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    posted a message on PitBull_TotemTimers
    Quote from panga666 »

    Nice addition to Pitbull. However , i have a opaque square sitting under my unitframe even when im not using any totems. I really don't like that. Could you just hide the halftransparent background when no totems are up , and ill be a happy man.

    Just go into the options and set the background color to something fully transparent.
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Quote from Darkclaw »

    Is it possible to trigger built in macros in LUA, if so, maybe that is how you can do that to recast totems?

    It's possible to load such macros onto so called secure-buttons but they can't be started from within lua. The problem with these secure-frames is that they behave differently than all other frames when you are incombat. PitBull does its own frame management and we're expecting it to freak out when it tries to manage (show, hide, resize, etc.) secure frames during combat. In the best case, you could move your unitframe in-combat but 4 (invisible but clickable) regions would stay behind. It's even more messy than it sounds.
    If all else fails I'll look into making an optional pitbull-independant frame (that somehow docks near the timers) with such recast frames. But I won't make such a version public until I'm happy with it. The last I want is more unnecessary nor intuitive buttons on screen.

    Aren't all the pules times on the totems exactly the same??

    Unfortunately not. They vary between 2 and 5 secs and are in some cases (Poison Cleansing Totem, Tremor Totem, etc.) a bit hard to verify myself. Enhancer has an internal list but I'm not sure they're all verified.
    But these lists are the smaller problem of the two. Far more worrying for me is that it's not as reliable as the rest of the timing. I did have some proof-of-concept pulse display in my private version and it got out of sync on several occasions.

    So again: I'm very eager to get these features in but I can't give any estimate as to when they'll come.
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Quote from Darkclaw »

    you know what would be cool on the new Shaman totem timers. two things come to mind.
    1. If it had the option to let you recast the totems when they die by clicking the timer. (if not hidden when inactive)
    2. would be fun to show the pule time on ones like Tremor Totem, just as a simple graphic effect. Maybe a light bloom, or zoom puls, something.

    I'm keeping TotemTimers discussion in a seperate thread on this UnitFrames subboard so ckk and Ellipsis don't get swamped with requests for code they didn't write themselves.

    As for both of your points, I do agree these things would be very useful. I've been already doing several proof-of-concept attempts on both of your suggestions but they all failed for various reasons.

    Totem Recasting: Pulling this off properly would require me to introduce SecureActionButtons into the PitBull frame system which we're suspecting will make all hell break lose. I'll do some more attempts on pulling this off somehow in the next few days. What I COULD provide is recasting that works *only* outside of combat. But I'm thinking such a "works sometime" behaviour is not really intuitive nor useful.

    Pulsing: I'm very interested in this aswell and have done several implementations of it. There's two problems with it:
    a) It would require me to introduce static lists. I've taken great care to make the module completely free of static lists. It can work with any new totem or even a new totem element slot that Blizzard might put in at a later date.
    b) It's way inaccurate compared to the rest of the module. I've looked at how other totem timer addons do it but even those can get confused and totally go out of sync from time to time. I'm gonna try getting Blizzard to enhance the new totem API in a way that I can more reliably visualize pulses, but at the moment I'm not even sure they could do it even if they wanted to.

    The next feature on my todo list is currently optional big flashes on totem deaths to remind you to recast them.
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Quote from Dragoon1988 »

    Some totemborder fixed with the new update.
    Some arent fixed

    I've put up an update right now. But I'm not sure if it'll fix your problem. I am not able to reproduce your partially missing borders yet.
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Quote from Dragoon1988 »

    Found an bug,
    Some border arent shown

    Screen is attached


    The attachment comes up as an empty file. Maybe upload the screenshot to some image hoster like tinypic and link it?
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Just overwrite the border.tga with your own image and give the user predefined settings with the border color alpha channel set to 100%.
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Quote from Dragoon1988 »

    I'd like to be able to change the bordertexture for my own UI...
    border.tga is not in use?
    thanks
    My english is a little bit broken /ironic off


    border.tga is by default layed over the spell/totem icon but at a relatively low transparency level. Check the module options (under player -> other -> totemtimers) and make sure the alpha channel of the border color is high enough.
    Also note that there is a base border provided by the spell icon (under the overlayed border texture) that is currently not removable.
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Quote from kevinc »

    The totem timers stopping happened while raiding in Karazhan. I don't think it was related to the unit frame disappearing, the map, or full screen mode.

