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06-14-12, 02:31 PM   #21
TSquared
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Originally Posted by Ketho View Post
UPDATE_EXPANSION_LEVEL this must be the least firing event, ever
It's kind of like the death/rebirth of the pheonix. It happens once in a very long time, but when it appears it's glorious!
 
06-14-12, 05:26 PM   #22
Phanx
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Doesn't Blizzard make you log out of the game before you can make any changes to your account like that anyway?
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06-14-12, 08:08 PM   #23
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It may be a mechanism to hype pre-expansion experience to get more people connected waiting for release a event which may actually be an event rather than just a message to start downloading. A bit like a timed easter egg.

I wouldn't be surprised to see it make it into a 4.x patch

Last edited by Fizzlemizz : 06-14-12 at 08:12 PM.
 
06-15-12, 05:05 PM   #24
Smashbolt
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Originally Posted by Phanx View Post
Doesn't Blizzard make you log out of the game before you can make any changes to your account like that anyway?
Well, the comment in the linked LFDFrame.lua says it can change while logged in now.

Did Cata have a "live" release with no server reset? If so, my random guess is that it's there so they can try a seamless MoP release. Assuming we can buy and download the game data beforehand, maybe they plan to push some message at the moment of release that enables MoP content for the server and fires off that event on applicable accounts so you can stay logged in as the release occurs and go straight to new content without logging out and in?

That seems like a lot of trouble to go to though...
 
06-15-12, 06:02 PM   #25
Torhal
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Originally Posted by Smashbolt View Post
That seems like a lot of trouble to go to though...
It would be for something like Cataclysm, yes - people hanging out in Orgrimmar would suddenly see the entire city completely transform before their eyes (or be teleported because there is suddenly a building where they were standing). For MoP, however, it would simply be a matter of bringing those servers online and telling the existing servers "I'm here. Spawn this set of mobs and run this scripted event."
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06-16-12, 06:57 PM   #26
Talyrius
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Originally Posted by Torhal View Post
... It would be for something like Cataclysm, yes - people hanging out in Orgrimmar would suddenly see the entire city completely transform before their eyes (or be teleported because there is suddenly a building where they were standing).
Well, that theoretical situation would never happen because they always roll-out major terrain and building changes in a patch a couple weeks prior to the release of an expansion.

Cataclysm had a live release as well; I didn't have to logout and login after the midnight release before I could start leveling up. This event is just giving us the information that's already been available on the server side all along.
 
06-29-12, 07:13 PM   #27
Ketho
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Now AddOns have been enabled on Beta there is a Wowpedia page with API changes (mainly updated by Foxlit)
http://www.wowpedia.org/Patch_5.0.1/API_changes

I also updated my GitHub fork to build 15799

WowAce thread: Addons are now enabled on MoP

Edit: Just noticed Cairenn's mailing :|

Last edited by Ketho : 06-29-12 at 07:49 PM.
 
06-30-12, 08:42 AM   #28
Nimhfree
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QueryQuestsCompleted() still is not implemented in the beta that allows addons to run.
 
06-30-12, 09:08 AM   #29
jeffy162
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Originally Posted by Nimhfree View Post
QueryQuestsCompleted() still is not implemented in the beta that allows addons to run.
My guess would be that it is not implemented yet simply because it just isn't necessary to allow it at this point. I would imagine it will be put in at some point right before MoP release so it can be tested by addon authors (although, I have absolutely no idea whatsoever if there is any empirical evidence, at all, to support my theory ).

On a slight side-track (sorry): Could someone please tell me where I can find the class color for the new Monk class (that's the only new class, right)? I apologize, but I really have absolutely no clue.
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06-30-12, 09:17 AM   #30
Ketho
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Originally Posted by jeffy162 View Post
[...]
On a slight side-track (sorry): Could someone please tell me where I can find the class color for the new Monk class (that's the only new class, right)? I apologize, but I really have absolutely no clue.
http://www.wowpedia.org/Class_colors
https://github.com/Ketho/wow-ui-sour...stants.lua#L67
0, 255, 150
r = 0.00, g = 1.00, b = 0.59
#00FF96
 
06-30-12, 09:35 AM   #31
p3lim
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Originally Posted by jeffy162 View Post
On a slight side-track (sorry): Could someone please tell me where I can find the class color for the new Monk class (that's the only new class, right)? I apologize, but I really have absolutely no clue.
I listed it in my post.
 
