Should probably add this bit of code to the top of the files to stop Numen_Button.lua, Numen_Data.lua & Numen_PopButton.lua stop them from loading if Numen doesn't load (e.g when your not a shaman)
Done, thanks! :) This morning I took Ammo's advice and made Numen disable itself for non-shaman characters. But those files would still load the first time.
Oh, and can we say "Cooldowns?" Yeah, they should be there and working now! Much <3 to Bartender3 for that.
Updates:
* Load on demand added
* Ace Object Oriented design re-code (we recommend you delete your saved variables if you want to save a little memory usage)
* Cooldown animations added
* Spell localization added
Almost ready for release:
* Totem stomper macro creation/updating
Currently working on:
* Group indicators
* Totem re-ordering
* Totem toggling
* Option menu features and localizing them
* Adding CyCircled support again and making sure overlays are correctly done
Elarenda-
not yet, we've hit some big snags with debugging some of the things we're adding in currently and haven't gotten to pulse indicators yet.
Updates-
added localization to fubar options
added padding/scale/alpha options
added totem castsequence macro creation/updating out of combat
(NumenStomper macro in per character section of macros)
First of all thank you Synthe for the addon it's looking better and better every update :)
I've noticed some bugs in the r46327 version.
Initial totems
The first time you load. You get an error regarding initial totems. This goes away if you set one. I failed to capture the error msg.
Padding
Once you played with this and you put it back to 0. The pop-up bars still have the padding set as before.
Scaling
After a console reload. Numen goes back to 100% view. When you look in the saved var. you see the set percentage. If you go into settings and give the slider a small nudge it will jump back to the set scale. The slider also displaces the correct scale.
Timers
CD.timers seem to work fine :)
Feature request
Just a suggestion when you go and work on the duration timers? Maybe it's possible to use an overlay bar inside the button. Something similar to a mana/powerbar but smaller.
Grid has a plugin(manabars) which does the same thing but only to display mana.
Got this on login, I hadn't removed the saved variable files though.. so that might be why:
Numen-0.6b\Numen.lua:601: GetSpellName(): Invalid spell slot
Numen-0.6b\Numen.lua:601: in function `UpdateMacro'
Numen-0.6b\Numen_Button.lua:20: in function <Interface\AddOns\Numen\Numen_Button.lua:11>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureStateHeader.lua:554: in function <Interface\FrameXML\SecureStateHeader.lua:504>:
Interface\FrameXML\SecureStateHeader.lua:720: in function `SecureStateHeader_Refresh':
Interface\FrameXML\SecureStateHeader.lua:762: in function `SecureStateHeader_OnAttributeChanged':
<string>:"*:OnAttributeChanged":1: in function <[string "*:OnAttributeChanged"]:1>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureStateHeader.lua:852: in function `SecureStateHeader_OnAttributeChanged':
<string>:"*:OnAttributeChanged":1: in function <[string "*:OnAttributeChanged"]:1>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureStateHeader.lua:1347: in function `SecureStateAnchor_RunChild':
<string>:"*:OnMouseUp":1: in function <[string "*:OnMouseUp"]:1>
Elarenda & iluran-
i noticed this error too if there are no totems in a button. i'll have to look into a better way to test to not try to find the spell that isn't there.
iluran-
i can't take all the credit, Ktrigger has done a bunch more coding than me.
padding i'm not sure what's going on, we'll look into it.
scale after re-load issues i just fixed now.
cooldown timers we are planning on adding as a module and hopefully will have several options for display types, that was one of them =)
Elarenda & iluran-
i noticed this error too if there are no totems in a button. i'll have to look into a better way to test to not try to find the spell that isn't there.
iluran-
i can't take all the credit, Ktrigger has done a bunch more coding than me.
padding i'm not sure what's going on, we'll look into it.
scale after re-load issues i just fixed now.
cooldown timers we are planning on adding as a module and hopefully will have several options for display types, that was one of them =)
Thanks for such a great addon!
Couple of suggestions:
- Is it possible to introduce an option to the menu which would lock the main bar buttons. I.e. same functionality as shift+left click, but without having to press shift.
