• 0

    posted a message on New Threads
    OMG! You jinxed me! It happened to me this morning. Its really hard to filter through all the thread you've already read. I see your troubles... :roll:
    Posted in: General Chat
  • 0

    posted a message on Dear mod developers, PLEASE....
    Quote from "Hakker" »

    Where can I download this mod? ;) best looking chatframe mod i've seen killer font too.


    LMAO!!! <--- Over use of punctuation.
    Posted in: Addon Ideas
  • 0

    posted a message on Autobuff self
    Ok... after looking at AutoBuff I can only draw one conclusion... If I ever get around to making an Ace'd version of AutoBuff, it will be completely new. There is no way I'm going to conver that gigantic thing into Ace. I started converting it, then realized I had only gotten like 1/32 of the way through it. Plus I think there are alot more efficient ways of doing alot of the thing that it does.

    Also, if I ever do an AceBuff, then it will not have a GUI. So just be sure that if your a Paly your up to the task of switching your skills On/off the first time. :P
    Posted in: Addon Ideas
  • 0

    posted a message on Quest tracker/frame mod
    Quote from "British" »
    I know I'm a little off-topic, but what is this thing you guys are talking about on the official forums (no I don't read them) ?


    This

    and

    This
    Posted in: Addon Ideas
  • 0

    posted a message on Anoying Gong...
    Score Table? You mean like the minimap button? You can move/hide that if you want through Visor.
    Posted in: General Chat
  • 0

    posted a message on Anoying Gong...
    Ok I'm sure everyone ahs had the problem with the annoying gong while in the battleground queue. So I have a fix, and have had one for a while. Just I never thought to share it... :P

    First inside you interface folder create a new folder named "FrameXML" if itts already there then skip this step.
    Next create a file named "BattlefieldFrame.lua"
    Open the file with notepad, or w/e editor you want and paste this into it.
    BATTLEFIELD_ZONES_DISPLAYED = 12;
    BATTLEFIELD_ZONES_HEIGHT = 20;
    BATTLEFIELD_SHUTDOWN_TIMER = 0;
    BATTLEFIELD_TIMER_THRESHOLDS = &#123;600, 300, 60, 15&#125;;
    BATTLEFIELD_TIMER_THRESHOLD_INDEX = 1;
    PREVIOUS_BATTLEFIELD_MOD = 0;
    BATTLEFIELD_TIMER_DELAY = 3;
    BATTLEFIELD_MAP_WIDTH = 320;
    BATTLEFIELD_MAP_HEIGHT = 213;
    
    function BattlefieldFrame_OnLoad&#40;&#41;
    	this&#58;RegisterEvent&#40;"BATTLEFIELDS_SHOW"&#41;;
    	this&#58;RegisterEvent&#40;"BATTLEFIELDS_CLOSED"&#41;;
    	this&#58;RegisterEvent&#40;"UPDATE_BATTLEFIELD_STATUS"&#41;;
    
    	BattlefieldFrame.timerDelay = 0;
    end
    
    function BattlefieldFrame_OnEvent&#40;&#41;
    	if &#40; event == "BATTLEFIELDS_SHOW" &#41; then
    		ShowUIPanel&#40;BattlefieldFrame&#41;;
    		
    		-- Default to first available
    		SetSelectedBattlefield&#40;0&#41;;
    
    		if &#40; not BattlefieldFrame&#58;IsVisible&#40;&#41; &#41; then
    			CloseBattlefield&#40;&#41;;
    			return;
    		end
    		UpdateMicroButtons&#40;&#41;;
    		BattlefieldFrame_Update&#40;&#41;;
    	elseif &#40; event == "BATTLEFIELDS_CLOSED" &#41; then
    		HideUIPanel&#40;BattlefieldFrame&#41;;
    	elseif &#40; event == "UPDATE_BATTLEFIELD_STATUS" &#41; then
    		BattlefieldFrame_UpdateStatus&#40;&#41;;
    		BattlefieldFrame_Update&#40;&#41;;
    	end
    end
    
    function BattlefieldFrame_OnUpdate&#40;elapsed&#41;
    	if &#40; BATTLEFIELD_SHUTDOWN_TIMER == 0 &#41; then
    		return;
    	end
    	BATTLEFIELD_SHUTDOWN_TIMER = BATTLEFIELD_SHUTDOWN_TIMER - elapsed;
    	-- Set the time for the score frame
    	WorldStateScoreFrameTimer&#58;SetText&#40;SecondsToTimeAbbrev&#40;BATTLEFIELD_SHUTDOWN_TIMER&#41;&#41;;
    	-- Check if I should send a message only once every 3 seconds &#40;BATTLEFIELD_TIMER_DELAY&#41;
    	BattlefieldFrame.timerDelay = BattlefieldFrame.timerDelay + elapsed;
    	if &#40; BattlefieldFrame.timerDelay < BATTLEFIELD_TIMER_DELAY &#41; then
    		return;
    	else
    		BattlefieldFrame.timerDelay = 0
    	end
    	