06-30-12, 12:14 PM   #32
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How to check talents of other players

Here is some additional information about checking talents that I found last night while fixing up TipTop.

As mentioned on http://www.wowpedia.org/Patch_5.0.1/API_changes some of the functions have had their names changed. Also, some of these have changed usage.

GetPrimaryTalentTree() has changed to GetSpecialization(). In addition, if you are inspecting someone, you need to use GetInspectSpecialization("unit"). This will return a number (not sure what it really represents or how it is determined...) which you can then pass to GetSpecializationInfoByID().

So... when inspecting someone for their talents... You call NotifyInspect("unit") and register for "INSPECT_READY" just as before. When the event fires, call GetInspectSpecialization("unit") to get that ID number and then, if the ID exists and is greater than 0 (cause, sometimes it's 0 for some reason), pass that ID to GetSpecializationInfoByID().

One additional reminder: it is sill a good idea to save the UnitGUID of the unit you are inspecting so that you can check that GUID with what is returned with "NOTIFY_INSPECT".
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06-30-12, 06:36 PM   #33
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Thank you very much, Ketho. That was exactly what I needed.

I apologize for asking for the information, but when I try to read through code (if I can even get a clue where to look to begin with) my eyes glaze over, I start babbling gibberish and drooling in about 30 seconds. That's pretty "normal" for me, but I try to keep that kind of thing to a bare minimum.

Thank you, again.
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07-01-12, 12:42 AM   #34
yoshimo
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Originally Posted by Nimhfree View Post
QueryQuestsCompleted() still is not implemented in the beta that allows addons to run.
Try
Code:
IsQuestFlaggedCompleted(QuestID)
a lot weaker, but it seems to return 1 if completed and nil if not completed.
 
07-01-12, 07:20 AM   #35
Talyrius
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Originally Posted by Nimhfree View Post
QueryQuestsCompleted() still is not implemented in the beta that allows addons to run.
I'm curious as to why. Hopefully, they aren't planning to completely remove it. This would make me very sad.

Originally Posted by yoshimo View Post
Try
Code:
IsQuestFlaggedCompleted(QuestID)
a lot weaker, but it seems to return 1 if completed and nil if not completed.
I hope this isn't excessively throttled if it's intended to be used in place of QueryQuestsCompleted().

Last edited by Talyrius : 07-01-12 at 08:18 AM.
 
07-01-12, 08:54 AM   #36
Nimhfree
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So for Grail I now check the runtime to see if QueryQuestsCompleted and GetQuestsCompleted exist. If not, I create an implementation that calls my "quest from server" updating routine. In it the call to GetQuestsCompleted is implemented to cycle through the quests and call IsQuestFlaggedCompleted for each one. On beta this seems to work and not cause the dreaded "your LUA code is taking too long" so I am leaving the code in place for now. Of course if Blizzard implements either of these two routines in the future, the old mechanism for either will still work (tested to still work in live).
 
07-01-12, 12:17 PM   #37
Silvanas
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did some testing, while the functions have been renamed
GetNumPartyMembers() > GetNumSubgroupMembers()
GetNumRaidMembers() > GetNumGroupMembers()

the targeting still works on
UnitName("party".. i)
UnitName("raid".. i)
 
07-01-12, 12:22 PM   #38
p3lim
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Originally Posted by Silvanas View Post
did some testing, while the functions have been renamed
GetNumPartyMembers() > GetNumSubgroupMembers()
GetNumRaidMembers() > GetNumGroupMembers()

the targeting still works on
UnitName("party".. i)
UnitName("raid".. i)
If anything behaves like it is supposed to, you don't need to report that.
However, if it doesn't behave like it should, please do!
 
07-01-12, 04:57 PM   #39
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I don't think he's "reporting" it, just documenting it for everyone else to use the correct function.
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07-02-12, 07:09 AM   #40
p3lim
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Anything printed in the chat doesnt show until someone actually says something (say, channels, /dump, emote, etc).
Happens with print() and DEFAULT_CHAT_FRAME:AddMessage()

Also, you cannot compare items previouly slotted in ranged with stuff previously slotted in mainhand (wand vs dagger compare).
Sheating ranged weapons is a bit bugged aswell, having a wand + offhand atleast.

Last edited by p3lim : 07-02-12 at 07:14 AM.
 
 

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