Weird. The curseforge.com page (the "project site") lists those files as formal releases, and going to the curse.com page correctly notes "last updated 84 minutes ago", but there's no actual file to download.
Nothing obviously wrong at your end, this may require an admin to fix. If you aim the Torhal-signal at the clouds, I'll go get fresh lightbulbs.
So if you please can give me any decent advice on the actual problem of my topic I would really appreciate it!
You haven't told anyone your actual problem yet. What's so special about "a few check boxes, buttons, sliders and input windows" that requires paid help? What bizarre restrictions do you think addons operate under?
Here's some decent advice: stop being secretive, stop putting pointless restrictions on people, stop whining about nobody stepping forward to help you when you won't answer questions. This site is pretty generous with its time when people treat it with respect instead of head games.
Put some print() statements in there so you can see what values your variables are taking on as the code runs. Every other line, if necessary, especially when trying to match string patterns.
I'm using the addon and I'm having difficulty with the range indicator. How exactly does the addon know how much range I want it to show ?
For example I have skills that reach a certain distance and other people have skills that reach another distance... How does the addon distinct between each class ?
I had a few occasions where I used the range indicator and set the Out of Range alpha to 30% and when the combat started I saw the frames at 30% opacity but could still cast spells. How can I rely on this feature if it's not accurate ?
Is there something I'm missing ?
/suf -> General (left side) -> Range Checker (top right)
How would I go about changing my health to 480k/480k instead of 480.8k/480.8k?
You could use the tags setup to make your own custom tag. Then look at the builtin "current hp (short)" tag implementation to see how it's producing 480.8k and adjust your code appropriately.
The only hitch is that the tooltips for some tags refer to other tags by their [tagname], which isn't displayed in the grid of checkboxes. Most of the time it's obvious, but if not, you can toggle a given tag on just long enough to see its tagname put in the field, then turn it back off. Or just open up the sUF source code and grep for the tagname and label.
Wouldn't you need to provide the addon index (self) to every function being called in order to access the right node in the lib data table; like all getter/setter functions?
No. Don't get fooled by the colon/method syntactic sugar.
myAddon:SetFoo(5)
is the same as
myAddon.SetFoo(myAddon,5)
which is the same as (because it was assigned to be the same as)
If you're doing it in a loop, then it can often be beneficial to hoist the initial indexing ("a[x].b[y].c[z]") out of the loop, assuming that x, y, and z don't change, and that you need to assign a "v" each time through, etc.
As we were taught by Blessed Knuth back when we were acolytes in the temple of coding: premature optimization is the root of all evil. Don't bother doing this kind of stuff unless and until it matters. Prioritize making the code easy for strangers to understand, because if you haven't looked at it for a few weeks/months, that stranger is you and you need to be able to debug it. :-)
You don't necessarily need a single event to say "player X has joined the group". All you need is to detect "something has changed with respect to group state" and then figure out the details yourself.
For example, you could register a single event handler for all the events you mentioned. The handler can test UnitInGroup() for whoever you're interested in (it wasn't clear by "a player" whether you meant "the player running the addon himself" versus "any other player"), and compare it to previous state.
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Nothing obviously wrong at your end, this may require an admin to fix. If you aim the Torhal-signal at the clouds, I'll go get fresh lightbulbs.
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You haven't told anyone your actual problem yet. What's so special about "a few check boxes, buttons, sliders and input windows" that requires paid help? What bizarre restrictions do you think addons operate under?
Here's some decent advice: stop being secretive, stop putting pointless restrictions on people, stop whining about nobody stepping forward to help you when you won't answer questions. This site is pretty generous with its time when people treat it with respect instead of head games.
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See, that's the kind of information you need to be including with your posts.
LOOT_ITEM_PUSHED_SELF is (in English) "You receive item: %s." Those messages are printed when you get items out of mail, salvage boxes, etc.
When looting a corpse, you need to use LOOT_ITEM_SELF, which is "You receive loot: %s."
edit: Also, when trying to print strings containing item links, it's often useful to see the actual string behind the formatting, using something like
print (an_itemlink:gsub("\124", "\124\124") )
instead of just "print(an_itemlink)". That will escape all the vertical pipe symbols.
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:-p
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/suf -> General (left side) -> Range Checker (top right)
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You could use the tags setup to make your own custom tag. Then look at the builtin "current hp (short)" tag implementation to see how it's producing 480.8k and adjust your code appropriately.
The only hitch is that the tooltips for some tags refer to other tags by their [tagname], which isn't displayed in the grid of checkboxes. Most of the time it's obvious, but if not, you can toggle a given tag on just long enough to see its tagname put in the field, then turn it back off. Or just open up the sUF source code and grep for the tagname and label.
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You can change the existing dropdown widget to multiselect via an AceConfig option, IIRC.
Using lib-st (if that's the same one you mean) with AceGUI is distinctly nontrivial.
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If you simply copy in a development version into your game tree, then it's live.
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See if you can get Avery Brooks to do the voice for Lantressor of the Blade.
...that's how this works, right? :rolleyes:
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No. Don't get fooled by the colon/method syntactic sugar.
is the same as
which is the same as (because it was assigned to be the same as)
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If you're doing it in a loop, then it can often be beneficial to hoist the initial indexing ("a[x].b[y].c[z]") out of the loop, assuming that x, y, and z don't change, and that you need to assign a "v" each time through, etc.
As we were taught by Blessed Knuth back when we were acolytes in the temple of coding: premature optimization is the root of all evil. Don't bother doing this kind of stuff unless and until it matters. Prioritize making the code easy for strangers to understand, because if you haven't looked at it for a few weeks/months, that stranger is you and you need to be able to debug it. :-)
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If this problem has been solved before, it may not need to be solved again.
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For example, you could register a single event handler for all the events you mentioned. The handler can test UnitInGroup() for whoever you're interested in (it wasn't clear by "a player" whether you meant "the player running the addon himself" versus "any other player"), and compare it to previous state.