More to the point, is there a "bar glide" animation option available or planned?
Colour me intrigued, but I can't even guess what bar glide animation is or looks like - what unit frames do you use?
Quote from deadwisdom »
Oh, and a snap to grid option would be great for obsessive compulsive people like myself that want frames to line up perfectly.
Snap-to-grid options have been powerfully frustrating for me - they tend to snap before I've placed them, or they snap with more space than I want. I wind up with stiff hands, frustration, and misaligned framed. I like Align for precise layouts (http://www.wowinterface.com/downloads/fileinfo.php?id=6153). It's a dead simple idea - it just throws a grid up on the screen and you compose your layout.
bar glide does jsut what youd expect, it glides the bar from your hp before taking damage, to what your hp was after damage.
It does this by stepping the bare 1/2 way to the target hp every onupdate(or multiple).
so lets say you had 2000hp and take 1000dmg,
Your bar would go from 2000 -> 1500 -> 1250 -> 1125 -> 1068 -> 1034..............etc.
(im using nurfed btw)
this is the code from nurfed btw
function Nurfed_Units:StatusBarUpdate(arg1)
if (this.fade < 1) then
this.fade = this.fade + arg1;
if this.fade > 1 then
this.fade = 1;
end
local delta = this.endvalue - this.startvalue;
local diff = delta * (this.fade / 1);
this.startvalue = this.startvalue + diff;
this:SetValue(this.startvalue);
end
end
Snap-to-grid options have been powerfully frustrating for me - they tend to snap before I've placed them, or they snap with more space than I want. I wind up with stiff hands, frustration, and misaligned framed. I like Align for precise layouts (http://www.wowinterface.com/downloads/fileinfo.php?id=6153). It's a dead simple idea - it just throws a grid up on the screen and you compose your layout.
Ugh. I really dislike that. I just want a check box somewhere that allows snap-to-grid. A 10 unit snap is best, in my opinion. It isn't nearly too large, and if you snap AFTER the drag, it isn't frustrating at all. Plus if it's off by default, no problem.
I really wish, however, that the layouts structure was more robust. I think it would be great to be able to easily make an IceHud-style layout. I've planned for a long while to make my own "IceHud" replacement, but after going through the ag_UnitFrames code, I would much rather build directly on your code. Better still would be a new version of ag_UnitFrames that supports completely custom layouts.
Oh, and a snap to grid option would be great for obsessive compulsive people like myself that want frames to line up perfectly. (x = round(x / 10) * 10)
Thanks!
Have you tried Gello's SnapToGrid addon? It does just what you suggest, but with any frame. It's a very lightweight mod and is very easy to use.
tried aguf but i switched back to xperl. wasnt possible for me to get the behaviour of xperl on aguf.
like combat data on portrait, the hp/mana/% format and the buff/debuff handling.
i want the buffs under the frame and debuffs next to it and not limited by 16. think thats not possible with aguf yet.
i want the buffs under the frame and debuffs next to it and not limited by 16. think thats not possible with aguf yet.
The buff / debuff handling in AGuf is also keeping me from using them at the moment. I prefer a single buff bar below the frame that will shrink / grow with the number of buffs (nurfed's unit frames do this) and have the debuffs (limited to 4) to the right of the frame (on party frames) or an unlimited number below the buff bar (on the target frame).
since this seems to be the same version as the one i'm usign with 2.0.1 live
let me report some bugs :)
getting various errors like this one:
[2006/12/12 16:34:58-5-x147]: <event>ADDON_ACTION_BLOCKED:AddOn 'ag_UnitFrames' tried to call the protected function 'MultiBarRight:SetPoint()'.
FrameXML\UIParent.lua:1851: in function <Interface\FrameXML\UIParent.lua:1749>
<in C code>: in function `UIParent_ManageFramePositions'
FrameXML\WorldStateFrame.lua:113: in function `WorldStateAlwaysUpFrame_Update'
FrameXML\WorldStateFrame.lua:22: in function `WorldStateAlwaysUpFrame_OnEvent'
<string>:"WorldStateAlwaysUpFrame:OnEvent":2: in function <[string "WorldStateAlwaysUpFrame:OnEvent"]:1>
---
they all look kinda similar...
something like
'ag_UnitFrames' tried to call the protected function XY:SetPoint()
and 'ag_UnitFrames' tried to call the protected function XY:Hide()
The latest batch of SVN updates has caused mEnemyCastBar to not work anymore and produce an error upon loading WoW.
If you could look into it and fix it, that would be great. Thanks. It has something to do with calling upon an Ace2 library or something along those lines.
