ThatJustHappened: Combat Event Announcement Mod
Moderators: Fridmarr, Worldie, Aergis, _Chloe
Re: ThatJustHappened: Combat Event Announcement Mod
Hopefully they have not changes the format of the combat log and this addon still works... I love this addon =D
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Arees - Posts: 301
- Joined: Tue Dec 25, 2007 9:50 pm
Re: ThatJustHappened: Combat Event Announcement Mod
WATERBOYsh wrote:Hopefully they have not changes the format of the combat log and this addon still works... I love this addon =D
Right now it is broken. I hope it gets updated, because it is made out of concentrated awesome.
If it's not being maintained, I'll fix it myself.
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fuzzygeek - Maintankadonor
- Posts: 3447
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
If someone with the proper skills manages to fix it, even if it's just an ugly hack, I'd love it to be posted here 

- dukka
- Posts: 4
- Joined: Fri Sep 26, 2008 3:34 am
Re: ThatJustHappened: Combat Event Announcement Mod
I was just about to come post myself that this awesome mod is not working =(
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Arees - Posts: 301
- Joined: Tue Dec 25, 2007 9:50 pm
Re: ThatJustHappened: Combat Event Announcement Mod
I managed to get it to work, but since I have no idea what I'm doing, someone who does should fix it instead properly
Here's what I _think_ was wrong:
ThatJustHappened.xml has references to this, they need to go and be replaced by references to self instead
ThatJustHappened.lua needs to have a variable added to accept this new reference to self, and then attach events to that instead of this
the onEvent function somehow before got arguments magically to appear in arg2, arg4 etc (I have no idea), apparently the pixies that did that no longer does that, so argument values has to be manually assigned.
Hopefully some ninja addon coder can quickly fix it now, if I can help by making the above or below clearer, drop a pm or post, would be ace to have it properly fixed...
I repeat, I have no idea what I'm doing here, really, sorry.
Cheers,
dukka
snips that should allow you to almost fix things yourself:
in lua:
-- added variable to accept the "self" object
function TJH_OnLoad(frame)
-- use variable as (whatever) to register event to
frame:RegisterEvent("VARIABLES_LOADED");
frame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
-- added variable to accept the "self" object
function TJH_OnEvent(frame, event, ...)
-- put these lines of code before the checks for nil values for arg2, arg4 etc
if (select(2, ...) ~= nil) then arg2 = select(2, ...); end
if (select(4, ...) ~= nil) then arg4 = select(4, ...); end
if (select(5, ...) ~= nil) then arg5 = select(5, ...); end
if (select(7, ...) ~= nil) then arg7 = select(7, ...); end
if (select(8, ...) ~= nil) then arg8 = select(8, ...); end
if (select(9, ...) ~= nil) then arg9 = select(9, ...); end
if (select(10, ...) ~= nil) then arg10 = select(10, ...); end
if (select(11, ...) ~= nil) then arg11 = select(11, ...); end
if (select(12, ...) ~= nil) then arg12 = select(12, ...); end
in xml:
<OnLoad>TJH_OnLoad(self);</OnLoad>
<OnEvent>TJH_OnEvent(self, event, ...);</OnEvent>
and search for this and replace with self
edit: updated the if block fixing typo, possibly all the "if..." are not required, I'm just not sure there's always a value in there...
Here's what I _think_ was wrong:
ThatJustHappened.xml has references to this, they need to go and be replaced by references to self instead
ThatJustHappened.lua needs to have a variable added to accept this new reference to self, and then attach events to that instead of this
the onEvent function somehow before got arguments magically to appear in arg2, arg4 etc (I have no idea), apparently the pixies that did that no longer does that, so argument values has to be manually assigned.
Hopefully some ninja addon coder can quickly fix it now, if I can help by making the above or below clearer, drop a pm or post, would be ace to have it properly fixed...
I repeat, I have no idea what I'm doing here, really, sorry.
Cheers,
dukka
snips that should allow you to almost fix things yourself:
in lua:
-- added variable to accept the "self" object
function TJH_OnLoad(frame)
-- use variable as (whatever) to register event to
frame:RegisterEvent("VARIABLES_LOADED");
frame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
-- added variable to accept the "self" object
function TJH_OnEvent(frame, event, ...)
