Ah, I understand now.
Thank you for the quick reply.
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Jan 2, 2008Hi,Posted in: Raid AddOns
I understand that the proximity window is there to notify about nearby members. However, reading on The Lurker Below fights, I don't understand why there is a proximity window for this fight. Could someone explain it to me? It must be important if the coders implemented such function within the mod.
Nov 2, 2007_ForgeUser1191396 posted a message on Searching - Mod that make screen border glow... [Resolved]Thank you for all the reply.Posted in: General AddOns
I took a quick glance at BigWigs, it is mainly for boss fight, which isn't what I am looking for, so I skipped it.
VitalWatch seems to be tailored for health/mana, which is fine for the above requester, but wasn't for me.
Lastly however, I tooked a look at Emergency. This is exactly what I wanted, since it allows Clear Casting (Omen of Clarity) among other things (health/hp/aggro/boss/etc).
Tested and worked. Hurray!
Oct 31, 2007I posted the request right after the Cartographer bug explosion and decided to wait a bit till the storm calm down. Now that it seems to be, anyone mind helping with a update to the original borohir's code?Posted in: Map/Minimap AddOns
Oct 31, 2007_ForgeUser1191396 posted a message on Searching - Mod that make screen border glow... [Resolved]Hi,Posted in: General AddOns
I noticed that Omen, when warning that threat is too much, will make the screen glow red. Is there a mod that allows me to use the same feature but for other stuff? Mainly I am looking to adapt it for Omen of Clarity at the moment.
Oct 30, 2007I gave up on trying to reuse the if-else statement that was defaulted for Maim. Instead, I copy/paste the one for Rip, excluding the check to see if a unit can bleed.Posted in: Lua Code Discussion
For those that wishes to update their Maim to how I have it set up, please do the following.
Make sure that Maim is edited so that it is like this...
elseif spellName == BS["Maim"] then failCode = self:TestUnitBuffOrDebuffDown(unit, spellName, true, false) if failCode ~= 0 then return failCode end return self:TestComboPoints2()
As you can see, there is a new combo points check called TestComboPoints2(). You will need to declare this in order for it to work.
function ReadySpells:TestComboPoints() if GetComboPoints() < 4 then return 509 else return 0 end end
Copy/paste the exact same thing above below, but changed the TestComboPoints() to TestComboPoints2(). Then make sure that GetComboPoints() has the value of < 0
It should then look like this.
function ReadySpells:TestComboPoints() if GetComboPoints() < 4 then return 509 else return 0 end end function ReadySpells:TestComboPoints2() if GetComboPoints() < 0 then return 5090 else return 0 end end
I added a 0 to the return 509 statement by the way, thinking it might help to distinct the two.
Tested and work.
Oct 30, 2007I understand...Posted in: Lua Code Discussion
The ReadySpells mod is available on WoWAce download section. Is it possible if someone can skim through it? The code does not seems too difficult to understand. However, I am lacking the basic understand of coding it seem to remove a if statement without breaking the original segment.
Thank you for a reply though!
Oct 30, 2007Hi,Posted in: Lua Code Discussion
ReadySpells is a great visual add on that allows one to quickly knows when a skill/spell is ready without having to look at the action bars. Unfortunately, to really take full advantage of this mod, one need to learn how to edit its Core.lua file.
I been learning as I go along, mainly tweaking the basic. There is one particular problem that I would like to ask for help with.
The skill Maim has a code check to see if a unit is currently casting a spell. Although I agree that Maim is a great spell interruption, it can also be utilize without needing a mob to be casting one.
elseif spellName == BS["Maim"] then failCode = self:TestCanInterruptSpell(unit) if failCode == 0 and GetComboPoints() > 0 then return failCode end local failCode2 = self:TestUnitBuffOrDebuffDown(unit, spellName, true, false) if failCode2 == -1 then return failCode2 else return failCode end
Above is part of the code in the Core.lua. What do I need to change to remove the TestCanInterruptSpell check and still retain its normal feature?
Sep 22, 2007Hi again, :)Posted in: Map/Minimap AddOns
After all, I end up using borohir's method in removing the pink circles. I didn't realize it at the time, but eventually, you will find yourself swamp with nodes of mining and herbs. As a result, the best way is to just remove the circle, and fade the regular icons when you are near them.
Saying that, is it possible to get a update for the current Cartographer?
In fact, if you could just show us which area we should plug in the new code? That way, if the lines changes, we can still try to modified it accordingly.
Sep 6, 2007It took me a bit to figure out what those red line represent too.Posted in: Addon Ideas
Basically, if you look at it, the whole screen is the map itself, with icons representing the node. The main HUD rotate as you move, the red line represent the area you have been to. In order to see if a node is active, you will still need to glance up at the mini-map however...
I checked the "Hotspot" addon that you mentioned thinking it was something neat. But uhm, all it does is hide your main map as you hover you mouse over it...
The problem with transparency is that it will also hide the node icons. A simple HUD-alike would have all the node icons having the transparency of 1 alongside with your actual icon, while having everything else with transparency of 0. Then something to do with easier waypoint...
Sep 6, 2007Hi,Posted in: Addon Ideas
Have any of you took a look over at Gatherer as of late? It now has a new HUD feature that seems really nice! It even track what node you been to so you can make those circles easier!
You guys think its a possible feature for the great Cartographer?
Sep 6, 2007Ok, I think I solved it...Posted in: Map/Minimap AddOns
Basically, I wanted the tracking circle outline to not interfere with the yellow (its here!) icon. A few posts above mine, you will see a solution. That one basically remove the circle, and dim the regular image when you are near it instead. Which was something I didn't like personally, because I find having the circle helpful and easier to distinguish instead of just dimming the regular image.
A bit of reading, I found out how to modify the original tracking circle. First, you need to get a photo editing software that support tga extension. Then open up "TrackCircle.tga" in "\World of Warcraft\Interface\AddOns\Cartographer\Cartographer_Notes\Artwork.
After toying a bit using the brightness and contrast setting, I was able to find one particular style that suited me. I enclosed it for those that wishes to use it as well.
Below are some screen shots as well as the modified file. Simply over-write your original one to use it.
Sep 4, 2007Posted in: Map/Minimap AddOnsQuote from Barracuda »
look 4 posts earlier
Yes, I have notice that changes, and even used it from the attached file. However, its not what I'm looking for. The reason is that, the author stated his script will leave the icons even when you are close to it.
I find the default pink circle helpful. Since I assumed it tells you that when you are within range, that particular node have been parse with your tracking skill.
However, it always out color the normal yellow dot, and as a result, I was hoping if there is a way to dim it up a bit.
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