    	local threshold = BATTLEFIELD_TIMER_THRESHOLDS&#91;BATTLEFIELD_TIMER_THRESHOLD_INDEX&#93;;
    	if &#40; BATTLEFIELD_SHUTDOWN_TIMER > 0 &#41; then
    		if &#40; BATTLEFIELD_SHUTDOWN_TIMER < threshold and BATTLEFIELD_TIMER_THRESHOLD_INDEX ~= getn&#40;BATTLEFIELD_TIMER_THRESHOLDS&#41; &#41; then
    			-- If timer past current threshold advance to the next one
    			BATTLEFIELD_TIMER_THRESHOLD_INDEX = BATTLEFIELD_TIMER_THRESHOLD_INDEX + 1;
    		else
    			-- See if time should be posted
    			local currentMod = floor&#40;BATTLEFIELD_SHUTDOWN_TIMER/threshold&#41;;
    			if &#40; PREVIOUS_BATTLEFIELD_MOD ~= currentMod &#41; then
    				-- Print message
    				local info = ChatTypeInfo&#91;"SYSTEM"&#93;;
    				local string;
    				if &#40; GetBattlefieldWinner&#40;&#41; &#41; then
    					string = format&#40;INSTANCE_COMPLETE_MESSAGE, SecondsToTime&#40;ceil&#40;BATTLEFIELD_SHUTDOWN_TIMER/threshold&#41; * threshold&#41;&#41;;
    				else
    					string = format&#40;INSTANCE_SHUTDOWN_MESSAGE, SecondsToTime&#40;ceil&#40;BATTLEFIELD_SHUTDOWN_TIMER/threshold&#41; * threshold&#41;&#41;;
    				end
    				DEFAULT_CHAT_FRAME&#58;AddMessage&#40;string, info.r, info.g, info.b, info.id&#41;;
    				PREVIOUS_BATTLEFIELD_MOD = currentMod;
    				
    			end
    		end
    	else
    		BATTLEFIELD_SHUTDOWN_TIMER = 0;
    	end
    end
    
    function BattlefieldFrame_UpdateStatus&#40;&#41;
    	local status, mapName, instanceID = GetBattlefieldStatus&#40;&#41;;
    	if &#40; instanceID ~= 0 &#41; then
    		mapName = mapName.." "..instanceID;
    	end
    	MiniMapBattlefieldFrame.status = status;
    	MiniMapBattlefieldFrame.mapName = mapName;
    	MiniMapBattlefieldFrame.instanceID = instanceID;
    
    	if &#40; status == "none" &#41; then
    		-- Clear everything out
    		MiniMapBattlefieldFrame&#58;Hide&#40;&#41;;
    		StaticPopup_Hide&#40;"CONFIRM_BATTLEFIELD_ENTRY"&#41;;
    	elseif &#40; status == "queued" &#41; then
    		-- Update queue info show button on minimap
    		local waitTime = GetBattlefieldEstimatedWaitTime&#40;&#41;;
    		local timeInQueue = GetBattlefieldTimeWaited&#40;&#41;/1000;
    		if &#40; waitTime == 0 &#41; then
    			waitTime = QUEUE_TIME_UNAVAILABLE;
    		elseif &#40; waitTime < 60000 &#41; then 
    			waitTime = LESS_THAN_ONE_MINUTE;
    		else
    			waitTime = SecondsToTime&#40;waitTime/1000, 1&#41;;
    		end
    		MiniMapBattlefieldFrame.waitTime = waitTime;
    		MiniMapBattlefieldFrame.tooltip = format&#40;BATTLEFIELD_IN_QUEUE, mapName, waitTime, SecondsToTime&#40;timeInQueue&#41;&#41;.."\n"..RIGHT_CLICK_MESSAGE;
    