-- put these lines of code before the checks for nil values for arg2, arg4 etc
if (select(2, ...) ~= nil) then arg2 = select(2, ...); end
if (select(4, ...) ~= nil) then arg4 = select(4, ...); end
if (select(5, ...) ~= nil) then arg5 = select(5, ...); end
if (select(7, ...) ~= nil) then arg7 = select(7, ...); end
if (select(8, ...) ~= nil) then arg8 = select(8, ...); end
if (select(9, ...) ~= nil) then arg9 = select(9, ...); end
if (select(10, ...) ~= nil) then arg10 = select(10, ...); end
if (select(11, ...) ~= nil) then arg11 = select(11, ...); end
if (select(12, ...) ~= nil) then arg12 = select(12, ...); end
in xml:
<OnLoad>TJH_OnLoad(self);</OnLoad>
<OnEvent>TJH_OnEvent(self, event, ...);</OnEvent>
and search for this and replace with self
edit: updated the if block fixing typo, possibly all the "if..." are not required, I'm just not sure there's always a value in there...
Last edited by dukka on Sat Oct 16, 2010 10:07 pm, edited 1 time in total.
70 - eu shadowsong
- dukka
- Posts: 4
- Joined: Fri Sep 26, 2008 3:34 am
Re: ThatJustHappened: Combat Event Announcement Mod
These fixes work and I appear to be functional again -- thank you!
I had gotten the thing to stop erroring by changing the "this" references and cross-referencing how other mods used OnLoad events, but could not get it to output until I added the "if" block you have here. How did you know this code was necessary?
Not to mention the code block uses "nill" (vs nil) which doesn't make sense to me
Although changing it to "nil" doesn't seem to have any effect (still works).
Hmm.
I had gotten the thing to stop erroring by changing the "this" references and cross-referencing how other mods used OnLoad events, but could not get it to output until I added the "if" block you have here. How did you know this code was necessary?
Not to mention the code block uses "nill" (vs nil) which doesn't make sense to me
Although changing it to "nil" doesn't seem to have any effect (still works).
Hmm.
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fuzzygeek - Maintankadonor
- Posts: 3447
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
I had no idea it would work, I spent some time using the "print" statement to figure out where it went wrong, I would still love to know why it worked before 
good catch about nill vs nil, that's just an error on my end, updated the earlier post with it, I'm not even sure the check is necessary I just put it there because during my "printing" trying to assign a nil value to something broke the code

good catch about nill vs nil, that's just an error on my end, updated the earlier post with it, I'm not even sure the check is necessary I just put it there because during my "printing" trying to assign a nil value to something broke the code
70 - eu shadowsong
- dukka
- Posts: 4
- Joined: Fri Sep 26, 2008 3:34 am
Re: ThatJustHappened: Combat Event Announcement Mod
fuzzygeek wrote:If it's not being maintained, I'll fix it myself.
Please do, I had this mod back in BC and it was awesome. With blizz trying to make the game hard again I may find some more uses for it in the future. If I had any programming knowledge at all I'd try and fix it myself

- Echaa
- Posts: 44
- Joined: Wed Jun 04, 2008 10:24 pm
Re: ThatJustHappened: Combat Event Announcement Mod
God bless you for your workaround Dukka!
I just registered here to say a thank, so thank you!
I just registered here to say a thank, so thank you!

- Tntmax
- Posts: 1
- Joined: Mon Oct 18, 2010 7:28 am
Re: ThatJustHappened: Combat Event Announcement Mod
Echaa wrote:fuzzygeek wrote:If it's not being maintained, I'll fix it myself.
Please do, I had this mod back in BC and it was awesome. With blizz trying to make the game hard again I may find some more uses for it in the future. If I had any programming knowledge at all I'd try and fix it myself
Dukka's post above will get you back up and running; I suppose we should make it available on curse if the project owner doesn't pick it up?
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fuzzygeek - Maintankadonor
- Posts: 3447
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
I am quite useless when it comes to understanding code. If it's not too inconvenient, please let me know exactly where I add each of those lines in the Lua and xml files. Alternatively, it might just be easier for me to wait for the edited files to be made available. Any help will be appreciated!
