This is too easy to do with macros now to warrant making a mod for.
/cancelaura Dire Bear Form, Aquatic Form, Travel Form, Moonkin Form, Tree of Life, Flight Form
/cast Cat Form
You can get tricky and have the same macro prowl for you. You can make a single spammable macro to shift in and out of travel or aquatic depending on whether you are in water or not.
There is a good thread floating in the official site Druid forum I recommend you search for and read over.
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Oct 26, 2006_ForgeUser1189347 posted a message on heard a rumor of an addon that changes npc/player overhead namesI am unaware of whatever mod might do this, but I have seen screenshots where the nameplate font was different.Posted in: General AddOns
Oct 16, 2006I glazed over a couple pages of the thread so forgive me if this has been answered.Posted in: Unit Frames
Is anyone working on having the hud hide when out of combat, having no target, and at full mana/health?
Another thing I'm not sure anyone has mentioned is an integration of some of the Antagonist functionality (enemy casting bars). I know it's not not a perfect simulation, but just a quick visual cue that your target has started a spell that fits nicely into the hud would be awesome.
Oct 16, 2006The other day I started working on a super clean interface with squishy, icehud, sct, and perfect targets that doesnt have any need for unit frames outside of raids. Perfect Raid is really nice for showing all the info I could want as a druid who does a little healing, a little tanking, and a little moonkin dps while taking up very little screen real estate. Other mods like oRa and Detox take care of all the functionality I like and I have fubar set to autohide when not moused-over.Posted in: General AddOns
Everything is nice and close together where I don't feel like I might miss anything because I was focusing on some other frame on the other side of the screen.
I wrote in an option to perfect targets to hide/show the frame header and I might take some time this week to change Icehud and Squishy to only show when in combat or at less than full health/mana so the only thing visible out of combat would be chat. The minimap I have cleaned up and hotkeyed to toggle with SimpleMinimap. I keep the buff frame hidden and just target myself to check buffs in Icehud. I keep most my gear in two of my bags and I have Onebag configured to only show the other three so it's pretty small when opened. When I need to switch gear I use ItemRack, which has a fubar plugin for quick access.
I'm just putting it together, but maybe I'll remember to post a screenshot later in the week.
Sep 5, 2006You don't even need a macro. When you cast a spell on an invalid target and the cursor changes (that blue highlight), just hit your hotkey for assist. The spell will be forwarded to your target's target without you actually changing targets.Posted in: General AddOns
Jun 7, 2006First off, a hello to the community.Posted in: Addon Ideas
I've been thinking of digging deeper into WoWs api for a while and I found some free time to write some things down today. The first thing I thought would be useful but haven't been able to find is a frame pool for managing and recycling unused frames. It shouldn't be too tough so I figured I would give it a shot and build it into an embedded library for others to use and build on. It's just some ideas right now, nothing tested, and so far I only have two methods planned, lib:Grab(frametype) and lib:Release(frame)
I plan on keeping separate tables for each type of frame and recursively releasing children for starters. When grabbing frames, a new frame will be created if the corresponding pool is empty. I think I have viable pseudocode for the whole thing except where I need to disassociate a frame from it's previous role
function lib:Release(frame) ... frame:UnregisterAllEvents(); frame:ClearAllPoints(); frame:Hide(); ...
So I thought this would be a good place to ask a few questions while I'm still stuck at work and can't test anything.
Does UnregisterAllEvents() release a frame from any script handlers that might try to call it later if the frame is recycled or does it just prevent the events from notifying the handlers? Would I have to call SetScript("OnBlah",nil) a whole bunch of times?
Does ClearAllPoints() release the frame from what it is anchored to, children that are anchored to it, both or neither?
Is there some inaccessible property I am not aware of that might prevent this whole idea from working at all?
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