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Old 07/14/10, 3:41 PM   #511
 Adoriele
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Night Elf Druid
 
Dragonblight
First pass at adding custom bars. Includes two examples: Heroic Charred Twilight Scale, and Owlkin Frenzy.
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File Type: zip SquawkAndAwev1.5.2.340.zip (128.7 KB, 27 views)

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Old 07/14/10, 3:51 PM   #512
gannonjf
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Worgen Druid
 
Korgath
You sir are too quick, I'm sitting here sticking lightweave and frostforged in on the t8/PVP tabs!

I can't really test either as I don't have the trinket and I need to be getting my ass kicked to proc OKF, I'll take a look and see how it looks real quick though, give me a second.

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Old 07/14/10, 4:12 PM   #513
 Adoriele
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Originally Posted by gannonjf View Post
You sir are too quick, I'm sitting here sticking lightweave and frostforged in on the t8/PVP tabs!

I can't really test either as I don't have the trinket and I need to be getting my ass kicked to proc OKF, I'll take a look and see how it looks real quick though, give me a second.
Good! I also need testing on whether my instructions are sufficient so that people can add things on their own. Like I said, that's probably going to be the harder part of this update. Also, didn't mention it before, but I fixed an issue that kept Languish ticks from showing. Hopefully I didn't break other ticks in the process.

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Old 07/14/10, 4:20 PM   #514
gannonjf
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Worgen Druid
 
Korgath
Okie so looking at the new custombars.lua it's basically build your own finding all the info that goes with like spell IDs and such but you won't actually see a new tab within the S and A interface as that's the hard part to impliment? Pretty much what I was already doing. I was replacing the t8 set piece and PVP set piece with the correct IDs for lightweave and rep ring spell IDs.

So I guess my question is how do I rename the PVP and t82p options bar to reflect frostforged sage and lightweave? Looking thru real briefly it looks to me like the code to draw said option tabs is fairly extensive and if I'm understanding correctly that's the part you aren't diving into too deeply right now?



[Edit] Languish ticks are in there and working fine as well as the other ticks from what I can see.

Last edited by gannonjf : 07/14/10 at 4:38 PM.

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Old 07/14/10, 5:19 PM   #515
 Adoriele
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Dragonblight
Originally Posted by gannonjf View Post
Okie so looking at the new custombars.lua it's basically build your own finding all the info that goes with like spell IDs and such but you won't actually see a new tab within the S and A interface as that's the hard part to impliment? Pretty much what I was already doing. I was replacing the t8 set piece and PVP set piece with the correct IDs for lightweave and rep ring spell IDs.

So I guess my question is how do I rename the PVP and t82p options bar to reflect frostforged sage and lightweave? Looking thru real briefly it looks to me like the code to draw said option tabs is fairly extensive and if I'm understanding correctly that's the part you aren't diving into too deeply right now?
It's not that I don't want to dive into it. It's that the options structure is declared as local within the GetOptions() function, which means I can't access it from CustomBars.lua (or, really, anywhere except GetOptions()). defaults gets around this by not being declared inside a function, so anything inside SAA can access it (unless it can't, in which case we might be really hosed). I could change it from being local, but that has other implications. It may be worth pursuing, but it also adds a third spot where people need to fill in data. Still not sure about it.

The main point of adding CustomBars.lua is to provide a single place, with no other functions, where people can add the code necessary to get their own bars showing. No line number worries, and good instructions, and as little impact on the addon as possible for people who don't want to deal with it.

[edit] Sorry for the delay in response, had some stuff come up at work while I was writing this.

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Old 07/14/10, 5:32 PM   #516
gannonjf
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Korgath
Makes sense and understand what you are saying. I guess some good solid examples of the full impliments would help. I think I understand it cause I have been in and out playing with it for a bit now so the code doesn't look completely foriegn to me.