- Pyched
- Posts: 4
- Joined: Mon Oct 18, 2010 11:10 am
Re: ThatJustHappened: Combat Event Announcement Mod
Pyched wrote:I am quite useless when it comes to understanding code. If it's not too inconvenient, please let me know exactly where I add each of those lines in the Lua and xml files. Alternatively, it might just be easier for me to wait for the edited files to be made available. Any help will be appreciated!
I'm in the same boat, unfortunately ctrl+f and copy/paste can only do so much. I wasn't able to find half of the arg# segments and I had no idea what to do for the preceding steps.
- Echaa
- Posts: 44
- Joined: Wed Jun 04, 2008 10:24 pm
Re: ThatJustHappened: Combat Event Announcement Mod
You'll need a text editor, such as notepad. Notepad2 is even better, since it'll support line numbers and stuff.
In ThatJustHappened.xml:
Line 7 looks like:
Change it to:
Lines 12-17 look like:
You'll want to change lines 14 and 15 to read:
Line 273
change to:
Line 598
change to:
Line 1648
change to:
Line 1675-1676
change to:
Save the file, close it.
Open the ThatJustHappened.lua file.
Line 108
change to:
Lines 114-115
change to:
Line 143:
change to:
Line 191
change to
Look for lines 208 to 213. Looks like this:
Insert these lines IN FRONT OF this block so it looks like:
Do a search-and-replace for: this:GetID()
Replace it with: self:GetID()
There should be 49 occurances.
Save the file.
And you should be good to go.
In ThatJustHappened.xml:
Line 7 looks like:
- Code: Select all
this:SetOwner(UIParent, "ANCHOR_NONE");
Change it to:
- Code: Select all
self:SetOwner(UIParent, "ANCHOR_NONE");
Lines 12-17 look like:
- Code: Select all
<Frame name="ThatJustHappened" visible="true" parent="UIParent">
<Scripts>
<OnLoad>TJH_OnLoad();</OnLoad>
<OnEvent>TJH_OnEvent(this, event, ...);</OnEvent>
</Scripts>
</Frame>
You'll want to change lines 14 and 15 to read:
- Code: Select all
<OnLoad>TJH_OnLoad(self);</OnLoad>
<OnEvent>TJH_OnEvent(self, event, ...);</OnEvent>
Line 273
- Code: Select all
EasyMenu(TJHevent_menuList, this, "TJH_RuleEventBox", 245, 245);
change to:
- Code: Select all
EasyMenu(TJHevent_menuList, self, "TJH_RuleEventBox", 245, 245);
Line 598
- Code: Select all
EasyMenu(TJHclass_menuList, this, "TJH_RuleAffiliationBox", 170, 50);
change to:
- Code: Select all
EasyMenu(TJHclass_menuList, self, "TJH_RuleAffiliationBox", 170, 50);
Line 1648
- Code: Select all
this:RegisterForDrag("LeftButton");
change to:
- Code: Select all
self:RegisterForDrag("LeftButton");
Line 1675-1676
- Code: Select all
<OnDragStart>this:StartMoving();this.isMoving = true;</OnDragStart>
<OnDragStop>this:StopMovingOrSizing();this.isMoving = false;</OnDragStop>
change to:
- Code: Select all
<OnDragStart>self:StartMoving();self.isMoving = true;</OnDragStart>
<OnDragStop>self:StopMovingOrSizing();self.isMoving = false;</OnDragStop>
Save the file, close it.
Open the ThatJustHappened.lua file.
Line 108
- Code: Select all
function TJH_OnLoad()
change to:
- Code: Select all
function TJH_OnLoad(frame)
Lines 114-115
- Code: Select all
this:RegisterEvent("VARIABLES_LOADED");
this:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
change to:
- Code: Select all
frame:RegisterEvent("VARIABLES_LOADED");
frame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
Line 143:
- Code: Select all
this:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
change to:
- Code: Select all
self:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
Line 191
- Code: Select all
function TJH_OnEvent(event, ...)
change to
- Code: Select all
function TJH_OnEvent(frame, event, ...)
