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Сообщения, опубликованные cristimirt
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Addon works well with TargetsManager and NewTarget3DPvP. It also works with NewInspectStatsVelhuru, but if you are currently inspecting someone (with or whitout NewInspectStatsVelhuru), when you press the GemsInfo button, the InspectWindow will close. You can re-open it by selecting Inspect again, if you want to see both the glyphs window and the Inspect window. I don't think this is a problem anymore.
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Can any of the more experienced addon developers make a tutorial for WidgetScrollableContainer please? Or at least explain how they work
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The addon works with NA version of the game (4.0.00). It would be nice if you can add the info in a container, it's a bit hard to read that green text
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That happens because you probably use NewTarget3DPvP or other addon that calls the inspect function everytime you target someone. Since the files for my addon are already compiled, I can't fix the problem until I finish rewriting it, which I'm doing right now. I am sorry for the inconvenience.
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Cool one:) I really liked it the first time I saw it.
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Well, NISV would probably not work if InspectCharacter is unloaded anyway
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I don't see why anyone would unload InspectCharacter, so I think I'll be fine here.
About the main form's borders, I did encounter this problem, and I enlarged the main form succesfully, retaining the original size of the MainPanel inside the InspectCharacter form
If those are the only possible problems, means I'm good to go
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I see.. adding the mainForm as a child did the trick. Are there any kind of risks or drawbacks if I'm using this method?
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I have a WidgetPanel that contains other panels and a button. So far, everything is well, the button works as intended.
But when I add that WidgetPanel as a child to a state managed addon (InspectCharacter in this case), using widget:AddChild(child), the button stops working as intended. I can click it, but nothing will happen.
Any ideas why this happens and how I can fix it?
I'm adding the panel to InspectCharacter because the addon also enables DnD for InspectCharacter, and I want the Panel to move together with the InspectCharacter.
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I will test on NA version tomorrow.
You can use
avatar.GetAlchemyInfo ()
or
avatar.GetItemCraftToolInfo (itemId)
for points 1 and 2. Just a guess, I haven't use them before.
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Any chance of localizing the addon?
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I don't think that could be the source of the problem regarding the visibility of the runes.
But what you say does make sense. If some other addon starts EventInspectStarted and then calls EventInspectFinished before NISV can gather all the data it needs, there will be errors generated. And we don't like errors
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Are you sure you're not inspecting players that actually don't have runes? Cause it works for me, and it also worked for Fye. I didn't see runes on some players, but there were only low levels, and only a few of them.
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Из-за аддона бывают глюки :-(
при осмотре персонажа не показывает руны
You can't see what runes the player has or what's the bonus given from his runes( % )?
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Ha ha Thanks for helping with the translation. And sorry for "invading" alloder.pro You don't have to write in English in Skype or the forums, I always have Google Translate oppened, the only problem is that I do not trust it to make good English to Russian translations, that's why I preffer to write in English.
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I have uploaded the new version. If there is any problem with it, please post here.
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That's because I found a little problem while integrating it with AOPanelMod. And I forgot to post about that. My bad.
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Can you add a compatibility fix for players from EU/NA? Our version is 4.0.00 and we don't have "common.isOnPayToPlayShard()" in the API. A simple fix would be to add a check when you use "isOnPayToPlayShard()":
if common.isOnPayToPlayShard then isOnPayToPlayShard = common.isOnPayToPlayShard() else isOnPayToPlayShard = false end
Also, can you make the color of value for Dragon Tears be the same as the quality of the Dragon Tears? I did a small addon comaptible with the original AOPanel that did this, before I started using your InfoPanel.
What about a settings window? Where we could select what to display. I don't care about the quest log/replicators/mount food for example, and I would want to remove them.
And you should really add localization. Whitout localization, you can't get the amount of replicators/keys a player has. You could extract the text from "Mechanics/Astral/TierLevels/Tickets/Tier1_Ticket.txt" for AstralKey and "ItemMall/Scrolls/Ships/AstralLootMultiplier.txt" for the Astral Replicator. This way, there will be no need for localization
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Can you add a compatibility fix for the players from NA and EU? In 4.0.00, there is no "common.GetLocalDateTime". We have "common.GetLocalDateYMD" that seems to do the same thing.
A simple fix would be this:
if not common.GetLocalDateTime then common.GetLocalDateTime = common.GetLocalDateYMD end
Added in the initialization.
It would also be easier if the FPS counter could be turned off with a slash command.
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Fixed the Addon for the ru version, added localization for Turkey and German, working on the integration with AOPanelMod now
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I guess the some numbers are changed in 4.0.01 or 4.0.02, cause it works well for 4.0.00. I will fix it today or tomorrow. In the mean-time, please use revision 18. Sorry for the inconvenience.
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I took over the addon and updated it to revision 24.
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AddonManager. GuildGui1b. Enough?
Yeah, I checked GuildGui1b. I don't have AddonManager anymore, I'm using AddonReloader for reloading addons
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I made it to work.. somehow.
This is the WidgetButton.xdb
<Variants> <Item> <TextFileRef href="ButtonClose.txt" /> <Reaction>close</Reaction> </Item> </Variants>
This is the ButtonClose.txt
<button fontsize="11"><r name="button_label"/></button>
And this is the LUA code:
wtCloseBtn:SetVal("button_label", toWS(GetTextLocalized("Close")))
I don't know why it didn't work previously, but I'm glad it works now. I looked at how GuilGui1b does things
EquipInfo
в Техподдержка
Опубликовано
You have to use avatar.EndInspect(), or else the Inspect window will be visible everytime you change targets. Which can be annoying. What you can do is check if the avatar is already inspecting the target. I think the function is avatar.IsTargetInspected(). If it's already inspected, you won't have to call avatar.StartInspect() or avatar.EndInspect(). If the target is not inspected, nothing changes. This could be an example:
There shouldn't be problems. If inspecting is false, your addon starts and ends the inspect like it does in the actual version. If inspecting is true, your addon will not call StartInspect() and EndInspect(), but it will still get info about gems.