This project is abandoned and its default file will likely not work with the most recent version of World of Warcraft. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
GnomeWorks TradeSkill Frame -
a complete replacement for the blizzard trade skill frame.
Just a random thought here, i am not sure if you've considered it yet, or if others have mentioned it yet.
In regards to inventory counts and auction counts.
My primary use for these addons is my massive AH undertakings. I have a laptop that runs a 2nd account that has my Auctioneer online at the AH, my main account has multiples of crafters that produce for my AH/AH Guild Bank.
Currently to update my quantities outside of GnomeWorks i use Altoholic to "account share" the data of my 2nd account Auctioneer into my main computer database - which gets loaded into its DataStore. I then use that information to decide what needs crafting. When i was still doing glyphs this was the most important part for me since I used to use Skillet and Kev Queue Tool to queue up any glyphs i needed to restock.
The ability for GnomeWorks to tell me what i have on the AH for an account I am not on, which i never log into with this computer would be very important for me and my virtual business.
i intend to have some means to display your current auction (and mail) inventory. i just need to figure out how it fits into the scheme of things, namely the craftability counts since those are designed to be hierarchical (vendor include bag, bank includes vendor, guildbank includes bank, alt includes everything... where does auction/mail fit into this?)
the retrieval system should grab inks or anything that's queued up, but it's still a bit wonky it seems.
Oh one more thing. Not sure if it is THIS mod doing it or not. (Run way too many mods. lol) But when I decided to que something to be crafted. I go to my bank, and it removes parchment, but not the inks needed from the bank for what is que'd. Again, not sure if it is this mod. But is it possible to have it do both? Thanks again.
Great mod. Have a suggestion. Could you possibly add in the inventory column how many you have up on the AH as well? Would save a ton of time when trying to figure out what to craft. I think right now it shows how many in bags/bank that can be crafted from materials. Maybe an existing column of the finished crafted item with bags/bank/AH? Don't know how that would work or even if it could be done.
And love how the que window hides behind the main window if you drag it to the right. Pretty cool for getting it out of the way if you doing something else.
to avoid conflict with such mods, i think it'll end up on the shopping list frame itself. this would mean a consistent interface for bank/vendor/auction as well as the ability to do individual items from the list if you so chose (as well as a get all). at least, that's what i'm aiming for.
One of my merchant mods, sellomatic, adds 3 buttons on the top right of the merchant frame. Two to add/remove from the list, and one to sell greys and anything on the sell list. Something like this would be cool.
randomgrace: the inventory counts for primals and eternals probably seem out of whack because the inventory system for reagent availability uses potentially craftable items. for example, if you have a load of raw cloth, it will calculate how many bolts you COULD have if you converted them. primals and eternals convert 1 to 1 between each of the various elements, so if you have 5 primal earths, gw figures you've got 5 primal anythings. i realize this isn't entirely accurate for a couple of reasons.
i think what i need to do is provide two columns in the reagent summary. 1 that shows craftable reagent counts and one that shows true inventory counts. hopefully this will make the information presented a bit clearer.
lsw's data comes from whatever auction mod you have installed. you can right-click the columns (not the header, but the actual column data) to access options for lsw, including changing the data set it uses.
zoal: i feel your pain. i'm in the middle of some major renovations and hopefully it'll include a manual retrieval system so i can disable the autopurchase code. but it's probably a few days off at least.
Just a note that in the current build I've still had it auto-purchase till my inventory has filled up. I would much rather not have the add-on take direct control of my spending at vendors.
I've got inventories that don't correspond to reality. For instance, I've got a line in the Reagent section that shows that I have 4/16 Eternal Fire, but none of my characters have any. Something is working in the 'Create/Queue' code, though, because that shows I can't do Create. This 4/16 value has hung around for quite a while.
Also - what's the source of Lil Sparky's data? Sometimes it has totally bogus 'Value' values.
I'm trying to find the reference to the '/script code to clear the GW tables', but I don't see it. I don't see any obvious script commands in the GW code either.
r53 (and before): occasionally I find the recipes loaded but grayed out such that I cannot click on them. my fix is to run that /script code to clear the GW Tables and reload. I'm not quite sure what causes this. Also (maybe r50) noticed some enchanting recipes that went AWOL ... clear table and reload to fix.
weird. it shouldn't error out, it should just say something like "not yet implemented". maybe i need to delete my savedvars and pretend i'm a new user and see how it behaves...