The latest batch of SVN updates has caused mEnemyCastBar to not work anymore and produce an error upon loading WoW.
If you could look into it and fix it, that would be great. Thanks. It has something to do with calling upon an Ace2 library or something along those lines.
Changes:
- Uses surfacelib to correctly detect aguf's texture
- Fade removed; colors changed to match oCB
- Checks if player is visible before displaying (should keep it from displaying when the party frames are hidden)
The latest batch of SVN updates has caused mEnemyCastBar to not work anymore and produce an error upon loading WoW.
If you could look into it and fix it, that would be great. Thanks. It has something to do with calling upon an Ace2 library or something along those lines.
Try my attached version.
Changes:
- Uses surfacelib to correctly detect aguf's texture
- Fade removed; colors changed to match oCB
- Checks if player is visible before displaying (should keep it from displaying when the party frames are hidden)
Nope, thanks for trying though. This does not work for me either unfortunately:
..\AddOns\MobHealth\Libs\AceEvent-2.0\AceEvent-2.0.lua:296: ...Ons\mEnemyCastbar\libs\CandyBar-2.0\CandyBar-2.0.lua:316: attempt to index field 'var' (a nil value)
I just tried it a few minutes ago with the newest version of aguf. It works perfectly. The problem is most likely a conflict between two different versions of candybars being loaded by different mods.
You can try overwriting the lib/candybars folder in mEnemyCastBar from one of your other mods, since the lib it's using is probably older. Or you can disable any antagonist/chroonometer/whatever mods that also use candybars until you figure out which one isn't jiving with it.
...\AddOns\MobHealth\Libs\AceEvent-2.0\AceEvent-2.0.lua:296: ...Ons\mEnemyCastbar\libs\CandyBar-2.0\CandyBar-2.0.lua:316: attempt to index field 'var' (a nil value)
Stack trace:
-----------
...\AddOns\MobHealth\Libs\AceEvent-2.0\AceEvent-2.0.lua:296: ...Ons\mEnemyCastbar\libs\CandyBar-2.0\CandyBar-2.0.lua:1245: attempt to index field 'var' (a nil value)
Stack trace:
-----------
...\AddOns\MobHealth\Libs\AceEvent-2.0\AceEvent-2.0.lua:296: ...Ons\mEnemyCastbar\libs\CandyBar-2.0\CandyBar-2.0.lua:161: attempt to index field 'var' (a nil value)
Stack trace:
-----------
[C]: in function `TargetUnit'
[string "TARGETSELF"]:5: in function <[string "TARGETSELF"]:1>
Turning off MobHealth has not solved any problems. I have attempted again with the newest Ace2 libs and it did not work. Disabling OCB, did not work.
Don't know what to tell you. oCB doesn't use candybars, so it couldn't be the problem. I'd try replacing all the libs in MobHealth with those from aguf, or another mod confirmed to work fine, although if you're still getting errors when it's disabled, it's probably a candybar version conflict with one of your other mods.
Then you'll have to disable everything but aguf and mECB, and start re-enabling mods one by one until you figure out exactly which is causing the conflict. Then try replacing the libs in that mod.
You could just put "if not Candybars.var then return end" at line before each of those errors in candybars-2.0.lua for mECB, and that would keep the error from occurring, but I don't know if the addon would work correctly.
and hit it everytime i log in so that I can disable what I dont want.
ALSO:
I noticed with your version of mEnemyCastBar, it doesn't detect spells that are already in casting
For example:
I am targetting Target A.
Target B begins to cast Flash Heal at time 0.
I target Target B at time 1 second but I dont see a casting bar.
Previously, it was possible to see this. Any comments?
Delete lines 14 through 21 in mEnemyCastBar.lua
Castbars not appearing when you select someone mid-cast is probably a by-product of my quick hack to fix bars appearing for invisible frames. You can use the original version if you want, or remove line 175
Tried your modified mEnemyCastingBar ... seems fine, except the channeling bars should start full and move to empty... with your modified version they behave like normal casts... starting empty and filling up.
Rollback Post to RevisionRollBack
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Snap-to-grid options have been powerfully frustrating for me - they tend to snap before I've placed them, or they snap with more space than I want. I wind up with stiff hands, frustration, and misaligned framed. I like Align for precise layouts (http://www.wowinterface.com/downloads/fileinfo.php?id=6153). It's a dead simple idea - it just throws a grid up on the screen and you compose your layout.
It does this by stepping the bare 1/2 way to the target hp every onupdate(or multiple).
so lets say you had 2000hp and take 1000dmg,
Your bar would go from 2000 -> 1500 -> 1250 -> 1125 -> 1068 -> 1034..............etc.