I did notice 1 area that didn't seem to clear to me was implimenting proc like effect stuff like the rep ring or lightweave. I've already got it working in my copy just fine but I didn't notice an area where implimenting a CD bar following a proc was explained. Especially adding the duration into the CD time so it displays correctly.

ex. Frostforge Sage is a 10sec proc with a 60 sec cooldown, but to get it to display the CD accurately you have to set the CD to 70 instead.



On a side note, I'm still curious how to add tabs to the different sections. I already see in the options.lua I can easily rename just the name field but it would obviously be cleaner to rename all the refrences to a specific tab. ex. Renaming all the "PVP" to "RepRing" What I'm not clear on is where the clear start and stop point for specific tabs are, or which general lines refer to actually adding a new tab to Procs or Cooldowns, etc. Can you help me out a bit here if you don't mind?

Ideally I plan on replacing the tier8 set refrence with lightweave and PVP with repring but part of me wants to leave that and add a new tab entirely in case there are new players that would still be using those tabs as they gear up.

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Old 07/14/10, 6:11 PM   #517
 Adoriele
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Originally Posted by gannonjf View Post
Makes sense and understand what you are saying. I guess some good solid examples of the full impliments would help. I think I understand it cause I have been in and out playing with it for a bit now so the code doesn't look completely foriegn to me.

I did notice 1 area that didn't seem to clear to me was implimenting proc like effect stuff like the rep ring or lightweave. I've already got it working in my copy just fine but I didn't notice an area where implimenting a CD bar following a proc was explained. Especially adding the duration into the CD time so it displays correctly.

ex. Frostforge Sage is a 10sec proc with a 60 sec cooldown, but to get it to display the CD accurately you have to set the CD to 70 instead.



On a side note, I'm still curious how to add tabs to the different sections. I already see in the options.lua I can easily rename just the name field but it would obviously be cleaner to rename all the refrences to a specific tab. ex. Renaming all the "PVP" to "RepRing" What I'm not clear on is where the clear start and stop point for specific tabs are, or which general lines refer to actually adding a new tab to Procs or Cooldowns, etc. Can you help me out a bit here if you don't mind?

Ideally I plan on replacing the tier8 set refrence with lightweave and PVP with repring but part of me wants to leave that and add a new tab entirely in case there are new players that would still be using those tabs as they gear up.
On Proc cooldowns: Aha! I'd forgotten about that section (as currently Eclipse is the only proc supported that has a cooldown, and has enough special handling that I didn't want to use it as an example). Pop up the info you have for Lightweave/Frostforge and I'll add them in as examples.

On adding tabs: Oops, forgot I was going to detail that for you. You don't need to edit the PVP control, just copy it, then paste between lines 804 and 805, and then make the following (bolded) changes:

repring = {
	type    = 'group',
	name    = L["PvP Set Bonus"],
	order   = 8,
	args    = {
		show    = {
			type	= 'toggle',
			name	= L["Show"],
			desc	= L["help_pvpshow"],
			get	= function () return self.db.char.bars.procs.RepRing.show end,
			set	= function ()
					self.db.char.bars.procs.RepRing.show = not self.db.char.bars.procs.RepRing.show
					self:RedrawFrames()
					end,
			order	= 1,
		},
		color   = {
                	type	= 'color',
			name	= L["Color"],
			desc	= L["help_pvpcolor"],
			get	= function ()
					local colors = self.db.char.bars.procs.RepRing.color
					return colors.r, colors.g, colors.b, colors.a
					end,
			set	= function (info,r,g,b,a)
					self.db.char.bars.procs.RepRing.color.r = r
					self.db.char.bars.procs.RepRing.color.g = g
					self.db.char.bars.procs.RepRing.color.b = b
					self.db.char.bars.procs.RepRing.color.a = a
					self:RedrawFrames()
					end,
			hasAlpha	= true,
			order		= 2,
		},
		sound	= {
			type	= 'select',
			name	= L["Sound"],
			get	= function () return self.db.char.bars.procs.RepRing.sound end,
			set	= function    (info, newValue)
					self.db.char.bars.procs.RepRing.sound	= newValue
					end,
			values	= self.sounds,
			order	= 3,
		},
		flash   = {
                	type	= 'toggle',
			name	= L["Flash"],
			desc	= L["help_pvpflash"],
       			get	= function () return self.db.char.bars.procs.RepRing.flash end,
			set	= function ()
					self.db.char.bars.procs.RepRing.flash = not self.db.char.bars.procs.RepRing.flash
					end,
			order	= 4,
		},
		order	= {
			type	= 'range',
			name	= L["Order"],
			desc	= L["help_order"],
			min	= 1,
			max	= 10,
			step	= 1,
			get	= function () return self.db.char.bars.procs.RepRing.order end,
			set	= function (info,newValue)
					self.db.char.bars.procs.RepRing.order	= newValue
					self:RedrawFrames()
					end,
			order	= 5,
		},
	}, -- repring.args
}, -- repring.pvp
This assumes you've already added the two structures to the CustomBars.lua, or hacked them into the addon proper, and that the name you chose for the arrays is 'RepRing'. It also doesn't update any of the help text - it will still show up as "PvP Set Bonus" in the options panel, but should appear below the idols. You can see just how much of a hassle it is to add this, which is part of the reason I want to leave it alone - until a major revision, where these options will self-generate from the structures added in Step Two of the instructions in CB.lua.

