CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Code noob needs help
    So... I have no coding experience at all except some copy/pasting here and there, but I still thought I'd give it a shot. Nothing fancy. A simple set of Broker feeds for my healingstats including this little manaregen thingy... I got it to work, but I had to use libRockTimer (for incorporating the Five Seconds Rule). Now because LRT has dependancies of it's own (wich seems like overkill for this small an add-on), I'd rather go with AceTimer-3.0, but I couldn't get that to work (something to do with not being able to provide a meaningful self).

    My questions are:

    * Am I doing something incredibly wrong in here wich could break or interfere with other addons?
    * Can I do the same using AceTimer-3.0 but am I to dumb to see it?

    The code:
    --Objects Creation
    local SR = _G.CreateFrame("Frame", "StatBlock_Regen")
    local LDB = _G.LibStub("LibDataBroker-1.1")
    local ACT = _G.LibStub("LibRockTimer-1.0")
    
    local currMana = UnitMana("player")
    
    SR.db = _G.LibStub("AceDB-3.0"):New("StatBlock_RegenDB", defaults, "Default")
    SR.db.profile.currMana = currMana
    
    SR.Regen = LDB:NewDataObject("Regen", {text = "0", value = "0"})
    
    
    LDB = nil
    
    
    --Events
    SR:RegisterEvent("UNIT_MANA")
    SR:RegisterEvent("COMBAT_RATING_UPDATE")
    SR:RegisterEvent("ITEM_LOCK_CHANGED")
    SR:RegisterEvent("PLAYER_AURAS_CHANGED")
    
    --Calculations
    SR:SetScript("OnEvent", function ()
    		local getoutside, getinside = GetManaRegen()
    		local outside = format ("%.0f", getoutside*5)
    		local inside = format ("%.0f", getinside*5)
    		local currMana = UnitMana("player")
    		if ( currMana < SR.db.profile.currMana ) then
    			ACT:RemoveAllTimers()
    			ACT:AddTimer("fsr", 5, function () SR.Regen.text = outside end)
    			SR.Regen.text = inside
    		end
    		local hasTimer = ACT:HasTimer("fsr")
    		if (hasTimer) then
    		SR.Regen.text = inside else
    		SR.Regen.text = outside
    		end
    		SR.db.profile.currMana = currMana
    
    end)


    Any help would be apreciated...
    Posted in: Lua Code Discussion
  • 0

    posted a message on BuffEnough - are you?
    I like it, good work!

    A request: strata control.

    I would love this as a statblocks module by the way. With a simple textbased colorchanging warning message and the tooltip. But great work anyway!
    Posted in: General AddOns
  • 0

    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    Go to the 'Player Names' section, it has some highlighting features of it's own... Probably need to disable those aswell...
    Posted in: General AddOns
  • 0

    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    I'm probably missing something, but could somebody tell me how to enable the highlighting of everything said in a specific channel? Adding words to highlight is not a problem, but I would like to send everything said in our custom 'heal' channel to parrot...
    Posted in: General AddOns
  • 0

    posted a message on Poppins - Official Thread
    I second the above request, because I would like the popup buttons to be on top of my UnitFrames instead of covered by them.

    And I have another request:L

    After my update today, my buttons -using the Apathy skin- are too close together for my taste when I stick them together. I can adjust the padding between the pop-up buttons now, wich is great. However it would be great if the padding between stickied groups of buttons was configurable aswell.

    Great mod btw :)
    Posted in: General AddOns
  • 0

    posted a message on PitBull 2.0
    Quote from aovzaphod »

    When I mouse over a party member it shows "Player Options" in my tooltip. How do I get it to display the normal tooltip?


    Had this a few times myself:

    Go to blizzard options and disable 'Beginner Tooltips'.
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 2.0
    Hehe, you are absolutely right... I instead did a search on 'Banzai' wich gave no results funny enough :)
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 2.0
    I'm having a problem with the banzai module since a few updates back. Whenever a uf's healthbar changes color due to aggro, it switches back to the normal color as soon as this uf gets hit, even though this unit still has aggro. Replacing the Banzai-folder with my backup one fixes this.

    I was wondering if anyone alse was experiencing this.
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 2.0
    First let me say thanks for a great mod...

    I do have some issues recently (mostly cosmetic).

    * The CastingBar module:

    - I have my background colors set to black (custom). However, when a cast starts, the backgroundcolor gets changed back to the color in between black and the castbarcolour. When the cast ends the color goes back to black. This used to be an issue with the Banzai module. The Banzai module was fixed recently but now the Castbarmodule shows this behaviour. When the Banzai module had this issue, I was able to simply comment out the function that updated the backgroundcolour and the problem was solved. I'm afraid I can't find such a function in the Castbar Lua...

