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Updated: | 10-31-10 05:29 PM |
Created: | unknown |
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**** NOTE ****
This version has been modified to work with 4.0 and add support for buffing thrown weapons however this is not the re-write. I was expecting to have another few weeks and RL is what it is.
WeaponRebuff itself is free of issues in the testing I've been been able to do but it must be noted that it resides on other libraries, namely Waterfall 1.0, Ace 2.0 and Fubar 2.0 -- not all of these are being actively maintained so I've removed the errors I could reproduce but others may crop up. Please PM regarding errors.
Hopefully RL will relent a bit and I'll be able to push the rewrite further along before Cataclysm hits the shelves.
**************
WeaponRebuff is a small, light-weight mod that makes buffing weapons (and keeping them buffed) simple and easy. Rebuffing a weapon is a mouse-click away and with warnings for timed buffs, charge-based buffs, and low-item-count for buff items (e.g. poisons, sharpening stones, fishing lures, etc) you'll never be caught unintentionally unbuffed again.
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eviltone |
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Xamael |
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10-15-10, 03:45 PM | ||
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Rotten disused functions...[update] new version posted
Anyway, uploading a version shortly w/ the getglobals() converted to _G[] and the slot-check for 18 in that block. *new version posted*
Last edited by VincentSDSH : 10-15-10 at 05:11 PM.
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VincentSDSH |
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10-15-10, 03:37 PM | |
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I got the following error on my level 20 Shaman.
Date: 2010-10-15 15:11:13 ID: -2 Error occured in: Global Count: 741 Message: ..\AddOns\WeaponRebuff\WeaponRebuff-Core.lua line 183: attempt to index local 'fontString' (a nil value) Debug: ...ddOns\AtlasLootFu\Libs\AceEvent-2.0\AceEvent-2.0.lua:299: TriggerEvent() ...ddOns\AtlasLootFu\Libs\AceEvent-2.0\AceEvent-2.0.lua:910: ...ddOns\AtlasLootFu\Libs\AceEvent-2.0\AceEvent-2.0.lua:903 I think the code before the error should be (added slot 18): Code:
if ( slot == 16 ) then textToUpdate = "wrMainhandButtonText" elseif ( slot == 17 ) then textToUpdate = "wrOffhandButtonText" elseif ( slot == 18 ) then textToUpdate = "wrThrownButtonText"; end fontString = _G[textToUpdate] Regards, Brad |
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bsmorgan |
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10-14-10, 08:27 PM | ||
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Poor Rogues...almost forgot you...
**** EDIT: Support for thrown weapons has been added. I tested it on a rogue and it seemed to work ok; however, I have NOT tested it on other, non-thrown-weapon-using classes so you may have to hide the ranged slot pickup in the options. I'd prefer to put coding time into the rewrite but if that stretches out, I'll add a class-filter or something for thrown. But its 2am right now and pillow > keyboard for going panda.
Last edited by VincentSDSH : 10-15-10 at 01:06 AM.
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VincentSDSH |
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10-14-10, 04:04 PM | |
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thank you for the update.
would be great if you could implement a function to put poison via the addon on the throwing weapons. which is possible for rogues since the patch
Last edited by tehKD : 10-14-10 at 04:05 PM.
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tehKD |
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10-14-10, 03:57 AM | ||
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eviltone |
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10-13-10, 10:22 PM | |
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Yes. Actually I was re-writing it from the ground up and decided to halt it until the beta came around...but I wasn't expecting them to drop the new code, etc, in so soon -- RL has been a time-sink lately
I'll load the last version up and see if I can get it working until the re-write is ready. **** UPDATE: This version has been modified to work with 4.0 however this is not the re-write. I was expecting to have another few weeks and RL is what it is. WeaponRebuff itself is free of issues in the testing I've been been able to do but it must be noted that it resides on other libraries, namely Waterfall 1.0, Ace 2.0 and Fubar 2.0 -- not all of these are being actively maintained so I've removed the errors I could reproduce but I expect not ALL of them have been removed, and some of my "this and arg1" assumptions may be wrong. Note also that if you have other mods with these libraries, the way they load, you may not wind up running the ones provided here and if those aren't updated, you could experience other issues as well. Hopefully RL will relent a bit and I'll be able to push the rewrite further along before Cataclysm hits the shelves.
Last edited by VincentSDSH : 10-14-10 at 12:59 AM.
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VincentSDSH |
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10-13-10, 07:27 PM | |
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are you planning on updating this for 4.0.1?? I know *I* would greatly appreciate it!
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eviltone |
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09-18-09, 01:33 AM | ||
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Re: Taint message
My last notice of it was prolly two months ago, so at least for me it's annoying but not something I can pin down as I'm never certain if I 'fixed' it or it's just being recalcitrant. All I can say is, I've seen it most on my rogue, where I run a crapton of mods and do a lot of raiding and least on my mage, which has the least mods and I never do more than 5-mans. 5 gold to anyone who can point me in the right direction on solving it
Last edited by VincentSDSH : 09-18-09 at 01:33 AM.
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VincentSDSH |
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08-27-09, 10:03 AM | |
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Taint message
Just to let you know I found this taint message in the log
8/27 00:32:49.725 An action was blocked in combat because of taint from Ace2 - wrMainhandButton:Show() 8/27 00:32:49.725 Interface\AddOns\WeaponRebuff\WeaponRebuff-RebuffWindow.lua:173 UpdateTextures() 8/27 00:32:49.725 Interface\AddOns\WeaponRebuff\WeaponRebuff.lua:272 8/27 00:32:49.725 pcall() 8/27 00:32:49.725 Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:298 TriggerEvent() 8/27 00:32:49.725 Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:910 |
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Xylan Trueheart |
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08-09-09, 12:08 PM | ||
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Re: Sounds
Last edited by VincentSDSH : 08-09-09 at 12:08 PM.
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VincentSDSH |
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08-07-09, 08:38 PM | |
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Sounds
I changed the wave files, but still get the Murloc sound, which is VERY anoying. I keep trying to find where it is attacking from.
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ricks322 |
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06-13-09, 04:20 PM | |||
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Edit: After a fair amount of time trying to work with Button Facade I found two things: initial builds (default facade) made the buttons HUGE until you added a facade, and once you did, the icons for the weapons would no longer display...which kinda defeats the build purpose. Adding to that, I differentiated the buff selector buttons from the buff buttons so they could be managed independently...but BF wouldn't display them as individually configurable groups, or even remember what I changed in them most of the time (for any mod). I even referenced what I did vs Dominos which is BF compatible and everything seemed implemented the same so w/o debugging through BF itself, I'm at a standstill atm. I'm gonna go take an aspirin. Perhaps someone who's implemented this before will recognize where I'm going wrong...
Last edited by VincentSDSH : 06-16-09 at 10:01 AM.
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VincentSDSH |
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06-11-09, 07:22 PM | |
A Kobold Labourer
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Feature request
Any chance of adding dual spec or spec detection support, it would be greatly appreciated.
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Tomacco_Boy |
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