(im using nurfed btw)
this is the code from nurfed btw
Ugh. I really dislike that. I just want a check box somewhere that allows snap-to-grid. A 10 unit snap is best, in my opinion. It isn't nearly too large, and if you snap AFTER the drag, it isn't frustrating at all. Plus if it's off by default, no problem.
Have you tried Gello's SnapToGrid addon? It does just what you suggest, but with any frame. It's a very lightweight mod and is very easy to use.
http://www.wowinterface.com/downloads/fileinfo.php?id=4948
I use it with ag_Unitframes and it works great
like combat data on portrait, the hp/mana/% format and the buff/debuff handling.
i want the buffs under the frame and debuffs next to it and not limited by 16. think thats not possible with aguf yet.
The buff / debuff handling in AGuf is also keeping me from using them at the moment. I prefer a single buff bar below the frame that will shrink / grow with the number of buffs (nurfed's unit frames do this) and have the debuffs (limited to 4) to the right of the frame (on party frames) or an unlimited number below the buff bar (on the target frame).
Doesn't work yet in BC.
Please check http://code.google.com/p/agunitframes/issues/list !
let me report some bugs :)
getting various errors like this one:
they all look kinda similar...
something like
'ag_UnitFrames' tried to call the protected function XY:SetPoint()
and 'ag_UnitFrames' tried to call the protected function XY:Hide()
The latest batch of SVN updates has caused mEnemyCastBar to not work anymore and produce an error upon loading WoW.
If you could look into it and fix it, that would be great. Thanks. It has something to do with calling upon an Ace2 library or something along those lines.
Try my attached version: http://www.wowace.com/forums/index.php?action=dlattach;topic=2676.0;attach=1182
Changes:
- Uses surfacelib to correctly detect aguf's texture
- Fade removed; colors changed to match oCB
- Checks if player is visible before displaying (should keep it from displaying when the party frames are hidden)
Nope, thanks for trying though. This does not work for me either unfortunately:
..\AddOns\MobHealth\Libs\AceEvent-2.0\AceEvent-2.0.lua:296: ...Ons\mEnemyCastbar\libs\CandyBar-2.0\CandyBar-2.0.lua:316: attempt to index field 'var' (a nil value)
This is the error i'm getting
You can try overwriting the lib/candybars folder in mEnemyCastBar from one of your other mods, since the lib it's using is probably older. Or you can disable any antagonist/chroonometer/whatever mods that also use candybars until you figure out which one isn't jiving with it.
...\AddOns\MobHealth\Libs\AceEvent-2.0\AceEvent-2.0.lua:296: ...Ons\mEnemyCastbar\libs\CandyBar-2.0\CandyBar-2.0.lua:316: attempt to index field 'var' (a nil value)
Stack trace:
-----------
...\AddOns\MobHealth\Libs\AceEvent-2.0\AceEvent-2.0.lua:296: ...Ons\mEnemyCastbar\libs\CandyBar-2.0\CandyBar-2.0.lua:1245: attempt to index field 'var' (a nil value)
Stack trace:
-----------
...\AddOns\MobHealth\Libs\AceEvent-2.0\AceEvent-2.0.lua:296: ...Ons\mEnemyCastbar\libs\CandyBar-2.0\CandyBar-2.0.lua:161: attempt to index field 'var' (a nil value)
Stack trace:
-----------
[C]: in function `TargetUnit'
[string "TARGETSELF"]:5: in function <[string "TARGETSELF"]:1>
Turning off MobHealth has not solved any problems. I have attempted again with the newest Ace2 libs and it did not work. Disabling OCB, did not work.