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Old 07/14/10, 6:33 PM   #518
gannonjf
Piston Honda
 
Worgen Druid
 
Korgath
So far I have just hacked them into the main program. Examples

Edited in the correct spell ID and spellInfos for the rep ring proc here in SquawkandAwe.lua;

SquawkAndAwe.combat.procs.PVP = {id = 72416, name = GetSpellInfo(72416), cd = 70}

Then changed the code further down in SquawkandAwe.lua as shown below to reflect a true statement for a cooldown to display the bar properly.

PVP = {
show = false,
color = {r=0.54, g=0.32, b=1, a=0.9},
sound = "None",
cd = true,
flash = true,
order = 5,

Meanwhile I did not have to change anything in options.lua as I basically hacked the PVP tab in doing this. So where I'm sitting at now I was looking at adding tabs for Lightweave and Rep Ring instead of modifying an exsisting one. So, basically now I can pretty much cut and paste the correct lines you showed me, rename everything accordingly in options.lua then add a coresponding line in SquawkandAwe.lua that refrences RepRing or Lightweave repsectively.

Does that all sound about right to you or am I missing a step or forgetting to edit a chunk of code some where?

[Edit] I can't find the button for a pretty little code box like you have to keep it easy to read, my apologies.

[Edit x2] I tried finding references to the help section and didn't see anything, is it stored seperately outside of SAA.lua?

Last edited by gannonjf : 07/14/10 at 6:38 PM.

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Old 07/14/10, 6:50 PM   #519
 Adoriele
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Dragonblight
Originally Posted by gannonjf View Post
So far I have just hacked them into the main program. Examples

Edited in the correct spell ID and spellInfos for the rep ring proc here in SquawkandAwe.lua;

SquawkAndAwe.combat.procs.PVP = {id = 72416, name = GetSpellInfo(72416), cd = 70}

Then changed the code further down in SquawkandAwe.lua as shown below to reflect a true statement for a cooldown to display the bar properly.

PVP = {
show = false,
color = {r=0.54, g=0.32, b=1, a=0.9},
sound = "None",
cd = true,
flash = true,
order = 5,

Meanwhile I did not have to change anything in options.lua as I basically hacked the PVP tab in doing this. So where I'm sitting at now I was looking at adding tabs for Lightweave and Rep Ring instead of modifying an exsisting one. So, basically now I can pretty much cut and paste the correct lines you showed me, rename everything accordingly in options.lua then add a coresponding line in SquawkandAwe.lua that refrences RepRing or Lightweave repsectively.

Does that all sound about right to you or am I missing a step or forgetting to edit a chunk of code some where?

[Edit] I can't find the button for a pretty little code box like you have to keep it easy to read, my apologies.

