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    posted a message on Hemlock (super-minimalistic poison maker)
    Quote from kameko »

    just in case it hasnt been mentioned yet:

    here are the new reagent requirements for each high end poison in the upcoming patch:

    deadly poison VII - 1 maidens anguish, 1 crystal vial
    instant poison VII - 1 maidens anguish, 1 crystal vial
    anesthetic poison - 1 maidens anguish, 1 deathweed, 1 crystal vial
    wound poison V - 2 essence of agony, 1 crystal vial
    crippling poison - 2 deathweed, 1 crystal vial

    The beauty of Hemlock's "pull everything from the game" system is that any reagent changes will automatically be picked up. :)
    Posted in: General AddOns
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    posted a message on SanityBags -beta-
    Well, I sat down last night and realized that I should probably get SanityBags to a releasable state. I knocked out the major blockers last night and dumped it into SVN.

    Download: http://www.wowace.com/files/SanityBags/

    About the project

    SanityBags is a virtual bags system. I started writing it...oh, 5 months ago, and then got busy and never actually finished it. It's still unfinished, but it's a lot further along now.

    What makes SanityBags unique is how you set up bags: Each bag has a filter that it uses to determine its contents dynamically. You may invert matches, and combine multiple statements for logical AND and OR.

    bag:<integer> - matches all items in a given bag. "bag:1" would match all items in your backpack, for example.
    name:<string> - matches all items whose name matches a given string. "name:poison" matches all items with "poison" in their name.
    quality:[trash,common,uncommon,rare,epic,artifact] - matches items of a given quality
    tag:<string> - matches all items that have a given Sanity2 tag.
    (cat|category|type):<string> - matches all items that match a given Sanity2 custom category or default Blizzard categorization.
    soulbound:(true|false) - matches items that are or are not soulbound
    tooltip:string - matches all items with a given string in their tooltip.

    You can combine terms to create complex queries. For example:

    "name:potion quality:common, name:elixir, bandage" is equivalent to (name CONTAINS "potion" AND quality IS "common) OR (name CONTAINS "elixir") OR (ANYTHING CONTAINS "bandage").

    A bag with no filter is a "catch-all" bag - anything that isn't handled by another bag will show up there. The backpack bag, by default, serves this purpose. Items may be matched by any number of bags, but an item that is matched by a filter will not show in the catch-all bag(s).

    Ctrl-right-click a bag frame to get its options menu.

    Bags stick together, and mousing over a bag will highlight it and show which other bags are attached to it by highlighting them.

    Free slots are given to each bag either a) up to the number of free slots you have in your inventory, or b) till the last row is filled up. Dropping an item into any free slot anywhere will get it sorted into the right bag.

    And now, for some screenshots!

    http://wow.tachyonsix.com/sanitybags/sanitybags1.jpg
    http://wow.tachyonsix.com/sanitybags/sanitybags2.jpg
    http://wow.tachyonsix.com/sanitybags/sanitybags3.jpg
    http://wow.tachyonsix.com/sanitybags/sanitybags4.jpg
    http://wow.tachyonsix.com/sanitybags/sanitybags5.jpg

    Caveats
    ---------
    - SanityBags relies on Sanity2. Please download the latest version at http://files.wowace.com/Sanity2/Sanity2.zip if you plan to use this.
    - This is late alpha/early beta and not everything works.
    - There is a slow memory leak when bags are updated that I haven't nailed down, so be aware of that. However, the mod obeys the Enable/Disable commands nicely, (/sanitybags standby) so if you need to disable it, you can do so without reloading your UI.
    - The bank module is not currently active, as it isn't anywhere near ready.
    - PeriodicTable support is not in, despite what the tooltip says.
    - Key bindings are a little odd right now. The first 5 bags created will assume the individual bag key bindings, but there aren't bindings for bags beyond that. I'll be putting that in eventually.

    Feedback and bug reports are welcome.
    Posted in: General AddOns
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    posted a message on Hemlock (super-minimalistic poison maker)
    I'll see about the vendor item patch. I've been pretty busy and have slipped out of heavy modding lately :)

    The vials thing confuses me. I specifically wrote Hemlock to use excess vials (and other reagents that you have in your bags). It properly consumes excess vials for me. The only thing I could think of would be if you bought reagents for 10 Instants, made 8, stopped the process, and started making Deadly. When Hemlock buys reagents for you, it "locks" those reagents so that they can only be used for the poison you bought them for. These locks are released upon closing the vendor window, but it should only ignore materials in that one particular case. If you need 8 instants and Hemlock buys reagents for 8 instants, it should only lock 8 vials. That is, when you're done making all your poisons, you should never have more than four vials left over in your inventory. The four is a byproduct of the 5-minimum purchase quantity, and can't be worked around, but if you're ending up with more than four, there's a problem.

    Regarding lower-level poisons, I don't have any plans to allow for lower-level poisons at the moment. Hemlock was written specifically to not require the user to have to think about ranks - I wanted it to be a fire-and-forget, no configuration or setup needed addon. What annoys me most about most other poison addons is that you have to spend 10 minutes setting them up before you can use them.

