World of Warcraft

1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . 9 . 10 . 11
Blizzard Entertainment
View All Posts by This User ignore-inactive
Zootfizzle
Blizzard Poster
  • 40. Re: 3.1 API Changes (and clarifications)   02/28/2009 02:12:05 PM PST
quote reply

Q u o t e:


Are we going to see a GetTargetFacing() to the API?

The math between the two can be a nice combination to some Class Spell deciding addons and Boss Mod updates.
We've decided specifically not to expose facing information for other units at this time.

I can has sprocket?!
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 41. Re: 3.1 API Changes (and clarifications)   02/28/2009 04:44:41 PM PST
quote reply
Is there a "correct" way to detect talent spec swaps? I have an addon (http://www.wowinterface.com/downloads/info10622-LearningAid.html) which pops up a window when the player learns a new spell or ability, and I don't want it appearing every single time the player swaps talent specs.

I'd like to be able to disable the addon for the duration of the swap, until the spellbook is fully updated.

I could monitor UNIT_SPELLCAST_SUCCEEDED for "Activate Primary Spec" / "Activate Secondary Spec" but then I'd have to have a list of localized strings for different locales.

Is there a locale-independent way to do this?

As you can see, we want to make sure no class gets brought to raids and that no spec is Arena viable. So you're probably safe. :)
- Ghostcrawler
63
View All Posts by This User Toggle Ignore / Unignore This User
  • 42. Re: 3.1 API Changes (and clarifications)   02/28/2009 05:28:37 PM PST
quote reply

Q u o t e:
I could monitor UNIT_SPELLCAST_SUCCEEDED for "Activate Primary Spec" / "Activate Secondary Spec" but then I'd have to have a list of localized strings for different locales.


Wrong. You can just use GetSpellInfo() to get the current localized names of "Activate Primary Spec" and "Activate Secondary Spec" for the user's locale. Check ptr.wowhead.com to find the spell IDs.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 43. Re: 3.1 API Changes (and clarifications)   02/28/2009 05:41:01 PM PST
quote reply

Q u o t e:


Wrong. You can just use GetSpellInfo() to get the current localized names of "Activate Primary Spec" and "Activate Secondary Spec" for the user's locale. Check ptr.wowhead.com to find the spell IDs.

That's exactly what I was looking for, thanks!

As you can see, we want to make sure no class gets brought to raids and that no spec is Arena viable. So you're probably safe. :)
- Ghostcrawler
6
View All Posts by This User Toggle Ignore / Unignore This User
  • Shattered Halls
  • 44. Re: 3.1 API Changes (and clarifications)   02/28/2009 11:35:01 PM PST
quote reply
I was looking into the new animation system, and I noticed that there are lua methods to create a new animation group and custom animations against that group. What I did not see though, is a way to create the affine transformation objects (Translation, Rotation, Scale, Alpha) without having them defined as a part of a virtual animation object declared in XML to be used with the inherits parameter of the CreateAnimation call.

Are there any plans to add functions for creating and attaching the available affine transformations programatically via an animation object, or will virtual templates continue to be required?

MSBT (MikScrollingBattleText)

http://www.wowinterface.com/downloads/info5153-MikScrollingBattleText.html
http://www.curse.com/downloads/details/3395
70
View All Posts by This User Toggle Ignore / Unignore This User
  • 45. Re: 3.1 API Changes (and clarifications)   03/01/2009 12:41:50 AM PST
quote reply

Q u o t e:
I was looking into the new animation system, and I noticed that there are lua methods to create a new animation group and custom animations against that group. What I did not see though, is a way to create the affine transformation objects (Translation, Rotation, Scale, Alpha) without having them defined as a part of a virtual animation object declared in XML to be used with the inherits parameter of the CreateAnimation call.

Are there any plans to add functions for creating and attaching the available affine transformations programatically via an animation object, or will virtual templates continue to be required?


I know that the omission of a means to create the specific subtypes of Animation had been raised already so hopefully they'll sneak it in (I think for consistency it should work like CreateFrame, with the first argument to CreateAnimation specifying the type of animation requested - but we'll see). The lack of solid query API's has also been raised.