Here is a list of my Mods:
12/07/2006 03:20 AM <DIR> !!Warmup
12/15/2006 11:40 PM <DIR> !ClearFont
11/15/2006 04:07 PM <DIR> !ImprovedErrorFrame
12/05/2006 10:03 PM <DIR> !OmniCC
12/15/2006 03:43 AM <DIR> ag_UnitFrames
12/15/2006 09:18 PM <DIR> AutoBar
12/15/2006 03:44 AM <DIR> AutoBarConfig
12/15/2006 04:09 PM <DIR> BigWigs
12/11/2006 11:27 PM <DIR> Blizzard_AuctionUI
12/11/2006 11:27 PM <DIR> Blizzard_BattlefieldMi
12/11/2006 11:27 PM <DIR> Blizzard_BindingUI
12/11/2006 11:27 PM <DIR> Blizzard_CombatText
12/11/2006 11:27 PM <DIR> Blizzard_CraftUI
12/11/2006 11:27 PM <DIR> Blizzard_GMSurveyUI
12/11/2006 11:27 PM <DIR> Blizzard_InspectUI
12/11/2006 11:27 PM <DIR> Blizzard_ItemSocketing
12/11/2006 11:27 PM <DIR> Blizzard_MacroUI
12/11/2006 11:27 PM <DIR> Blizzard_RaidUI
12/11/2006 11:27 PM <DIR> Blizzard_TalentUI
12/11/2006 11:27 PM <DIR> Blizzard_TradeSkillUI
12/11/2006 11:27 PM <DIR> Blizzard_TrainerUI
12/14/2006 04:50 AM <DIR> Bongos
12/14/2006 04:50 AM <DIR> Bongos_ActionBar
12/14/2006 04:50 AM <DIR> Bongos_Options
12/08/2006 09:14 AM <DIR> BuffTimers
12/07/2006 12:24 AM <DIR> EQCompare
12/14/2006 06:05 PM <DIR> Evocation
12/15/2006 04:11 PM <DIR> FuBar
12/03/2006 06:01 PM <DIR> FuBar_agufFu
12/06/2006 11:43 PM <DIR> FuBar_DPS
12/15/2006 03:46 AM <DIR> FuBar_DurabilityFu
12/15/2006 03:47 AM <DIR> FuBar_LocationFu
12/15/2006 03:48 AM <DIR> FuBar_MoneyFu
12/15/2006 03:49 AM <DIR> FuBar_PerformanceFu
12/05/2006 01:55 AM <DIR> FuBar_RegenFu
12/15/2006 03:50 AM <DIR> GMail
12/14/2006 02:50 AM <DIR> idChatLegacy
12/14/2006 02:30 AM <DIR> IMBA
12/13/2006 03:03 PM <DIR> mEnemyCastbar
12/14/2006 04:46 AM <DIR> MobHealth
12/08/2006 05:00 PM <DIR> NmsThaddius
12/09/2006 06:19 PM <DIR> Nurfed_CombatLog
12/14/2006 04:56 PM <DIR> oCB
12/10/2006 02:38 PM <DIR> OneBag
12/12/2006 01:45 PM <DIR> OneBank
12/12/2006 01:45 PM <DIR> Oneview
12/14/2006 04:53 AM <DIR> RatingBuster
12/15/2006 10:50 PM <DIR> RDX
12/15/2006 10:50 PM <DIR> RDXM_AQ20
12/15/2006 10:50 PM <DIR> RDXM_GoDWorld
12/15/2006 10:50 PM <DIR> RDXM_Logistics
12/15/2006 10:50 PM <DIR> RDXM_RandomRoll
12/15/2006 10:50 PM <DIR> RDXM_Theme
12/15/2006 10:50 PM <DIR> RDXM_Windows
12/05/2006 01:57 AM <DIR> sct
12/05/2006 01:57 AM <DIR> sct_options
12/16/2006 12:32 AM <DIR> simpleMinimap
12/09/2006 03:19 PM <DIR> StinkyQueue
12/08/2006 06:40 PM <DIR> SW_FixLogStrings
12/08/2006 06:40 PM <DIR> SW_Stats
12/14/2006 04:43 AM <DIR> TipBuddy
12/15/2006 10:50 PM <DIR> VFL
12/06/2006 04:21 AM <DIR> WitchHunt
Then you'll have to disable everything but aguf and mECB, and start re-enabling mods one by one until you figure out exactly which is causing the conflict. Then try replacing the libs in that mod.
You could just put "if not Candybars.var then return end" at line before each of those errors in candybars-2.0.lua for mECB, and that would keep the error from occurring, but I don't know if the addon would work correctly.
Thanks. Found the problem:
FuBar_RegenFu was the cause of the errors and the cause of mEnemyCastBar to not work.
Thanks
On another note, do you have a problem with mEnemyCastBar's settings not being saved?
This is what I have in my Saved Variables File for mEnemyCast Bar:
I have had to make a macro like such:
/mecb removeunit party1
/mecb removeunit party2
/mecb removeunit party3
/mecb removeunit party4
/mecb removeunit party5
and hit it everytime i log in so that I can disable what I dont want.
ALSO:
I noticed with your version of mEnemyCastBar, it doesn't detect spells that are already in casting
For example:
I am targetting Target A.
Target B begins to cast Flash Heal at time 0.
I target Target B at time 1 second but I dont see a casting bar.
Previously, it was possible to see this. Any comments?
Delete lines 14 through 21 in mEnemyCastBar.lua
Castbars not appearing when you select someone mid-cast is probably a by-product of my quick hack to fix bars appearing for invisible frames. You can use the original version if you want, or remove line 175