Almost every second posting in this thread begs for this option to be included. Is there any chance to realize it? Maybe this could be helpful:
if( time <= 0 ) then
elseif time < 60 then
return string.format("%d", time);
elseif( time < 3600 ) then
m = math.floor(time / 60)
local s = math.fmod(time, 60)
return string.format("%d:%02d", m, s);
local hr = math.floor(time / 3600)
m = math.floor( math.fmod(time, 3600) / 60 )
return string.format("%d.%02dhr", hr, m);
The change where CooldownCount was optimized and changed to use Ace3 caused some bugs:
1. Cooldown numbers are now shown on the frames of Ag_UnitFrames. See here and here
2. A user of Ag_UnitFrames also reported the following error in the german interface forums. Couldn't reproduce it though. He said that he got it on login.
CooldownCount-3.0\CooldownCount.lua:304: 'then' expected near 'char(6)'
3. If I show the (default) map and close it again all cooldown numbers disappear until a spell/item with a cooldown is used.
PS: You should edit the title of this thread since you changed to Ace3 ;-)
I think it's funny that everyone pooh-poohs CooldownCount in favor of OmniCC, yet it never seems to go away. OmniCC is nice though, I use it myself.
CooldownCount is an Ace2 Ace3 fork of OmniCC at the pre 1.0 version level. Here are the differences:
* CooldownCount uses Ace2 Ace3 config for its UI. This was better than the slash command only interface I had initially.
* CooldownCount uses the blacklist method for preventing it from showing up on things. OmniCC uses a minimum size attribute, as well as the .noCooldownCount flag.
* CooldownCount uses the shine aftereffect. I removed that effect from OmniCC in favor of a pulse. Some people prefer the shine.
* OmniCC hooks CooldownFrame:SetCooldown, CooldownCount hooks CooldownFrame_SetCooldown. Hooking CooldownFrame:SetCooldown is necessary, because some things call it directly (PitBull, CT)
* OmniCC works on nameless frames. CooldownCount does not.
* OmniCC scales based on the size of an object it is on.
So yeah, I just read some of the more recent changes that CooldownCount has implemented. Its now more in sync with OmniCC more or less. I'll switch OmniCC to use the noCooldownCount flag instead of noomnicc.