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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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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 |
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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... |
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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. |
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 :| |
QueryQuestsCompleted() still is not implemented in the beta that allows addons to run.
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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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https://github.com/Ketho/wow-ui-sour...stants.lua#L67 Quote:
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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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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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IsQuestFlaggedCompleted(QuestID) |
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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).
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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) |
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However, if it doesn't behave like it should, please do! |
I don't think he's "reporting" it, just documenting it for everyone else to use the correct function.
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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. |
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