[Edit x2] I tried finding references to the help section and didn't see anything, is it stored seperately outside of SAA.lua?
Ah, I had the wrong idea of the hack you were trying to do. Yes, to do a full add of a new bar, rather than hijacking PVP, there are 4 steps. The first two are detailed in the comments of CB.lua, and are very similar to the hijack (making new structures rather than editing the PVP ones). Using CB.lua allows you to put all of your custom bars in one place, without any interference, but you could hack them into the main file if you want instead. The third step is the copy/paste/rename stuff I listed in my last post, and must be hacked in. It adds the tab to the options panel, but leaves any text (name, any toolitp text you see hovering over an option) you see in that panel exactly the same, so you might confuse it for the PvP bar options. The fourth step woudl replace that text, and would be as follows:

repring = {
	type    = 'group',
	name    = L["Reputation Ring"],
	order   = 8,
	args    = {
		show    = {
			type	= 'toggle',
			name	= L["Show"],
			desc	= L["help_repringshow"],
			get	= function () return self.db.char.bars.procs.RepRing.show end,
			set	= function ()
					self.db.char.bars.procs.RepRing.show = not self.db.char.bars.procs.RepRing.show
					self:RedrawFrames()
					end,
			order	= 1,
		},
		color   = {
                	type	= 'color',
			name	= L["Color"],
			desc	= L["help_repringcolor"],
			get	= function ()
					local colors = self.db.char.bars.procs.RepRing.color
					return colors.r, colors.g, colors.b, colors.a
					end,
			set	= function (info,r,g,b,a)
					self.db.char.bars.procs.RepRing.color.r = r
					self.db.char.bars.procs.RepRing.color.g = g
					self.db.char.bars.procs.RepRing.color.b = b
					self.db.char.bars.procs.RepRing.color.a = a
					self:RedrawFrames()
					end,
			hasAlpha	= true,
			order		= 2,
		},
		sound	= {
			type	= 'select',
			name	= L["Sound"],
			get	= function () return self.db.char.bars.procs.RepRing.sound end,
			set	= function    (info, newValue)
					self.db.char.bars.procs.RepRing.sound	= newValue
					end,
			values	= self.sounds,
			order	= 3,
		},
		flash   = {
                	type	= 'toggle',
			name	= L["Flash"],
			desc	= L["help_repringflash"],
       			get	= function () return self.db.char.bars.procs.RepRing.flash end,
			set	= function ()
					self.db.char.bars.procs.RepRing.flash = not self.db.char.bars.procs.RepRing.flash
					end,
			order	= 4,
		},
		order	= {
			type	= 'range',
			name	= L["Order"],
			desc	= L["help_order"],
			min	= 1,
			max	= 10,
			step	= 1,
			get	= function () return self.db.char.bars.procs.RepRing.order end,
			set	= function (info,newValue)
					self.db.char.bars.procs.RepRing.order	= newValue
					self:RedrawFrames()
					end,
			order	= 5,
		},
	}, -- repring.args
}, -- repring.pvp

And then, in Locale-enUS.lua, in the Locales subfolder, add the following lines, pretty much anywhere.
L["Reputation Ring"] = true
L["help_repringshow"] = "Turn on or off the Reputation Ring Proc bar."
L["help_repringcolor"] = "Color of the Reputation Ring Proc bar."
L["help_repringflash"] = "When checked, the Reputation Ring statusbar will flash."
[edit] The help text I mentioned is the same as the text I detailed above. I call it help text because that's the way it was named when I hijacked Levva's addon. Also, the code button is fifth in from the right side above the text entry field, looks like a #. You could also use [code] tags.

Last edited by Adoriele : 07/14/10 at 6:55 PM.

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Old 07/14/10, 7:08 PM   #520
gannonjf
Piston Honda
 
Worgen Druid
 
Korgath
Danke. Give me a bit to get this put together, test it and make sure it works then I'll give you a copy for curse so everyone can benefit from this afternoon's colaborations. =)

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Old 07/14/10, 8:58 PM   #521
gannonjf
Piston Honda
 
Worgen Druid
 
Korgath
So here's the problem I'm having. I got the rep ring to work perfectly. So I went thru and added the lightweave as well and broke it. Went thru everything multiple times to see where I broke it and couldn't find anything? Mind taking a look and see if you can catch what I missed?


