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07-19-05, 04:17 PM   #1
omoda
A Deviate Faerie Dragon
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ChatMats

Now you no longer have to dread being asked what the 'mats' are for something. Just Alt-LeftClick your recipe from your trade skill window and have the chat bar open for text and the ingredients are put right in. Simple, Easy, Quick.

Enjoy!

download

Respond to this thread or email me at [email protected] if you have any questions/suggestions.
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Last edited by omoda : 07-29-05 at 01:55 PM.
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07-19-05, 11:02 PM   #2
Cairenn
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Hi Omoda. Could I ask you to actually upload your mod to the tradeskill section of our downloads, please? If you go to [ur;=http://www.wowinterface.com/downloads/index.php?cid=40&dp=0&sh=full&so=desc&sb=lastupdate]this[/url] page, you will see an"Upload Interface" button there. All we need are the zip file (as you have attached here), a screenshot (same) and a description, which your introductory paragraph here is perfect.

Thanks,
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07-20-05, 05:54 AM   #3
omoda
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I added the mod to the Tradeskills section
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07-20-05, 02:48 PM   #4
omoda
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I found a bug of sorts. For some reason it doesn't work with enchanting. hmmm??? Ill update when i figure it out.
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07-20-05, 03:05 PM   #5
Kaelten
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enchanting doesn't use the same frame as the other. it uses the CraftFrame not the TradeSkillFrame

also for some reason, BeastTraining also uses the CraftFrame.
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07-20-05, 03:19 PM   #6
Thoreac
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Aha... this explains why you can't drag the Enchant window with BibMod ... I shall search out his thread and post a bug there. Thanks for the accidental help

/thread_hijaak off
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07-20-05, 10:54 PM   #7
Gello
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This is a great idea. Will be awesome when it works with enchanting.

btw to work around the 255-character chat line limit, which gets hit often when dealing with links, you're welcome to this function I wrote for Recap. There may be a better way too:

-- Use this instead of ChatFrameEditBox:Insert(msg)
function InsertChat(msg,delimiter)
local channel,chatnumber = ChatFrameEditBox.chatType
local cx,i,m_start,m_end,done

delimiter = string.sub(delimiter or "]",1,1)

if channel=="WHISPER" then
chatnumber = ChatFrameEditBox.tellTarget
elseif channel=="CHANNEL" then
chatnumber = ChatFrameEditBox.channelTarget
end

cx = string.len(ChatFrameEditBox:GetText())

if cx+string.len(msg)<255 then
ChatFrameEditBox:Insert(msg)
else

cx = string.len(msg)
m_start = 1

while not done do
m_end = nil
for i=m_start,cx do
if ((string.sub(msg,i,i)==delimiter and (i-m_start)<255)) or ((i-m_start<255) and i==cx) then
m_end = i
end
if (i-m_start)>254 and not m_end then
m_end = i
end
end
SendChatMessage(string.sub(msg,m_start,m_end), channel,nil,chatnumber)
m_start = m_end+1
if m_start>cx then
done = true
end
end
end
end

To use, build a string of any length, then:
InsertChat(yourstring," ") -- delimit by spaces
or
InsertChat(yourstring) -- delimit by "]" (default)

If 'msg' will fit in the ChatFrameEditBox with whatever text is currently there, then it will :Insert 'msg'. If not, it will send 'msg' in chunks to the current chatType, fitting to the last delimiter in each 255-character section if it finds one. If a delimiter isn't found in a 255-character stretch it breaks for a new line at 255 characters. For links you'll want to ensure the delimiter is unique enough not to break links in two.
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07-21-05, 01:39 AM   #8
Kaelten
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Originally Posted by Thoreac
Aha... this explains why you can't drag the Enchant window with BibMod ... I shall search out his thread and post a bug there. Thanks for the accidental help

/thread_hijaak off
lol, trust me the conflicts this has caused me within KCET have been mind numbing.
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07-21-05, 09:53 AM   #9
omoda
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Now works with enchanting. The updated zip is available here .

Last edited by omoda : 07-21-05 at 12:33 PM.
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07-29-05, 01:53 PM   #10
omoda
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Version 1.3 is out

7/29/2005 1.3
Added multiline msgs, now all reagents are linked, and message is automatically sent on Alt-Click.
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10-14-05, 01:36 AM   #11
Bejitt
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Does this really work?

Does this mod even work? I tried using it (1.32 in WoW v. 1.8), and it did absolutely nothing.

I did manage, however, to get it to work by making hooks to TradeSkillSkillIcon and CraftIcon's OnClick scripts. I couldn't see it working any other way, really..
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10-15-05, 12:55 PM   #12
omoda
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Yes, It worked prior to 1.8. I've been trying to get a fix in, but I've been having trouble with the UI not being able to load nodes. What fix did you make?
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10-20-05, 11:26 PM   #13
Bejitt
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I pretty much redid the .xml for starters. That was the part I didn't see working at all in the first place o.O;

I changed it all by hooking into TradeSkillSkillIcon and CraftIcon's OnClick methods and using your methods when those were called.

I also kinda tweaked the code a little bit.. 1) because I'm really finiky about code for some reason and 2) I kinda did this to 'teach' myself Lua and the WoW API =)

If you want the code or anything, just drop me an email address or something (aim sn same as forum name)
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10-21-05, 09:53 AM   #14
omoda
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Old version?

You might have an older version. I had already made all the changes you mentioned Most recent version is 1.36
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10-21-05, 12:25 PM   #15
Bejitt
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You did not have to create a seperate interface just to load the mod... The problem I believe you came across was the same one I found: you were trying to hook mods UI properties that weren't loaded. I saw that the best way to make sure that those were loaded was to wait for the "TRADE_SKILL_SHOW" and "CRAFT_SHOW" messages, which are called after the respective windows are shown (and loading has to come before that). Do your hooks then, and viola, it works.
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