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    posted a message on Inline Aura - display aura information inside action buttons
    As Frontier said, the temporary weapon enchant for shamans is an extra line in the tooltip, formatted like this: "[Enchant Name] [Enchant Level] ([duration])".
    The same is true for rogues and their poisons. I don't know about the old weapon oils and I don't by heart if there are more classes with temporary weapon buffs.
    Posted in: General AddOns
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    posted a message on Inline Aura - display aura information inside action buttons
    I really like your addon. I've been using it since the author of Dominos pointed me to it. Recently, I started to play a shaman. This class has several abilities that give a temporary weapon enchant. Would it be possible for you to add the functionality to Inline Aura to also highlight buttons if a certain weapon enchant is currently in effect?
    If needed I could possibly provide a function that returns whether a given name is found in the tooltip of a given weapon (since temporary weapon buffs all start in a new line it would suffice to match the beginning of each tooltip line against the enchant name).
    Posted in: General AddOns
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    posted a message on PitBull 4.0
    First, you might be mistaken what this block of code does. It only works for one specific layout and will produce garbage in all other instances. The intended layout is shown below:

    [UNITFRAME] [buff1][buff2]...[buffx] [debuff1][debuff2]...[debuffx]

    Buffs on the right of the unitframe, taking only one row. The debuffs are then placed to the right of these buffs by the block of code. If non-standard sizes are used, the buffs and debuffs will overlap.
    I did not try to provide a full-fledged layout solution but rather an easy fix to demonstrate a useful layout option (note that this is the same layout the late CastParty addon used) and hope that someone with more insight into the functionality of Pitbull would implement it as correct layout option.

    Having said that. If you use a layout as described above, you should see the intended result as shown above. Note that I used Pitbull4_Aura v4.0.0-beta5.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Exactly, just append it at the end of Pitbull4_Aura:LayoutAuras(). As said before, it's just a crude hack that fixes your debuffs into place on a straight line right after your last shown buff with no further positioning options. You still have to provide correct icon sizes, number of auras to display and the correct position your buffs. Sort order and filtering of the debuffs are retained.

    I tested it with the Solo and Party config modes of Pitbull but not "in action".
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    I've done a little hack to Pitbull4_Aura/Layout.lua that I find quite useful. Maybe others think so to and are able to properly include it into the layout options instead of hard coding this layout.

    So, what does my addition do? It anchors the debuffs behind the buffs. To understand this layout, let me explain my setup: For my party or raid members, I display a long line of filtered buffs after each unit frame (unit frames are just as high as the buffs). And with this hack the debuffs are attached at the end of the buffs and thus their position can grow/shrink to the right/left with changing number of buffs instead of being fixed to a certain x offset (the other way round, debuffs before buffs is probably better, but I haven't coded this yet).

    To accomplish this, I added at the end of Pitbull4_Aura:LayoutAuras:

        local buff_list = frame.aura_buffs
        local debuff_list =    frame.aura_debuffs
    
        if #buff_list > 0 and #debuff_list > 0 then    
            debuff_list[1]:ClearAllPoints();        
            debuff_list[1]:SetPoint("TOPLEFT", buff_list[#buff_list], "TOPRIGHT",16,0);        
            for i=2, #debuff_list do
                debuff_list[i]:ClearAllPoints();        
                debuff_list[i]:SetPoint("TOPLEFT", debuff_list[i-1], "TOPRIGHT",0,0);
            end
        end
    Posted in: Unit Frames
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    posted a message on Inline Aura - display aura information inside action buttons
    Thanks for the tip, that's a lot nicer than my solution.