Code added to the local file for help scroll over.
-- Help Repring
        L["Reputation Ring"] = true
        L["help_repringshow"] = "Turn on or off the Reputation Ring Proc bar."
        L["help_repringcolor"] = "Color of the Reputation Ring Proc bar."
        L["help_repringflash"] = "When checked, the Reputation Ring status bar will flash."

    -- Help Lightweave
        L["Lightweave Embroidery"] = true
        L["help_Lightweaveshow"] = "Turn on or off the Lightweave Embroidery Proc bar."
        L["help_Lightweavecolor"] = "Color of the Lightweave Embroidery Proc bar."
        L["help_Lightweaveflash"] = "When checked, the Lightweave Embroidery status bar will flash."


Code added to options with the line before and the line after so you know were we are looking.


}, -- procs.repring
Lightweave = {
	type    = 'group',
	name    = L["Lightweave Embroidery"],
	order   = 9,
	args    = {
		show    = {
			type	= 'toggle',
			name	= L["Show"],
			desc	= L["help_Lightweaveshow"],
			get	= function () return self.db.char.bars.procs.Lightweave.show end,
			set	= function ()
					self.db.char.bars.procs.Lightweave.show = not self.db.char.bars.procs.Lightweave.show
					self:RedrawFrames()
					end,
			order	= 1,
		},
		color   = {
                	type	= 'color',
			name	= L["Color"],
			desc	= L["help_Lightweavecolor"],
			get	= function ()
					local colors = self.db.char.bars.procs.Lightweave.color
					return colors.r, colors.g, colors.b, colors.a
					end,
			set	= function (info,r,g,b,a)
					self.db.char.bars.procs.Lightweave.color.r = r
					self.db.char.bars.procs.Lightweave.color.g = g
					self.db.char.bars.procs.Lightweave.color.b = b
					self.db.char.bars.procs.Lightweave.color.a = a
					self:RedrawFrames()
					end,
			hasAlpha	= true,
			order		= 2,
		},
		sound	= {
			type	= 'select',
			name	= L["Sound"],
			get	= function () return self.db.char.bars.procs.Lightweave.sound end,
			set	= function    (info, newValue)
					self.db.char.bars.procs.Lightweave.sound	= newValue
					end,
			values	= self.sounds,
			order	= 3,
		},
		flash   = {
                	type	= 'toggle',
			name	= L["Flash"],
			desc	= L["help_Lightweaveflash"],
       			get	= function () return self.db.char.bars.procs.Lightweave.flash end,
			set	= function ()
					self.db.char.bars.procs.Lightweave.flash = not self.db.char.bars.procs.Lightweave.flash
					end,
			order	= 4,
		},
		order	= {
			type	= 'range',
			name	= L["Order"],
			desc	= L["help_order"],
			min	= 1,
			max	= 10,
			step	= 1,
			get	= function () return self.db.char.bars.procs.Lightweave.order end,
			set	= function (info,newValue)
					self.db.char.bars.procs.Lightweave.order	= newValue
					self:RedrawFrames()
					end,
			order	= 5,
		},
	}, -- Lightweave.args
}, -- procs.Lightweave
		}, -- procs.args


Code added to SAA.lua

SquawkAndAwe.combat.procs.Lightweave	= {id = 55640, name = GetSpellInfo(55640),     cd = 70}
and further down also in SAA.lua

},
                                repring	= {
					show		= true,
					color		= {r=1.1,g=1.1,	b=1.1, a=0.9},
					sound		= "None",
					cd		= true,
					flash   	= true,
					order		= 1,
				},
                                Lightweave = {
					show		= true,
					color		= {r=1.2,g=1.2,	b=1.2, a=0.9},
					sound		= "None",
					cd		= true,
					flash   	= true,
					order		= 1,
				},
			},

Last edited by gannonjf : 07/15/10 at 7:26 AM.

