Results: 331Comments by: IsJustaGhost |
File: IsJusta Favorite Collectibles08/21/24 |
![]() Posted By: IsJustaGhost
update U43
Thank you for reporting. I'll have a look
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File: IsJusta BeamMeUp Gamepad Plugin08/12/24 |
![]() Posted By: IsJustaGhost
Hello, has there been a fix for the issue with gamepad display, or did anyone find a workaround? I've read the last few replies but I'm not savvy enough yet to understand what I'd need to do. If anyone could clarify I'd appreciate it :-)
(My issue is the same as Gamer1986's a few posts before)
Wasn't that already fixed?
The...
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File: IsJusta Favorite Collectibles08/11/24 |
![]() Posted By: IsJustaGhost
A little history about this addon...
A while back, a guild mate asked if I could make an addon that would allow them to set select mounts as favorite. They had over 100 mounts, which made it a pain to find the ones they specifically liked to use. That was before that feature was added to the game.
So, I had begun work on IsJusta F...
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File: IsJusta Favorite Collectibles08/06/24 |
![]() Posted By: IsJustaGhost
Are there any plans to expand the random favorite that mounts have to non-combat pets too? I can favorite my non-combat perts but I haven't seen them change yet after wayshrines, loading etc. so I'm guessing it's not a feature yet. Awesome addon.
That leaves the question as to when to randomize NCPs.
For mounts, it's easy. The ne...
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File: IsJusta BeamMeUp Gamepad Plugin07/18/24 |
![]() Posted By: IsJustaGhost
Confirmed. The mini Map is the issue. I've implemented a compatibility fix for the next update.
When I started it up after getting the mini map, it started showing the gamepad Beam Me Up tab. Added the fix and it stopped doing that.
https://media.discordapp.net/attachments/690691483514175518/1263545818690879579/image.png?ex=669a...
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File: IsJusta BeamMeUp Gamepad Plugin07/18/24 |
![]() Posted By: IsJustaGhost
Ok, So what's happening here?
It should not open if the map is not opened in gamepad mode.
Is it the mini map?
You can test that by disabling the mini map to see.
Let me know of the result.
The only change I added is this...
Originally, without the IsInGamepadPreferredMode
WORLD_MAP_MANAGER:RegisterCallback("Showing",...
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File: IsJusta BeamMeUp Gamepad Plugin07/18/24 |
![]() Posted By: IsJustaGhost
I just noticed these posts. I'll start to look into it.
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File: IsJusta Gamepad UI Visibility Helper07/13/24 |
![]() Posted By: IsJustaGhost
user:/AddOns/IsJustaGamepadUIVisibility/optionals/dynamicChat.lua:261: attempt to index a nil value
stack traceback:
line 260
self.control = KEYBOARD_CHAT_SYSTEM.control
line 261
self.id = self.control.container.id
It looks like it's saying KEYBOARD_CHAT_SYSTEM.control or KEYBOARD_CHAT_SYSTEM.control.container does not...
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File: IsJusta Decon Carried Items List07/11/24 |
![]() Posted By: IsJustaGhost
This is the true order of the qualityFilters. But, the order does not matter for this table.
Yes. Sorry, I agree with you: I can see that it shouldn't depend on how filterTable is ordered, because shouldAddItem is constructing its own local filters table.
But it does work if you change the filterTable order - and doesn't work...
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File: IsJusta Decon Carried Items List07/11/24 |
![]() Posted By: IsJustaGhost
only one of these can be used per item
ornate, intricate, retraited and reconstructed
as it depends on what trait the item has.
If the trait exists on the item then, it adds that filter to the table.
local traitInformation = GetItemTraitInformation(bagId, slotIndex)
if qualityFilters then
table.insert(filters, quality...
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File: IsJusta Decon Carried Items List07/10/24 |
![]() Posted By: IsJustaGhost
Perhaps if I invert it and return false for first failed filter and return true by default
A disabled fitter would instantly return false. true false is add to list or not.
That may be just what's needed. I made the changes and tested it against my meager items and it's functionality had not changed. This means that inverting i...
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File: IsJusta BeamMeUp Gamepad Plugin07/10/24 |
![]() Posted By: IsJustaGhost
Hello,
Addon is working great :D
When i open the map in gamepad mode, opens to left pane showing map completion?
Anyway to open to beam me up instead, i dont need see my map completion every time I open my map.
This was easier then I thought.
- - - 1.4
○ Added 2 options, found in Beam me up Settings.
1. "Open...
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File: IsJusta Decon Carried Items List07/09/24 |
![]() Posted By: IsJustaGhost
Yes, that looks like it.
