Jafula,
Anychance of bringing back Silent Selling/Repair plus the option to skip guild repair?
Right now the master is getting a lot of spam from repair/sell messages.
Thank you
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Jafula,
Anychance of bringing back Silent Selling/Repair plus the option to skip guild repair?
Right now the master is getting a lot of spam from repair/sell messages.
Thank you
Feature request and a thread/post request:
Feature request is a gag toggle that keeps slaves from speaking or using most channels, cuts down on inadvertent spam.
Thread/post request could I trouble you to add in the date of new release of the newest version in the thread title or at least in the headers of the first post where you list the changes?
I'm using Jamba for several months now. It's great.
Is there anywhere an explanation how jamba macro, macro:variables, macro:macros and proc work? I have the feeling I'm missing lots of the power of Jamba by not knowing how to use that.
I maybe have a useful suggestion or two.
I'd like an opportunity to show a characters pets health in the team window.
It then would be a big improvement if I could connect macros to the area of the health bars that can be used by clicking on that area, like "let char <x> use potion <z>", "let char <x> cast Pet Heal", "let char <x> cast heal on char <y> / pet of char <y>". Much like healbot :)
Can I somehow in-game get a list of the currently defined slash-commands, hidden buttons and so on?
Jafula,
Not sure if anyone will find this useful - I think they might - I wrote this to support a new quest reward selection method. This code will attempt to choose an item upgrades for each character from quest rewards, if it doesn't believe there is an upgrade, it will simply choose the most valuable item for vendoring. This is my first time writing anything in LUA, but I think dropping this code in AJM:DoChooseQuestReward will get you most of the way there (I've been testing in a separate addon):
At the very top of AJM:DoChooseQuestReward add:
Replace any explicit call to GetNumQuestChoices() with numberOfQuestRewards, for cleanliness.Code:local numberOfQuestRewards = GetNumQuestChoices()
Then, in the conditional for "more than one quest reward", a new option like "AJM.db.hasChoiceAquireBestQuestRewardForCharacter " would contain the logic below:
All yours if you want to make use of it. Only part of that code that isn't mine is the lookup table for equipment locations -> item slots, which I pulled in from LibItemUtils.Code:-- Choose the best item for this character, otherwise choose the most valuable to vendor:
local mostValuableQuestItemIndex, mostValuableQuestItemValue, bestQuestItemIndex, bestQuestItemArmorWeight = 1, 0, -1, -1
local armorWeights = { Plate = 4, Mail = 2, Leather = 1, Cloth = 0 }
-- Yanked this from LibItemUtils; sucks that we need this lookup table, but GetItemInfo only
-- returns an equipment location, which must first be converted to a slot value that GetInventoryItemLink understands:
local equipmentSlotLookup = {
INVTYPE_HEAD = {"HeadSlot", nil},
INVTYPE_NECK = {"NeckSlot", nil},
INVTYPE_SHOULDER = {"ShoulderSlot", nil},
INVTYPE_CLOAK = {"BackSlot", nil},
INVTYPE_CHEST = {"ChestSlot", nil},
INVTYPE_WRIST = {"WristSlot", nil},
INVTYPE_HAND = {"HandsSlot", nil},
INVTYPE_WAIST = {"WaistSlot", nil},
INVTYPE_LEGS = {"LegsSlot", nil},
INVTYPE_FEET = {"FeetSlot", nil},
INVTYPE_SHIELD = {"SecondaryHandSlot", nil},
INVTYPE_ROBE = {"ChestSlot", nil},
INVTYPE_2HWEAPON = {"MainHandSlot", "SecondaryHandSlot"},
INVTYPE_WEAPONMAINHAND = {"MainHandSlot", nil},
INVTYPE_WEAPONOFFHAND = {"SecondaryHandSlot", "MainHandSlot"},
INVTYPE_WEAPON = {"MainHandSlot","SecondaryHandSlot"},
INVTYPE_THROWN = {"RangedSlot", nil},
INVTYPE_RANGED = {"RangedSlot", nil},
INVTYPE_RANGEDRIGHT = {"RangedSlot", nil},
INVTYPE_FINGER = {"Finger0Slot", "Finger1Slot"},
INVTYPE_HOLDABLE = {"SecondaryHandSlot", "MainHandSlot"},