Look for lines 208 to 213. Looks like this:
- Code: Select all
if arg2 == nil then arg2 = ""; end
if arg4 == nil then arg4 = ""; end
if arg7 == nil then arg7 = ""; end
if arg9 == nil then arg9 = ""; end
if arg10 == nil then arg10 = ""; end
if arg12 == nil then arg12 = ""; end
Insert these lines IN FRONT OF this block so it looks like:
- Code: Select all
if (select(2, ...) ~= nil) then arg2 = select(2, ...); end
if (select(4, ...) ~= nil) then arg4 = select(4, ...); end
if (select(5, ...) ~= nil) then arg5 = select(5, ...); end
if (select(7, ...) ~= nil) then arg7 = select(7, ...); end
if (select(8, ...) ~= nil) then arg8 = select(8, ...); end
if (select(9, ...) ~= nil) then arg9 = select(9, ...); end
if (select(10, ...) ~= nil) then arg10 = select(10, ...); end
if (select(11, ...) ~= nil) then arg11 = select(11, ...); end
if (select(12, ...) ~= nil) then arg12 = select(12, ...); end
if arg2 == nil then arg2 = ""; end
if arg4 == nil then arg4 = ""; end
if arg7 == nil then arg7 = ""; end
if arg9 == nil then arg9 = ""; end
if arg10 == nil then arg10 = ""; end
if arg12 == nil then arg12 = ""; end
Do a search-and-replace for: this:GetID()
Replace it with: self:GetID()
There should be 49 occurances.
Save the file.
And you should be good to go.
Last edited by fuzzygeek on Mon Nov 08, 2010 10:01 am, edited 2 times in total.
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fuzzygeek - Maintankadonor
- Posts: 3447
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
I went through everything you suggested and the game doesn't recognize /tjh as a command.
I initially tried to follow Dukka's instructions and didn't get it to work so I tried restoring my backup xml/lua files. After using your guide and it failing to register, I deleted and reinstalled it and followed the steps you gave again to no avail. One thing that looked suspicious is the line 9-10 suggestion, it looked to me like the lines you said to paste in were already there. I'm also a little confused on how to do the lua lines 208-213.
Right now my lua file looks like
Is this correct? I'm not sure if I should put the new lines in front of
I'm wondering if its
or
I initially tried to follow Dukka's instructions and didn't get it to work so I tried restoring my backup xml/lua files. After using your guide and it failing to register, I deleted and reinstalled it and followed the steps you gave again to no avail. One thing that looked suspicious is the line 9-10 suggestion, it looked to me like the lines you said to paste in were already there. I'm also a little confused on how to do the lua lines 208-213.
Right now my lua file looks like
- Code: Select all
208 if (select(2, ...) ~= nil) then arg2 = select(2, ...); end
209 if (select(4, ...) ~= nil) then arg4 = select(4, ...); end
210 if (select(5, ...) ~= nil) then arg5 = select(5, ...); end
211 if (select(7, ...) ~= nil) then arg7 = select(7, ...); end
212 if (select(8, ...) ~= nil) then arg8 = select(8, ...); end
213 if (select(9, ...) ~= nil) then arg9 = select(9, ...); end
214 if (select(10, ...) ~= nil) then arg10 = select(10, ...); end
215 if (select(11, ...) ~= nil) then arg11 = select(11, ...); end
216 if (select(12, ...) ~= nil) then arg12 = select(12, ...); end
217
218 if arg2 == nil then arg2 = ""; end
219 if arg4 == nil then arg4 = ""; end
220 if arg7 == nil then arg7 = ""; end
221 if arg9 == nil then arg9 = ""; end
222 if arg10 == nil then arg10 = ""; end
223 if arg12 == nil then arg12 = ""; end
Is this correct? I'm not sure if I should put the new lines in front of
- Code: Select all
if arg2 == nil then arg2 = ""; end
I'm wondering if its
- Code: Select all
if (select(2, ...) ~= nil) then arg2 = select(2, ...); end if arg2 == nil then arg2 = ""; end
or
- Code: Select all
if (select(2, ...) ~= nil) then arg2 = select(2, ...); end
if (select(4, ...) ~= nil) then arg4 = select(4, ...); end
ect...
if arg2 == nil then arg2 = ""; end
if arg4 == nil then arg4 = ""; end
...
