• 0

    posted a message on PitBull 4.0
    Hey, in my new UI my 5 man party layout would look great split into two groups of two as follows:



    Is there any way to achieve this in Pitbull or do I need to look elsewhere?
    Posted in: Unit Frames
  • 0

    posted a message on PitBull unit frame naming.
    The addon is literally just a tiny hacky thing to get frames that react in a nice and simple way. They're not movable in game so you have to change the config file. Far from ideal.

    Tbh this ties in with my wish for a dynamic mod of some kind for creating "good" UIs. I want to be able to do scripting from within the game when events occur to change my UI. Be it to move and frame, show a background, hide almost everything when idling etc.

    It doesn't seem like it would be that hard and would be fantastic as a helper for quick UI dev.
    Posted in: Unit Frames
  • 0

    posted a message on UI Screenshots - Show us what you use!
    Jumping on the gradient bandwagon and reasonable minimalism.

    http://www.half-and-half.co.uk/wow/screenshots/ui_20070724_noncombat.jpg

    I'm targeting and focusing myself to show the target, ToT and focus frames.

    I have this setup to show buffsdebuffs on current target (attached top right) and focus (attached bottom left). It will show things I applied to the target/player (say polymorph). Or, things I'm interested in. By hacking quartz it will show an empty bar for things like curse of elements on my target and the scorch debuff even if i didn't start the stack.
    Posted in: General Chat
  • 0

    posted a message on PitBull unit frame naming.
    Yep, it's quite annoying for any UI a little more advanced than standard.

    I like to attach eePanels to my frames so they're only visible when applicable and move with frames. Ended up with small app made by a guildmate that seperately monitors party/raid status and shows and hide's it's own frame so I can attach panels to it.
    Posted in: Unit Frames
  • 0

    posted a message on Pitbull: Bar Spacing
    Hiya,

    I'm using Pitbull, and as a bit of a perfectionist the one thing driving me a bit mental is the 1-2 pixel gap between the parts of the unit frame, and round the outside. As standard this is black with a 50% alpha. It looks nice but it would be great to be able to remove this spacing entirely.

    Appologies if this is already floating around somewhere but I couldn't find it.
    Posted in: Unit Frames
  • 0

    posted a message on Quartz: Modular Casting Bar
    Hmmm, annoying.

    I'm wondering if it would it be possible to add a custom filter to show an empty bar for buffs that have an unknown duration (probably filtered on name as god knows you don't want to add all the debuffs on a mob to Quartz.

    Looking in the code for the buffs module (Buff.lua), the following section looks like the point of interest:


    if db.targetdebuffs then
    for i = 1, 40 do
    local name, _, texture, applications, dispeltype, duration, remaining = UnitDebuff('target', i)
    if not name then
    break
    end
    if duration and duration > 0 then
    local t = new()
    tmp[#tmp+1] = t
    t.name = name
    t.texture = texture
    t.duration = duration
    t.remaining = remaining
    t.dispeltype = dispeltype
    t.applications = applications
    end
    end
    end


    I believe we'd get a name back because there is a buff in this location, but we'd fail the "if duration and duration > 0 then" test.
    So, if I made this into an if-then-else I could do a test on "Fire Vulnerability".

    Something like the following:

    if duration and duration > 0 then
      local t = new()
      tmp[#tmp+1] = t
      t.name = name
      t.texture = texture
      t.duration = duration
      t.remaining = remaining
      t.dispeltype = dispeltype
      t.applications = applications
    else
      if name = 'Fire Vulnerability' then
        local t = new()
        tmp[#tmp+1] = t
        t.name = name
        t.texture = texture
    
        ! Duration/remaining?
        
        t.dispeltype = dispeltype
        t.applications = applications
      end
    end


    As noted in the code above I'm not sure what I'd need to do about duration and remaining.
    I'll have a look through the code but the following is my hope:

    Buffs/Debuffs are not removed from the Quartz bars until there is actually an event to trigger it (i.e the buff actually expires). So if the bar gets to 0 time remaining (empty) it should continue to display. If this is the case I should just be able to set duration to 30 and remaining to 0 and create a blank bar.

