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    posted a message on Tweetcraft Discussion
    Quote from Mogonar
    TweetCraft, a WoW twitter client (if that name wasn't obvious), uses LibDataBroker for both a launcher and for storing tweets.

    I'll post on the wiki on github with our data specification. We have a library that wraps it pretty nicely but I think it would be cool to share the raw spec if people want to work against that.


    I'll try to be as nice as possible in saying, that the way you are using the library shows :

    a) You are using it for a purpose it was never designed for and in a way that totally goes against the "spirit" of its logic.
    b) You don't care that you are breaking the upgrade path and/or the implication of callbacks for the addons embedding LDB.
    c) You really don't understand how lua works.
    d) All or some of the above.

    For the love of all that's good and holy, please rethink your implementation (to say the least).
    Posted in: Data Broker AddOns
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    posted a message on Recount
    Quote from Elsia
    I committed a new version of Recount which has a hopefully improved way to handle greater elementals of shamans. Any feedback on this and pet tracking in general appreciated.


    I'm guessing that the way they are parsed now will set them to a proper owner (combatant), instead of the totem itself. Correct or ?
    Posted in: General AddOns
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    posted a message on GetItemInfo, servercache and localcache
    I'm not sure the server fires any event when it validates an itemlink (actually I'm fairly positive, it doesn't). What you can probably do is implement a repeating timer, after you set your hyperlink, that will fire a GetItemInfo(link) call every X seconds and cancel itself when you get a significant (non nil) value returned. Note that this is still "dangerous" if used to query links for items that the server hasn't "seen" since the last restart, but since you are only going to be using it for items that have indeed dropped, you should be fine.
    Posted in: Lua Code Discussion
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    posted a message on UlduarAutoPilot
    Every single localization file, except the enUS one (which is the default locale) is missing :

    if not L then return end


    ...as its 2nd line. If you add this, it won't display that error at least. Moreover, it is generally a good idea to call GetLocale like this :

    local L = LibStub("AceLocale-3.0"):GetLocale("UlduarAutoPilot", true)


    ...so if a string is missing from the locale file, AceLocace-3.0 will revert to the default value.
    Posted in: General AddOns
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    posted a message on BigWigs_Ulduar
    Quote from durcyn
    check out MagicTargets for health bars, it Doesn't Suck(tm)

    arguing for it to be in core bigwigs isn't going to accomplish much.


    No one implied that MT sucks, it's a very good addon that serves a slightly different purpose though, what was asked was persistent frames, each one containing the "segment" of boss X or mob wave Y. It is well within the rights of the Bigwigs authors to deny this, we disagree, but it's fine really.
    Posted in: Raid AddOns
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    posted a message on 3.2 Changes
    The way I see it, if someone wanted to absolutely use the new API, they would still need to get the Gem itemlinks by using GetItemGem, at which point there are 2 choices, get the GemID and check against a locale independent gem table which will provide the bonuses automagically OR set a tooltip and scan against predetermined, localized patterns (more or less the same as it is now). None of these solutions are particularly elegant or attractive.

    Ultimately what can be done about handling enchants ? Sniff the itemlink for the enchant ID and then what ? Check against an independent table of enchant ID's ? Set a tooltip and scan it anyway and how are you going to differentiate between the enchant line and other lines ? Checking for green color won't work properly. What about active socket bonuses ? What about (countable) set bonuses ? I haven't really seen any of these covered by the new API, in a sense that it can safely replace (even parts of) a full parser.
    Posted in: General Chat
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    posted a message on BigWigs_Ulduar
    I'm in complete agreement with Phanx on this matter, a few health bars would be infinitely more helpful than yeah, let's say the range check window, whose purpose I have yet to determine ever since....hmm, early Cthun ? :p I think I'll just end up "bastardizing" the DBM boss health module privately and modify it to suit my needs.
    Posted in: Raid AddOns
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    posted a message on 3.2 Changes
    Quote from jerry
    The API does in fact return spell power. So that problem doesn't exist.

    The API also crashes the client if the item is not in the local cache, which makes testing a little bit more slow.

    Unexplicably, http://www.wowhead.com/?item=833 does not report the Health regen. http://www.wowhead.com/?item=23207 does not report AP either (there are several items with AP bonus against a particular creature family, none that I've checked are returned by the API).

    Well, after checking, pretty much everything that is not an attribute, a resistance, a rating, spellpower or mana regen is not returned by the API.