- Echaa
- Posts: 44
- Joined: Wed Jun 04, 2008 10:24 pm
Re: ThatJustHappened: Combat Event Announcement Mod
Echaa wrote:I went through everything you suggested and the game doesn't recognize /tjh as a command.
I initially tried to follow Dukka's instructions and didn't get it to work so I tried restoring my backup xml/lua files. After using your guide and it failing to register, I deleted and reinstalled it and followed the steps you gave again to no avail. One thing that looked suspicious is the line 9-10 suggestion, it looked to me like the lines you said to paste in were already there. I'm also a little confused on how to do the lua lines 208-213.
Line 9&10 add "self" references.
<OnLoad>TJH_OnLoad(self);</OnLoad>
<OnEvent>TJH_OnEvent(self, event, ...);</OnEvent>
You've pasted the lines in correctly, with 208-216 being "if (select(2, ...) ~= nil) then arg2 = select(2, ...); end" etc, and 218 etc being the existing block.
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fuzzygeek - Maintankadonor
- Posts: 3447
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
fuzzygeek wrote:Echaa wrote:I went through everything you suggested and the game doesn't recognize /tjh as a command.
I initially tried to follow Dukka's instructions and didn't get it to work so I tried restoring my backup xml/lua files. After using your guide and it failing to register, I deleted and reinstalled it and followed the steps you gave again to no avail. One thing that looked suspicious is the line 9-10 suggestion, it looked to me like the lines you said to paste in were already there. I'm also a little confused on how to do the lua lines 208-213.
Line 9&10 add "self" references.
<OnLoad>TJH_OnLoad(self);</OnLoad>
<OnEvent>TJH_OnEvent(self, event, ...);</OnEvent>
You've pasted the lines in correctly, with 208-216 being "if (select(2, ...) ~= nil) then arg2 = select(2, ...); end" etc, and 218 etc being the existing block.
My XML line 9-10 are:
- Code: Select all
</Scripts>
</GameTooltip>
Reading Notepad(regular) was absolutely impossible so I got Notepad2, which I'm assuming is what you're using. I'm not seeing the lines you mention anywhere near 9 or 10. I know nothing about programming but I've got a hinting suspicion that removing the text on those two lines will break some scripts seeing as <Scripts> and <OnLoad> appear on lines 5 and 6 respectively followed by line 7, "this:SetOwner(UIParent, "ANCHOR_NONE");".
- Echaa
- Posts: 44
- Joined: Wed Jun 04, 2008 10:24 pm
Re: ThatJustHappened: Combat Event Announcement Mod
What about references to TJH_Onload?
Are you using the file currently posted on Curse? The snippets posted were done on a fresh download last night.
Are you using the file currently posted on Curse? The snippets posted were done on a fresh download last night.
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fuzzygeek - Maintankadonor
- Posts: 3447
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
fuzzygeek wrote:What about references to TJH_Onload?
Are you using the file currently posted on Curse? The snippets posted were done on a fresh download last night.
Yes, I'm using 3.0.5.2 from the Curse updater. I opened my XML file and
- Code: Select all
<OnLoad>TJH_OnLoad();</OnLoad>
<OnEvent>TJH_OnEvent(this, event, ...);</OnEvent>
popped right out at me, though they're on lines 14 and 15. I changed them to:
- Code: Select all
<OnLoad>TJH_OnLoad(self);</OnLoad>
<OnEvent>TJH_OnEvent(self, event, ...);</OnEvent>
I'll test it out again when the server comes up.
Does what line they're on have any bearing at all on what their function is?
- Echaa
- Posts: 44
- Joined: Wed Jun 04, 2008 10:24 pm
Re: ThatJustHappened: Combat Event Announcement Mod
Fuzzy could you make your ThatJustHappened.xml and ThatJustHappened.lua files available somewhere? If not I'll just make the changes given in this post. Of all the addons I've used, I miss this one the most 

Penji on Mal'Ganis
- tobinbereznak
- Posts: 3
- Joined: Thu Nov 19, 2009 11:11 am
Re: ThatJustHappened: Combat Event Announcement Mod
Echaa wrote:Does what line they're on have any bearing at all on what their function is?