    I'll have a crack at this when I get home from work. Any comments are welcome.
    Posted in: General AddOns
  • 0

    posted a message on Quartz: Modular Casting Bar
    I understand the nature of the debuffs Quartz shows is "your" own but does this mean those you "can" apply, or those you "did" apply?

    As a mage the scorch debuff ("Fire Vulnerability") is extremely important to me. Soloing I can turn on the debuff module in quartz and see the "Fire Vulnerability" debuff on the mob I'm targetting and it's timer bar.

    If I'm raiding will this bar only appear if I get the first application onto the mob or will it show up regardless of who started it (say with a blank bar to indicate the time is unknown)?

    In my opinion this would be in keeping with the mod and it's functionality. It is the information that's important to the player, even if they didn't cast it themselves.
    Posted in: General AddOns
  • 0

    posted a message on Baggins - Official Thread
    Hmmm, installed the new build from today, and deleted my saved variables and my equipment is now showing up. Odd, but at least it's working now.
    Posted in: General AddOns
  • 0

    posted a message on Baggins - Official Thread
    Hi, I'm really interested in using Baggins (switching from EngBags/ArkInventory due to their inefficiency) but am struggling with this.

    I downloaded the build from yesterday and when I installed it I found that none of my equipment was in my bags. The armor and weapons sections were both empty despite the fact I know I had items that should have been in here.

    I'm also finding it hard to work out if everything is showing up. Is the best way to test to have an all in one bag setup that *should* display everything? And what's the best way to setup an all in one bag? A rule with tooltip "*", or name "*" or the like?

    Thank you for a wonderful looking mod, with frequent updates, and any help is appreciated.
    Posted in: General AddOns
  • 0

    posted a message on ArkInventory
    Quote from DarkMan »

    Awesome addon..
    but i have the same problem, like a prevous poster...
    and 1 small wish, can you add a FuBar plugin like BagFu, i think it is not so hard, but so useful for Ace users =)


    Why add a FuBar plugin?
    The addon doesn't need it. If all you want if to see the current bag status then BagFu does that. This is an inventory mod, which functions perfectly and doesn't need settings/display on Fu.
    Posted in: General AddOns
  • 0

    posted a message on ArkInventory
    Quote from DarkMan »

    Awesome addon..
    but i have the same problem, like a prevous poster...
    and 1 small wish, can you add a FuBar plugin like BagFu, i think it is not so hard, but so useful for Ace users =)


    Why add a FuBar plugin?
    The addon doesn't need it. If all you want if to see the current bag status then BagFu does that. This is an inventory mod, which functions perfectly and doesn't need settings/display on Fu.
    Posted in: General AddOns
  • 0

    posted a message on ArkInventory
    Just turned off the border and...
    <3
    Looks fantastic :)
    Posted in: General AddOns
  • 0

    posted a message on ArkInventory
    Loving your work. Was tempted to start working on something like this a few weeks back when EngInventory's new incarnation didn't support 7 bank bags, and had it's usual performance problems. Got as far as the grouping, organisation and display of items so can understand the intricacies.

    On and on the people go about getting rid of the default frames, but as you've said this will come when it's stable. Fine.

    But I think the frame needs the ability to show a bag bar within it. I access my bags (well, ArkInventory) by pressing F12. I don't have a bag bar (biggest waste of UI space ever), but for those occasions when I wish to change bags I need to see the bag bar. The ability to see it within the ArkInventory windows would be lovely. Even a toggle to show the bags so that they're not consuming screen space whenever my bags are open.

    On that note, I'd quite like to be able to remove the display of the header and footer sections. Maybe little buttons on the center part of the frame that toggle display of the headers, footers and bag bar would work nicely.

    Edit:
    And just one more thing actually having just tabbed back into game...
    I'd like to be able to remove the tooltip style borders, setting them alpha 0 or to single pixel flat borders.
    Posted in: General AddOns
  • 0

    posted a message on Sprocket
    Macros on buttons seem a little broken.

    If I drag some macros onto Sprocket buttons, and then add a new macro, or delete some macros the buttons no longer show up when I bring up the Sprocket menu.

    Note that they still show up in the configuration window.
    Posted in: General AddOns
  • 0

    posted a message on UI Screenshots - Show us what you use!


    In a raid... admitedly not a very busy raid but you get the idea...


    Posted in: General Chat
  • To post a comment, please or register a new account.