So I switched over to GW. When I was checking things out, I clicked on the "Vendor" button next to all the profs and got this error (after which I had to reloadui to get GW working again):
I think randomgrace meant "included", to which the answer is no. lsw must be downloaded separately, since it is not required for gnomeworks to function.
Got an error when I recieved a cooking link from another player.
1x GnomeWorks-r53\TradeButton.lua:137: attempt to index local 'links' (a nil value)
GnomeWorks-r53\MainWindow.lua:1146: in function <GnomeWorks\MainWindow.lua:1143>
(tail call): ?:
<in C code>: ?
<string>:"safecall Dispatcher[2]":9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?:
AceTimer-3.0-5 (Ace3):164: in function <Ace3\AceTimer-3.0\AceTimer-3.0.lua:138>
somebody else has reported that it doesn't load and i've been working with them to try to debug why it doesn't. it seems to be that it's not getting the addon loaded event for some reason.
Just a random thought here, i am not sure if you've considered it yet, or if others have mentioned it yet.
In regards to inventory counts and auction counts.
My primary use for these addons is my massive AH undertakings. I have a laptop that runs a 2nd account that has my Auctioneer online at the AH, my main account has multiples of crafters that produce for my AH/AH Guild Bank.
Currently to update my quantities outside of GnomeWorks i use Altoholic to "account share" the data of my 2nd account Auctioneer into my main computer database - which gets loaded into its DataStore. I then use that information to decide what needs crafting. When i was still doing glyphs this was the most important part for me since I used to use Skillet and Kev Queue Tool to queue up any glyphs i needed to restock.
The ability for GnomeWorks to tell me what i have on the AH for an account I am not on, which i never log into with this computer would be very important for me and my virtual business.
i intend to have some means to display your current auction (and mail) inventory. i just need to figure out how it fits into the scheme of things, namely the craftability counts since those are designed to be hierarchical (vendor include bag, bank includes vendor, guildbank includes bank, alt includes everything... where does auction/mail fit into this?)
the retrieval system should grab inks or anything that's queued up, but it's still a bit wonky it seems.
Oh one more thing. Not sure if it is THIS mod doing it or not. (Run way too many mods. lol) But when I decided to que something to be crafted. I go to my bank, and it removes parchment, but not the inks needed from the bank for what is que'd. Again, not sure if it is this mod. But is it possible to have it do both? Thanks again.
Great mod. Have a suggestion. Could you possibly add in the inventory column how many you have up on the AH as well? Would save a ton of time when trying to figure out what to craft. I think right now it shows how many in bags/bank that can be crafted from materials. Maybe an existing column of the finished crafted item with bags/bank/AH? Don't know how that would work or even if it could be done.
And love how the que window hides behind the main window if you drag it to the right. Pretty cool for getting it out of the way if you doing something else.
Thanks!
to avoid conflict with such mods, i think it'll end up on the shopping list frame itself. this would mean a consistent interface for bank/vendor/auction as well as the ability to do individual items from the list if you so chose (as well as a get all). at least, that's what i'm aiming for.
One of my merchant mods, sellomatic, adds 3 buttons on the top right of the merchant frame. Two to add/remove from the list, and one to sell greys and anything on the sell list. Something like this would be cool.
randomgrace: the inventory counts for primals and eternals probably seem out of whack because the inventory system for reagent availability uses potentially craftable items. for example, if you have a load of raw cloth, it will calculate how many bolts you COULD have if you converted them. primals and eternals convert 1 to 1 between each of the various elements, so if you have 5 primal earths, gw figures you've got 5 primal anythings. i realize this isn't entirely accurate for a couple of reasons.
i think what i need to do is provide two columns in the reagent summary. 1 that shows craftable reagent counts and one that shows true inventory counts. hopefully this will make the information presented a bit clearer.
lsw's data comes from whatever auction mod you have installed. you can right-click the columns (not the header, but the actual column data) to access options for lsw, including changing the data set it uses.
zoal: i feel your pain. i'm in the middle of some major renovations and hopefully it'll include a manual retrieval system so i can disable the autopurchase code. but it's probably a few days off at least.