UI and Macros Forum MVP - Building a better secure mousetrap!
9
View All Posts by This User Toggle Ignore / Unignore This User
  • Eldre'Thalas
  • 46. Re: 3.1 API Changes (and clarifications)   03/01/2009 06:38:57 AM PST
quote reply
Getting these errors on current PTR:
"DropDownList2Button1:OnEnter":4: attempt to index local 'listFrame' (a nil value)
and
"DropDownList2Button1ExpandArrow:OnEnter":3: attempt to index local 'listFrame' (a nil value)

It happens when trying to open a third level of dropdown menus. Doesn't happen on live.
9
View All Posts by This User Toggle Ignore / Unignore This User
  • Eldre'Thalas
  • 47. Re: 3.1 API Changes (and clarifications)   03/01/2009 09:05:57 AM PST
quote reply
It seems like one can no longer expect any hook to work on a global function that uses the new XML function attribute such as below:
<OnUpdate function="ActionButton_OnUpdate"/>

For example, I can't hook "ActionButton_OnUpdate" unless I iterate thru all the action buttons that uses it and then using a SetScript. Please correct me if I'm wrong.
14
View All Posts by This User Toggle Ignore / Unignore This User
  • 48. Re: 3.1 API Changes (and clarifications)   03/01/2009 11:49:52 AM PST
quote reply
(Posting for p3lim of EU):

Please make buttons not show a count when a player has a glyph like [Glyph of Unburdened Rebirth] that removes the reagent need.

Currently using a hack to make it go away: http://pastey.net/109245

Cairenn
Administratrix - WoWInterface
Credendo Vides
UI Dev, Hosting & Support
http://www.WoWInterface.com
80
View All Posts by This User Toggle Ignore / Unignore This User
Efn
  • Aman'Thul
  • 50. Re: 3.1 API Changes (and clarifications)   03/01/2009 03:16:52 PM PST
quote reply

Q u o t e:
It should auto swap the auction bars based on your talents, isn't that a bit useless?

For mods like Bartender4 and the like, having SecureCmdOptionParse() support for detecting the current talent spec would be wonderful. Not everyone is going to use the default UI. Unless there seems to be the ability to exploit this sort of conditional, it would be a very nice addition.

Ghost: Recon, Ghost: Pulse
footrot.wowinterface.com
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Blackrock
  • 51. Re: 3.1 API Changes (and clarifications)   03/01/2009 06:33:07 PM PST
quote reply
Currently on the PTR,


Q u o t e:
state = UnitThreatSituation(unit, mob)

Returns the unit's threat situation with respect to the given mob. The state can be one of the following values:
nil = the unit is not on the mob's threat list
0 = 0-99% raw threat percentage (no indicator shown)
1 = 100% or more raw threat percentage (yellow warning indicator shown)
2 = tanking, other has 100% or more raw threat percentage (orange indicator shown)
3 = tanking, all others have less than 100% raw percentage threat (red indicator shown)

This function, and also
state = UnitThreatSituation(unit)
and
isTanking, state, scaledPercent, rawPercent, threatValue = UnitDetailedThreatSituation(unit, mob)

no longer returns nil for the state for a valid unit on a valid mob. Is this a bug? That is to say, the state is always returning 0 for a player that is not in combat for any mob, and it is no longer possible to tell if a player is on a mob's threat list anymore.

Author/Maintainer of Postal, Omen3, GemHelper, BankItems, WoWEquip, GatherMate, Routes, HandyNotes and a few others.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Illidan
  • 52. Re: 3.1 API Changes (and clarifications)   03/02/2009 11:13:40 AM PST
quote reply

Q u o t e:

For mods like Bartender4 and the like, having SecureCmdOptionParse() support for detecting the current talent spec would be wonderful. Not everyone is going to use the default UI. Unless there seems to be the ability to exploit this sort of conditional, it would be a very nice addition.


For what it's worth, unless Blizzard does something really odd it's not going to matter if you're using the default UI for swapping the action bars, I would think that it functions a bit like ActionBarSaver except they do it server side instead of client.

[ Post edited by Mayen ]


http://www.wowinterface.com/list.php?skinnerid=26677
Blizzard Entertainment
View All Posts by This User ignore-inactive
Zootfizzle
Blizzard Poster
  • 53. Re: 3.1 API Changes (and clarifications)   03/02/2009 11:34:52 AM PST
quote reply

Q u o t e:
As great as having source ids on this is, it'd be really nice to be able to get the same ids from UnitAura(). I get no end of complaints about how the vehicle debuffs aren't showing as theirs. While I haven't seen the vehicle fights in Ulduar yet, if they're anything like the Malygos fight I"m sure I won't stop hearing this complaint.

