Will aguf(ace3) support "druid mana bar", eg. while shapeshifted, still show a mana bar?
Also, any plans to implement LibHealComm-3.0 support?
Just some things I'd like to know, and I'm sure others are, as well.
Note, I'm not demanding, nor even asking for these features to be implemented, just would like some sort of roadmap for what to expect in the (near?) future. :)
break19
PS. <insert gratuitous congratulatory statement about aguf> lol
sorry to bother you, however i haven't been able to find an answer.
is there anyway to seperate buffs from debuffs, and have the debuffs on the right, and buffs on the bottom of party/pet/focus frames, or am i just completely clueless?
thanks for an awesome mod. goodluck with the ace3 stuff.
From my personal perspective I'd say don't go overboard on the features. If someone wants everything, and super-fully-perfect-customizable, there's already Pitbull for that.
Likewise if one wants a very awkward look and the most confusing option-screen ever, there's X-Perl for that. (*grins innocently*)
What I like about agUF is that it's... well... just enough. It doesn't add 50000 features I'll never use, it is lightweight as heck due to that, and it gets the job done to show me health/power of me and the immediate surroundings, party and target and such.
It doesn't need to do more, I'd use Pitbull if I was in need of it.
(edit)
And I second the idea that it should support LibMobHealth-4.0. :)
Been using aguf branch since the last month, but i've decided to customize a little how it looks.. where i can change the spacing between the party members? I'm sure that this option was somewhere but maybe i'm too blind that i cannot see it.
Couple of Requests / Suggestions.... some are revisited.
1. Configure mode. All enabled frames show up to allow configure while outside of Group / Raid, or have no pet / target / ToT / ToToT.
2. When using the /ace3 command it brings up the Ace3 configure window. agUF is listed there, but when selected, none of the configuration options are there. Its just a blank page.
3. Option to have Party Target, snap to the individual Party frame. i.e. like Bartender does with its bars. Of course have this feature toggle able, for those who want / need precise movement.
I have added a branch of aguf3, called break19 (duh) the main difference between this ace3 branch and mine is, I have added support for LibMobHealth-4.0 to my version..
Andreas_G feel free to merge my branch with yours if you wish, I have also slightly improved the underlying code for mobhealth selection/display. You may find it to your liking.
using your version break, enemy players, friendly and enemy npcs show no health text what so ever. also i can't get focus and focus target health bars to color by hostility.
I'm not too fond of mobhealth being a library for a couple of reasons.. The functionality it provides is much more fitting for an addon. Furthermore I disagree with the shameless version bumps of addons and libraries by people who's not the original author.
using your version break, enemy players, friendly and enemy npcs show no health text what so ever. also i can't get focus and focus target health bars to color by hostility.
Ronjon, strange indeed, as it works perfectly for me, do you have either mobhealth3, and/or LibMobHealth4? and which one do you have installed?
I changed absolutely no code with regards to the aggro-coloration stuff.. so I dunno, double-check your settings maybe?
I'm not too fond of mobhealth being a library for a couple of reasons.. The functionality it provides is much more fitting for an addon. Furthermore I disagree with the shameless version bumps of addons and libraries by people who's not the original author.
AG, my branch does -not- include LMH4, it simply allows you use it as a mobhealth database/calculation method if it's already installed, perhaps by another mod, or manually..
Yes, I realize that LMH4 requires the rock framework, but that's not the point. The point is, the user can pull health values from any mobhealth he wants.
Note that I did -not- remove the MH3 support, but simply ADDED lmh4 support as well.
This is the original code:
func = function (u)
if UnitInParty(u) or UnitInRaid(u) or u == "player" or u == "pet" then
return formatLargeValue(UnitHealth(u)).."/"..formatLargeValue(UnitHealthMax(u))
elseif MobHealth3 then
local currValue,maxValue,MHfound = MobHealth3:GetUnitHealth(u, UnitHealth(u), UnitHealthMax(u))
if MHfound then
return formatLargeValue(currValue).."/"..formatLargeValue(maxValue)
else
return nil
end
else
return nil
end
end,
This is my code:
func = function (u)
if MH4 then
currHPval,maxHPval = MH4:GetUnitHealth(u)
elseif MobHealth3 then
currHPval,maxHPval = MobHealth3:GetUnitHealth(u, UnitHealth(u), UnitHealthMax(u))
else
currHPval = UnitHealth(u)
maxHPval = UnitHealthMax(u)
end
if maxHPval ~= 100 then
return formatLargeValue(currHPval).."/"..formatLargeValue(maxHPval)
else
return nil
end
end,
Note that i also removed the player/pet/party checks since the healthlibs do those checks on their own as well. I also removed a redundant check for MH3 (why check twice?)..
