pgarneau / classiccodex Goto Github PK
View Code? Open in Web Editor NEWTHIS ADDON IS UNDER SLOW DEVELOPMENT. I AM FINISHING MY DEGREE AND GENERALLY BUSY ATM
License: MIT License
THIS ADDON IS UNDER SLOW DEVELOPMENT. I AM FINISHING MY DEGREE AND GENERALLY BUSY ATM
License: MIT License
While walking around in the world there is a lag spike whenever you change the subzone (when the name of the area pops up across the middle of the screen).
It's not much but it's a noticeable microstutter.
Noticed this while in stranglethorn with a LOT of quests, and most of the map is covered in dots, so that might be related.
The tooltip for the mouse cursor (mobs, npc's, etc) insta-fades when moused off. Can this be changed to behave identically to the classic client, with a gradual fade.
Hello, thanks for this addon! Is there a way to make this compatible with QuestLogEX (spiritual successor to EQL3)? The buttons ClassicCodex integrates into the quest log are missing with that addon enabled.
The developer of that addon told me that this is something that you would have to fix on your end.
Thank you very much!
Feature request.
I would like to hide spawn nodes on the map, while still showing quest icons.
Message: Interface\AddOns\ClassicCodex\quest.lua:394: Attempt to access forbidden object from code tainted by an AddOn
Time: Sun Sep 29 22:56:02 2019
Count: 18
Stack: Interface\AddOns\ClassicCodex\quest.lua:394: Attempt to access forbidden object from code tainted by an AddOn
[C]: in function GetName' Interface\AddOns\ClassicCodex\quest.lua:394: in function
CheckNamePlate'
Interface\AddOns\ClassicCodex\quest.lua:124: in function <Interface\AddOns\ClassicCodex\quest.lua:26>
Locals: (*temporary) = {
0 =
}
Message: ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers
Time: Fri Aug 9 15:10:37 2019
Count: 1
Stack: ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers
[C]: in function `error'
...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: in function `AddWorldMapIconMap'
Interface\AddOns\ClassicCodex\map.lua:529: in function `UpdateNodes'
Interface\AddOns\ClassicCodex\quest.lua:168: in function <Interface\AddOns\ClassicCodex\quest.lua:146>
Locals: (*temporary) = "HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers"
Currently codex only works when you track quests from the quest log / tracker.
With monkey quest the built in quest tracker becomes obsolete, and gives you a better overview of zones/quests at a glance.
The thing is that quests tracked in monkey quest does not get picked up an shown on the map by codex.
Could you add support for tracking quests through monkeyquest?
https://classic.wowhead.com/quest=1712
Spammed the whole map.
And all other locations.
Because of this, I have friezes for a few seconds when moving to other locations.
1x ClassicCodex\map.lua:87: Attempt to access forbidden object from code tainted by an AddOn
[C]: in function GetName' ClassicCodex\map.lua:87: in function
showTooltip'
ClassicCodex\map.lua:110: in function <ClassicCodex\map.lua:108>
Locals:
(*temporary) = SecureTransferDialog {
0 =
ticker =
I can't find any way to disable auto quest accepting, so I'm guessing it's a hidden setting or it doesn't have a setting yet.
Can this be added?
Doesn't work with clients in Spanish? America
Missions in progress are not shown on the map.
When I tested Codex + TukUI during the beta, the tooltip didn't show if the mob was part of a quest or not.
Could this be added?
Hi, I like many of the features of this addon, but the one thing Questie has, that ClassicCodex lacks is the display of quest markers on the world map. With this, you can check on one screen if there are any new quests that popped up or where you have to do/turn in quests.
Until this is implemented, Questie is much more convenient, unfortunately.
Using Guild Control as a Guild Master or trying to change permissions in the Groups function in Classic does not work with ClassicCodex enabled. It must be disabled first.
Is it intended, that the quests which I completed are still marked with an exclamation mark on my minimap? They only disappear after I use /codex clean
Seems to happen on quest changes, eg. objective complete, turn in quest.
