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    posted a message on AuldLangSyne 2.0
    Quote from Ifni »

    This is due to a change in dependencies. You need to install LibGuild and LibFriends.


    Neither of these appear in the WAU list to install manually, and it should auto-download the dependencies anyway. I'm getting an error with the newest version showing that it is missing LibFriends, so the libs do exist.

    Please commit a version with the dependencies correct so the updater properly pulls them down without embedded libs.
    Posted in: General AddOns
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    posted a message on Bongos3 - A main actionbar replacement
    Hi I've got one issue I cannot figure out

    Every time I login, it takes the bar a good 15 seconds the first time I try to page it up/down for it to respond. This is a Dual Core system, so I can't blame it.

    Any idea why this would be the case? It also seems to not want to page at all until I move the mouse up near it.
    Posted in: General AddOns
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    posted a message on PitBull 2.0
    Quote from sid »

    More info....flame shock makes the color change happen and it wears off once flame shock is gone.


    I still haven't figured out why the highlighting is on when I have it turned off. Is this a bug?
    Posted in: Unit Frames
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    posted a message on AuldLangSyne 2.0
    Quote from tofagerl »

    For the last two days, I haven't been able to find the AuldLangSyne-plugin on my FuBar.


    zSame thing. It disappeared 04/23 or 04/24
    Posted in: General AddOns
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    posted a message on [Grid] RaidDebuff
    Pasta -

    hook it to BigWigs Boss detection as to which Debuffs to turn on/off...
    Posted in: Grid & Grid2
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    posted a message on PitBull 2.0
    Quote from sid »

    Hmm

    I'll check that, but I'm seeing it on targets that aren't poisoned (ie targets I'm soloing and I have no ability to poison)

    Edit: That's what I thought...Highlights are off under Target -> Other -> Highlights. Is there another setting hiding somewhere other than this?


    More info....flame shock makes the color change happen and it wears off once flame shock is gone.
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Quote from Seerah »

    @sid: your target is poisoned. That's the green highlight. If you don't want the highlights, turn them off in your Auras menu.


    Hmm

    I'll check that, but I'm seeing it on targets that aren't poisoned (ie targets I'm soloing and I have no ability to poison)

    Edit: That's what I thought...Highlights are off under Target -> Other -> Highlights. Is there another setting hiding somewhere other than this?
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Quote from Darkclaw »

    screen shot??


    Posted in: Unit Frames
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    posted a message on AuldLangSyne 2.0
    Quote from HunterZ »

    I'm seeing the same issues on an enUS client.


    Def in US Client...guild doesn't color, FL does
    Posted in: General AddOns
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    posted a message on PitBull 2.0
    I've got something happening that I can't figure out how it started or how to turn it off.

    *sometimes* my target frame gets a weird discoloring effect in the middle (like a dulling effect). It comes and goes as well.

    It's really distracting...any idea what is doing it and how to turn it off? I've compared everything in my player setup to my target setup and I see nothing that differs that would trigger such a color issue
    Posted in: Unit Frames
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    posted a message on Numen (a totem button addon) - Official Topic
    Quote from Phanx »

    If I had to hold a modifier key to swap the main bar, I'd forget 99% of the time and wonder why the hell it kept casting the old totem. :P


    I guess I don't understand why you want the main bar to swap ever really.

    It is an exception for me to drop anything other than the same 4 over and over and over and having to hit a modifier button to keep that exception from taking over the prominent spot is counter-intuitive
    Posted in: General AddOns
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    posted a message on Numen (a totem button addon) - Official Topic
    Quote from Sorata »

    If you would prefer for it to only set it as the active totem on left click then you can open NumenPopButtons.lua and go to line 41 and change:
    self.button:SetAttribute("onmouseupbutton", "mup")

    to
    self.button:SetAttribute("onmouseupbutton1", "mup")



    True...but that defeats the purpose of an updater picking up new changes without me having to recode them every time.

    I'd rather the app have a setting to handle it.
    Posted in: General AddOns
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    posted a message on Numen (a totem button addon) - Official Topic
    Quote from Lombra »

    Just found out about this addon, and have some suggestions/requests!
    Any chance we can get an option to invert this behaviour?

    Thanks


    I agree.

    I want to switch to this from YaTa, but the fact I have to shift click to cast a totem and have it NOT over-write the ones I have intentionally picked as the ones I want on the first button is just flat out backwards to me.

    Why would I ever want it to swap it unless I tell it to?

    Please add an inverter in the options :)
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    I've got a little annoyance I can't seem to make go away.

    I've got several rules setup to split soulbound equipment into sub-groupings.

    One item simply won't go to the rule I want it to. It has gotten associated to 2 groups somehow and it just will not erase those rule assignments no matter what I do (even deleting the rules does not make this item go back where it should when I set it all back up)

    Any thoughts?
    Posted in: General AddOns
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    posted a message on Bongos3 - A main actionbar replacement
    Quote from Tuller »

    Adding a state to Bongos3 involves one or two steps: Adding the state to the lookup table (required), then adding the state to the GUI (optional). One really needs to determine the priority of the state being added, so I don't think its something we can do via simply appending new states.


    Cold the priority not be driven by a simple integer just like Grid uses to drive which elements take priority to display? It really seems simple to me...just loop through states in priority descending order until you hit one that qualifies and that one is used....right?

    I got the combat bar to work and it's really slick to have a bar pop up during combat and go away once I'm done with it. I haven't done the not in combat yet but I'm assuming its just another straight forward macro I need to dig the syntax up for.

    On another side note: I'm not sure why you just don't include the solo/party/raid stuff into the base code honestly as that is something a vast number of people are going to do anyway. This is an automatic extra addon for me as I am a shaman healer and my raid primary bar != my solo primary bar by default....right now I have to switch back and forth.

    Posted in: General AddOns
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