Results: 583Comments by: Gello
File: ItemRack07-27-06
Yep that would do it lol. Sorry ab...
Posted By: Gello
Yep that would do it lol. Sorry about that. edit: Tested 1.971 with Bagnon and it seems to work fine now. Thanks for pointing it out!
File: ItemRack07-27-06
Hmm it shouldn't try to equip it....
Posted By: Gello
Hmm it shouldn't try to equip it. If there's any item within the set in the bank it should try and move those from bank to your bags. In fact when you select something in a menu (BankFrame:IsVisible() in ItemRack_Menu_OnClick) it shouldn't be able attempt to equip any sets or items at all. Originally posted by Aileen I don't q...
File: Trinket Menu07-24-06
3.22 only adds the functions Trinke...
Posted By: Gello
3.22 only adds the functions TrinketMenu.SetQueue and TrinketMenu.GetQueue. You don't need to redownload if you don't plan to use these functions. They're for outside mods (or macros) to control TrinketMenu's auto queues. There are more details in the readme.txt but the upshot is: TrinketMenu.SetQueue(0 or 1,"ON" or "OFF" or "P...
File: Trinket Menu07-16-06
Originally posted by Cowboy Does...
Posted By: Gello
Originally posted by Cowboy Does the queue start again once the swapped-in trinket is used? - Cowboy No it will stop the queue. The slot needs alt+clicked for the auto queue to resume if the option is on (it's off by default). I don't think this is a great burden. If the auto queue is interrupted manually then it's fair to ex...
File: Trinket Menu07-16-06
On the priority trinkets swapping i...
Posted By: Gello
On the priority trinkets swapping in over one manually swapped, I went the simpler route and added a 'Stop Queue on Swap' option. It will have the most use to those with frequent priority trinkets.
File: Trinket Menu07-15-06
re: maybe bug
Posted By: Gello
On the second trinket not registering when clicking them fast together, I think it may be a global cooldown. Many trinkets trigger and/or join the global cooldown. I'm hoping this is the reason for that. You can test by putting the trinket on the action bars and seeing if it goes into cooldown with the rest when you cast a spell....
File: Trinket Menu07-13-06
Oh yeah. Priority trinkets will ke...
Posted By: Gello
Oh yeah. Priority trinkets will keep trying to swap in when you swap in a situational trinket. Hmm I'll look into it. An option to disable queue on all swaps would be easy and the likely route if a "keep this until used" would be awkward. On queue sets, if it happens it'd be in ItemRack 2.0 or later instead of TrinketMenu. I c...
File: Adapt - Almost-Default Animated Portraits06-22-06
I was making an elaborate GUI but d...
Posted By: Gello
I was making an elaborate GUI but decided to scrap it. This is hopefully set up once and forgotten. In 1.4, /adapt list will shown frames that are not animated as well as frames it's been asked to animate that session. If there's real demand for a GUI let me know.
File: Adapt - Almost-Default Animated Portraits06-20-06
I don't know how to explain this we...
Posted By: Gello
I don't know how to explain this well, but I can't list frames for you. Do you use default unit frames? Every portrait has its own unique name. Discord can't use the default UI's names, CTMod has its own names, Perl has its own, etc, etc. The mod won't have a built-in list either. This mod sits between the UI and mods, interce...
File: Adapt - Almost-Default Animated Portraits06-19-06
I'll add the list of frames it's al...
Posted By: Gello
I'll add the list of frames it's already animating in /adapt list. That should help a bit. The mod is ~275 lines of code and doesn't have any knowledge of the unit frames it's changing. When you /adapt unanimate or /adapt animate, and there is no change on next login, it's likely that the frame isn't a texture. I'll add a check...
File: ItemRack06-15-06
On the obsidian chunks, unfortunate...
Posted By: Gello
On the obsidian chunks, unfortunately there is no mining equivalent of UPDATE_MOUSEOVER_UNIT. One option worth exploring is the UI_ERROR_MESSAGE that would swap in mining gloves when you attempt to mine something above your skill, and then swaps them out on LOOT_CLOSED. It would look something like this (but I can't test it sin...
File: MyMinimapButton06-14-06
Oh yeah that's an easy and worthwhi...