    To this end, Hemlock specifically looks for the highest rank of every poison you have. It wouldn't be difficult to make it look for lower ranks, but it wouldn't be a 30-second fix either.
    Posted in: General AddOns
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    posted a message on Aloft - Customized Nameplates - Official Thread
    For what it's worth: I deleted BigWigs_KLHTMTarget and Aloft_GuildOnly and my errors stopped. I had them installed to try stuff out, and forgot about them, but removing them has seemed to fix the PlaySoundFile problem.
    Posted in: General AddOns
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    posted a message on Sanity 2.0
    Quote from AliasWit »

    Hmmm... OK, that's good. So here's another question (forgive me if it seems stupid, I'm not really conversant on how the UIs work):

    If I load Sanity2 and it has all the Ace2 libraries within Sanity's folders (and not in the base AddOns folder) would the other UIs that use the Ace libraries (either as dependancy or optional) be able to get to and use those libraries?

    Because if they can, I'd just as soon download Sanity2 and not have to go about loading the other Ace libs individually.

    Did that make sense? You get what I'm asking?

    That's how it works, generally, but if you're going to go that route, you should either have the libs installed as standalones, or you should install your mods with externals (so each mod has its own copy of the libraries) due to loading order. If a mod loads before Sanity, then the libraries won't be available to them, so it would fail.

    Even if you have multiple copies of Ace libraries, there's no performance hit - Ace only loads one copy of the library, so the others are redundant, but not taking up CPU time or memory.
    Posted in: General AddOns
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    posted a message on Massive increasing KiB rate after update
    Someone in IRC was reporting that SW_stats was causing this for them.
    Posted in: General AddOns
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    posted a message on Is there any aced Bandager?
    /cast Warsong Gulch Bandage
    /cast Arathi Basin Bandage
    /cast Alterac Valley Bandage
    /cast Heavy Netherweave Bandage
    /cast Netherweave Bandage
    /cast Heavy Runecloth Bandage
    /cast Runecloth Bandage

    Dump it in a macro, bind it to a key, and off you go.
    Posted in: General AddOns
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    posted a message on Sanity 2.0
    Sanity2 requires a lot of libraries to run, but yes, if you already have the libraries installed as standalone, you should be able to nuke the libs folder (or just install without externals!). As with any Ace library, those libraries aren't loaded if there is already a copy loaded, so there is no hard in leaving them there.

    The trinket-menu-grip is the little resize graphic that appears in the lower-right corner.
    Posted in: General AddOns
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    posted a message on EnchantList - Allows everyone to check what enchants you can make
    This mod is super sexy. I love it.
    Posted in: General AddOns
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    posted a message on ColaLight - Adds value to your tool tip (and ColaMachine)
    I went looking for a way to cause ColaMachine to use the Guild addon channel, but I didn't see one. Where would I look, or where would I set that?

    I would also like functionality that causes a broadcast of new data as you discover it. I would also like the ability to query the channel for "what's the price of this item?" - for example, I pick up [New Grey Item] and I don't have a sell price for it. I'd like to be able to query "Who has a price for [New Grey Item]?" and get back responses over my synch channel, letting me discover prices as I find items.

    Edit: I'm looking at the ColaMachine code, and I'm wondering why you chose to not use AceComm? It could cut down the complexity of the module significantly.
    Posted in: General AddOns
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    posted a message on Hemlock (super-minimalistic poison maker)
    Quote from Samala »

    Can't remember his name, but the guy in the tower at Honor Hold in Hellfire Penn sells all rogue poison mats and vials but Hemlock doesn't "attach" to his frame.

    I made poisons there last night - it's a gnome with goggles on, yes?

    I'll poke around and find out what I can, but I can't fix problems I can't replicate.
    Posted in: General AddOns
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    posted a message on Hemlock (super-minimalistic poison maker)
    I need more info if at all possible. I'm currently using the latest published build in Outland just fine; it hasn't given me problems.
    Posted in: General AddOns
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    posted a message on Hemlock (super-minimalistic poison maker)
    Hemlock -should- look for existing reagents in your inventory before buying more. However, in a single vendor session, it "claims" reagents for use and forces subsequent clicks to buy more. For example, if I want to make 5 Instant and 5 Deadly, my first click will buy 5 Vials, and "claim" them for Instant. The next click looks for unclaimed vials, finds none, and buys 5 more for Deadly.

    If I have 4 (unclaimed) Dust of Deterioration in my inventory, and want to make 5 Instant poisons, Hemlock should buy 16 more to bring it up to 20 total. If it isn't doing this, please detail what it's doing so I can fix it! :)
    Posted in: General AddOns
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    posted a message on Hemlock (super-minimalistic poison maker)
    As far as Wound Poison not showing up and Hemlock needing to rescan on each login, it looks like Blizzard did something funky with item caching in the 2.0.3 patch. Lots of cache data seems to not "stick", which causes problems for Hemlock, since I rely on that cached data to get poison names and the like, which allows Hemlock to automatically localize itself to any locale. Unfortunately, when that cache data isn't there, Hemlock can't use it.

    The "scan" just opens your poisons tradeskill window and looks at each item in it, in an attempt to force WoW to pull that data from Blizzard and cache it, making it available for Hemlock to use. It isn't a 100% fix, but I haven't found better yet.

    Try clearing out your Cache/WDB/<locale> folder (or create it if it doesn't exist), and see if Hemlock is better behaved.
    Posted in: General AddOns
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    posted a message on Sanity 2.0
    I just committed an update that I think should fix the DB problems. I changed the backend between 2.0.1 and 2.0.3, and thought I got the upgrade taken care of, but apparently I didn't try the newest and see if that fixes those errors.
    Posted in: General AddOns
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