    - I have all the Texts in Pitbull outline by using the [Outline] tag in DogTags for Readability. Outlining the Castbartext is not supported. I used to bypass this problem by going in the lua and adding: 'outline = "[Outline]"' and then adding 'outline' to the SetFont bit.
    Worked like a charm (with Quartz also) and I would have no problem doing this manually still, however, since a recent update, I can't find where to add it anymore (I'm a complete Lua noob). So: If someone could tell me where to add it, I would be very gratefull. But maybe, a global 'outline' option in the global font settings would be even nicer :)


    I've added a screenshot to illustrate both my 'problems' http://www.forfeit.nl/Stef/PB.jpg

    I'd be most appreciative for any help...


    Posted in: Unit Frames
  • 0

    posted a message on Pitbull: Health Bar background color Problem
    I adressed this issue and a workaround here:

    http://www.wowace.com/forums/index.php?topic=8435.msg152905#msg152905

    Gl :)
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 2.0
    Quote from Kerecha »

    Still no new's about if/when Fearward will become awailable in the Buff filter for all priests?

    Would be nice to be able to see on the raidframe buffs who has fearward, but showing buffs unfiltered is not an option unf.



    No idea, but it's extremely easy to make your own selection of Aura's to show by copy/pasting some lines in Aura.lua. I have described this process a few pages back (might be a lot of pages :)

    EDIT: Nope it's here: http://www.wowace.com/forums/index.php?topic=1764.msg148998#msg148998
    Posted in: Unit Frames
  • 0

    posted a message on UI Screenshots - Show us what you use!
    I've been messing around a bit again... The result:

    http://www.forfeit.nl/Stef/Lastrite_UI.jpg

    Obviously inspired by a lot of people on these forums, thanks!
    Posted in: General Chat
  • 0

    posted a message on PitBull 2.0
    Quote from Ackpth »

    Hi,

    I've recently switched from ag_uf to Pitbull, but there's something that has been driving me crazy; whenever you right click a frame that doesn't normally pull up a WoW menu, it opens the corresponding Pitbull settings menu for that frame. I use Clique to heal (primarily because I'm lazy as hell), and the occasional failure to select a shift/ctrl button while I'm spammarzing the heal button is leading to some catastrophic results. Is there any way to disable this feature?


    Bind the opening of the wow-menu to rightclick in the clique config.
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 2.0
    Quote from Zonie »

    Firstly I recently installed Pitbull and I like if very much, thanks for such a good addon.

    I have a very small question on the Pitbull health bar.

    I have a custom backdrop color of plain black, set for All Units health bars, and I also have enabled the aggro indicator, to switch the bar to red when aggroed. However when it switches to red, the backdrop reverts to the default, not the black backdrop.

    I have searched all the options and I cannot find how to customize this aggroed health bar backdrop, is there such an option?



    I had the same problem and I don't think there's an answer in the options and settings of Pitbull.

    Editing Banzai.lua to get rid of this problem is easy though...

    Find:
    local banzai
    local backgroundColors = {0, 0, 0, 1}
    
    local function updateBGColor(color)
    	for i, v in ipairs(color) do
    		backgroundColors[i] = (v + 0.2) / 3
    	end
    	backgroundColors[4] = 1
    end
    
    function PitBull_Banzai:OnInitialize()
    	self.db = PitBull:GetDatabaseNamespace("Banzai")
    	PitBull:SetDatabaseNamespaceDefaults("Banzai", "profile", {
    		color = {1.0, 0, 0, 1.0},
    		groups = {
    			target = {
    				ignore = true,
    			},
    			targettarget = {
    				ignore = true,
    			},
    			targettargettarget = {
    				ignore = true,
    			},
    			["*"] = {},
    		}
    	})
    	updateBGColor(self.db.profile.color)
    end


    and make it like this:

     local banzai
    local backgroundColors = {0, 0, 0, 1}
    
    ---local function updateBGColor(color)
    ---	for i, v in ipairs(color) do
    ---		backgroundColors[i] = (v + 0.2) / 3
    ---	end
    ---	backgroundColors[4] = 1
    ---end
    
    function PitBull_Banzai:OnInitialize()
    	self.db = PitBull:GetDatabaseNamespace("Banzai")
    	PitBull:SetDatabaseNamespaceDefaults("Banzai", "profile", {
    		color = {1.0, 0, 0, 1.0},
    		groups = {
    			target = {
    				ignore = true,
    			},
    			targettarget = {
    				ignore = true,
    			},
    			targettargettarget = {
    				ignore = true,
    			},
    			["*"] = {},
    		}
    	})
    ---	updateBGColor(self.db.profile.color)
    end


    The three -'s in front of the lines will make them ignored. Deleting the lines should work just as well :)
    Posted in: Unit Frames
  • 0

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


    Looks awesome Duke. I would love to get my hands on that statusbar texture :)
    Posted in: General Chat
  • To post a comment, please or register a new account.