Oh, and for what it's worth.. I am also well aware that you likely wouldn't like the changes I made.. its why I branched it. I have no intentions of updating my branch beyond where it is now.
The reason I put it there was for you to look and see for yourself, that yes, I added an extra functionality, but I did it in such a way as to not change the original design idea, but instead to give users the freedom to choose a little, while still retaining the whole "KISS" philosophy that aguf does so well.
if you don't want to at least think about the small changes I've made, its no problem to me, I'll just keep editing my local copy. :)
Also, any plans to implement LibHealComm-3.0 support?
Just some things I'd like to know, and I'm sure others are, as well.
Note, I'm not demanding, nor even asking for these features to be implemented, just would like some sort of roadmap for what to expect in the (near?) future. :)
break19
PS. <insert gratuitous congratulatory statement about aguf> lol
is there anyway to seperate buffs from debuffs, and have the debuffs on the right, and buffs on the bottom of party/pet/focus frames, or am i just completely clueless?
thanks for an awesome mod. goodluck with the ace3 stuff.
thanks.
i was on the ptr using pitbull without mobhealth and the mobs approx health was showing up, so either thats part of 2.4 now or some secret of pitbull?
PitBull embeds LibMobHealth4 now, that does things for you.
*Points to secret of PitBull*
Likewise if one wants a very awkward look and the most confusing option-screen ever, there's X-Perl for that. (*grins innocently*)
What I like about agUF is that it's... well... just enough. It doesn't add 50000 features I'll never use, it is lightweight as heck due to that, and it gets the job done to show me health/power of me and the immediate surroundings, party and target and such.
It doesn't need to do more, I'd use Pitbull if I was in need of it.
(edit)
And I second the idea that it should support LibMobHealth-4.0. :)
I also like the look of the frames.
But thats all I like about it.
go aguf go
1. Configure mode. All enabled frames show up to allow configure while outside of Group / Raid, or have no pet / target / ToT / ToToT.
2. When using the /ace3 command it brings up the Ace3 configure window. agUF is listed there, but when selected, none of the configuration options are there. Its just a blank page.
3. Option to have Party Target, snap to the individual Party frame. i.e. like Bartender does with its bars. Of course have this feature toggle able, for those who want / need precise movement.
Love your work.... thanks for your time.
Andreas_G feel free to merge my branch with yours if you wish, I have also slightly improved the underlying code for mobhealth selection/display. You may find it to your liking.
break19
Ronjon, strange indeed, as it works perfectly for me, do you have either mobhealth3, and/or LibMobHealth4? and which one do you have installed?
I changed absolutely no code with regards to the aggro-coloration stuff.. so I dunno, double-check your settings maybe?
break19
AG, my branch does -not- include LMH4, it simply allows you use it as a mobhealth database/calculation method if it's already installed, perhaps by another mod, or manually..
Yes, I realize that LMH4 requires the rock framework, but that's not the point. The point is, the user can pull health values from any mobhealth he wants.
Note that I did -not- remove the MH3 support, but simply ADDED lmh4 support as well.
This is the original code:
This is my code:
Note that i also removed the player/pet/party checks since the healthlibs do those checks on their own as well. I also removed a redundant check for MH3 (why check twice?)..
The reason I put it there was for you to look and see for yourself, that yes, I added an extra functionality, but I did it in such a way as to not change the original design idea, but instead to give users the freedom to choose a little, while still retaining the whole "KISS" philosophy that aguf does so well.
if you don't want to at least think about the small changes I've made, its no problem to me, I'll just keep editing my local copy. :)