It's very possible it wasn't there when you first looked - I fixed an issue where initial setup of the runic bar would have failed.
Thanks on the ghost thing - I need to listen to the ghost/death events too. It SHOULD handle OOC/IC unless the events don't fire correctly though although it is possible I have a bug with that - will look at it when not leveling. :)
There's a preset for it (Icons only, no bars or something like that). Essentially the bars are still there... but with invisible textures and with the spark disabled so you can't actually see them.
1 suggestion, or rather, 1 thing I miss with the addons:
The possibilty to move each bar seperatly from the others.
Tried, but couldnt find any way to make them on the side of eachother :\
The second screenshot in your original post looks almost like what I want, but doesn't quite work the way I'd like in-game. Here's what I want:
All ready:
[o]
[o]
[o]
[o]
[o]
[o]
Some not ready:
-----------[o]
[o]
-----------[o]
-----[o]
[o]
-----[o]
...without any bar sticking out to the right of the moving icons. I was sort of able to acheive this by setting the background color's alpha to zero and enabling the "reverse" option (I don't recall the exact name and I'm waiting in queue right now), except that once the rune is ready, a white full bar appears to the right of the icon:
-----------[o]
[o]----------- << here
-----------[o]
-----[o]
[o]----------- << and here
-----[o]
Is this full bar on ready runes intentional? If so, could you please add an option to turn it off! If not, how can I get rid of it?
Phanx - I think you're probably running it disembedded? Sounds like an issue I fixed in LibBars-1.0 where it didn't handle bars with zero value. If so, update LibBars-1.0 and it should work as expected.
I am running with standalone libraries, yes. I'm at work, so I can't check, but the most recent revision appears to be r12 and was released on the 9th... I suppose it is possible I missed updating, though. I'll check when I get home and report back.
Sometimes the bars don't change their alpha levels due to combat. They will remain invisible (in my setup) until they've been consumed (and after that act as expected).
This is strange, because if I'm riding my mount and pull a mob, the ready bars will become fully visible (in my setup) as expected. Not sure why it doesn't work when I'm on foot and deliberately enter combat.
Part of the deathknight is learning the rotations for your spec. Having access to the rune cooldowns in an addon is great. But we might be able to do more.
What about adding another 'Rotation Helper' bar under the 6 rune bars? It would show what pre-loaded moves you are actually trying to do. It would give a visual of how the cooldowns work.
Include 'community approved' rotations to start, and give us the option to set up our own 'test' rotations with whatever syntax is developed. It doesn't have to be smart and know if you are following the rotation.
Just show what you should be doing. Then our community experts could record videos of the mainstream rotations working and it would be easier for the masses to understand, attempt, and discuss the pros/cons of various rotations.
Feature request:
What about adding another 'Rotation Helper' bar under the 6 rune bars? It would show what pre-loaded moves you are actually trying to do. It would give a visual of how the cooldowns work.
Include 'community approved' rotations to start, and give us the option to set up our own 'test' rotations with whatever syntax is developed. It doesn't have to be smart and know if you are following the rotation.
It kind of sounds like that could be an entire mod unto itself. And I think it should be developed as a separate entity. Rotations don't seem to belong in a mod about rune cooldowns (yes, I am aware they are related). But something with prebuilt and custom definitions is kind of a hefty beast to add to something so smooth and simple. My 2 cents at least.
I agree that rotations should be a separate mod. It might be neat to present it like AoC does it's combo moves, with a series of icons appearing as you go through the rotation.
What about adding another 'Rotation Helper' bar under the 6 rune bars? It would show what pre-loaded moves you are actually trying to do. It would give a visual of how the cooldowns work.
Have you looked at Ripped on WoWInterface? It looks like it's already got the basic framework for "rotation helper" functionality, and just needs a death knight module to be added.
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I've noticed sometimes the occasional bar doesn't change alpha when entering/leaving combat (especially leaving). Nothing major.
EDIT: Same goes for when you are a Ghost running back to your corpse. Bars should probably use the Out-Of-Combat alpha for this state too. /hug!
Thanks on the ghost thing - I need to listen to the ghost/death events too. It SHOULD handle OOC/IC unless the events don't fire correctly though although it is possible I have a bug with that - will look at it when not leveling. :)
how did you get rid of the bars like in the screenshot?
if select(2, UnitClass("player")) ~= "DEATHKNIGHT" then return end
at the top of the addon. In case it gets loaded somehow.
Nice addon, just what I were looking for :)
1 suggestion, or rather, 1 thing I miss with the addons:
The possibilty to move each bar seperatly from the others.
Tried, but couldnt find any way to make them on the side of eachother :\
All ready:
[o]
[o]
[o]
[o]
[o]
[o]
Some not ready:
-----------[o]
[o]
-----------[o]
-----[o]
[o]
-----[o]
...without any bar sticking out to the right of the moving icons. I was sort of able to acheive this by setting the background color's alpha to zero and enabling the "reverse" option (I don't recall the exact name and I'm waiting in queue right now), except that once the rune is ready, a white full bar appears to the right of the icon:
-----------[o]
[o]----------- << here
-----------[o]
-----[o]
[o]----------- << and here
-----[o]
Is this full bar on ready runes intentional? If so, could you please add an option to turn it off! If not, how can I get rid of it?
I'm doing this but also writing a message. The message is probably unnecessary...
Sometimes the bars don't change their alpha levels due to combat. They will remain invisible (in my setup) until they've been consumed (and after that act as expected).
This is strange, because if I'm riding my mount and pull a mob, the ready bars will become fully visible (in my setup) as expected. Not sure why it doesn't work when I'm on foot and deliberately enter combat.
Part of the deathknight is learning the rotations for your spec. Having access to the rune cooldowns in an addon is great. But we might be able to do more.
What about adding another 'Rotation Helper' bar under the 6 rune bars? It would show what pre-loaded moves you are actually trying to do. It would give a visual of how the cooldowns work.
Include 'community approved' rotations to start, and give us the option to set up our own 'test' rotations with whatever syntax is developed. It doesn't have to be smart and know if you are following the rotation.
Just show what you should be doing. Then our community experts could record videos of the mainstream rotations working and it would be easier for the masses to understand, attempt, and discuss the pros/cons of various rotations.
It kind of sounds like that could be an entire mod unto itself. And I think it should be developed as a separate entity. Rotations don't seem to belong in a mod about rune cooldowns (yes, I am aware they are related). But something with prebuilt and custom definitions is kind of a hefty beast to add to something so smooth and simple. My 2 cents at least.
By the by, this addon is awesome.
Have you looked at Ripped on WoWInterface? It looks like it's already got the basic framework for "rotation helper" functionality, and just needs a death knight module to be added.