Just a note that in the current build I've still had it auto-purchase till my inventory has filled up. I would much rather not have the add-on take direct control of my spending at vendors.
I've got inventories that don't correspond to reality. For instance, I've got a line in the Reagent section that shows that I have 4/16 Eternal Fire, but none of my characters have any. Something is working in the 'Create/Queue' code, though, because that shows I can't do Create. This 4/16 value has hung around for quite a while.
Also - what's the source of Lil Sparky's data? Sometimes it has totally bogus 'Value' values.
/script table.wipe(GnomeWorksDB)
will completely erase the GW savedvars.
ideally, of course, this shouldn't be necessary. what is the problem you're encountering?
I'm trying to find the reference to the '/script code to clear the GW tables', but I don't see it. I don't see any obvious script commands in the GW code either.
r53 (and before): occasionally I find the recipes loaded but grayed out such that I cannot click on them. my fix is to run that /script code to clear the GW Tables and reload. I'm not quite sure what causes this. Also (maybe r50) noticed some enchanting recipes that went AWOL ... clear table and reload to fix.
weird. it shouldn't error out, it should just say something like "not yet implemented". maybe i need to delete my savedvars and pretend i'm a new user and see how it behaves...
Hey Lilsparky!
So I switched over to GW. When I was checking things out, I clicked on the "Vendor" button next to all the profs and got this error (after which I had to reloadui to get GW working again):
Date: 2010-08-15 14:52:29 ID: 1 Error occured in: Global Count: 3 Message: ..\AddOns\GnomeWorks\GetTradeSkill.lua line 114: attempt to compare nil with number Debug: (tail call): ? (tail call): ? GnomeWorks\GetTradeSkill.lua:114: GnomeWorks\GetTradeSkill.lua:111 (tail call): ? GnomeWorks\plugins\lsw.lua:424: GetTradeSkillData() GnomeWorks\plugins\lsw.lua:351: func() GnomeWorks\ScrollFrame.lua:365: UpdateData() GnomeWorks\ScrollFrame.lua:387: RefreshRows() GnomeWorks\ScrollFrame.lua:875: Refresh() GnomeWorks\MainWindow.lua:1120: ShowSkillList() GnomeWorks\MainWindow.lua:1815: func() GnomeWorks\GnomeWorks.lua:94: SendMessageDispatch() GnomeWorks\Inventory.lua:414: InventoryScan() GnomeWorks\SkillList.lua:766: ScanTrade() GnomeWorks\MainWindow.lua:1071: GnomeWorks\MainWindow.lua:1069 (tail call): ? [C]: ? [string "safecall Dispatcher[2]"]:9: [string "safecall Dispatcher[2]"]:5 (tail call): ? ...ce\AddOns\AdiBags\libs\AceTimer-3.0\AceTimer-3.0.lua:164: ...ce\AddOns\AdiBags\libs\AceTimer-3.0\Ace
I think randomgrace meant "included", to which the answer is no. lsw must be downloaded separately, since it is not required for gnomeworks to function.
lsw is integrated. you must use the latest alpha of lsw from this site, tho.
Am I missing it, or is LilSparky's Workshop not integrated?
Got an error when I recieved a cooking link from another player.
1x GnomeWorks-r53\TradeButton.lua:137: attempt to index local 'links' (a nil value) GnomeWorks-r53\MainWindow.lua:1146: in function <GnomeWorks\MainWindow.lua:1143> (tail call): ?: <in C code>: ? <string>:"safecall Dispatcher[2]":9: in function <[string "safecall Dispatcher[2]"]:5> (tail call): ?: AceTimer-3.0-5 (Ace3):164: in function <Ace3\AceTimer-3.0\AceTimer-3.0.lua:138>
somebody else has reported that it doesn't load and i've been working with them to try to debug why it doesn't. it seems to be that it's not getting the addon loaded event for some reason.
Hm, It doesn´t work. I see the original Window. :(
Any Idea ?
Hidiho Althena