Message: ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers
Time: Sun Aug 11 02:23:51 2019
Count: 1
Stack: ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers
[C]: in function `error'
...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: in function `AddWorldMapIconMap'
Interface\AddOns\ClassicCodex\map.lua:529: in function `UpdateNodes'
Interface\AddOns\ClassicCodex\quest.lua:168: in function <Interface\AddOns\ClassicCodex\quest.lua:146>
Locals: (*temporary) = "HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers"
This popped up when talking to Rejold Barleybrew in Dun Morogh.
He has multiple quests available so that might be it.
Message: Interface\AddOns\ClassicCodex\quest.lua:101: attempt to index global 'CodexConfig' (a nil value)
Time: Sun Aug 11 03:04:01 2019
Count: 4
Stack: Interface\AddOns\ClassicCodex\quest.lua:101: attempt to index global 'CodexConfig' (a nil value)
Interface\AddOns\ClassicCodex\quest.lua:101: in function <Interface\AddOns\ClassicCodex\quest.lua:23>
Locals: self = <unnamed> {
0 = <userdata>
questLogTemp = <table> {
}
CheckNamePlate = <function> defined @Interface\AddOns\ClassicCodex\quest.lua:350
updateQuestLog = false
buttonHide = CodexQuestHide {
}
questLog = <table> {
}
updateQuestGivers = false
queue = <table> {
}
UpdateQuestLog = <function> defined @Interface\AddOns\ClassicCodex\quest.lua:203
buttonShow = CodexQuestShow {
}
ResetAll = <function> defined @Interface\AddOns\ClassicCodex\quest.lua:281
tick = 459720.589000
AddQuestLogIntegration = <function> defined @Interface\AddOns\ClassicCodex\quest.lua:289
abandon = ""
queueEmptied = false
buttonReset = CodexQuestReset {
}
}
event = "QUEST_GREETING"
availableQuestCount = 0
lastAvailableQuest = 0
activeQuestCount = 2
lastActiveQuest = 0
(for generator) = <function> defined =[C]:-1
(for state) = <table> {
3 = <table> {
}
}
(for control) = 3
id = 3
entry = <table> {
1 = "Operation Recombobulation"
2 = <table> {
}
3 = 4
}
(*temporary) = nil
(*temporary) = <table> {
1 = "Operation Recombobulation"
2 = <table> {
}
3 = 4
}
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index global 'CodexConfig' (a nil value)"
It seems when using classic codex with lots of other addons, the minimap.getchildren() api call can fail due to stack overflow;
Date: 2019-09-29 21:00:03
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\SpartanUI\components\Minimap.lua line 592:
Minimap:GetChildren(): Stack overflow
Debug:
[C]: GetChildren()
SpartanUI\components\Minimap.lua:592: update()
SpartanUI\components\Minimap.lua:67:
SpartanUI\components\Minimap.lua:61
[C]: ?
Locals:
(*temporary) = Minimap {
timer = 0
coords = <unnamed> {
}
0 = <userdata>
ZoneText = <unnamed> {
}
}
AddOns:
Swatter, v8.2.6377 (SwimmingSeadragon)
Atlas, vv1.45.01.11302
AtlasClassicWoW, vv1.45.00
AtlasLootClassic, vv1.1.12
AucAdvanced, v8.2.6385 (SwimmingSeadragon)
AucFilterBasic, v8.2.6364 (SwimmingSeadragon)
AucStatHistogram, v8.2.6366 (SwimmingSeadragon)
AucStatiLevel, v8.2.6370 (SwimmingSeadragon)
AucStatPurchased, v8.2.6367 (SwimmingSeadragon)
AucStatSimple, v8.2.6368 (SwimmingSeadragon)
AucStatStdDev, v8.2.6369 (SwimmingSeadragon)
AucUtilFixAH, v8.2.6371 (SwimmingSeadragon)
BagBrother, v
Bagnon, v8.2.4
Bartender4, v4.8.7
BasicBuffHide, vv8.2.0
ClassicQuestLog, v1.4.5-Classic
ClassicAuraDurations, v
ClassicCastbars, vv1.0.4
ClassicCastbarsOptions, v
ClassicCodex, v1.2.1
Details, v
DetailsTinyThreat, v
EZJunk, v1.0.0
OmniCC, v8.1.1
Peggle, v2.2.3
Prat30, v3.7.36
Prat30Libraries, v
