Is it possible to differentiate between a temporary buff you cast, and the same temp buff cast by someone else in the party/raid, based on colour?
I'd like to have my sacred shield show up as a different colour to the sacred shield of other paladins. I suspect that the status to show not-mine, so to speak, is also including mine, and thus overwriting sacredshield-mine.
Is it possible to differentiate between a ... buff you cast, and ... by someone else...?...
You would make two statuses. One would be buff-SacredShield-mine and one would be buff-SacredShield. Each has whatever color you want. On the indicator-color, you would have the mine one have a higher priority.
I tried to disable everything but Grid2/Bugsack/Buggrabber, and it kept spitting up errors about not being able to find an instance of AceTimer-3.0. Re-enable everything else and it seemed to find it ok.
When I create a new text indicator and associate a status buff with it, it works fine. When I go to associate the buff with that indicator's colour, it spits up this error:
1x LibDBLayers-1.0-1 (Grid2):392: attempt to index local 'objects' (a nil value)
Grid2Options-Grid2 v3.3.0.416\GridIndicators.lua:60: in function `RegisterIndicatorStatus'
Grid2Options-Grid2 v3.3.0.416\GridIndicators.lua:142: in function <Grid2Options\GridIndicators.lua:135>
(tail call): ?:
<in C code>: ?
<string>:"safecall Dispatcher[3]":9: in function <[string "safecall Dispatcher[3]"]:5>
(tail call): ?:
AceConfigDialog-3.0-45:796: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:611>
AceConfigDialog-3.0-45:849: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:848>
(tail call): ?:
<in C code>: ?
<string>:"safecall Dispatcher[3]":9: in function <[string "safecall Dispatcher[3]"]:5>
(tail call): ?:
AceGUI-3.0-30 (Altoholic):326: in function `Fire'
...ic\libs\AceGUI-3.0\widgets\AceGUIWidget-CheckBox.lua:61: in function <...ic\libs\AceGUI-3.0\widgets\AceGUIWidget-CheckBox.lua:57>:
---
Sorry if I should be putting this into tickets - I feel as if I should have a better idea of what's going wrong before doing that (and make sure it's not something I'm doing wrong on my end), if only so I know what to ticket it as.
...create a new text indicator and associate a status buff with it, it works fine. When I go to associate the buff with that indicator's colour, it spits up this error...
Fixed. A ticket is fine anytime. They are easier to manage than stuff in a post and are never buried by more recent posts.
I think this makes the editing part fairly robust finally. Remaining work I know about:
Need to work on switching indicator types between text icon and square some more. That will enable spec switching to be added.
Need to figure out what the reset buttons should do.
Finish Alerts ui
Sort out defaults beyond heal classes, including some way of easily condensing the display for all non-healers as well as Nich's suggestions.
Switch the remaining AceConfig items over. This probably means adding a new data type to LibDBLayers
If there is anything you were able to do before the layer stuff that is still broken please post or ticket it.
I'd just like to add that I have gotten so lost in both Grid and Grid2's code that I've been quite discouraged to have mini-spellbuttons in/attached to grid's frames :tongue:.
If anyone sees this as doable you'd have my gratitude.
From what I gathered, if I'd be doing this non-hackish, Grid2'd have to have a new Indicator-type Button builtin which would then have a configurable number of instances. Each button would then have a spell as an option and get it's data fed from no, one or more buff/debuff indicators.
Simplest example is:
- Holy Light, always active
- Rejuvenation, disabled when present
- PW:S button, disabled when PW:S is present, disabled when Weakened Soul is present
- Abolish Poison, disabled by default, enabled when target poisoned, disabled when already present
etc.
This would eliminate the need for Clique and needing to remember which combination did what across x alts.
The problem is that unlike statuses there were no completed external indicators to copy code from or any supporting plumbing for them. Grid2Alert is getting there as well as the plumbing to support it.
I will create Grid2IndicatorButton with basic plumbing and add you to it or vice versa. At that point you could probably hook up statuses to control its color / opacity as you mentioned. The spells it casts would probably be built into the indicator itself and support modifier keys for casting several spells. I will leave the actual button code to you but add the additional plumbing it will need.
Layouts got a minor overhaul. The goal is to have precise changes to the various raid sizes: 10 15 20 25 40. This still needs work in bgs.
Vehicle handling upgraded as follows:
*The vehicle status text string is either "vehicle" if on the owner unit, or the owner name if on the vehicle itself.
*charmed fixed to no longer include people that are in vehicles.
*vehicle added to text-down
*Non pet layouts now all toggle the vehicle in place.
*pet layouts now all allow vehicle selection
The problem is that unlike statuses there were no completed external indicators to copy code from or any supporting plumbing for them. Grid2Alert is getting there as well as the plumbing to support it.
