Project 2386
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Talented adds spec templates to the Talent UI.
Talented 3
Talented is getting a large update for wow 4. It will no longer replace the default UI but add a new Tab to it, with most of the previous functionality present.
There is an alpha release available on wowace. It's still missing some major parts, but it should give you an idea of the new interface.
Talented_Loader is no longer needed (and in fact will create problems if left installed, so remove it at once).
Update feature List
- Create and view templates for all classes and all pet types.
- Set a specific template as a target, and see it when you're spending your next talent point on level up.
- Apply complete templates with a single click, after a talent wipe.
- Hunters can view the spec of their pet and apply templates to them.
- Share your current build with other, or any template you've made.
- Import templates directly from the Blizzard Talent calculator, wowhead or wowdb.
- Export templates as URL to wowhead, wowdb or the Blizzard Talent calculator.
- Allow pet templates to be imported from and export to wowhead pet calculator.
- Inspection of other characters will also inspect their alternate spec, if they have one.
- A macro command /talented apply <template> allows to automatically apply a template based on its name.
"/usetalents [spec:1] 2;[spec:2] 1"
Ah yes, I see - I guess that button doesn't do what I was hoping. So does this mod support the "preview talent" feature that came with this new patch? (The one allowing players to add/remove points with right/left clicks before finalizing build.) If so, how do I activate this, because so far it's not working for me. The preview talent option works without your mod installed (feature enabled through interface > display), but not with - and with is so much prettier! Please help!
Use the Action Menu, new Template, select your class and start playing.
Talented always use the talentPreview system to apply a template, the option is deactivated in the Option screen because Talented will not work correctly if you uncheck it.
Yesterday i first skilled without talented active, an set my DK to 17/2/52
When I activate talented it shows that I only have 17/2/51 (only points till lvl 79) spend.
The skill that is not count is "Scourge Strike" - "Geißelstoß" in German
and im using the german version of the game too.
no error is displayed
I have a problem on my warrior that at Devastate it shows it as I got no point in it, but I got 3/3 Sword and Board (linked ability) tho its also gray (faded out, as not specced in) and it claims im only using 66 talents instead of 67, but in the brackets over each tree it does ad up as if I had devastate, small visual error im sure, Ive tried relogging and reinstalling the mod, same thing.
Auto-inspection is a bad idea in general, and with Talented, it's worse as I can't fight race conditions caused by auto-inspection in lagging conditions.
ID: 4
Error occured in: Global
Count: 1
Message: ..\AddOns\Talented\inspectui.lua line 95:
bad argument #1 to 'assert' (value expected)
Debug:
(tail call): ?
[C]: assert()
Talented\inspectui.lua:95: ?()
...ist\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146:
...ist\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146
[string "safecall Dispatcher[1]"]:4:
[string "safecall Dispatcher[1]"]:4
[C]: ?
[string "safecall Dispatcher[1]"]:13: ?()
...ist\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:91: Fire()
...s\AckisRecipeList\libs\AceEvent-3.0\AceEvent-3.0.lua:119:
...s\AckisRecipeList\libs\AceEvent-3.0\AceEvent-3.0.lua:118
Date: 2009-04-16 19:16:17
ID: 3
Error occured in: Global
Count: 1
Message: ..\FrameXML\TalentFrameBase.lua line 528:
attempt to index field '?' (a nil value)
Debug:
[C]: ?
..\FrameXML\TalentFrameBase.lua:528: TalentFrame_UpdateTalentPoints()
..\FrameXML\TalentFrameBase.lua:145: TalentFrame_Update()
Examiner\Main.lua:1879:
Examiner\Main.lua:1858
Date: 2009-04-16 18:03:41
ID: -2
Error occured in: Global
Count: 115
Message: ..\AddOns\Talented\inspectui.lua line 95:
bad argument #1 to 'assert' (value expected)
Debug:
(tail call): ?
[C]: assert()
Talented\inspectui.lua:95: ?()
...ist\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146:
...ist\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146
[string "safecall Dispatcher[1]"]:4:
[string "safecall Dispatcher[1]"]:4
[C]: ?
[string "safecall Dispatcher[1]"]:13: ?()
...ist\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:91: Fire()
...s\AckisRecipeList\libs\AceEvent-3.0\AceEvent-3.0.lua:119:
...s\AckisRecipeList\libs\AceEvent-3.0\AceEvent-3.0.lua:118
The script above will switch your spec. The corresponding macro should look like:
(I'm relatively bad at macro, so it might not work with this exact syntax.)
Please eliminate the 'view alternate glyphs' button, and have it switch with the appropriate talent set.
This behavior is consistent with Blizzard's (except Blizzard does not allow you to switch while looking at the glyphs).
In order to keep the two windows (and functionnality) separate, I want to keep the ability to look at the alternate glyph set in the glyph window.
[2009/04/15 23:29:18-11-x4]: Interface\FrameXML\TalentFrameBase.lua:528: attempt to index field '?' (a nil value):
Interface\FrameXML\TalentFrameBase.lua:145: in function `TalentFrame_Update':
Examiner-09.03.15\Main.lua:1609: in function `InspectUnit'
<string>:"EXAMINER_TARGET":4: in function <[string "EXAMINER_TARGET"]:1>
I managed to create a new ferocity template, but can't see how many points I have to spend (though it tells me what level my pet needs). When I spent 20 points, I could not spend any more (requires pet level 80).
I then clicked on "apply template" and the three buttons go gray, but nothing happens. I could not close the window using the X button in the upper right corner. I then closed it with the "n" hotkey. I later saw that I had an error message that the window had been closed while applying the changes and when I tried to apply them again, it told me there were not enough points (11 required). I talked to the pet trainer to clear my pet talents and tried again. It seems that it worked (no error message, my pet has the new abilities) but the three buttons stay disabled and there is no way to switch back to my hunters talents.
Also, the glyph window does not seem to switch when switching between the two talent specs of my hunter.
I hope you can get this fixed, as I love talented.
as well, it happens with the native/default talent interface.
i doubt this is related to Talented at all (i expect Talented just raises the Blizzard standard glyph frame, what occupies that frame is up to Blizzard). i expect we will be seeing a WoW client patch in a few days.
works fine and was able to figure out the dual spec thing. was wondering though, if anyone has made a macro to switch between specs. would rather click a button instead of opening talent ui