    --		PlaySound&#40;"PVPENTERQUEUE"&#41;;
    		UIFrameFadeIn&#40;MiniMapBattlefieldFrame, CHAT_FRAME_FADE_TIME&#41;;
    		BattlegroundShineFadeIn&#40;&#41;;
    	elseif &#40; status == "confirm" &#41; then
    		-- Have been accepted show enter battleground dialog
    		MiniMapBattlefieldFrame.tooltip = format&#40;BATTLEFIELD_QUEUE_CONFIRM, mapName, SecondsToTime&#40;GetBattlefieldPortExpiration&#40;&#41;/1000&#41;&#41;.."\n"..RIGHT_CLICK_MESSAGE;
    		StaticPopup_Show&#40;"CONFIRM_BATTLEFIELD_ENTRY", mapName&#41;;
    		PlaySound&#40;"PVPTHROUGHQUEUE"&#41;;
    		MiniMapBattlefieldFrame&#58;Show&#40;&#41;;
    	elseif &#40; status == "active" &#41; then
    		-- In the battleground
    		MiniMapBattlefieldFrame.tooltip = format&#40;BATTLEFIELD_IN_BATTLEFIELD, mapName&#41;;
    		BATTLEFIELD_SHUTDOWN_TIMER = GetBattlefieldInstanceExpiration&#40;&#41;/1000;
    		BATTLEFIELD_TIMER_THRESHOLD_INDEX = 1;
    		PREVIOUS_BATTLEFIELD_MOD = 0;
    		MiniMapBattlefieldFrame&#58;Show&#40;&#41;;
    	elseif &#40; status == "error" &#41; then
    		-- Should never happen haha
    	end
    	
    	-- Set minimap icon here since it bugs out on login
    	if &#40; UnitFactionGroup&#40;"player"&#41; &#41; then
    		MiniMapBattlefieldIcon&#58;SetTexture&#40;"Interface\\BattlefieldFrame\\Battleground-"..UnitFactionGroup&#40;"player"&#41;&#41;;
    	end
    end
    
    function BattlefieldFrame_Update&#40;&#41;
    	local zoneIndex;
    	local zoneOffset = FauxScrollFrame_GetOffset&#40;BattlefieldListScrollFrame&#41;;
    	local playerLevel = UnitLevel&#40;"player"&#41;;
    	local button, buttonName, buttonStatus, buttonHighlight;
    	local instanceID;
    	local mapName, mapDescription, minLevel, maxLevel, mapID, mapX, mapY, mapFull = GetBattlefieldInfo&#40;&#41;;
    	
    	-- Set title text
    	BattlefieldFrameFrameLabel&#58;SetText&#40;mapName&#41;;
    
    	-- Setup instance buttons
    	-- add one to battlefields because of the fake "first available" button
    	local numBattlefields = GetNumBattlefields&#40;&#41; + 1;
    	for i=1, BATTLEFIELD_ZONES_DISPLAYED, 1 do
    		zoneIndex = zoneOffset + i;
    		button = getglobal&#40;"BattlefieldZone"..i&#41;;
    		buttonName = getglobal&#40;"BattlefieldZone"..i.."Text"&#41;;
    		buttonStatus = getglobal&#40;"BattlefieldZone"..i.."Status"&#41;;
    		buttonHighlightText = getglobal&#40;"BattlefieldZone"..i.."HighlightText"&#41;;
    
    		if &#40; zoneIndex == 1 &#41; then
    			-- The first entry in the list is always "first available"
    			buttonName&#58;SetText&#40;FIRST_AVAILABLE&#41;;
    			buttonHighlightText&#58;SetText&#40;FIRST_AVAILABLE&#41;;
    			-- Set tooltip
    			button.title = FIRST_AVAILABLE;
    			button.tooltip = NEWBIE_TOOLTIP_FIRST_AVAILABLE;
    			button&#58;Show&#40;&#41;;
    		elseif &#40; zoneIndex > numBattlefields &#41; then
    			button&#58;Hide&#40;&#41;;
    		else
    			instanceID = GetBattlefieldInstanceInfo&#40;zoneIndex - 1&#41;;
    			buttonName&#58;SetText&#40;mapName.." "..instanceID&#41;;
    			buttonHighlightText&#58;SetText&#40;mapName.." "..instanceID&#41;;
    			-- Set tooltip
    			button.title = mapName.." "..instanceID;
    			button.tooltip = NEWBIE_TOOLTIP_ENTER_BATTLEGROUND;
    			button&#58;Show&#40;&#41;;
    		end
    		
    		-- Set queued status
    		if &#40; MiniMapBattlefieldFrame.instanceID == zoneIndex - 1 and MiniMapBattlefieldFrame.mapName == button.title &#41; then
    			if &#40; MiniMapBattlefieldFrame.status == "queued" &#41; then
    				buttonStatus&#58;SetText&#40;BATTLEFIELD_QUEUE_STATUS&#41;;
    			elseif &#40; MiniMapBattlefieldFrame.status == "confirm" &#41; then
    				buttonStatus&#58;SetText&#40;BATTLEFIELD_CONFIRM_STATUS&#41;;
    			end
    		else
    			buttonStatus&#58;SetText&#40;""&#41;;
    		end
    		