Posted By: Gello
Oh yeah that's an easy and worthwhile change. Thanks!
File: Adapt - Almost-Default Animated Portraits06-12-06
Is anyone else getting that error?...
Posted By: Gello
Is anyone else getting that error? This will definitely fix it: /script Adapt_Settings = nil ReloadUI() If anyone else is getting an error I'll put in a check for that and post an update. Originally posted by fred Count: 1 Error: Interface\AddOns\Adapt\Adapt.lua:50: attempt to index field `DontUse' (a nil value)
File: ItemRack05-27-06
I'm hoping before 1.11 client goes...
Posted By: Gello
I'm hoping before 1.11 client goes live, so in the next few weeks, barring any disasters.
File: ItemRack05-27-06
The final bank method is a lot easi...
Posted By: Gello
The final bank method is a lot easier now. While the bank is open: - Items and sets in bank have a blue border. - Click a banked item or set in the menu to pull it from bank to bags. - Click an unbanked item or set (worn or in menu) to bank it.
File: ItemRack05-12-06
hehe sure this can be right place....
Posted By: Gello
hehe sure this can be right place. 2.0 will definitely handle bank sets. In the popup menu when you're at a bank, items and sets that are in the bank have a blue border. Selecting those items will swap them from bank to your bags. Also each menu (including sets) has a bank menu item (blue-bordered empty slot). If you click the...
File: ItemRack05-09-06
Presently there's no way to make an...
Posted By: Gello
Presently there's no way to make an icon not show nor a way to sort the sets. They're ordered alphabetically, but case sensitive.
File: OmniCC05-07-06
Awesome job getting it to show onto...
Posted By: Gello
Awesome job getting it to show ontop without blinking! I plugged at it for a while and couldn't do it hehe. This is a great mod. Now I can stop adding cooldown counters to my mods and herd people here instead. One very minor suggestion, with the separate OnUpdate it'd be cool if it runs like once every .5 or 1 second (or maybe...
File: Adapt - Almost-Default Animated Portraits04-29-06
I don't have the ability to test th...
Posted By: Gello
I don't have the ability to test this for at least a week. But I thought I'd just add a comment here: If this mod doesn't work well with your unit frames, then look for another solution. I'll be the first to admit there are likely bugs, but the inability of every single unit frame in existence to work flawlessly with this is not a...
File: FuBar - DurabilityFu04-20-06
I'd just like to second the previou...
Posted By: Gello
I'd just like to second the previous post that this mod is having a serious detrimental effect on the performance of gear-swapping mods. Take any gear-swapping mod with FuBar_DurabilityFu enabled, swap some sets around, then try again with it FuBar_DurabiltiyFu disabled. It's like night and day. When you copied TitanRepair, yo...
File: LinkIcon04-18-06
I don't update the .toc's if the mo...
Posted By: Gello
I don't update the .toc's if the mod itself wasn't changed. I may have tweaked it and forgotten tho so let me know if it's not working right in 1.10.
File: ItemRack04-13-06
I found the problem with the evocat...
Posted By: Gello
I found the problem with the evocation event. It was using the SPELLCAST_STOP event which prior to 1.10 was fired at the start and end of channeling spells. Now it only fires at the start. If you change the trigger to PLAYER_AURAS_CHANGED it will work. You can probably change the delay to 0 also if you want for a more immediate...
File: ItemRack04-12-06
I'll look into it tonight. Thanks!
Posted By: Gello
I'll look into it tonight. Thanks!
File: ItemRack04-12-06
Try resaving the set associated wit...
Posted By: Gello
Try resaving the set associated with the evocation event. Originally posted by Sparkz Thanks for the 1.95 update. The evocation event handler for mages still seems broken - it doesn't unequip the set chosen for the evocation event. I tried /itemrack debug, and the event handler and itemrack itself are both 1.95.
File: Adapt - Almost-Default Animated Portraits04-09-06
When you do /adapt refresh does it...
Posted By: Gello
When you do /adapt refresh does it say back:ON ? If so, do "/adapt back" once and you should no longer need to do it. If it says back:OFF can you describe the background? Is it colored with a slight gradient or solid black?