QuestFrameFixer, v1.1.1
QuestIconDesaturation, v3.1
RealMobHealth, v2.5
SpartanUI, v5.2.10
SpartanUIArtwork, v5.2.10
SpartanUIFilmEffects, v5.2.10
SpartanUIPartyFrames, v5.2.10
SpartanUIPlayerFrames, v5.2.10
SpartanUIRaidFrames, v5.2.10
SpartanUISpinCam, v5.2.10
Spy, v1.0.4
Stubby, v8.2.6376 (SwimmingSeadragon)
BlizRuntimeLib_enUS v1.13.2.11302 <none>
(ck=4cb)
The minimal set I tested that shows an issue is bartender, spartanui, and just classiccodex enabled. (I wasn't able to produce the stack trace with this set, but noticed spartanui's minimap show/hide on mouseover no longer functioned correctly as soon as classiccodex was enabled with spartanui) In particular any minimap mouseover event in the spartanui minimap module seems to trigger some update function where they update all the children on the minimap frame. The reason I'm submitting the issue here is it goes away when I disable classic codex. Was just testing disabling addons 1 at a time. Are there any known issues regarding polluting the minimap frame with children?
If it helps I found this related issue too which recommends some steps for tracking down what addon is misbehaving when uiparent:getchildren() calls fail; but wasn't smart enough to figure out how to run the lua in-game mrbuds/LibGetFrame#1
Message: Interface\AddOns\ClassicCodex\quest.lua:406: Attempt to access forbidden object from code tainted by an AddOn
Time: Sat Aug 31 02:15:30 2019
Count: 15
Stack: Interface\AddOns\ClassicCodex\quest.lua:406: Attempt to access forbidden object from code tainted by an AddOn
...ce\AddOns\TradeSkillMaster\Core\Lib\ErrorHandler.lua:582: in function <...ce\AddOns\TradeSkillMaster\Core\Lib\ErrorHandler.lua:542>
[C]: ?
[C]: in function `GetName'
Interface\AddOns\ClassicCodex\quest.lua:406: in function `CheckNamePlate'
Interface\AddOns\ClassicCodex\quest.lua:122: in function <Interface\AddOns\ClassicCodex\quest.lua:24>
Locals: errMsg = "Interface\AddOns\ClassicCodex\quest.lua:406: Attempt to access forbidden object from code tainted by an AddOn"
tsmErrMsg = nil
oldModule = nil
private = <table> {
AddonBlockedEvent = <function> defined @Interface\AddOns\TradeSkillMaster\Core\Lib\ErrorHandler.lua:334
num = 0
ErrorHandler = <function> defined @Interface\AddOns\TradeSkillMaster\Core\Lib\ErrorHandler.lua:116
hitInternalError = false
errorFrame = <unnamed> {
}
origErrorHandler = <function> defined @Interface\SharedXML\SharedBasicControls.lua:295
FormatErrorMessageSection = <function> defined @Interface\AddOns\TradeSkillMaster\Core\Lib\ErrorHandler.lua:349
SanitizeString = <function> defined @Interface\AddOns\TradeSkillMaster\Core\Lib\ErrorHandler.lua:342
errorReports = <table> {
}
IsTSMAddon = <function> defined @Interface\AddOns\TradeSkillMaster\Core\Lib\ErrorHandler.lua:312
localLinesTemp = <table> {
}
GetStackInfo = <function> defined @Interface\AddOns\TradeSkillMaster\Core\Lib\ErrorHandler.lua:280
}
MAX_STACK_DEPTH = 50
TSM = <table> {
}
This happens in the Brutal Armor series quests.
https://classic.wowhead.com/quest=1843/brutal-gauntlets
https://classic.wowhead.com/quest=1845/brutal-helm
https://classic.wowhead.com/quest=1847/brutal-legguards
https://classic.wowhead.com/quest=1848/brutal-hauberk
These are pure equipment acquisition quests. You have collected the materials needed by the NPC through the predecessor quest. After turning-in the quest, the NPC starts casting and immediately gives you a new quest. You also turn-in it when you pick up the new quest, and then you get the reward.