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Old 07/15/10, 1:40 PM   #522
 Adoriele
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Dragonblight
Originally Posted by gannonjf View Post
So here's the problem I'm having. I got the rep ring to work perfectly. So I went thru and added the lightweave as well and broke it. Went thru everything multiple times to see where I broke it and couldn't find anything? Mind taking a look and see if you can catch what I missed?
Well, first catch is that the values for r,g,b,a should be between 0 and 1. Not sure how lua translates the difference, if it just truncates, divides by two, whatever. Probably not the issue since it would affect the Rep Ring as well.

Second: You have the wrong spell for Lightweave. Items are tricky, and I tried to give instructions on that in CB.lua. Most often, for items that give a chance to gain an effect, you have to go through three steps: 1.) Find the item. That's easy. 2.) Find the spell that the item puts on you. Also fairly easy, since the item's tooltip will usually link you to it (though it looks a little tougher to find for Lightweave). This is where you stopped. 3.) Find the spell that that spell casts on you when your proc occurs. For example, using Lightweave, you weave Lightweave into your cloak. When you put that cloak on, you cast spell 55640 (Lightweave Embroidery) on yourself. This spell rolls a die every time you cast a spell. If the die comes out right, it casts spell 55637 (Lightweave) on you. This spell, 55367, is the spell you want to add into SAA.

You'll know it's the right spell in two ways: First, it will have the exact name and icon that appears in the Blizzard default UI. That's not always enough, though, so to double check you should look at the spell details in wowhead. For example, Lightweave Embroidery - Spell - World of Warcraft lists no duration, no range, and most importantly its effect is "Apply Aura: Proc Trigger Spell". This lets you know that it's the wrong spell. Lightweave - Spell - World of Warcraft, on the other hand, lists a 15-second duration, 100yd range, and the expected "Apply Aura: Mod Damage Done" with a value of 295 (and also healing). This, then, is the spell you want to track. Luckily, once you find the spell that the item causes, it usually points you directly to the proc.

Everything else passes the sniff test, let me know how changing the ID works out.

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Old 07/15/10, 1:53 PM   #523
gannonjf
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Korgath
Alright, corrected the spell ID and it still will not load at all. It's also not kicking back any LUA errors either.

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Old 07/15/10, 2:20 PM   #524
gannonjf
Piston Honda
 
Worgen Druid
 
Korgath
Fixed and working. Not sure what was broken honestly, it was late, I was tired, etc. I went thru and redid everything just now and it's perfect. Would you like a copy to update curse.com with? =)



The tab for the lightweave works correctly. When I click on the tab for the ring it's blank and throws back this.

[Edit]
Message: Interface\AddOns\SquawkAndAwe\Options.lua:814: attempt to index field 'RepRing' (a nil value)
Time: 07/15/10 11:52:15
Count: 1
Stack: Interface\AddOns\SquawkAndAwe\Options.lua:814: in function `member'
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:250: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:198>
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1139: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1045>
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1540: in function `FeedGroup'
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1461: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:1441>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[3]"]:9: in function <[string "safecall Dispatcher[3]"]:5>
(tail call): ?
Interface\AddOns\Omen\Libs\AceGUI-3.0\AceGUI-3.0.lua:326: in function `Fire'
...nt\Libs\AceGUI-3.0\widgets\AceGUIWidget-TabGroup.lua:173: in function `SelectTab'
...nt\Libs\AceGUI-3.0\widgets\AceGUIWidget-TabGroup.lua:96: in function <...nt\Libs\AceGUI-3.0\widgets\AceGUIWidget-TabGroup.lua:93>

