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Дайджест за январь-март

Обновления гайдов и аддонов

Март Февраль Январь

Мониторинг серверов и редактор аддонов

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Апдейтер аддонов

Представляем вам программу для автообновления аддонов и делимся подробностями.

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timbuktu93

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  1. Hi, i added the locales for eng lish and german clients so that we can read the tooltips properly. It would be amazing if you could update your addon version with this. My changes were the following: I took you latest version for 17.0 and added Localization.lua in /scripts I added <Item href="Scripts/Localization.lua"/> in line 32 in AddonDesc.(UIAddon).xdb I modified GuildLastTime.lua, Guild.lua and GuildInvite.lua where kyrillic text will be transfered to the allods clients gui. I placed a GTL(....) around every text that will be displayed in the game. For example in line 17 in GuildInvite: local workModeText = { [0] = GTL("принимать окружающих"), [1] = GTL("принимать из чата"), [2] = GTL("принимать окружающих и из чата") } This way it should still work in the Russian client and now as well in german and english and can be extended for other languages easily. And i changed the coding to Windows-1251 GuildInvite.zip
  2. I tried the function wtButton:Enable(false), but now I have the same problem again. The button is disabled and the label works now. But I looks like it does not react on my clicks. I can move it around in game but I am not able to switch in beck to wtButton:Enable(true)
  3. I tried wtButton:Enable(false) before I used the variants. But somehow I was not able to reactivate the button per click. I looked like it was totally deactivated until I reload the addon. I think my button.xdb looks exactly like you wrote. I will check that later/tomorrow. But thanks for the reply
  4. Hello, i have some problems in my addon with a button. I am using 2 variants to switch the layout from the button in an active and deactivated status. So that you can see that its deactivated when it is grey. I am addin a label to it, when its in the active state(variant 0): wtMainButton:SetVal( "button_label", userMods.ToWString( "ATK" ) ) When it is in variant 1 i want to set a different label wtMainButton:SetVal( "button_label", userMods.ToWString( "-" ) ). But it does not show up and i dont know why. The TextTag "button_label" in my button.xdb is outside of the 2 variants, so both should be able to reference it. I dont get any errors. It just doesnt show up. Can anybody help me here? Greets!
  5. Hi, i was trying to follow your video and create the same sample addon. First of all, your programm is amazing! I was able to create all the windows and buttons with a slider and so on. But when it comes to adding it to the lua script for the game im struggling a bit. I was copying everything you tiped in your ScriptMain.lua but i got an error and i cant fix it since everything seems to be fine. I added my mods.txt file and my ScriptMain.lua here. And is it possible to add a single button with your program? Like the ones that usually show/hide the main windows like in AoUMeter/UniverseMeter or BuildManager, Statmanager and so on. Or can i just use the ButtonRegular2? Or is it only working inside a n Main Panel? I hope, you can help me here. Greets! ScriptMain.lua mods.txt
  6. Thanks, I will try this! Will this event get called whenever I take someone in the target or only when I right click someone and click inspect?
  7. Hi, im totally new to addons and im currently trying creating one. But i have a main problem. I try to get the item-ids of my target via unit.GetEquipmentItemId( targetId, DRESS_SLOT_RANGED, ITEM_CONT_EQUIPMENT). The ID of my target is 663023 but it always say that the equipment can not be found. When i put myselft in the target, it works fine. Is it not possible to get my targets Equipment-IDs? The API says: Возвращает идентификатор указанного предмета экипировки данного юнита. Юнит может быть или главным игроком или игроком, инспектируемым в данный момент. So it should work for my targets, shouldn't it? I got these error in my mods.txt: [16:34:57][UserAddon/SampleInit: (build 0)]Info: 663023 Game::LuaUnitGetEquipmentItemId: equipment not found for unit 663023 func: GetEquipmentItemId, field, line: -1, defined: C, line: -1, [C] func: ?, ?, line: 69, defined: Lua, line: 58, /Mods/Addons/SampleInit/ScriptSampleInit.lua Can anyone help me here?
  8. I know this function, VladikAllods mentioned it and told me to use it. But when i tried i got an error that he doesnt know this function. So i looked it up in the API and it was there. Yesterday i found out, that this has been added in 17.1 and we are playing on 16.3. So its working for your game version fine, but not for ours. But i have just tested it and the box got opened automatically. Finally! Thanks for you help!
  9. Yeah all good, i often use google translator when i use/modify addons Yes i have tested it, with the Rune Combiner. Everytime i buy it, it goes into the if statement and prints a debug message i set before. So im pretty sure it should work. But to be 100% sure, i need to wait until thursday. And i know, why the DelayedCall function is not working for me. It has been added to the API in the current version. And on the EU server we are always behind. Maybe the author didnt know, that you can insert a delay before opening, or didnt know that this was the issue. It took a while till i found out that at the time the addon runs, it does not know the new item from the mailbox. To be honest, im pretty new to addons in Allods. So everything quite complicated for me haha. I didnt even know how to print something in chat/log until a few days before axaxax
  10. Thank you very much. This worked! I was able to test it without until next week, since i changed the function onEventAvatarItemTake for testing purposes a bit. I just added or userMods.FromWString(itemLib.GetName(params.itemObject:GetId())) == "Rune Combiner" to the if statement and removed the { actionType = "ENUM_TakeItemActionType_Mail" } in the event handler. So it triggers any time i buy the rune combiner
  11. Thank you for this code. I tried it, but i was not able to get it work. The mods.txt always says Error while running the chunk /Mods/Addons/LabCalendar/Scripts/Main.lua:1262: attempt to call field 'DelayedCall' (a nil value) func: DelayedCall, field, line: -1, defined: C, line: -1, [C] func: ?, ?, line: 1262, defined: Lua, line: 1259, /Mods/Addons/LabCalendar/Scripts/Main.lua [14:25:38][UserAddon/LabCalendar: 12 (build 1752327120)]Error: Addon [UserAddon/LabCalendar]: Event [EVENT_CONTAINER_ITEM_ADDED] (handler [1]) execution failed I tried the function DelayedCall in various ways, but somehow it does not work. Even the API site could not help me with this function.
  12. Hello, i have an issue with the function OpenBoxFromPost(). It looks like the function goes through my bag, before the chest is added to it. So the addon seems to be faster than the game. So when i log "LogInfo(userMods.FromWString(info.name))" i can see in the mods.txt that there is no chest found in my bag. When i run the funtion manually again by removing the part and userMods.FromWString(itemLib.GetName(params.itemObject:GetId())) == GTL("Dungeon Keeper's Chest") from the function onEventAvatarItemTake(params) the chest can be opened perfectly. How can i trigger the for loop to search my bag AFTER the chest is placed in my bag?
  13. Привет, Можешь прислать мне оригинальные скрипты BagList и AucSwipe? Я хотел бы, чтобы это перевели на английский.
  14. Hi, i really like your addons. They are the best! The problem ist that cant read many of them, since my game can't resolve Cyrillic. I would like to offer you to translate all the core panel Names and chat messages via google translate. Maybe i can create a Locales.lua like in DepositeBoxList so that you only need to implement it in the main script. But i need either the original code or the Cyrillic phrases of the panels. Greets!
  15. Hi Worm, not sure if you still support this addon, but i get a few error messages when i login. mods.txt is attached if this might help. mods.txt
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