    I will get the latest update and try it though. I should be able to tell if it is fixed by Saturday night as I'll raid again then. I'll also see if I can reproduce it outside of raiding.



    Thanks a lot for the additional info. I'vefixed a bug that would seemingly stop the timers whenever any unitframe was hidden. Happened to me, for example, when after fighting a mob I untargetted it and the target frame disappeared.
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Both kevinc's issue and syeren's issue *should* be fixed on SVN as of now. Give it a few more mins to appear on files/WAU.
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Quote from kevinc »

    I've had one issue. For some reason, the totem timers (both the spiral and text) will stop counting down suddenly. I'm not sure what stops it. At first I thought it had to do with going in and out of combat but I'm not sure if it is that simple.

    Has anyone else seen this issue? The totems are clearly still there but the timer is stopped and not counting down.


    Hmm, that sounds most likely like a bug that I have introduced in the last commit. Can you tell me, did the sudden stop of the timers happen at the same times the player unit frame was hidden? Have you opened the worldmap or any other fullscreen window at that time?

    Edit: Found the bug, will fix it ASAP!
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Quote from tiana »

    Noticed something that may not be an issue with the module itself or caused by something else.
    If i have totems up and for ex leave an bg and dont recall my totems the timers stay there and basically i have to redrop the totems and recall
    them to get rid of the totem timers.


    That would be a problem of the module itself. I'll put up a fix later today. Thanks for the report.

    Out of curiosity did the text-counter keep counting down even when you were outside?
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Did a commit a few mins ago, it might take a bit before it appears on files.

    - Added custom offsets
    - Fixed the middle anchors
    - Many fixes
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Quote from Ryushi »

    For the pulse , i don't how it works.
    I see in the functions.lua ( enchancer addons ) :

    i think, he tests if the totem has a pulse then he makes it and adds the pulse.

    I'm not a developper but maybe it can help you :)


    About icons, in fact i'd like use the border.tag in PitBull_Aura but ok :)

    Good luck !

    Pulsing:
    I've done some proof of concept code and see how well it worked. And I've also compared it to Enhancer.
    While I see how useful a time-to-next-pulse display would be, it's just too inaccurate at the moment. I've managed to confuse both my code and Enhancer on several occasions.
    I'll try to propose something to Blizzard so they extend the new totem api or the combat events to include procs.

    Border:
    Ah, I've misunderstood you. Changing border color is included in the next update I'll post. You can then go to the Aura color settings and use the Copy/Paste buttons next to the color controls to take over any of them.
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Quote from Ryushi »

    the pulse "time and icon" for totems with pulse like life, mana, poison , disease , tremor
    Do you think u could make this feature easily ?

    For the totems icons , maybe we could use the icons for buff / debuffs in Pitbull_Aura?

    Hi, thanks for the feedback. :)

    Do we know *exactly* how these procs tick by now? Right no the addon does absolutely *zero* guesswork and has no lists for special totem cases or anything. It purely relies on the information wow supplies. If I was to add such a pulse display I would need the *exact* formula when such procs occur. I'll see what I can do but don't hold your breath on this feature.

    You mean instead of having a seperate display, use the Aura module place?
    It's a bit tricky. One of the problems that would occur is that your totem uses the same symbol as the buff it supplies, so it'll be a bit weird to differentiate between "is the totem down" and "is the totem down and I'm in range of the aura myself". I'll see if they provided a safe way to inject Aura icons but don't hold your breath on this either.
    Posted in: Unit Frames
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    posted a message on PitBull_TotemTimers
    Commiting new version in a few minutes.

    New Features:
    - Ability to reorder elements!
    - Ability to split onto multiple lines.
    - Optionally hides expired totem icons.

    Many bugfixes.

    Some speed improvements. (Should hardly be noticable)

    As for CyCircled support, I've looked into it a bit but it appears that CyC has relatively strict demands which buttontypes it touched (without throwing errors). If you want cycircled support and know it better than me, please feel free to make a patch and poke me.
    Posted in: Unit Frames
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