No. Line numbers are just a guide to help find the code. You can ignore the line numbers entirely as long as you update the references.
If the mod author doesn't update it in the next couple weeks I'll post a fork or something; I don't know what the convention is for continuing an abandoned project on wowinterface etc.
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fuzzygeek - Maintankadonor
- Posts: 3447
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
fuzzygeek wrote:Echaa wrote:Does what line they're on have any bearing at all on what their function is?
No. Line numbers are just a guide to help find the code. You can ignore the line numbers entirely as long as you update the references.
If the mod author doesn't update it in the next couple weeks I'll post a fork or something; I don't know what the convention is for continuing an abandoned project on wowinterface etc.
All in all, I had to delete and reinstall the mod and go through those steps at least 5 times but it works now, thanks for all the help fuzzy.
I do have a question on the rules though - I'm trying to make a "this persons taunt failed" rule and the *Source and *Target options aren't working. I'm using crusader strike because its more easily spammable to test with than hand of reckoning is.
SPELL_MISSED;;;Crusader Strike;;SELF;*Source's CRUSADER STRIKE FAILED ON *Target
It may be worth mentioning that *s/*t/%s/%t don't work either, though I'm not sure if they're even supposed to.
- Echaa
- Posts: 44
- Joined: Wed Jun 04, 2008 10:24 pm
Re: ThatJustHappened: Combat Event Announcement Mod
After following Fuzzygeek's instructions and making a few corrections,I was able to run the mod with no problems during the raid today. Thank you so much!
I think that those lines were actually 14 and 15, not 9 and 10.
I had to change this:GetID() to self:GetID() instead in order to get the addon to work.
Once again, thank you for typing out those instructions. I don't think I would have managed to figure it out on my own. Hopefully, other people that want to get this addon back in working shape will have similar success.
fuzzygeek wrote:
Lines 12-17 look like:
- Code: Select all
<Frame name="ThatJustHappened" visible="true" parent="UIParent">
<Scripts>
<OnLoad>TJH_OnLoad();</OnLoad>
<OnEvent>TJH_OnEvent(this, event, ...);</OnEvent>
</Scripts>
</Frame>
You'll want to change lines 9 and 10 to read:
- Code: Select all
<OnLoad>TJH_OnLoad(self);</OnLoad>
<OnEvent>TJH_OnEvent(self, event, ...);</OnEvent>
I think that those lines were actually 14 and 15, not 9 and 10.
fuzzygeek wrote:Do a search-and-replace for: this:GetID()
Replace it with: self.GetID()
There should be 49 occurances.
And you should be good to go.
I had to change this:GetID() to self:GetID() instead in order to get the addon to work.
Once again, thank you for typing out those instructions. I don't think I would have managed to figure it out on my own. Hopefully, other people that want to get this addon back in working shape will have similar success.
- Pyched
- Posts: 4
- Joined: Mon Oct 18, 2010 11:10 am
Re: ThatJustHappened: Combat Event Announcement Mod
I was having problems last night with TJH announcing stacks and a few other things. I don't know if it's a function of the new version or old; I don't use the new features in 3.0.5 so I've regressed to 3.0.1 -- haven't had a chance to test it yet, but if the problem persists I'll go back to 3.0.5 and see if I can't fix the problem.
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fuzzygeek - Maintankadonor
- Posts: 3447
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
Thank you so much Dukka and Fuzzy and whoever else has helped me to make this amazing addon work again. I really encourage you guys to post this to Curse so the masses can benefit from your hard work, as it seems the author will no longer be supporting it.
- wobina
- Posts: 1
- Joined: Sat Oct 23, 2010 2:56 pm
Re: ThatJustHappened: Combat Event Announcement Mod
Couldnt find it to work, but in the end (and more better readin) this was a great tip
edit: I give up, I get rid of all the errors, but I can't get it to display some info :<
If somebody could send me their working version, Pm me
had to change this:GetID() to self:GetID() instead in order to get the addon to work.
edit: I give up, I get rid of all the errors, but I can't get it to display some info :<
If somebody could send me their working version, Pm me

- xlos
- Posts: 8
- Joined: Sun Aug 31, 2008 11:36 pm
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