I know this is sorta a wish list thing but it does seem like a natural progression of giving us that info with the combat log that the UI should be able to have access to it for usage by frames.
With this in mind, we're making the following change to UnitAura, UnitBuff, and UnitDebuff:

name, rank, icon, count, debuffType, duration, expirationTime, caster, isStealable = UnitAura("unit", index or ["name", "rank"][, "filter"])
name, rank, icon, count, debuffType, duration, expirationTime, caster, isStealable = UnitBuff("unit", index or ["name", "rank"][, "filter"])
name, rank, icon, count, debuffType, duration, expirationTime, caster, isStealable = UnitDebuff("unit", index or ["name", "rank"][, "filter"])

The isMine return value has been changed to caster, where caster is the unit token of the unit that applied the aura. This works for all unit tokens, including "pet" and its incarnations, "focus", and "target".

Most importantly, if the aura was applied by a unit that does not have a token (for instance, a vehicle) but is controlled by one that does (the player), this function will return the token of the unit's controller. In other words, if I'm a shaman and I cast Totem of Wrath, which applies the Totem of Wrath buff, the buff will return the "player" token as its caster unit because totems don't have their own unit tokens.

Auras will also be sorted by the game code in a similar fashion such that the first n auras returned by the unit aura functions will be auras applied by either the player or a unit the player controls or owns (e.g. vehicles, pets, totems).

EDIT: I previously stated the "caster" return for the new UnitAura functions could not be an arena unit token. This is incorrect. The new UnitAura functions will return "arena" tokens when appropriate.

[ Post edited by Zootfizzle ]


I can has sprocket?!
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 54. Re: 3.1 API Changes (and clarifications)   03/02/2009 01:10:33 PM PST
quote reply
The new Animation API seems very interesting. However I would like to query for the possibility of getting a Resize animator. This could be used to great benefit when making things like a timer bar. You can use scaling for this but resizing vs scaling has a few differences that could be important.

Resizing would ensure that tiled textures would remain the proper sizing, while asymmetrical scaling would make the tiles uneven. Minor issue but it would be an awesome addition IMHO.

Thanks!
23
View All Posts by This User Toggle Ignore / Unignore This User
  • Silver Hand
  • 55. Re: 3.1 API Changes (and clarifications)   03/02/2009 03:12:11 PM PST
quote reply
While not a 3.1 specific issue, this is an ongoing issue that I just want to remind about, maybe it can get squeezed into 3.1 =)

GetItemCount(item) does not return charge information if the item has charges (like mana gems). It only returns the quantity you have of that item. This is contrary to the way GetActionCount(id) works.

Thanks for listening...and if I have to post this again for 3.2, I will! =D

[ Post edited by Maul ]

1
View All Posts by This User Toggle Ignore / Unignore This User
  • Aman'Thul
  • 56. Re: 3.1 API Changes (and clarifications)   03/02/2009 03:16:13 PM PST
quote reply

Q u o t e:
The isMine return value has been changed to caster, where caster is the unit token of the unit that applied the aura. This works for all unit tokens, including "pet" and its incarnations, "focus", and "target".

As a point of clarification if I may...

- I'm assuming that 'caster' could be returned as 'raid10' as a valid unit token?
- If the buff was cast by 'raid10' and then we shuffle the groups around, will a future query on the same buff on the same unit return the adjusted unit token for 'caster' (i.e. now 'raid5')?

The light at the end of the tunnel is that of an on-coming train.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Dragonblight
  • 57. Re: 3.1 API Changes (and clarifications)   03/02/2009 05:09:28 PM PST
quote reply

Q u o t e:

As a point of clarification if I may...

- I'm assuming that 'caster' could be returned as 'raid10' as a valid unit token?
- If the buff was cast by 'raid10' and then we shuffle the groups around, will a future query on the same buff on the same unit return the adjusted unit token for 'caster' (i.e. now 'raid5')?


Both of these would be consistent with the current behaviour of the rest of the UI.

"Never mistake ignorance for stupidity. Ignorance is curable; stupidity is not." - Unknown
1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . 9 . 10 . 11
Forum Nav : Jump To This Forum
Blizzard Entertainment