I replaced shouldAddItem with your new version and it's working as expected, both with the "Ignore stolen" toggle and the stolen quality filter.
If that's confirmed, then I'll go ahead and patch this.
Thank you for the assistance in improving this add-on.
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File: IsJusta Decon Carried Items List07/09/24 |
![]() Posted By: IsJustaGhost
The issue is likely because of this.
local function shouldAddItem(bagId, slotIndex)
local filters = {}
-- Add relevent filters in order
if IsItemStolen(bagId, slotIndex) then
-- Changing the flat stolen check like this then. If it's enabled, then stop here and deny the item.
if savedVars.ignoreStolen then
return f...
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File: IsJusta Decon Carried Items List07/09/24 |
![]() Posted By: IsJustaGhost
Generally, if you're optimising, you want to launder stolen items before deconstructing: You get less materials and inspiration back from deconstructing items while they're still flagged as stolen.
My preference would be to add a general "Ignore stolen items" like you already have for group tradeable items.
I added those options....
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File: IsJusta Decon Carried Items List07/09/24 |
![]() Posted By: IsJustaGhost
Generally, if you're optimising, you want to launder stolen items before deconstructing: You get less materials and inspiration back from deconstructing items while they're still flagged as stolen.
My preference would be to add a general "Ignore stolen items" like you already have for group tradeable items.
I'm back to it.
For...
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File: IsJusta Decon Carried Items List07/07/24 |
![]() Posted By: IsJustaGhost
Can we have a filter that ignores stolen items from "Add All"?
I'd prefer to launder or sell them to a fence, rather than have them swept up in deconstruction.
Right. I'll look into adding that.
On that note, any other suggestions?
One way I can do this is, add a filter for stolen to all filters. With a single check box opt...
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File: IsJusta BeamMeUp Gamepad Plugin06/23/24 |
![]() Posted By: IsJustaGhost
I was unable to thoroughly test this update. It may be due to having a pending windows update.
I did manage to get in, get an error, fix it, then check again to none. Then I changed the string for group areas, like those in Cragorn. What was available was, "Group Arena". It was used more as a placeholder since I was unable to fin...
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File: IsJusta BeamMeUp Gamepad Plugin06/23/24 |
![]() Posted By: IsJustaGhost
I see. They deleted a Global constant.
https://media.discordapp.net/attachments/690691483514175518/1254455714324283403/image.png?ex=66798e6c&is=66783cec&hm=c1e3c5537043f8eb04a17ed69b878749bd6a7cc294875a125a79b38722f44989&=&format=webp&quality=lossless
In other words. TELEPORTER_ZONE_CATEGORY_OVERLAND used to mean something. Sin...
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File: IsJusta BeamMeUp Gamepad Plugin06/23/24 |
![]() Posted By: IsJustaGhost
DF4F8EA
D7D7BF9D
my bmu menu has disappeared from my map interface altogether. also experiencing item interface errors that may or may not be related. bmu is still available in the keyboard interface mode, just not with my ps4 gamepad any more. menus have disappeared during play, and i have to relog. last two days it's been p...
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File: LibScrollableMenu06/19/24 |
![]() Posted By: IsJustaGhost
Looks like AUI has been updated.
"Version 3.989
--------------------------------------------------------------------------------------------------------
Fixed an issue on the Frame mover where the 'GuiRoot' variable was being overwritten."
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File: LibScrollableMenu06/19/24 |
![]() Posted By: IsJustaGhost
Meaning, we are now on a path to getting this resolved.
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File: LibScrollableMenu06/19/24 |
![]() Posted By: IsJustaGhost
I've made a quick test of this suggestion and got error from AUI itself
---
i've tryed to delete my AUI settings and on 2nd reloadUI still catch same error, so it's definitely not in AUI settings...
If you try to delete the saved variables while the character is in game, it will not delete. It may look like it but, the s...
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File: LibScrollableMenu06/17/24 |
![]() Posted By: IsJustaGhost
I appreciate the test with CreateControlFromVirtual. I guess, the next simple test would be, to make GuiRoot local. This would secure it as it is when the lib is initially read.
local GuiRoot= GuiRoot
For testing, using the same characters. So nothing else needs to be replaced yet.
Must be near the top. Maybe around these...
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File: LibScrollableMenu06/17/24 |
![]() Posted By: IsJustaGhost
The whole situation has bean confusing. Maybe Beartram can make more sense out of it.
I'm not that familiar with this tool but, I put the saved variable in here. There's a lot of instances in it. Some with, some without, errors.
https://sir.insidi.at/or/logviewer/YoeW8c
The error we are seeing, well, should not really be possi...
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