I will create Grid2IndicatorButton with basic plumbing and add you to it or vice versa. At that point you could probably hook up statuses to control its color / opacity as you mentioned. The spells it casts would probably be built into the indicator itself and support modifier keys for casting several spells. I will leave the actual button code to you but add the additional plumbing it will need.
I don't mind pitching in on the Grid2IndicatorButton. Just keep in mind I'm not the most elegant lua-coder out there nor the fastest.
I need help with setting up this addon, I don't use class colors I prefer everyone's bar to be the same color (lime green). My problem is when they lose hp, they have a black background and I would love to change that black background to a different color (white). I know how to change peoples hp, just want to change that black background when they lose health. Please help, ive been trying to figure this out for days :(
The problem is that unlike statuses there were no completed external indicators to copy code from or any supporting plumbing for them. Grid2Alert is getting there as well as the plumbing to support it.
I will create Grid2IndicatorButton with basic plumbing and add you to it or vice versa. At that point you could probably hook up statuses to control its color / opacity as you mentioned. The spells it casts would probably be built into the indicator itself and support modifier keys for casting several spells. I will leave the actual button code to you but add the additional plumbing it will need.
I haven't really delved into Grid2 very much yet. If you make a new type of Indicator, does that mean you can have more than one? Or are they still fixed like in Grid1 and addons are needed to add more?
...If you make a new type of Indicator, does that mean you can have more than one?...
It depends on the indicator. Some are unique like the frame alpha (opacity) or border or health & heals.
Others are not unique like square, text and icon indicators. You can make and place as many of these as you want. Later you can delete or move them around.
Grid2IndicatorButton would obviously be quite similar to square, text and icon.
So there was punting on doing Julith's GridStatusControlPipes or whatever its predecessor was and now I think I found some possible cases for it. For a warrior you want to know if your shout buff is up or not. So the presence of either Battle Shout or Commanding shout done by you, or the presence of Blessing of Might or Commanding shout by another warrior respectively.
This could be handled by a special cased Grid2StatusAuraGroup. Or by upgrading Grid2StatusAuraGroup for more complex groups. The latter is probably still better than boolean logic on statuses + Jerry did not like the way it unlinks statuses from their indicator & I agree.
Meanwhile GridStatusControlPipes has evolved and now supports the following:
show or hide status on key press (KeyGuard)
show or hide status in or out of combat (CombatGuard)
convert duration status (like aura duration) to min/max value status to be able to display remaining time of auras on bar indicators (like GridManaBars) (ToBarFilter)
filter status for specific classes (ClassGuard)
convert color of status to class color (ClassColorFilter)
aura filter (can be used as debuff white list) (AuraGuard)
convert value to text (like health) (ToTextFilter)
threshold filter for values (ThresholdGuard)
So what if anything from this would be good in the core without breaking the paradigm: a status attached to an indicator means it is enabled?
The key press stuff seems interesting. Adding the ability to require a modifier key (Ctrl Shift Alt) to be down for a status to be active can be added fairly easily, but is it useful? Adding and removing a status based on a key press is more complex but not out of the question. This ability will be needed in the core for spec changes anyway. Another approach is fight specific settings so this is automatic instead.
Combat / non-combat can be added where it makes sense. I am unsure what a good example would be. Eating and Drinking buffs is all I can think of.
Convert duration status is already handled. Class filters can be added more broadly as well.
convert color of status to class color. No idea what the use case is.
Aura filter. It makes sense to do this. Some debuffs can be beneficial (lose armor but gain AP type things) and some are curable but should not be cured.
convert value to text. I have been thinking of making a LuaTexts status. In general conversion is not needed in Grid2 except for formatting changes of the text.
threshold filter for values (don't show a status until its value crosses this threshold). Easy to implement. Is it something people want?
I don't mind pitching in on the Grid2IndicatorButton. Just keep in mind I'm not the most elegant lua-coder out there nor the fastest.
Well there is a proof of concept checked in. It works ooc for sure. The rest is up to you. The test code has a button for druid rejuv. If you use another class you will need to add a different spell for them.
Changes for squares and icons:
*Border size and color added
*Size settings made uniform.
*Note that the border size required to look good or even show up depends on your ui scale vs monitor resolution vs indicator size. Grid2 has no realistic way to calculate this so you need to adjust to taste yourself.
*Requires reset
Also fixed is an issue that prevented Grid2 from working as the only mod loaded.
Testing that issue showed me the horrible nature of the options UI without the ability to resize its window. (ie. the basic blizz ui sux). One of my many mods allows it to resize though so its not an issue for me. Does anyone have recommendations for mods to make it re-sizable?