Locals: (*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index field 'RepRing' (a nil value)"
self = <table> {
SetDefaultModuleLibraries = <function> defined @Interface\AddOns\AtlasLoot\Libs\AceAddon-3.0\AceAddon-3.0.lua:381
EnableModule = <function> defined @Interface\AddOns\AtlasLoot\Libs\AceAddon-3.0\AceAddon-3.0.lua:346
sounds = <table> {
}
CancelTimer = <function> defined @Interface\AddOns\Omen\Libs\AceTimer-3.0\AceTimer-3.0.lua:311
IterateEmbeds = <function> defined @Interface\AddOns\AtlasLoot\Libs\AceAddon-3.0\AceAddon-3.0.lua:456
textures = <table> {
}
statusBars = <table> {
}
Printf = <function> defined @Interface\AddOns\Omen\Libs\AceConsole-3.0\AceConsole-3.0.lua:69
SetDefaultModulePrototype = <function> defined @Interface\AddOns\AtlasLoot\Libs\AceAddon-3.0\AceAddon-3.0.lua:423
DurationString = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:1312
defaultModuleState = true
IsEnabled = <function> defined @Interface\AddOns\AtlasLoot\Libs\AceAddon-3.0\AceAddon-3.0.lua:465
ScheduleTimer = <function> defined @Interface\AddOns\Omen\Libs\AceTimer-3.0\AceTimer-3.0.lua:276
DisableModule = <function> defined @Interface\AddOns\AtlasLoot\Libs\AceAddon-3.0\AceAddon-3.0.lua:364
SetBorderTexture = <function> defined @Interface\AddOns\SquawkAndAwe\Options.lua:1745
DebuffBars = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:1243
CreateBarFrames = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:774
CCBars = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:1267
RegisterMessage = <function> defined @Interface\AddOns\Grid\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:118
GetArgs = <function> defined @Interface\AddOns\Omen\Libs\AceConsole-3.0\AceConsole-3.0.lua:144
frames = <table> {
}
GCDBar = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:1304
db = <table> {
}
SetEnabledState = <function> defined @Interface\AddOns\AtlasLoot\Libs\AceAddon-3.0\AceAddon-3.0.lua:438
FindNumBars = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:625
enabledState = true
actives = <table> {
}
RegisterEvent = <function> defined @Interface\AddOns\Grid\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:118
GetSpellInfo = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:574
barBackdrop = <table> {
}
fonts = <table> {
}
IterateModules = <function> defined @Interface\AddOns\AtlasLoot\Libs\AceAddon-3.0\AceAddon-3.0.lua:451
ProcBars = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:1200
ShowHideBars = <function> defined @Interface\AddOns\SquawkAndAwe\Options.lua:1767
SetBaseFrame = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:736
TriggerDebuffs = <function> defined @Interface\AddOns\SquawkAndAwe\SquawkAndAwe.lua:1258
AddStatusBar = <f

Last edited by gannonjf : 07/15/10 at 2:55 PM.

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Old 07/15/10, 3:19 PM   #525
 Adoriele
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Originally Posted by gannonjf View Post
Fixed and working. Not sure what was broken honestly, it was late, I was tired, etc. I went thru and redid everything just now and it's perfect. Would you like a copy to update curse.com with? =)



The tab for the lightweave works correctly. When I click on the tab for the ring it's blank and throws back this.

[Edit]
Message: Interface\AddOns\SquawkAndAwe\Options.lua:814: attempt to index field 'RepRing' (a nil value)
Check SquawkAndAwe.defualts.char.bars.procs, it looks from your above posts that you named the reputation ring field as 'repring', while the name that the options file is looking for is 'RepRing'. You have four places where you need to name things:

1: SquawkAndAwe.combat.procs.<Name1> = { id = <id>, name = GetSpellInfo(<id>), cd = <cd>}
2: SquawkAndAwe.defaults.char.bars.procs.<Name2> = { A Whole Mess Of Things }
3: options.args.procs.<Name3> = { A Bunch Of Options}

Within those options, you have functions like

4: get = function () return self.db.char.bars.procs.<Name4>.cd end,

Name1, Name2, Name4 all need to be exactly the same. Name3 can actually be anything you want, like rutabaga.

[edit] Editing still, stupid tab key.

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