• posted a message on Immersion

    This is an inherent problem with the default blizzard UI. It cannot be fixed with addons unless you somehow figure out a way to check if the GUI you see is actually up and visible or up and not visible.

    Link Removed
  • posted a message on Pawn

    for you guys who have other addons which covers the pawn button on your character interface, go to interface>addons>pawn>pawn.lua and change line 63 number to 2 and line 64 number to 4. It should look like this:

     

    PawnButtonPositionLeft = 2
    PawnButtonPositionRight = 4

     This will move the button from the right side to the left below your wrist instead of the trinket. I personally couldn't find this option and it's been nagging on me for months. Finally got around to fixing it myself.

     

    Link Removed
  • posted a message on Atlas World Map

     aren't texture replacement against the rules?

    Link Removed
  • posted a message on ConsLegion

    Works fine for me although I've only tested Val'sharah so far.

    You really should give more information than it just not working like where, what quest/objective

     

    Are you following the arrows or just ignoring them?

    Link Removed
  • posted a message on Instance Reset

    This addon causes other addons and the interface to break because of improper use of variables.

    Link Removed
  • posted a message on BestInSlot

    Is there an import function? Otherwise you really should implement it.

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  • posted a message on Watcher

    with custom code, sure.

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  • posted a message on Watcher

    coding error, line 445 and 449 should be "return 1" and not "return 0" in filters.lua. That fixed it for me :P

     

     

    Link Removed
  • posted a message on Legion Wardrobe

    [18:01] [Error 000001D4365AA910] captured, click the link for more information.
    [18:01] Interface\AddOns\WardrobeTracker\WardrobeTracker-1.0.1.lua:71: hooksecurefunc(): WardrobeCollectionFrame_FilterVisuals is not a function
    [18:01] [C]: in function `hooksecurefunc'
    Interface\AddOns\WardrobeTracker\WardrobeTracker-1.0.1.lua:71: in function `?'
    Interface\AddOns\WardrobeTracker\WardrobeTracker-1.0.1.lua:12: in function <Interface\AddOns\WardrobeTracker\WardrobeTracker.lua:12>
    [C]: ?
    [C]: in function `LoadAddOn'
    Interface\FrameXML\UIParent.lua:420: in function `UIParentLoadAddOn'
    Interface\FrameXML\UIParent.lua:558: in function `CollectionsJournal_LoadUI'
    Interface\FrameXML\UIParent.lua:841: in function `ToggleCollectionsJournal'
    [string "TOGGLECOLLECTIONS"]:1: in function <[string "TOGGLECOLLECTIONS"]:1>
    [18:01]


    The click on the quest tracker to show what items drop in a dungeon doesn't work.

    Link Removed
  • posted a message on DejaCharacterStats

     

    How are you checking the highest item level stuff in the bags/bank? The algorithm appears to check items in bags without accounting for which of the artifact weapons that actually can be equipped, it's ignoring the spec requirements.

     

    Slightly causing ocd.


    Edit, solved it myself for my class (DH) only by adding a code snipped after the multiplier elseifs and before the avgitemlevel = floor(...) in DCS_TableData.StatData.ItemLevelFrame in file DCSTables.

    This code was added:
    local inm,_,_,ilvs,_,_,_,_,_,_,_ = GetItemInfo(GetInventoryItemLink("player",16))
    print(inm)
    local texture, count, locked, quality, readable, lootable, link, isFiltered, hasNoValue, itemID
    local binm,a,b,bilvs,c,d,e,f,g,h,i,dif
    for bag=0, NUM_BAG_SLOTS do
    for bagSlots=1,GetContainerNumSlots(bag) do
    texture, count, locked, quality, readable, lootable, ilink, isFiltered, hasNoValue, itemID = GetContainerItemInfo(bag, bagSlots)
    if(ilink) then
    binm,a,b,bilvs,c,d,e,f,g,h,i = GetItemInfo(ilink)
    if(binm =="Twinblades of the Deceiver") then
    if(ilvs<bilvs) then
    dif = bilvs-ilvs
    dif = dif/8
    avgItemLevel = floor(multiplier*(avgItemLevel-dif))/multiplier;
    end
    end
    if(binm =="Aldrachi Warblades") then
    if(ilvs<bilvs) then
    dif = bilvs-ilvs
    dif = dif/8
    avgItemLevel = floor(multiplier*(avgItemLevel-dif))/multiplier;
    end
    end
    end

    end
    end

    there is probably a more elegant solution that includes all classes and handles offhand-less classes as well. Oh, and when the artifact weapon is in the bank.

    Link Removed
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