(nvm the second one. I need to l2read the first post :P )
- Ability to rearrange the buttons in pop up bar. I want some totems closer to the main bar for faster access, while those that I don't use often to be at the end.
Nattfodd- I believe we're thinking of adding something along the lines of reassigning clicks and modifiers to different functions. You could then assign left click to cast the totem (and not swap like it currently does), right click to swap (and not cast), shift or alt click to swap and cast, etc., etc. Would that suffice, or would you also still want a toggle option in the menu for locking the main button states? Keep in mind, that probably won't be added in until after the rearrange code, which is what my next task is. :P
not sure whats going on here, but altclicktoadditem has the same acelibrary as numen
Numen\Numen.lua:29: AceAddon: AceOO-2.0: Library "AceDebug-2.0" does not exist.
AltClickToAddItem-1.0\Libs\AceLibrary\AceLibrary.lua:100: in function <...Ons\AltClickToAddItem\Libs\AceLibrary\AceLibrary.lua:53>
(tail call): ?:
(tail call): ?:
AceAddon-2.0-44196:974: in function `new'
Numen\Numen.lua:29: in main chunk
Nattfodd- I believe we're thinking of adding something along the lines of reassigning clicks and modifiers to different functions. You could then assign left click to cast the totem (and not swap like it currently does), right click to swap (and not cast), shift or alt click to swap and cast, etc., etc. Would that suffice, or would you also still want a toggle option in the menu for locking the main button states? Keep in mind, that probably won't be added in until after the rearrange code, which is what my next task is. :P
Yes, that would be perfectly acceptable! =)
Would really appreciate such a change.
Yata can be compared to Call of Elements, which orginally had those popup menus for shamans.
Numen can be compared to the french addon Chaman2, which originally had the idea to support in-combat button swapping using states.
Both methods can not be combined properly, atleast not without using way more states, N^N to be exact, with N being the totemcount for one element. (You need for each button, N states to provide other totems for each base totem and N^N to allow custom button<->totem assignment), maybe it can be optimized to N! (not sure yet).
Anyway, I would have prefered a combined effort, since it would have been fairly trivial to add that chaman2 mode to Yata,without the need to reinvent the wheel (actually I once wrote an internal version which supported just that method for Yata2)
In regards to Yata vs Numen - Yata's 'totem sets' are still very valuable to me. I do like how Numen incorporates weapon buffs too - though I wish they were more akin to WeaponRebuff (with sound/text notification, etc).
Either way, from a user-standpoint, I wish we could get one mod, with ALL the advantages and features of both, rather than having to choose.
Gonna have to try this one out, guess I'll use gotwood for totem timers, or anyone got a better suggestion?
Dont really like redundancy in my addons, so yata (which i previously used) AND Numen would kinda annoy me I guess.
As someone already stated showing totem duration would also ask for checking if the totem gets destroyed to be really useful, no clue how hard to program/performance-leeching those checks are tho.
Looks amazing so far, cant wait to test it, was always cursing when i forgot to switch bar set before entering combat using yata :).
Done, thanks! :) This morning I took Ammo's advice and made Numen disable itself for non-shaman characters. But those files would still load the first time.
Oh, and can we say "Cooldowns?" Yeah, they should be there and working now! Much <3 to Bartender3 for that.
* Load on demand added
* Ace Object Oriented design re-code (we recommend you delete your saved variables if you want to save a little memory usage)
* Cooldown animations added
* Spell localization added
Almost ready for release:
* Totem stomper macro creation/updating
Currently working on:
* Group indicators
* Totem re-ordering
* Totem toggling
* Option menu features and localizing them
* Adding CyCircled support again and making sure overlays are correctly done
not yet, we've hit some big snags with debugging some of the things we're adding in currently and haven't gotten to pulse indicators yet.
Updates-
added localization to fubar options
added padding/scale/alpha options
added totem castsequence macro creation/updating out of combat
(NumenStomper macro in per character section of macros)
I've noticed some bugs in the r46327 version.
Initial totems
The first time you load. You get an error regarding initial totems. This goes away if you set one. I failed to capture the error msg.
Padding
Once you played with this and you put it back to 0. The pop-up bars still have the padding set as before.