INVTYPE_TRINKET = {"Trinket0Slot", "Trinket1Slot"}
}
for questItemIndex = 1, numberOfQuestRewards do
local itemName, itemLink, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount,
itemEquipLoc, itemTexture, itemSellPrice = GetItemInfo(GetQuestItemLink("choice", questItemIndex))
local itemId = itemLink:match("|Hitem:(%d+)")
local isItemEquippable = IsEquippableItem(itemId)
local _, _, _, _, isItemUsable = GetQuestItemInfo("choice", questItemIndex)
if itemSellPrice > mostValuableQuestItemValue then
-- Keep track of which item is most valuable:
mostValuableQuestItemIndex = questItemIndex
mostValuableQuestItemValue = itemSellPrice
end
if isItemEquippable == 1 and isItemUsable ~= nil then
-- NPC is offering us an item we can actually wear:
local currentEquippedItemLinksInSlots = {}
local currentWorstEquippedItemInSlot = nil
-- Figure out what we already have equipped:
for _, itemSlot in ipairs(equipmentSlotLookup[itemEquipLoc]) do
if itemSlot ~= nil then
local currentEquippedItemLinkInSlot = GetInventoryItemLink("player", GetInventorySlotInfo(itemSlot))
if currentEquippedItemLinkInSlot == nil then
-- Of the n item slots available, at least one of them has nothing equipped. Ergo, it is the worst:
currentWorstEquippedItemInSlot = nil
break
else
-- There's an item in this slot, get some details on it:
local _, _, _, currentEquippedItemLevelInSlot, _, _, currentEquippedItemSubTypeInSlot = GetItemInfo(currentEquippedItemLinkInSlot)
-- We haven't yet determined the worst item, or the item we see in this slot happens to be worse than the other item
-- we saw in this partner slot (ie. a ring in one slot is worse than a ring in another slot):
if currentWorstEquippedItemInSlot == nil or currentWorstEquippedItemInSlot.itemLevel > currentEquippedItemLevelInSlot then
currentWorstEquippedItemInSlot = {
itemLink = currentEquippedItemLinkInSlot,
itemLevel = currentEquippedItemLevelInSlot,
itemSubType = currentEquippedItemSubTypeInSlot
}
end
end
end
end
if currentWorstEquippedItemInSlot == nil then
-- We're not even wearing an item in this slot, and the vendor has something we can use, take it:
bestQuestItemIndex = questItemIndex
else
if itemLevel > currentWorstEquippedItemInSlot.itemLevel then
-- NPC is providing us with an better item than what we currently have in this slot:
if armorWeights[itemSubType] ~= nil then
-- Armor subtype is one which we care to select based on some priority order:
if armorWeights[itemSubType] > bestQuestItemArmorWeight then
-- If this piece of armor is a better subtype (ie. Plate is better than Cloth if we can wear it):
bestQuestItemIndex = questItemIndex
bestQuestItemArmorWeight = armorWeights[itemSubType]
end
elseif currentWorstEquippedItemInSlot.itemSubType == itemSubType then
-- This isn't a piece of armor (ie. might be a weapon) - only take it if it's the same
-- subtype as the item we are already wearing (if we're wearing a staff, and NPC offers
-- a staff and a dagger, we'll take the staff):
bestQuestItemIndex = questItemIndex
bestQuestItemArmorWeight = -1
end
end
end
end
end
if bestQuestItemIndex < 0 then
-- If we haven't determined an item upgrade by now, just choose the one that we can vendor for the most gold:
bestQuestItemIndex = mostValuableQuestItemIndex
end
GetQuestReward(bestQuestItemIndex)
EDIT: Here's the code on PasteBin - easier to read w/ syntax highlighting: http://pastebin.com/m5ee57c2d
jamba addon dont take quest i take the quest on master and only he take it... the slave quest log open but dont take it....
Guys, just a simple question. How to move the Jamab Team Displa on the master? It is just positioned in the center of my screen and i can not move it. So how to move the jamba team window somehwere else?
Hey all, lately I have been having a problem with jamba, whenever I open the /jamba menu my fps drops down to nothing and I have to constantly /rl to reload my ui.
Is there a way for me to fix this on my end?