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Дайджесты за январь-февраль

Обновления гайдов и аддонов

Январь Февраль

Мониторинг серверов и редактор аддонов

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Dragagon

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Весь контент Dragagon

  1. Still cannot use this addons for EU. Button shows regardless of AH interactivity.
  2. As of 14.1, I am also having to restart the addon when opening the AH because it's not detecting the addon (not showing the button on AH UI). Mostly when I change characters too. And sometimes it then gives me a white icon and I have to reboot the game in order for it to work again. Any experience/info on that? Is there a fix for that on its way? Additional question, by what logic does the addon auto-list items? Does it prioritize boutique tab or normal items tab or is it according to database? Is there a way to make it list boutique tab first all the time?
  3. Its the same client, works for RU too. Plenty russians macro. Check out ICUE if you have corsair.
  4. I want to thank you for this helpful comment! Meanwhile I found the problem that I wasn't using right click with RMB >_< The translation is not always clear so it wasn't obvious to us. Here is another problem I have for several weeks now though. The auto listing with splitting stacks hangs sometimes and it blocks the addon from auto listing at all. It makes me having to spam the "auto list" button which naturally deletes the "auto" from the feature. I am not getting anything into the mods.txt about this either, so no errors are given. Every click on the addon is with ctrl+RMB. All I can do is show you this video of what I mean:
  5. Hey guys, Sunduk is still not updated to catch ISA chests for EU. I uploaded it a while ago but nothing happend with it.
  6. I see developer last came to website 2022 september. Anyone got any good alternatives for auto loot distribution?
  7. Not in the TrinketCooldown folder? I put it as described and does not seem to work.
  8. Everytime when opening my bag [22:13:14]Error: addon lazyGS(1458713846): Widgets::LuaPlayFadeEffect: param 6 not a bool or nil (type: string), details: int __cdecl Widgets::LuaPlayFadeEffect(struct lua_State *) func: PlayFadeEffect, method, line: -1, defined: C, line: -1, [C] func: ?, ?, line: 0, defined: Lua, line: 0, /Mods/Addons/lazyGS/Scripts/mainscript.lua [22:13:16]Error: addon lazyGS(1458713846): Widgets::LuaPlayFadeEffect: param 6 not a bool or nil (type: string), details: int __cdecl Widgets::LuaPlayFadeEffect(struct lua_State *) func: PlayFadeEffect, method, line: -1, defined: C, line: -1, [C] func: ?, ?, line: 0, defined: Lua, line: 0, /Mods/Addons/lazyGS/Scripts/mainscript.lua [22:13:17]Error: addon lazyGS(1458713846): Widgets::LuaPlayFadeEffect: param 6 not a bool or nil (type: string), details: int __cdecl Widgets::LuaPlayFadeEffect(struct lua_State *) func: PlayFadeEffect, method, line: -1, defined: C, line: -1, [C] func: ?, ?, line: 0, defined: Lua, line: 0, /Mods/Addons/lazyGS/Scripts/mainscript.lua [22:13:24]Error: addon lazyGS(1458713846): Widgets::LuaPlayFadeEffect: param 6 not a bool or nil (type: string), details: int __cdecl Widgets::LuaPlayFadeEffect(struct lua_State *) func: PlayFadeEffect, method, line: -1, defined: C, line: -1, [C] func: ?, ?, line: 0, defined: Lua, line: 0, /Mods/Addons/lazyGS/Scripts/mainscript.lua [22:13:40]Error: addon lazyGS(1458713846): Widgets::LuaPlayFadeEffect: param 6 not a bool or nil (type: string), details: int __cdecl Widgets::LuaPlayFadeEffect(struct lua_State *) func: PlayFadeEffect, method, line: -1, defined: C, line: -1, [C] func: ?, ?, line: 0, defined: Lua, line: 0, /Mods/Addons/lazyGS/Scripts/mainscript.lua
  9. Is this not working? I am also unable to have the greed panel for raidings. Am I supposed to be able to use it for raids and distribute loot to raidmembers with that same button? Can you also explain what your described guardian mode and stronghold mode are for EU? EU has "oplot mode" and "defender mode" which is quite confusing.
  10. As of 14.1 in EU, we can no longer see previous or previous previous
  11. [19:18:14] Error: addon PowerAurasExt(0): Widgets::LuaSetVal: param 3 (type: nil) not meet the given condition: state. IsString( 3 ) || state. IsWString( 3 ) || GameBase::ValuedObjectLua::IsSameType( state, 3 ) || GameBase::ValuedTextLua::IsSameType( state, 3 ), details: int __cdecl Widgets::LuaSetVal(struct lua_State *) func: SetVal, method, line: -1, defined: C, line: -1, [C] func: UpdateLocalization, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: CallWhenCharacterAvailable, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 1, defined: main, line: 0, /Mods/Addons/PowerAurasExt/mainscript.luac [19:18:14]Error: addon PowerAurasExt(0): Widgets::LuaSetVal: param 3 (type: nil) not meet the given condition: state. IsString( 3 ) || state. IsWString( 3 ) || GameBase::ValuedObjectLua::IsSameType( state, 3 ) || GameBase::ValuedTextLua::IsSameType( state, 3 ), details: int __cdecl Widgets::LuaSetVal(struct lua_State *) func: SetVal, method, line: -1, defined: C, line: -1, [C] func: UpdateLocalization, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: CallWhenCharacterAvailable, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 1, defined: main, line: 0, /Mods/Addons/PowerAurasExt/mainscript.luac [19:18:14]Error: addon PowerAurasExt(0): Widgets::LuaSetVal: param 3 (type: nil) not meet the given condition: state. IsString( 3 ) || state. IsWString( 3 ) || GameBase::ValuedObjectLua::IsSameType( state, 3 ) || GameBase::ValuedTextLua::IsSameType( state, 3 ), details: int __cdecl Widgets::LuaSetVal(struct lua_State *) func: SetVal, method, line: -1, defined: C, line: -1, [C] func: UpdateLocalization, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: CallWhenCharacterAvailable, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 1, defined: main, line: 0, /Mods/Addons/PowerAurasExt/mainscript.luac [19:18:14]Error: addon PowerAurasExt(0): Widgets::LuaSetVal: param 3 (type: nil) not meet the given condition: state. IsString( 3 ) || state. IsWString( 3 ) || GameBase::ValuedObjectLua::IsSameType( state, 3 ) || GameBase::ValuedTextLua::IsSameType( state, 3 ), details: int __cdecl Widgets::LuaSetVal(struct lua_State *) func: SetVal, method, line: -1, defined: C, line: -1, [C] func: UpdateLocalization, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: CallWhenCharacterAvailable, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 1, defined: main, line: 0, /Mods/Addons/PowerAurasExt/mainscript.luac [19:18:14] Error: addon PowerAurasExt(0): Widgets::LuaSetVal: param 3 (type: nil) not meet the given condition: state. IsString( 3 ) || state. IsWString( 3 ) || GameBase::ValuedObjectLua::IsSameType( state, 3 ) || GameBase::ValuedTextLua::IsSameType( state, 3 ), details: int __cdecl Widgets::LuaSetVal(struct lua_State *) func: SetVal, method, line: -1, defined: C, line: -1, [C] func: UpdateLocalization, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: CallWhenCharacterAvailable, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 1, defined: main, line: 0, /Mods/Addons/PowerAurasExt/mainscript.luac [19:18:14]Error: addon PowerAurasExt(0): Widgets::LuaSetVal: param 3 (type: nil) not meet the given condition: state. IsString( 3 ) || state. IsWString( 3 ) || GameBase::ValuedObjectLua::IsSameType( state, 3 ) || GameBase::ValuedTextLua::IsSameType( state, 3 ), details: int __cdecl Widgets::LuaSetVal(struct lua_State *) func: SetVal, method, line: -1, defined: C, line: -1, [C] func: UpdateLocalization, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: CallWhenCharacterAvailable, global, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "..."] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 0, defined: Lua, line: 0, [string "125627"] func: ?, ?, line: 1, defined: main, line: 0, /Mods/Addons/PowerAurasExt/mainscript.luac
  12. Hey Slash, thanks again for taking a look. I have tried what you described but it does not work for me. THe event seems to only run whenever an item is changed. I already get to open the wardrobe, equip the item and close it without using that event. THe only bug I have so far is that it doesn't equip the item the first time the player goes to Irene in his playing session. All other times following up to that until a relog works fine. It runs code that the wardrobe is open, it also closes the wardrobe, it also find the ID of the item. It simply does not checkroomLib.EquipItem(id). I tried with your if statement wether to see if wardrobe is open or not but that seems to return false even if the wardrobe is opened, so it never equips or closes my wardrobe then. I believe the 1st time it opens the wardrobe for the player, it takes too long to load in all costumes and their id's, that the code is skipped. Hence I put a delay on closing wardrobe which made it work. Cause if I did it without a delay, it would not close. So just by adding a small delay, it works. I will just work with a small delay before equipping the item when opening the wardrobe and I suppose that will fix it for both cases.
  13. Hey Slash, thanks for the reply. I took a good read at the API's and a few things have me in question. When I close the wardrobe, why does it expect EVENT_CHECKROOM_CHANGED? I believe it cannot change costumes while the wardrobe is closed? And in the code, I only equip pieces after opening the wardrobe. The wardrobe is closed with a delay because the close function would not execute right after equipping an Id. OpenWardrobe() if checkroomLib.IsOpened() then checkroomLib.EquipItem( freeBirdMaskId ) --Requipping the Freebirdmask headwear. end --ChatLog("equipped FreeBird mask") common.RegisterEventHandler(CloseWardrobeCustom,"EVENT_SECOND_TIMER") --Starts delay before closing the wardrobe. function CloseWardrobeCustom() --ChatLog("entering event second timer func & timerCount is: ",timerCount) if timerCount == 1 then --ChatLog("timerCount reached condition") CloseWardrobe() common.UnRegisterEventHandler(CloseWardrobeCustom,"EVENT_SECOND_TIMER") timerCount = 0 return end timerCount = timerCount + 1 end
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