning it off fails, though.
So I soon cant give more feedback for tonight guild raid about to start up (if youre lucky I get benched so I can give more detailed info).
1) Would it not be easiest to just make a CB.txt file that gets sent with the addon package with instructions to create a file named custombars.lua and in the txt file have a "Create this file then copy below part into it" section as a 4th step?
Since there is no need for a CB.lua to exist with current version to me it sounds like it should work.
2) Saa enable/disable with the 2 mentioned macros works perfectly.
3) Popped all abilities and sounds on cooldowns works as expected, only tested 1 kind of sound tough, assume choosing another will work as well.
4) Grow up..
Not really sure what other backup I can give you on this since it produce no error message.
It kind of work since it does grow them up as expected. It´s just that you cant go back to "normal" mode again.
So I soon cant give more feedback for tonight guild raid about to start up (if youre lucky I get benched so I can give more detailed info).
1) Would it not be easiest to just make a CB.txt file that gets sent with the addon package with instructions to create a file named custombars.lua and in the txt file have a "Create this file then copy below part into it" section as a 4th step?
Since there is no need for a CB.lua to exist with current version to me it sounds like it should work.
2) Saa enable/disable with the 2 mentioned macros works perfectly.
3) Popped all abilities and sounds on cooldowns works as expected, only tested 1 kind of sound tough, assume choosing another will work as well.
4) Grow up..
Not really sure what other backup I can give you on this since it produce no error message.
It kind of work since it does grow them up as expected. It´s just that you cant go back to "normal" mode again.
1.) Ha. Actually, why not just rename cb.lua to cb.txt for delivery, with instructions to name it back if you want the functionality. And since the official version has it as cb.txt, then updated versions won't overwrite your personal file unless it hasn't been changed, in which case you're not using it. Thanks for the idea.
4.) Yeah, I know. I'll try and comb through it in the next couple days, and if I can't find a solution I'll just axe the feature until the major rewrite occurs.
1.) Ha. Actually, why not just rename cb.lua to cb.txt for delivery, with instructions to name it back if you want the functionality. And since the official version has it as cb.txt, then updated versions won't overwrite your personal file unless it hasn't been changed, in which case you're not using it. Thanks for the idea.
Of course ,as usual I always think to complex. youre right again that is even simplier way !
And the grow part is kinda not really needed to fix since a /RL of ui as far I seen it fix the problem.
So just add a note "its buggy use on own risk", "will need a RL of ui when ticking/unticking grow up" for those that really does want to revert the bar ordering.
And the grow part is kinda not really needed to fix since a /RL of ui as far I seen it fix the problem.
So just add a note "its buggy use on own risk", "will need a RL of ui when ticking/unticking grow up" for those that really does want to revert the bar ordering.
No, while I'm comfortable leaving a buggy feature in once it's added (trinkets) because I missed something, I'm not okay with adding a new feature that I know doesn't work properly. It would have to be redone anyway in the rewrite, and it's not such a huge feature that dropping it is an issue (actually, it kind of seems inconsequential to me - it's not a true grow up feature like in BigWigs, as the bars are always in the same place. It just flips the entire addon over).
Found the problem: I was trying to correct an issue that wasn't there. So Grow Up works as intended now. Fix is attached, but the name change on cb.lua isn't done yet so make sure you preserve yours. I'll upload a complete version once I can clean some things up.
Also, addons are now enabled on beta (that's how I found the problem). I'm working up a featureset for version 2.0, I'll post it when I upload the finished 1.6.
[edit] Don't think I'll worry about adding pictures yet. Probably going to want a fresh set for 2.0 anyway.
Okay, here's the cleaned-up version. Touched the version numbers, removed a couple vestigial comments, and removed the things I needed to make it work with the beta (note: MF and IS had to be changed, as they had not-rank-1 spell ids. This should not affect functionality at all, but was necessary to prep for Cata). Starsurge actually presents an interesting problem: there is no single event which is triggered every time the spell is cast - Innervate, Barkskin, Starfall trigger SPELL_AURA_APPLIED, Typhoon and FoN trigger SPELL_CAST_SUCCESS because they're AoE spells - which means it probably needs special handling. v355 uses SPELL_DAMAGE, but that has two issues: it won't trigger on misses (which is fine, I can check for misses as well), and it may cause FoN, Starfall, and Typhoon to trigger multiple times per cast (I edited that part back out in v356 for that reason, since Surge isn't live). I hate making it a truly special case like Faerie Fire, but it may come to that. Anyway, check the version linked, make sure it works as it should (if you can get a raid in with it, that would be perfect so I know that I haven't destroyed anything) and I'll upload it to WoWI and Curse this weekend.
There's no effective cooldown on Eclipse anymore, but seeing the buff duration is still worthwhile so I'll leave that part in. Still considering whether I want to also add a filling bar for charging Eclipse. It's likely, and I will probably implement it such that it flashes when Eclipse is active, and doesn't while charging, but I'm open to suggestions on what people would like to see for visual representation of Eclipse.
As I mentioned, it's going to be an almost complete rewrite of the internals of the addons, with an eye toward performance. This should be fairly transparent to the user for the most part, with a couple of exceptions. The largest is that I'll be moving custom bar generation into the addon, rather than leaving it in an external file. You'll still need to provide the same sort of information (though I might be able to extract some from GetSpellInfo), but you'll also be able to control the settings for each bar through the addon as well. Some peripheral things will be added, like controlling the order of categories as well as bars. Since you'll have control over which spells are added, I'm also opening up SAA to work for other classes (technically, this is already done, but not really supported - if it doesn't work, send me a bug report so I can learn, but it probably won't be fixed until 2.0 unless it's an easy fix. I don't expect that I'll do anything fancy like Eclipse support for other classes*, but you should be able to add Arcane Power without issue if you want.
