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    posted a message on Is it possible to create a button for the actionbars?
    I was wondering if it was possible to create a new "spell" ie, a button (inherited from SecureActionButtonTemplate) that can be placed on the action bars.

    I can create the button and the like, but right now I'm having the user have to use a macro
    /click $button
    to access it. I'd prefer not to force them to have yet another frame/interface sitting on the screen somewhere.

    Thought that an actual button might make sense. But I'm not sure if it is even possible, I've never seen this kind of behavior before.

    Mostly I'm looking at ways to better access a SecureActionButton I need to create, any ideas here are welcome.
    Posted in: Lua Code Discussion
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    posted a message on globally replacing a texture via api?
    I'm sufficiently anal retentive to want to do it "the right way" as it were, any suggestions for tackling said problem?
    Posted in: Lua Code Discussion
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    posted a message on globally replacing a texture via api?
    With a stick, a very large stick.

    Thanks for the info though, much appreciated.
    Posted in: Lua Code Discussion
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    posted a message on globally replacing a texture via api?
    Just wondering, is there any reason the packager solutions don't support placing folders in other various files in the Interface folder? Just overwriting issues I'm guessing would be the primary problem?
    Posted in: Lua Code Discussion
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    posted a message on globally replacing a texture via api?
    Bah, I was afraid of that. Oh well, thanks for the info.
    Posted in: Lua Code Discussion
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    posted a message on globally replacing a texture via api?
    I'd like to replace some textures that are used for particular item icons.
    I'm aware I can simply update Interface/ICONS/... files accordingly, but those solutions don't package well to my knowledge in the wowace packager ( I could be totally wrong, I haven't tried, but I haven't read anything to the fact ).

    Is it possible to perform the same type of global replacement but from within the context of an addon instead of just overwriting the appropriate files outside of the AddOn directory?

    use case:
    I have modified the INV_Jewelcrafting_Gem_##.blp files to be more color blind friendly for a friend, I'd like to be able to distribute it in a more user-friendly manner (the wowace packager/curse client).
    Posted in: Lua Code Discussion
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    posted a message on ace2 mixin on the fly
    Quote from Phanx
    I can only imagine it's less work to add AceComm-2.0 to an existing Ace2 addon than to convert said addon to Ace3 (or no framework) and then add AceComm-3.0. ;)


    That was the initial reason, and I was most sad reading the API, AceComm-3.0 is definetly an improvement.

    But thanks for the tip Xinhuan, now I won't have to use Ace2 :)!
    Posted in: Lua Code Discussion
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    posted a message on ace2 mixin on the fly
    I'm trying to add AceComm support to someone else's addon and I'd like to keep my code changes to one file.
    How can one add AceComm (or presumably any other ace library) to the mixin once a given class has already been created?

    Example concept:
    Author's MyAddon.lua code..
    MyAddon = AceLibrary("AceAddon-2.0"):new("AceConsole-2.0", "AceDB-2.0", "AceEvent-2.0")

    Seperate MyAddon-Comm.lua file..
    MyAddon = MyAddon:AddModuleThing("AceComm-2.0") -- ?
    


    Solution
    Hah. I figured it out with further messing about.

    MyAddon-Comm.lua
    AceLibrary("AceComm-2.0"):embed(MyAddon)
    -- code follows as norm.
    
    Posted in: Lua Code Discussion
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    posted a message on PeriodicTable-3.1
    Would it be appropriate to add required skill level information to PT? Specifically Milling and Prospecting, (Lockpicking meh).

    I am asking because I'd like to see if there are any libraries (haven't found any yet) that contain said information which would be useful to have for one of my mods.
    Posted in: Libraries
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    posted a message on Odd behavior: SetItemButtonTextureVertexColor reverts after a couple seconds
    From a guess, not those kind of buttons. The buttons in question in this thread are the ones used as inventory items in the guild bank.
    Posted in: Lua Code Discussion
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    posted a message on Odd behavior: SetItemButtonTextureVertexColor reverts after a couple seconds
    Yeah, I was looking at that Xinhuan, but from my guess, there isn't anything changing (to my knowledge) during this period.

    I will look again
    Posted in: Lua Code Discussion
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    posted a message on Odd behavior: SetItemButtonTextureVertexColor reverts after a couple seconds
    I've disabled all addons, same behavior. I'm uncertain what could be causing this.
    Posted in: Lua Code Discussion
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    posted a message on Odd behavior: SetItemButtonTextureVertexColor reverts after a couple seconds
    In the mod I am writing FizzleGlyph, I've added a highlight texture to the glyph items (inventory, gbank, bank) to make it easier to differentiate between them.
    I was attempting to also use SetItemButtonTextureVertexColor to color the glyphs red if they are not of the player's class.

    Here is the problem, the color set by the aforementioned function gets reverted instantly. I can run this on the command-line and it'll stay for a few moments until suddenly it'll revert. I've tried looking for events that could be triggering this action, but there are certainly no BANK* related ones that seem to be firing during this behavior.
    /run SetItemButtonTextureVertexColor(_G['GuildBankColumn1Button1'],1,0,0)


    A grep through my addons doesn't show any other using this particular function ( I guess they could be changing it manually ) so that is to be my next step.

    Any suggestions on this?
    Posted in: Lua Code Discussion
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    posted a message on Casting a spell on item in bag
    I've actually started work on doing just that, it wouldn't be possible to queue in the way the standard tradeskill queues work. Instead it'd be a button that'd you'd just be able to spam click to cast disenchant (or whatnot) over and over and it'll autotarget new items to process.
    Posted in: Lua Code Discussion
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    posted a message on Extending Fizzle [item highlights] to Guild Bank
    I did look at his code as well, he has it working in gbanks but his code is a lot more callbacks and its a bit more difficult to figure out how it works properly, from what I can tell we do the same thing, but I'm uncertain.
    Posted in: Lua Code Discussion
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