Scaling
After a console reload. Numen goes back to 100% view. When you look in the saved var. you see the set percentage. If you go into settings and give the slider a small nudge it will jump back to the set scale. The slider also displaces the correct scale.
Timers
CD.timers seem to work fine :)
Feature request
Just a suggestion when you go and work on the duration timers? Maybe it's possible to use an overlay bar inside the button. Something similar to a mana/powerbar but smaller.
Grid has a plugin(manabars) which does the same thing but only to display mana.
THX :)
I think it was already requested but I wanted to voice my agreement in being able to have the windows open at all times without the "flex" bar style.
I really am looking forward to this addon :D Thanks!
Numen-0.6b\Numen.lua:601: GetSpellName(): Invalid spell slot
Numen-0.6b\Numen.lua:601: in function `UpdateMacro'
Numen-0.6b\Numen_Button.lua:20: in function <Interface\AddOns\Numen\Numen_Button.lua:11>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureStateHeader.lua:554: in function <Interface\FrameXML\SecureStateHeader.lua:504>:
Interface\FrameXML\SecureStateHeader.lua:720: in function `SecureStateHeader_Refresh':
Interface\FrameXML\SecureStateHeader.lua:762: in function `SecureStateHeader_OnAttributeChanged':
<string>:"*:OnAttributeChanged":1: in function <[string "*:OnAttributeChanged"]:1>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureStateHeader.lua:852: in function `SecureStateHeader_OnAttributeChanged':
<string>:"*:OnAttributeChanged":1: in function <[string "*:OnAttributeChanged"]:1>
<in C code>: in function `SetAttribute'
Interface\FrameXML\SecureStateHeader.lua:1347: in function `SecureStateAnchor_RunChild':
<string>:"*:OnMouseUp":1: in function <[string "*:OnMouseUp"]:1>
---
i noticed this error too if there are no totems in a button. i'll have to look into a better way to test to not try to find the spell that isn't there.
iluran-
i can't take all the credit, Ktrigger has done a bunch more coding than me.
padding i'm not sure what's going on, we'll look into it.
scale after re-load issues i just fixed now.
cooldown timers we are planning on adding as a module and hopefully will have several options for display types, that was one of them =)
existe-
yup, it's on our to do list
Thanks...keep up the good work, looking great
Couple of suggestions:
- Is it possible to introduce an option to the menu which would lock the main bar buttons. I.e. same functionality as shift+left click, but without having to press shift.
(nvm the second one. I need to l2read the first post :P )
- Ability to rearrange the buttons in pop up bar. I want some totems closer to the main bar for faster access, while those that I don't use often to be at the end.
not sure whats going on here, but altclicktoadditem has the same acelibrary as numen
with r46358 the position of the totembar dosen't save on logout.
regards, sha
also, you only need to include the Ace2 files that you don't use (you always need AceLibrary, AceEvent, Ace00 and AceAddon though)
Would really appreciate such a change.
Yata can be compared to Call of Elements, which orginally had those popup menus for shamans.
Numen can be compared to the french addon Chaman2, which originally had the idea to support in-combat button swapping using states.
Both methods can not be combined properly, atleast not without using way more states, N^N to be exact, with N being the totemcount for one element. (You need for each button, N states to provide other totems for each base totem and N^N to allow custom button<->totem assignment), maybe it can be optimized to N! (not sure yet).
Anyway, I would have prefered a combined effort, since it would have been fairly trivial to add that chaman2 mode to Yata,without the need to reinvent the wheel (actually I once wrote an internal version which supported just that method for Yata2)
Either way, from a user-standpoint, I wish we could get one mod, with ALL the advantages and features of both, rather than having to choose.
Dont really like redundancy in my addons, so yata (which i previously used) AND Numen would kinda annoy me I guess.
As someone already stated showing totem duration would also ask for checking if the totem gets destroyed to be really useful, no clue how hard to program/performance-leeching those checks are tho.
Looks amazing so far, cant wait to test it, was always cursing when i forgot to switch bar set before entering combat using yata :).
Just to sign already written requests...
Very simpel implemented Totem Timers would be great!