The other major change stems from my experiences in the beta over the past couple of days. Namely, that there's a shit ton of bars that you need to keep track of, and without merging them (and some people prefer not to merge them) it can get out of control. A lot of these bars are also fairly non-interactive. Procs come and go, but by and large you don't care about them (it's very infrequent that a proc will change what you're doing, though it does happen). Long cooldown abilities, you really only care about their status just before they come off cooldown, up until the point that you use them. Because of this, I'm adding the option to every bar that will allow you to define whether or not a spell is part of your core rotation.
There are two major implications that marking a spell as Core will do: first, all Core abilities will be grouped together in their own frame. This will cut down a little on clutter around the things you really care about. By default I'll probably mark Eclipse, MF, IS, and Surge as Core (and maybe a couple of other procs, haven't put a huge amount of thought into it yet), but you'll be able to mark others as core as well (and unmark the defaults if you wish). Core abilities will always show up in the same place, regardless of whether they're active, same as they do now. I may even put in an option to show a bar when, say, MF is down, or Surge is off cooldown, so that you have an active notification that something needs to be done.
As a corollary, non-Core spells will be put in a different frame. I may add the option to further break up non-Core spells by category. Non-Core spells will also function similarly to BigWigs, EBB, and other timer addons in that they will sort by duration (or cooldown, whichever is relevant), and collapse together rather than keep everything in its own spot. This should reduce clutter as well, since you won't have huge gaps between bars anymore. I will probably also provide the option to merge non-Core spells within each category, similarly to how merging works now.
As always, I'm open to suggestions for features people would like included. Now's the best time, since I'm going to be running through the guts pretty heavily.
* You know, unless I start playing that class, or it's easy, etc.
So you has been quite busy now and good that you got access to beta add-on testing now so bad copy pastas and stuff can be fixed by you
Hm where to begin.
Add-on functionality in game as far I can see is now working as intended.
I have 2 files in my Add-on folder where SAA is hiding, 1 CB.txt and 1 CB.lua and it is working as it should with the bars as far I noticed.
Our raid starts in 30-40 minutes will test more then and will add timer bars for trees etc. and see what happens.
Version 2.0.0
Sadly I feel I don´t have the time to play around all too much on the beta as well so can´t really comment on how my preference on how eclipse is tracked, shown etc.
Very little info I seen about the bar. How does it look, how does it work ?
Questions that for me personally might want to have SAA only as a timer add-on for how long Eclipse is lasting.
You created a great SAA in Wotlk and I have faith in you will get something really nice done for Cata as well.
It sound fantastic with the Core option. Was thinking about that as well when toying around and adding a lot more bars then I normally have active. It would be nice to split the bars into 2-3 sections and re arrange them on screen.
So maybe if possible make an option to unlock each bar from the others ? Since I would prefer to have long cd.s on 1 space on screen, CC on 1 side and the standard rotation spells in center of screen as of today.
Or maybe more practical to have each section ex having trinket as 1 group to move and abilities as a second. That would clash a bit tough with having de buffs together with Eclipse bar.
About clutter is it practical to have the bars only show for long cd.s like trees when its 1 min or less left ?
Do not have much more input at this time I can give you since I`m feeling satisfied with the add-on functionality as it is today but hopefully more people will answer you.
Do not have much more input at this time I can give you since I`m feeling satisfied with the add-on functionality as it is today but hopefully more people will answer you.
No worries. Any input is good input, as it keeps me thinking about the project. I'm going to put pointers here for discussion on both WoWI and Curse once I upload, so hopefully it'll get a little more traffic. If not, oh well. Maybe I'll intentionally break a release so I can get a flood of people here
Breaking off separate bars: I don't like this, because it really adds clutter. Separate categories would probably work, though. Current working theory is that each category (and Trinkets may go away as a separate category, instead being covered by the proc and abilities categories) will have three options for what to do with non-Core spells: leave them as part of the overall non-Core frame, leave them as part of the overall non-Core frame and merge them together (similar to the current merge), and break the category off into its own frame. So you could have one frame for procs, but leave abilities, debuffs, and cc in the same frame, with cc merged into one bar. Or you could break them all apart into their own displays (and who knows, maybe even merge each of those so that you have 4 merged bars in different spots). And again, this would only affect the non-Core abilities. If Moonfire is marked as Core, it will always be in the Core area, whether the Debuff category is broken away from the procs or not.
Long Cooldowns: I may play around with this. The only issue I have with it is that if the bar is hidden until the cooldown is short, then under current display you wouldn't be able to tell whether it's off cooldown or on long cooldown. I may add an option to the Abilities category where it will hide the bar until it's coming off cooldown, fill instead of drain, and once it's ready the bar will flash. I was already planning on putting this in with Core abilities, extending it to non-Core abilities would probably be just fine as well.
Just dropping a short notice about current version everything seemed to work from my raid tonight got no errors at all.
Having 4-5 frames or so that people can move around might be an idea then ? Core , abilities, proccs , de buffs and the frame of today ?
Long cooldowns:
Me personally dont like having bars for it getting just an icon pop up (dk setup) or OmniCC style with clear timer on the actionbar I prefer personally.
So as you suggest making a bar pop up when the spell is ready might be a better idea.
Able to edit what text is shown on bars. I dont really need to see both the icons, the full name of spells and timer. That is quite alot of info clogging up screen, most abilities I just need icon and timer for.
Now that Eclipse seems to be a buff that don't drop till you reach 0 what are you thinking about it in SAA kinda of way, just a simple lunar / solar bar with no duration during the uptime or something other fancy? Oh and have you began work on 2.0.0?