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Updated: | 06-12-10 02:46 PM |
Created: | 12-03-08 04:31 PM |
Downloads: | 20,161 |
Favorites: | 230 |
MD5: | |
Categories: | TradeSkill Mods, ToolTip |
GatherSage2 is a re-write of the original GatherSage. Almost all of the original GatherSage functionality made its way into GatherSage2 and a lot more was added.
GatherSage2 shows what level is required to mine, pick, smelt, prospect, mill, or skin a resource (vein, deposit, ore, animal, plant, etc). The tooltip will show all skills for which the resource can be gathered or used up (i.e. an herb that can be both picked and milled).
It also shows you your current skill, how many skill ups you have gained since you logged in, and the difference between the skill you need to work with the resource and the skill you currently have.
It displays this information in the tooltip when you mouse over a resource in the world, minimap, inventory, auction house, mailbox, guild bank, and pretty much anywhere the item can be displayed. It will also show you if that resource has a chance of yielding special items (such as stone, gems, or other herbs).
A lot of testing has gone into making sure GatherSage2 does not interfere with other addons you may have loaded. Please report any problems found.
There is a readme.txt file that contains detailed information on GatherSage2
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Vixen Wilds |
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EnSabahNur |
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kellewic |
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12-05-08, 03:12 PM | ||
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Re: New German Locale
I noticed they didn't match the game text and updated them. |
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kellewic |
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12-05-08, 03:19 PM | ||
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I think I will update all the matches to look for either format to hopefully avoid future problems. I'll get this fixed soon. Thanks. |
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kellewic |
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12-05-08, 03:44 PM | |
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German client
Please test the newly uploaded version if possible. I think I have the format strings fixed.
Thanks. |
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kellewic |
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12-05-08, 09:57 PM | |
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all seems to work mate
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tinyu |
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12-06-08, 02:17 PM | |
A Kobold Labourer
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File comments: 10
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Error on German Client
Code:
GatherSage2-30003-12-05\GS2_Event.lua:70: invalid capture index GatherSage2-30003-12-05\GS2_Event.lua:70: in function `?' CallbackHandler-1.0\CallbackHandler-1.0.lua:146: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:146> <string>:"safecall Dispatcher[12]":4: in function <[string "safecall Dispatcher[12]"]:4> <in C code>: ? <string>:"safecall Dispatcher[12]":13: in function `?' CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire' AceEvent-3.0\AceEvent-3.0.lua:70: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:69> --- |
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NachtkindFX |
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12-06-08, 05:49 PM | ||
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Re: Error on German Client
Thanks. |
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kellewic |
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12-06-08, 08:33 PM | |
A Kobold Labourer
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## Version: 30003-12-05
From the toc file |
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NachtkindFX |
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12-07-08, 03:17 AM | |
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no errors for me anymore with latest Version
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EnSabahNur |
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12-07-08, 04:19 AM | ||
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NachtkindFX, you will want to try downloading the latest available since EnSabahNur also uses the German client and is reporting no errors. The version in the .toc is currently wrong, but the ZIP file should be named with the correct version (being 30003-12-05-4). |
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kellewic |
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12-11-08, 12:43 AM | |
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Skinning
I have the basics of skinning implemented and will hopefully release an update by the end of this weekend.
I need to verify it works with other tooltip mods, especially those that modify unit tooltips, which is basically most of them. The skinning module is a bit different in that there is no default static data like the other modules; there is a formula for determining if you can skin a creature or not based on the creature's level. Since there are so many creatures that can be skinned and it would have to depend on the level, it was not feasible to provide all that static data. Not to mention loading it all would consume memory and most players are unlikely to encounter all the creatures that could be skinned. So, what happens is that GatherSage2 loads with no initial skinning data except the formula. As you play and encounter mobs that can be skinned (whether you have the skill level to skin them or not), GatherSage2 will remember them and load that data on subsequent sessions. Once a creature is cached in the database, skinning information will show on both live and dead creatures that you have encountered. This does mean, however, that if you skin a level 63 CreatureX and encounter a level 64 CreatureX, no tooltip information will show on the level 64 until you kill it and the "Skinnable" line appears on the game tooltip. GatherSage2 only knows a creature is skinnable once it sees the "Skinnable" line in the tooltip. It does this since not all creatures of a given type are skinnable and I know of no "rule" to determine if a creature is skinnable. Also, only common items will be in the first skinning release. Items such as scales and animal-specific hides/leathers will not show up in the tooltip until I can do some more research on them. These will likely be added as static data in subsequent skinning releases. |
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kellewic |
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12-22-08, 04:11 AM | |
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missing herb
like your addon.
missing herb: Swiftthistle http://www.wowhead.com/?item=2452 keep on the good work. |
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stanchubb |
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12-22-08, 02:36 PM | |
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12-18 update?
What is the "patch" posted at http://www.wowinterface.com/download...therSage2.html ?
I installed that, but get a lot of errors. See the comments on that page for details of the errors. Also, what is the difference between this AddOn and another one called "GatherSage"? http://www.wowinterface.com/downloads/info11937-GatherSageWotLK.html Can they be combined into one mod so we can all benefit from the work of both projects?
Last edited by Jaim Sandar : 12-22-08 at 07:25 PM.
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Jaim Sandar |
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