Since the quest has never been added to the quest log, ClassicCodex cannot refresh the map marker when it receives the event notification (or no event notification at all). The quest will always be marked as available on the map until other events trigger a redraw or /reload
.
Solution considered:
I have completed the series of quests and found the cause of the problem when I turning-in the last quest. So I have no more chance to debug it until I find a new quest with the same issue.
Does anyone know of other similar quests that can be completed immediately? If someone have such a quest and want to help with debugging, please use the following version of ClassicCodex and record the output of the chat window (take screenshots) when you turning-in it, thanks.
https://github.com/SwimmingTiger/ClassicCodex/archive/debug.zip
Having a little problem with the map combo box on the right, it's on top of my coords added by another addon.
Would you shift it to the left or add an option to do so?
251x ClassicCodex\quest.lua:216: bad argument #1 to 'strfind' (string expected, got nil)
[C]: in function strfind' ClassicCodex\quest.lua:216: in function
UpdateQuestLog'
ClassicCodex\quest.lua:134: in function <ClassicCodex\quest.lua:130>
Locals:
(temporary) = nil
(temporary) = "(.):%s([%d]+)%s*/%s*([%d]+)"
(*temporary) = "string expected, got nil"
ID: 2
Error occured in: Global
Count: 1
Message: ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua line 683:
HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'ref' must not be nil
Debug:
[C]: ?
[C]: error()
...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:683: AddWorldMapIconMap()
RecipeRadarClassic\Worldmap.lua:43: RecipeRadar_Worldmap_UpdateButton()
RecipeRadarClassic\Worldmap.lua:23: RecipeRadar_Worldmap_AddVendor()
RecipeRadarClassic\Maps.lua:48: RecipeRadar_Maps_AddVendor()
RecipeRadarClassic\DropDowns.lua:484: RecipeRadar_InitVendorFilters()
...ace\AddOns\RecipeRadarClassic\RecipeRadarClassic.lua:300: RecipeRadar_NewRegion()
...ace\AddOns\RecipeRadarClassic\RecipeRadarClassic.lua:190: RecipeRadar_OnEvent()
[string "*:OnEvent"]:1:
[string "*:OnEvent"]:1
Locals:```
First thx for this wonderfull addon ;-)
But when ClassicCodex is enabled, i got small Frame Drops every 5-6 Seconds.
I play with fixed 60 FPS but every 5-6 Seconds i got a drop down to 30-40 FPS.
It seems that ClassicCodex to a refresh or anything else which cause this frame drops.
This is a known problem which lots of people reports on the curseforge website.
Would be nice if you can add an Option so the User self can set the Time Rate or maybe you can fix this ;-)
WOW hangs for 1-2 seconds on certain quests. an example quest would be the Alliance druid poison quest where you map every possible node of earth root on the entire world, not just the zone we are in (Darkshore) with ClassicCodex disabled or after that quest is complete the slowdown/UI hang is resolved.
Hi
Can you add a shorthand command to open the /codex show window?
Suggestions:
/cc show
/cc
/db show
/db
Here are some various images:
https://i.imgur.com/jEqpqxK.jpg
https://i.imgur.com/IyZE1Vs.jpg (count goes up by one every quarter second or so)
FIRST ERROR REPEATING:
Message: ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers
Time: Wed Aug 14 03:18:19 2019
Count: 104
Stack: ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers
[C]: in function error' ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: in function
AddWorldMapIconMap'
Interface\AddOns\ClassicCodex\map.lua:529: in function `UpdateNodes'
Interface\AddOns\ClassicCodex\quest.lua:158: in function <Interface\AddOns\ClassicCodex\quest.lua:146>
Locals: (*temporary) = "HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers"
SECOND ERROR REPEATING:
Message: ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers
Time: Wed Aug 14 03:17:58 2019
Count: 1
Stack: ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers
[C]: in function error' ...icCodex\lib\HereBeDragons\HereBeDragons-Pins-2.0.lua:689: in function
AddWorldMapIconMap'
Interface\AddOns\ClassicCodex\map.lua:529: in function `UpdateNodes'
Interface\AddOns\ClassicCodex\map.lua:542: in function <Interface\AddOns\ClassicCodex\map.lua:541>
Locals: (*temporary) = "HereBeDragons-Pins-2.0: AddWorldMapIconMap: 'uiMapID', 'x' and 'y' must be numbers"
Not entirely sure if this is an issue with ClassicCodex, but if you shift+click items to put them into a chat window, it doesn't allow the message to be sent. Using shift+click to link items from other addons such as AtlasLoot seems to work fine, so assuming the issue is on the addon side.
