Attached: patch file + 4 modified files for ones without patcher.
This patch will enable you to change the amount of buffs/debuffs shown on a frame, based on type. Configuration is done in the frame config menu.
Allowed settings: 1-4 rows x 8-12 columns.
The following layout options are supported:
- prioritize buffs: kick debuffs off before buffs if we run out of aura positions.
- Aura Style: One line + left or right will enable one line mode, which tries to be as compact as possible. Differs from the real one line, it leaves one spot open if there is room.
- Other styles / positions: default layout routine, that sweeps from left to right for buffs and right to left for debuffs.
Note: After adjusting the aura counts, please do a re-layout by using the update aura count command from the menu. This will also show a preview of the layout for 10 seconds.
The default left/right + two lines layout algorithm isn't built in yet, poke me if you really miss that.
Break buffs and debuffs apart, scanning two rows of DPS buffs just to get to that polarity debuff is silly.
I also like to see buffs and debuffs apart, similar to the screenshot above.
Also, Is there any way for the filter aura option to allow buff filtering but not debuff filtering? I generally don't care what buffs people have other than ones I'm supposed to give them. If I want I could select them and look at buffs on the target frame. I do care about debuffs I can't cure though. Maybe I can't cleanse a curse or a physical debuff, but I sure want to know if the person I'm healing has a 75% healing effectivness curse or mortal strike.
Though if buffs/debuffs were separate and scaled like above, the filtering isn't that big a deal, since it's easy to see who has what buffs/debuffs.
The screenshot is from my custom Nurfed_Unitframes layout and they have options to only filter buffs or debuffs and to not apply any filters on your target frame. Would be nice to see simmilar flexibility on ag_uf.
Right but that doesn't help an individual frame that has filtering to allow me to filter buffs but not filter debuffs. On my self/party/raid frames, I really don't care what buffs they have. I can find that out in other ways or from other mods. On the unitframes I'm staring at in a group, I really want to be able to see all debuffs (not just things I can cleanse) without it all cluttered by rows of buffs.
The buff/debuff separation in the screenshot is one way to do that, at least there is separation so your eye is drawn immediately to the debuffs without having to scan a long line of icons. Another way is to just filter buffs but not debuffs (though ideally still have some separation of the icons).
I guess I could just modify my own ag_Variables.lua so my class can see everything. Or maybe hack function aUF:UnitDebuff in ag_Utilitymethods.lua to never filter. I'll have to try when I get home. Is there a "Physical" debuff type that I could add to these?
Not sure if this has been mentioned yet on this thread, but I again want to ask for timers on the aura tooltip for "player".
I hide my various buff bars and depend on the tooltip to know how long things still have to go. Timers on other players would be nice too, but I'm not sure it can be done.
I think what would be REALLY cool and unique would be to combine debuffs that are of the same type. For example, 3 Shadow Word: Pains would be made into a single SWP with 3 stacks. So it would look like Sunder Armor does no when it is stacked 3 times, with a number in the corner.
I was thinking last night and it dawned on me that the layout of buffs and debuffs should probably be separate from the ag_UF core altogether and should moreso be part of the layout file. This would enable people to do some pretty funky things with the displays of buffs and debuffs (I personally miss the way X-Perl handles buffs/debuffs).
Not sure if this has been mentioned yet on this thread, but I again want to ask for timers on the aura tooltip for "player".
I hide my various buff bars and depend on the tooltip to know how long things still have to go. Timers on other players would be nice too, but I'm not sure it can be done.
Maybe this is possible with Buffalo, if you hide auras on your player frame in agUF, make Buffalo's icons small and move them in same position as your agUF auras were. I don't know how good Buffalo's scaling is, but it's worth a shot.
Having the auras displayed on the left, right, bottom, or top of each player frame in the group makes it very difficult to view (too much overlap) unless I space out the group windows drastically.
With CTRA i was able to toggle between showing 4x buffs or 4x debuffs (in-frame), with the ability to add prioritization.
I'd like to see this get implemented into agUF. I know it's on the "To Do" list, but I'm wondering if there's any ETA?
I'm working on sorting out the last few problems for wow 2.0/BC, namely getting pets to work, and after that I can continue on to improvements. I'd like to have it working as soon as possible, but as it is a spare time project, it is hard for me to give an exact ETA. :)
Attached: patch file + 4 modified files for ones without patcher.
This patch will enable you to change the amount of buffs/debuffs shown on a frame, based on type. Configuration is done in the frame config menu.
Allowed settings: 1-4 rows x 8-12 columns.
With the 40 buff/debuff system being released in tomorrow's 2.0 patch, this will be very handy until the final aura system is in place.
The patch was made against r15727 and fails to apply against the latest TBC version in the SVN. Could you post a patch against r17810, please? Thanks in advance!
Not sure if this suggestion has been offered up yet or not, if so, I apologize, if not I'll do some more research after posting this just to be sure.
I have a suggestion regarding the Auras (buff/debuff icons). It would be real neat if they were independantly scaleable. This way, I could, say, scale up the target frame to a visually pleasing level and scale down the auras so that they dont trail off of the frame and take up more valuable screen real-estate than they actually need to.
I love you :)
The screenshot is from my custom Nurfed_Unitframes layout and they have options to only filter buffs or debuffs and to not apply any filters on your target frame. Would be nice to see simmilar flexibility on ag_uf.
The buff/debuff separation in the screenshot is one way to do that, at least there is separation so your eye is drawn immediately to the debuffs without having to scan a long line of icons. Another way is to just filter buffs but not debuffs (though ideally still have some separation of the icons).
I guess I could just modify my own ag_Variables.lua so my class can see everything. Or maybe hack function aUF:UnitDebuff in ag_Utilitymethods.lua to never filter. I'll have to try when I get home. Is there a "Physical" debuff type that I could add to these?
1.Ability to split up debuffs/buffs
2.Option to show ALL debuffs, but show the debuffs you can remove first. Same with buffs (castable buffs first).
I hide my various buff bars and depend on the tooltip to know how long things still have to go. Timers on other players would be nice too, but I'm not sure it can be done.
Maybe this is possible with Buffalo, if you hide auras on your player frame in agUF, make Buffalo's icons small and move them in same position as your agUF auras were. I don't know how good Buffalo's scaling is, but it's worth a shot.
I'm looking for a compact solution for displaying debuffs/buffs for my raid frames. Currently I have my raid windows setup as follows:
[Group1][Group2]
[Group3][Group4]
[Group5][Group6]
[Group7][Group8]
Having the auras displayed on the left, right, bottom, or top of each player frame in the group makes it very difficult to view (too much overlap) unless I space out the group windows drastically.
With CTRA i was able to toggle between showing 4x buffs or 4x debuffs (in-frame), with the ability to add prioritization.
I'd like to see this get implemented into agUF. I know it's on the "To Do" list, but I'm wondering if there's any ETA?
Thanks for all the hard work!
With the 40 buff/debuff system being released in tomorrow's 2.0 patch, this will be very handy until the final aura system is in place.
The patch was made against r15727 and fails to apply against the latest TBC version in the SVN. Could you post a patch against r17810, please? Thanks in advance!
I have a suggestion regarding the Auras (buff/debuff icons). It would be real neat if they were independantly scaleable. This way, I could, say, scale up the target frame to a visually pleasing level and scale down the auras so that they dont trail off of the frame and take up more valuable screen real-estate than they actually need to.
Ice