    I've been running some tests of my own and I can confirm these conclusions. The local cache thing is not that bad since you can potentially use other calls to validate the itemlink, but the values of the stats returned for certain bonus types are not reliable, at all, for some items its fine, for others they are not returned at all. I'm sorry to report that in its current form, the new API isn't really usable for the purposes of item scanning, I mean if you are going to use/set a custom tooltip anyway (and you will want to do that for at least gems and enchants), it's simply not worth rewriting code to only get selective stats out of it, which would be a pain in itself.
    Posted in: General Chat
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    posted a message on 3.2 Changes
    FYI (Changes that I've noticed):

    1. GetCurrentDungeonDifficulty() has been removed.

    It has been replaced by :

    a) GetDungeonDifficulty() (returns a pair of seemingly the same values, don't ask me why it returns a pair, I don't know and the Blizzard UnitPopup doesn't attempt to read the 2nd returned value at all). Returns 1 for Normal, 2 for Heroic, if I had to guess I'd say that it is now strictly restricted to 5 man instances.
    b) GetRaidDifficulty() (again returns a pair of seemingly the same value). Returns 1 for 10 Player, 2 for 25 Player, 3 for 10 Player (Heroic), 4 for 25 Player (Heroic).

    Note that in order to set the difficulty from the UI now, SetDungeonDifficulty(diff) and SetRaidDifficulty(diff) must be used.

    Group addons may need to update and differentiate between these cases now.

    2. GetDifficultyColor(level) has been removed and replaced with GetQuestDifficultyColor(level). This may effect some UF addons. Both functions seem to still accept only one argument.
    Posted in: General Chat
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    posted a message on API function to derive merchant type (e.g. "Cloth armor vendor")
    To the best of my knowledge there isn't a function to get that, the title seems to be hardcoded and the only way to get it, is to scan the player tooltip (GameTooltipTextLeft2:GetText() will usually work but there is a chance that the 2nd line will not always hold the NPC "title").
    Posted in: Lua Code Discussion
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    posted a message on Question about localization
    I don't understand what is so complicated about this, when using AceLocale-3.0. Simply set a default locale (usually enUS), eg :
    local L = LibStub("AceLocale-3.0"):NewLocale("MyAddon","enUS",true)
    L["Whatever"] = true
    ...
    then for the other locales :
    local L = LibStub("AceLocale-3.0"):NewLocale("MyAddon","deDE") -- 3rd argument omitted
    L["Whatever"] = "translated string to German here"
    ...
    ...and in your addon you simply use GetLocale with a true value to the silent boolean, which means that if a translation does not exist for whatever locale you are on, the lib will revert to the default one (which is why is important that you at least make an effort to compose a correct, default localization file).
    local L = LibStub("AceLocale-3.0"):GetLocale("MyAddon", true)
    This way nothing breaks in the addon, if a localizer fraks up his own file, it will simply revert to (usually) English and a simple report is, for the most part, sufficient to correct the error.
    Posted in: Lua Code Discussion
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    posted a message on LibItemBonus-2.0
    Quote from Torhal
    That item, before the enchant, has the spellpower. At any rate, that particular item (and those like it) are correctly detected.

    What is not detected is items which have, for example, white text saying "+88 spell power" instead of green text saying "Equip: Increases spell power by 88."


    Now where have I see this before ?

    Ah yes, Blizzard has the nasty habit of passing color codes (among other things such as line breaks "\n" etc), inside tooltip lines :p. So you may want to make sure that, that "white" text of "+88 spell power" isn't actually "|cffffffff+88 spell power", at which point you need the parser to remove the color code, if you want to do reliable matching.
    Posted in: Libraries
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    posted a message on New site layout is worse than the old one.
    I must say that I also noticed this today, since I rarely leave the forums. For the most part I have to agree with Phanx. The layout is an abomination in terms of readability and not really easier to navigate than the old theme. The scrolling issue in FF3 is simply ridiculous and despite the fact that I'm attempting to use another theme, it seems that the changes revert back to the default settings ><.
    Posted in: General Chat
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    posted a message on 3.2 Changes
    Let's have a look at the implementation first, before we draw any conclusions, shall we. As for the gear manager, I will admit it's not perfect (the icon bug is annoying but far from game breaking) but in all honesty, its basic functionality is all there and for many people (including myself), it eliminates the need for a separate addon.
    Posted in: General Chat
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    posted a message on how to compare w/ list by one operator?
    Since you only really want one of the strings matched in order to execute some kind of code, I'd say :

    for _,v in pairs(strings_table) do
     if var == v then
     -- do stuff
      break
     end
    end
    Posted in: AddOn HELP!
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