Graphical display could use some tweaking I suppose, it's not as readable as I'd hope it would have been. Perhaps removing the "grow to red" style would help.
Perhaps simply eliminating the dim combo points you don't have yet would improve readability. For instance when you have 3 combo points, it still shows combo points 4 and 5 dimly. Maybe removing that would help.
Recent bugs should be fixed now:
- Empty rage bar is now hidden if alpha ooc is 0
- Disabled modules stay disabled now even if you open the menu
- Tweaked combo points gfx a bit (removed 'grow to red' and lightened the background some)
- MobHealth3 numbers now use "k" and "M" for really big numbers
- RoundBar texture looks a llittle bit better now
klkl: Maybe read the previous page..?
Zekz: Not at the moment but TargetInfo module is about to get a facelift sooner or later, I'll see what I can do.
[2006/08/26 11:51:26-227]: IceHUD\IceBarElement.lua:473: bad argument #3 to `format' (string expected, got nil)
<in C code>: in function `format'
IceHUD\IceBarElement.lua:473: in function `GetFormattedText'
modules\TargetHealth.lua:113: in function `Update'
IceHUD\IceBarElement.lua:509: in function `obj_method'
AceEvent-2.0\AceEvent-2.0.lua:299: in function `TriggerEvent'
AceEvent-2.0\AceEvent-2.0.lua:960: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:952>
<in C code>: in function `TargetByName'
<string>:"TargetByName(UnitName("player"))":1: in main chunk
<in C code>: in function `RunScript'
Startup\Startup.lua:218: in function `Startup_Exec_Command'
Startup\Startup.lua:193: in function `Startup_Exec_Commands'
Startup\Startup.lua:83: in function `Startup_Execute'
Startup\Startup.lua:60: in function `Startup_OnUpdate'
<string>:"Startup_Frame:OnUpdate":2: in main chunk
looks like a bunch of errors in 1 but bugsack listed it as 1 large error on login heh
after further testing (aka clicking some stuff) the error pops on targeting any mob or npc/player in game (perhaps due to my use of the round textures? will test that in a moment)
ok tested it with other textures as well, all the bar settings trigger the same error
Yep, I broke it. And hopefully fixed now as well. It was because my rounding function didn't return any values in case target health was less than 1000 ;).
Sirian: The order is actually pretty much random :).
Side note: As much as I like loosely typed languages (Perl ftw), I've grown to like C# quite much. Complier would have warned "Not all paths return a value" from that function. Though it wouldn't have catched the logic mistake I made ("rounding" raid/party member values as well which wasn't intented), it would have prevented the "crash". Oh well, such is life.
There is something I'd like to see if you can swing it.
With the cast bar(I guess with the breath bar also), can you set an option to have lock it at max alpha like the text can now. I normally have the hud fade away when out of combat, so i can't see the bars when i am casting or underwater and not in combat.
The "Alpha with target" option is for that. It applies also to the bars that are not full.
I don't mean to sound rude but if people keep asking the same questions over and over, this thread is going to be 100 pages long very fast.
Yeah.. I missed a zero there.. That's exactly why you should use constants instead of bare numbers - isn't it cool how I tell how the things should be done instead how I do it?-) I'll commit a fix a bit later, it's not a game breaking bug and I'm working on the TargetInfo module atm.
not sure if it was covered, i been reading it for so long lol but would it be possible to make the bars animated? ie i lose 10% health it fades down to 90% slowly instead of a straight drop to 90%? the only thing i miss from dhud
3 (i lied :P)
havent checked out the graphical combo points but sweet and woot on adding those :D
Noticed today during my Patchwerk kill that IceHud showed him as having 39.4M health (my discord unit frames showed 3,940,830 or something)
so I dug into target health and found:
if (health > 1000000) then
return self:MathRound(health/100000, 1) .. "M"
if (health > 1000) then
return self:MathRound(health/1000, 1) .. "k"
return self:MathRound(health/100000, 1) .. "M"
only rounds by 100k should be 1m, i updated it locally and it rounded to 4M health :)
I have a couple questions that I hope someone here can help me with.
First, is there a channel casting bar (mind control/mind flay) that i'm just not getting? Or is there simply not one?
Second, I used to use ecasting bar and I had a heal/heal cancel all in one macro but I can't find out what casting frame IceHUD uses. The following is the macro I used to use. Can it be adapted for IceHUD?
/script if eCastingBar.casting and UnitHealthMax("target") - UnitHealth("target") < 1000 then SpellStopCasting() else CastSpellByName("Flash Heal(Rank 7)") end
^ ecasting bar
/script if CastingBarFrame.casting and UnitHealthMax("target") - UnitHealth("target") < 1000 then SpellStopCasting() else CastSpellByName("Flash Heal(Rank 7)") end
^ default casting bar