@Nefarion: This is a bug, for sure. Unfortunatelly, to fix this bug I need to revamp visibility management rules and that will take some time. Hope that will do it soon.
@Ironhand: I've fixed portrait borders behavior, thank you for reporting. Fix should be available in today's update. As for hiding power bars for unit's that doesn't have mana/energy/etc it is not possible and was discussed before. Either you have clickable bars or you have visibility management, thanks to SecureFrames :( So the question is - what is more valuable?
IMHO LibHealComm integration is needed for healers, and, having a restodruid as an "old main", I can tell you - I'll never, never will use UH as a healer. It's for damagers :)
IMHO LibHealComm integration is needed for healers, and, having a restodruid as an "old main", I can tell you - I'll never, never will use UH as a healer. It's for damagers :)
I agree that UnderHood's frames are not likely to be used by many healers. However I play a tank as my main and having a LibHealComm enabled health bar is a godsend while tanking. I could of course show the VisualHeal PlayerBar, but one of the nice things about Pitbull's frames was that I didn't have to as it was built into my "normal" health bar. So I still think LibHealComm support would be a valuable addition. Even for DPSers it can be useful to see whether you have a heal incoming when you've taken damage - do I take a health pot/bandage or not?
Not sure if this has been mentioned in earlier posts:
When you disable certain text modules, their "blue boxes" still appear on reload even though the text is missing. You have to check/uncheck the text modules for them to go away every time the hud is loaded.
I started playing my hunter again recently and noticed that changing my aspects did not change the buff icon in UnderHood. It seems thats true for any buff that does not have a duration (Paladin Auras tested too).
The culprit seems to be this here:
if button.id ~= id or button.unit ~= unit or
button.isBuff ~= isBuff or button.isPlayer ~= isPlayer or
button.count ~= count or button.duration ~= duration or
button.startTime ~= startTimeRounded or
not( button:IsVisible() ) or self.forceUpdate then
In BuffFrame:UpdateButtons. An easy fix is to also compare the name of the buff as well as all of the other things:
if button.id ~= id or button.unit ~= unit or
button.isBuff ~= isBuff or button.isPlayer ~= isPlayer or
button.count ~= count or button.duration ~= duration or
button.startTime ~= startTimeRounded or
button.name ~= name or
not( button:IsVisible() ) or self.forceUpdate then
@Nefarion: This is a bug, for sure. Unfortunatelly, to fix this bug I need to revamp visibility management rules and that will take some time. Hope that will do it soon.
It started working the other day, then stopped again. I managed to fix it..
The checks you make to UnitPowerType in Provider_DruidMana.lua are causing the issue, and commenting them all out fixes it.
By the way, looking at your code, it looks like you tried to hide the outline when in caster form, which wasn't working anyway.
@Nox: Thank you, I've added name comparison.
@Nefarion: As I told you, managing visibility of different pieces of one bar is a very obscure and nontrivial subject. Fortunatelly I'll have to fly to US for a couple of days so I'll have a plenty of time on the plane to think it all over again :)
Not sure if this has been mentioned in earlier posts:
When you disable certain text modules, their "blue boxes" still appear on reload even though the text is missing. You have to check/uncheck the text modules for them to go away every time the hud is loaded.
I'm seeing the same thing as well. Kind of annoying :)
I see options for setting min/mid/max health colors, but I can't seem to get them to actually change with the different levels of my health. I can only see the max health color.
Player mana bar seems to not want to actually be interactive.
There is a lot of strangeness with Z-levels too. The backgrounds keep popping up over the health and mana bars. And changing the levels on some bars actually starts changing levels on other bars, even if only temporarily. Some setting with these levels and parenting seem to be really odd.
Hi,
I am having a problem with the Pet's Power/Mana bar not updating in combat.
If I select my pet as my Focus target and then enter combat the Focus Power/Mana bar does update but the pet one doesn't.
I am pretty sure this was working previously. I de-installed the mod and it's file in the WTF dir but the problem persists.
There's a mod I tried for a while that I got from WoWInterface called ccComboPoints that put little green rings around the combo point indicators to represent Deadly Poison stacks. Could something like this be integrated into UH? It's very useful to know when it's stacked vs. combo points for making sure Envenom is worth it.
@ant1pathy: You know, I thought about almost the same thing playing my rouge... Need to check code...
By the way, today will be a small update fixing the problem with auras for unevented units, such as ToT. Another small change is a new LDT library, called LDT-Items, that brings [ItemCount( "item name"|itemid )] tag. Very handy to create a Text frame with a soulshard count, for example. For soulshards Text syntax will be [ItemCount( "Soul shard" )].
@Ironhand: I've fixed portrait borders behavior, thank you for reporting. Fix should be available in today's update. As for hiding power bars for unit's that doesn't have mana/energy/etc it is not possible and was discussed before. Either you have clickable bars or you have visibility management, thanks to SecureFrames :( So the question is - what is more valuable?
IMHO LibHealComm integration is needed for healers, and, having a restodruid as an "old main", I can tell you - I'll never, never will use UH as a healer. It's for damagers :)
I'll think about tooltips, though.
I agree that UnderHood's frames are not likely to be used by many healers. However I play a tank as my main and having a LibHealComm enabled health bar is a godsend while tanking. I could of course show the VisualHeal PlayerBar, but one of the nice things about Pitbull's frames was that I didn't have to as it was built into my "normal" health bar. So I still think LibHealComm support would be a valuable addition. Even for DPSers it can be useful to see whether you have a heal incoming when you've taken damage - do I take a health pot/bandage or not?
When you disable certain text modules, their "blue boxes" still appear on reload even though the text is missing. You have to check/uncheck the text modules for them to go away every time the hud is loaded.
The culprit seems to be this here:
In BuffFrame:UpdateButtons. An easy fix is to also compare the name of the buff as well as all of the other things:
It started working the other day, then stopped again. I managed to fix it..
The checks you make to UnitPowerType in Provider_DruidMana.lua are causing the issue, and commenting them all out fixes it.
By the way, looking at your code, it looks like you tried to hide the outline when in caster form, which wasn't working anyway.
@Nefarion: As I told you, managing visibility of different pieces of one bar is a very obscure and nontrivial subject. Fortunatelly I'll have to fly to US for a couple of days so I'll have a plenty of time on the plane to think it all over again :)
Please make this optional, if you can :D.
Player mana bar seems to not want to actually be interactive.
There is a lot of strangeness with Z-levels too. The backgrounds keep popping up over the health and mana bars. And changing the levels on some bars actually starts changing levels on other bars, even if only temporarily. Some setting with these levels and parenting seem to be really odd.
I am having a problem with the Pet's Power/Mana bar not updating in combat.
If I select my pet as my Focus target and then enter combat the Focus Power/Mana bar does update but the pet one doesn't.
I am pretty sure this was working previously. I de-installed the mod and it's file in the WTF dir but the problem persists.
Thanks,
Twidget
Thank you for a great mod. Keep up the good work.
By the way, today will be a small update fixing the problem with auras for unevented units, such as ToT. Another small change is a new LDT library, called LDT-Items, that brings [ItemCount( "item name"|itemid )] tag. Very handy to create a Text frame with a soulshard count, for example. For soulshards Text syntax will be [ItemCount( "Soul shard" )].
Have you had a chance to work on the revisions needed for the new energy regen and the rest of the 3.0 changes?