    EDIT: Your latest revision seems to work perfectly. Thanks for all the good work!
    Posted in: General AddOns
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    posted a message on Inline Aura - display aura information inside action buttons
    Your solution seems to work, but it takes some time for the wrong highlight to disappear.
    I think, I'll stick to my solution since it apparantly doesn't cause any noticable slowdowns (maybe the function checks internally wheter the SetChecked state is already false and does nothing in this case) and has instantanous visual feedback when switching bars. I also added

    if( not aura ) then
    if( IsCurrentAction(self.action) or IsAutoRepeatAction(self.action) ) then
    aura = {true};
    hideStack = true;
    color = { 1.0, 1.0, 0.0, 1.0 };
    end
    end

    to "ActionButton_UpdateState_Hook" so that the normal highlights are retained.
    Posted in: General AddOns
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    posted a message on Inline Aura - display aura information inside action buttons
    An solution seems to be adding "self:SetChecked(false)" to the else branch in UpdateHighlight(). But I don't know how much this impacts the performance.


    EDIT (follow-Up remarks):
    - there didn't seem to be any performance issues while doing heroic raids
    - the only issue seems to be that the attack button no longer has a highlight while auto-attacking
    Posted in: General AddOns
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    posted a message on Inline Aura - display aura information inside action buttons
    I've already posted it as ticket, but it seems you rather use the forums to communicate with the users. Therefore, here is my problem again, in prose:

    I've encountered a small error with the latest versions of Dominos and InlineAura. I've already posted it at the Dominos site and its author forwarded me to the InlineAura site.
    Now, on to the problem: I have set up a bar (A) in Dominos that switches to another one (B) by pressing a modifier key. On bar A I have a self buffing spell (i.e. Seal of Command) and on bar B I have another spell or none at all in the same position (i.e. cooking). If the self buff is active and I don't have a target selected the button is outlined in green by InlineAura as expected. Now, if I press the modifier key to show bar B, the same button is still highlighted (even if it has no action and showing empty buttons is enabled), now in yellow, even though it should not be highlighted at all.
    I think this might be due to the checked states of the buttons is not reset when they are switched.
    Posted in: General AddOns
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    posted a message on PitBull 4.0
    Quote from Shefki
    k, I guess I can see the value here if you're already having your own stuff draw larger. I'll add an option to change the border behavior.

    Thanks for the effort!
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Shefki
    I'm really not sure why you would ever care about the debuff type on enemy units. You can't remove enemy debuffs.

    Primarily, I'd like it for the sake of consistency (having all windows look the same). But there is also the odd case when you want to quickly see if your target has a stealable / dispellable debuff active. In addition, as a death knight, it is easier to see how many diseases are active on the target, overall. Basically, if you can cast various types of debuffs, differently colored borders help to quickly obtain an overview of what's on the target and what's missing (at least with the standard Blizzard frames, since your debuffs are also drawn a bit larger).
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    I've been toying around with Pitbull 4.0 on the PTR lately. So far, most of things I have in mind for my layout works but I can't seem to get to work the two following layout options:
    - The debuff borders of my own debuffs are always shown in green and not colored according to the debuff type
    - When displaying the player name (here: on a blank bar) long names overflow the bar. I know of the DogTags truncate function but as far as I know this only cuts the name to a set number of letters and not depending on its x-size

    Could anybody give me a hint on how to accomplish these two things?
    Posted in: Unit Frames
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    posted a message on Poppins - Official Thread
    Is it possible to make the buttons only popup on a click instead of already while hovering over them? I know yata, numen, autobar all just popup the sub-buttons while hovering over the main-buttons, therefore this is probably not / difficult to implement.
    Posted in: General AddOns
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    posted a message on Bongos3 - A main actionbar replacement
    The range coloring bug when using modifier keys to switch bars, mentioned by me above, is fixed with the current build.

    Feature request:
    Is it possible to add bar switching for combinations of modifiers pressed, i.e. ctrl+alt switches you to a different bar than ctrl or alt alone (either as additional option or as toggle instead of the shift modifier).
    Posted in: General AddOns
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    posted a message on Bongos3 - A main actionbar replacement
    Range-Coloring bug:
    To reproduce the error, first set up a bar that can be switched by modifiers (e.g. alt) and populate the bar and its alt-bar with abilities. Then press the modifier key, target something that is out of range. The abilities and key-mapping turn red. Now, release the modifier key again, so the bar switches to its normal state. The key-mappings stay red even though the new abilities are in range (or do not require a range check).
    Posted in: General AddOns
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