Well there is a proof of concept checked in. It works ooc for sure. The rest is up to you. The test code has a button for druid rejuv. If you use another class you will need to add a different spell for them.
Thanks for that!
I'll be sure to check it out (literally :p) when I make some room in my schedule.
Rollback Post to RevisionRollBack
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I'd like to have my sacred shield show up as a different colour to the sacred shield of other paladins. I suspect that the status to show not-mine, so to speak, is also including mine, and thus overwriting sacredshield-mine.
You would make two statuses. One would be buff-SacredShield-mine and one would be buff-SacredShield. Each has whatever color you want. On the indicator-color, you would have the mine one have a higher priority.
I tried to disable everything but Grid2/Bugsack/Buggrabber, and it kept spitting up errors about not being able to find an instance of AceTimer-3.0. Re-enable everything else and it seemed to find it ok.
When I create a new text indicator and associate a status buff with it, it works fine. When I go to associate the buff with that indicator's colour, it spits up this error:
Sorry if I should be putting this into tickets - I feel as if I should have a better idea of what's going wrong before doing that (and make sure it's not something I'm doing wrong on my end), if only so I know what to ticket it as.
Fixed. A ticket is fine anytime. They are easier to manage than stuff in a post and are never buried by more recent posts.
I think this makes the editing part fairly robust finally. Remaining work I know about:
If there is anything you were able to do before the layer stuff that is still broken please post or ticket it.
If anyone sees this as doable you'd have my gratitude.
From what I gathered, if I'd be doing this non-hackish, Grid2'd have to have a new Indicator-type Button builtin which would then have a configurable number of instances. Each button would then have a spell as an option and get it's data fed from no, one or more buff/debuff indicators.
Simplest example is:
- Holy Light, always active
- Rejuvenation, disabled when present
- PW:S button, disabled when PW:S is present, disabled when Weakened Soul is present
- Abolish Poison, disabled by default, enabled when target poisoned, disabled when already present
etc.
This would eliminate the need for Clique and needing to remember which combination did what across x alts.
I will create Grid2IndicatorButton with basic plumbing and add you to it or vice versa. At that point you could probably hook up statuses to control its color / opacity as you mentioned. The spells it casts would probably be built into the indicator itself and support modifier keys for casting several spells. I will leave the actual button code to you but add the additional plumbing it will need.
Vehicle handling upgraded as follows:
*The vehicle status text string is either "vehicle" if on the owner unit, or the owner name if on the vehicle itself.
*charmed fixed to no longer include people that are in vehicles.
*vehicle added to text-down
*Non pet layouts now all toggle the vehicle in place.
*pet layouts now all allow vehicle selection
These changes require a reset.
The actual types for any-gain and any-loss are not implemented correctly for Grid2 use. They need a unit cache system.
Still need:
*Creation
*Deletion
*Reset mechanism
*Editing of their statuses
*Perhaps a more complete port of GridAlert
If anyone wants to own this and do a more complete port feel free to volunteer.
I don't mind pitching in on the Grid2IndicatorButton. Just keep in mind I'm not the most elegant lua-coder out there nor the fastest.
I haven't really delved into Grid2 very much yet. If you make a new type of Indicator, does that mean you can have more than one? Or are they still fixed like in Grid1 and addons are needed to add more?
It depends on the indicator. Some are unique like the frame alpha (opacity) or border or health & heals.
Others are not unique like square, text and icon indicators. You can make and place as many of these as you want. Later you can delete or move them around.
Grid2IndicatorButton would obviously be quite similar to square, text and icon.
This could be handled by a special cased Grid2StatusAuraGroup. Or by upgrading Grid2StatusAuraGroup for more complex groups. The latter is probably still better than boolean logic on statuses + Jerry did not like the way it unlinks statuses from their indicator & I agree.
Meanwhile GridStatusControlPipes has evolved and now supports the following:
So what if anything from this would be good in the core without breaking the paradigm: a status attached to an indicator means it is enabled?
Well there is a proof of concept checked in. It works ooc for sure. The rest is up to you. The test code has a button for druid rejuv. If you use another class you will need to add a different spell for them.
*Border size and color added
*Size settings made uniform.
*Note that the border size required to look good or even show up depends on your ui scale vs monitor resolution vs indicator size. Grid2 has no realistic way to calculate this so you need to adjust to taste yourself.
*Requires reset
Also fixed is an issue that prevented Grid2 from working as the only mod loaded.
Testing that issue showed me the horrible nature of the options UI without the ability to resize its window. (ie. the basic blizz ui sux). One of my many mods allows it to resize though so its not an issue for me. Does anyone have recommendations for mods to make it re-sizable?
This needs a change to the bars. Right now the black is hard coded in.
Thanks for that!
I'll be sure to check it out (literally :p) when I make some room in my schedule.