I'm using two addons that seem to have some compatibility issues with Classic Codex.
Titan Panel
There is an issue with the combo box placement for selecting quests on the world map. Titan Panel enables player coordinates and the combo box placement is on top of the coordinates. Would it be possible to adjust the placement of the combo box?
Quest Log Extended
There is an issue with the show, hide, and reset options of Classic Codex on the quest journal. Quest Log Extended enables a longer, easier sorted list of quests however, the quest details does not contain the Classic Codex options. Would it be possible to have the options with Quest Log Extended as well?
is there a setting to turn it off?
Hello,
You have a function called showTooltip in map.lua. It gets the contents of GameTooltipTextLeft1 and compares it to CodexMap.tooltips. The problem is that if an addon adds color codes to GameTooltipTextLeft1 (as Leatrix Plus does), the comparison doesn't work and ClassicCodex breaks.
Could you add code to showTooltip to strip color codes from name before the comparison is done? Perhaps something like this...
local name = getglobal("GameTooltipTextLeft1") and getglobal("GameTooltipTextLeft1"):GetText()
if name then
name = name:gsub("|c%x%x%x%x%x%x%x%x", "")
name = name:gsub("|r","")
if CodexMap.tooltips[name] then
for title, meta in pairs(CodexMap.tooltips[name]) do
CodexMap:ShowTooltip(meta, GameTooltip)
GameTooltip:Show()
end
end
end
Many thanks.
Tried with multiple objects:
/codex object Copper Vein
/codex object Stolen Supply Sack
All other commands seems to work
Message: Interface\AddOns\ClassicCodex\database.lua:271: attempt to index global 'object' (a nil value)
Time: Sat Aug 10 14:18:22 2019
Count: 8
Stack: Interface\AddOns\ClassicCodex\database.lua:271: attempt to index global 'object' (a nil value)
Interface\AddOns\ClassicCodex\database.lua:271: in functionSearchObjectByName' Interface\AddOns\ClassicCodex\command.lua:44: in function
?'
Interface\FrameXML\ChatFrame.lua:4606: in functionChatEdit_ParseText' Interface\FrameXML\ChatFrame.lua:4267: in function
ChatEdit_SendText'
Interface\FrameXML\ChatFrame.lua:4303: in function `ChatEdit_OnEnterPressed'
[string ":OnEnterPressed"]:1: in function <[string ":OnEnterPressed"]:1Locals: self =
{
SearchVendorByItemName = defined @interface\AddOns\ClassicCodex\database.lua:364
GetRaceMaskById = defined @interface\AddOns\ClassicCodex\database.lua:101
GetBitByRace = defined @interface\AddOns\ClassicCodex\database.lua:41
GetIdByName = defined @interface\AddOns\ClassicCodex\database.lua:140
BrowserSearch = defined @interface\AddOns\ClassicCodex\database.lua:743
SearchItemById = defined @interface\AddOns\ClassicCodex\database.lua:280
SearchQuestById = defined @interface\AddOns\ClassicCodex\database.lua:386
SearchObjectByName = defined @interface\AddOns\ClassicCodex\database.lua:267
GetQuestIds = defined @interface\AddOns\ClassicCodex\database.lua:673
GetIdByPartialId = defined @interface\AddOns\ClassicCodex\database.lua:161
GetBitByClass = defined @interface\AddOns\ClassicCodex\database.lua:47
SearchUnitById = defined @interface\AddOns\ClassicCodex\database.lua:194
SearchUnitByName = defined @interface\AddOns\ClassicCodex\database.lua:224
CompareString = defined @interface\AddOns\ClassicCodex\database.lua:94
SearchQuestByName = defined @interface\AddOns\ClassicCodex\database.lua:546
SearchObjectById = defined @interface\AddOns\ClassicCodex\database.lua:237
lastSearchResults ={
}
lastSearchQuery = ""
FormatQuestText = defined @interface\AddOns\ClassicCodex\database.lua:661
SearchQuests = defined @interface\AddOns\ClassicCodex\database.lua:559
GetBestMap = defined @interface\AddOns\ClassicCodex\database.lua:179
SearchItemByName = defined @interface\AddOns\ClassicCodex\database.lua:353
}
name = "Copper Vein"
meta ={
addon = "CODEX"
}
partial = "LOWER"
search = true
maps ={
}
(for generator) = defined =[C]:-1
(for state) ={
1731 = "Copper Vein"
2055 = "Copper Vein"
3763 = "Copper Vein"
103713 = "Copper Vein"
}
(for control) = 1731
id = 1731
(*temporary) = nil
(*temporary) = 1731
(*temporary) = "Copper Vein"
(*temporary) = defined =[C]:-1
(*temporary) ={
178045 = "Doodad_OnyziasLairLavaTrapMirror35"
180093 = "Contested Banner"
153471 = "Food Crate"
178046 = "Doodad_OnyziasLairLavaTrapMirror36"
180094 = "Contested Banner"
92099 = "Cauldron"
153472 = "Food Crate"
178047 = "Doodad_OnyziasLairLavaTrapMirror37"
180095 = "Contested Banner"
20979 = "Troll Bonfire"
153473 = "Food Crate"
22259 = "War Room Chair"
180096 = "Contested Banner"
61923 = "Wooden Chair"
11898 = "Mesa Elevator"
24563 = "Highback Chair"
12666 = "Twilight Tome"
180098 = "Contested Banner"
180099 = "Contested Banner"
176004 = "Subway Bench"
180100 = "Alliance Banner Aura"
61924 = "Wooden Chair"
176005 = "Subway Bench"
180101 = "Horde Banner Aura"
176006 = "Subway Bench"
180102 = "Neutral Banner Aura"
176007 = "Subway Bench"
20724 = "Dor'Danil Pillar"
20980 = "Troll Bonfire"
143242 = "Dwarven Brazier"
22260 = "War Room Chair"
180104 = "Zandalar Cage"
22772 = "Cozy Fire"
153482 = "Campfire"
143243 = "Dwarven Brazier"
24564 = "Highback Chair"
25332 = "Danath Trollbane"
143244 = "Dwarven Brazier"
186250 = "Beer Wagon"
143245 =
Hi,
This addon is really awesome, I use it a lot.
I am trying to make it compatible with zhTW on my own branch, a fake zhTW version though because I just use the data in zhCN db. The problem is that after changed some code and add a db for zhTW, I still cannot see the dots indicating mobs for quests on the map.
Do you if I missed anything?
Thanks!
6x ClassicCodex\quest.lua:406: Attempt to access forbidden object from code tainted by an AddOn
[C]: in function GetName' ClassicCodex\quest.lua:406: in function
CheckNamePlate'
ClassicCodex\quest.lua:122: in function <ClassicCodex\quest.lua:24>
Locals:
(*temporary) = {
0 =
}
Occurs whenever rendering a nameplate. Probably has something to do with the fact that I used the workaround of changing the nameplateMaxDistance CVar to 1e4 so I render nameplated from 40 yards away.
Feature request / question.
In pfQuest you could search for items / nodes and they would be added to the map by right clicking them. Will this functionality eventually be imported?
Aside from that - VERY nice work and ty so much for this port. One of the main addons I was hoping to see get ported.
The first time you mouseover a mob, the tooltip correctly displays relevant quest requirements.
If you move your mouse away then back onto the mob, only the default tooltip displays.
It seems that mousing over a Unit Frame will reset this behaviour.
Tested with no other addons running and issue persists.
See these two screenshots taken immediately after one another.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.