    		-- Set selected instance
    		if &#40; zoneIndex == 1 and GetSelectedBattlefield&#40;&#41; == 0 &#41; then
    			button&#58;LockHighlight&#40;&#41;;
    		elseif &#40; zoneIndex - 1 == GetSelectedBattlefield&#40;&#41; &#41; then
    			button&#58;LockHighlight&#40;&#41;;
    		else
    			button&#58;UnlockHighlight&#40;&#41;;
    		end
    	end
    	
    	BattlefieldFrameZoneDescription&#58;SetText&#40;mapDescription&#41;;
    
    	-- Enable or disable the group join button
    	if &#40; CanJoinBattlefieldAsGroup&#40;&#41; &#41; then
    		if &#40; &#40;&#40;GetNumPartyMembers&#40;&#41; > 0&#41; or &#40;GetNumRaidMembers&#40;&#41; > 0&#41;&#41; and IsPartyLeader&#40;&#41; &#41; then
    			-- If this is true then can join as a group
    			BattlefieldFrameGroupJoinButton&#58;Enable&#40;&#41;;
    		else
    			BattlefieldFrameGroupJoinButton&#58;Disable&#40;&#41;;
    		end
    		BattlefieldFrameGroupJoinButton&#58;Show&#40;&#41;;
    	else
    		BattlefieldFrameGroupJoinButton&#58;Hide&#40;&#41;;
    	end
    	
    	
    
    	FauxScrollFrame_Update&#40;BattlefieldListScrollFrame, numBattlefields, BATTLEFIELD_ZONES_DISPLAYED, BATTLEFIELD_ZONES_HEIGHT, "BattlefieldZone", 293, 315&#41;;
    end
    
    function BattlefieldButton_OnClick&#40;id&#41;
    	SetSelectedBattlefield&#40;FauxScrollFrame_GetOffset&#40;BattlefieldListScrollFrame&#41; + id - 1&#41;;
    	BattlefieldFrame_Update&#40;&#41;;
    end
    
    function BattlefieldFrameJoinButton_OnClick&#40;joinAsGroup&#41;
    	if &#40; joinAsGroup &#41; then
    		JoinBattlefield&#40;GetSelectedBattlefield&#40;&#41;, 1&#41;;
    	else
    		JoinBattlefield&#40;GetSelectedBattlefield&#40;&#41;&#41;;
    	end
    	
    	HideUIPanel&#40;BattlefieldFrame&#41;;
    end
    
    function MiniMapBattlefieldDropDown_OnLoad&#40;&#41;
    	UIDropDownMenu_Initialize&#40;this, MiniMapBattlefieldDropDown_Initialize, "MENU"&#41;;
    end
    
    function MiniMapBattlefieldDropDown_Initialize&#40;&#41;
    	local info;
    	if &#40; MiniMapBattlefieldFrame.status == "queued" &#41; then
    		info = &#123;&#125;;
    		info.text = CHANGE_INSTANCE;
    		info.func = ShowBattlefieldList;
    		info.notCheckable = 1;
    		UIDropDownMenu_AddButton&#40;info&#41;;
    		info = &#123;&#125;;
    		info.text = LEAVE_QUEUE;
    		info.func = AcceptBattlefieldPort;
    		info.notCheckable = 1;
    		UIDropDownMenu_AddButton&#40;info&#41;;
    	elseif &#40; MiniMapBattlefieldFrame.status == "confirm" &#41; then
    		info = &#123;&#125;;
    		info.text = ENTER_BATTLE;
    		info.func = BattlefieldFrame_EnterBattlefield;
    		info.notCheckable = 1;
    		UIDropDownMenu_AddButton&#40;info&#41;;
    		info = &#123;&#125;;
    		info.text = LEAVE_QUEUE;
    		info.func = AcceptBattlefieldPort;
    		info.notCheckable = 1;
    		UIDropDownMenu_AddButton&#40;info&#41;;
    	end
    end
    
    function BattlefieldFrame_EnterBattlefield&#40;&#41;
    	AcceptBattlefieldPort&#40;1&#41;;
    end
    
    function BattlegroundShineFadeIn&#40;&#41;
    	-- Fade in the shine and then fade it out with the ComboPointShineFadeOut function
    	local fadeInfo = &#123;&#125;;
    	fadeInfo.mode = "IN";
    	fadeInfo.timeToFade = 0.5;
    	fadeInfo.finishedFunc = BattlegroundShineFadeOut;
    	UIFrameFade&#40;BattlegroundShine, fadeInfo&#41;;
    end
    
    --hack since a frame can't have a reference to itself in it
    function BattlegroundShineFadeOut&#40;&#41;
    	UIFrameFadeOut&#40;BattlegroundShine, 0.5&#41;;
    end
    
    


    Bye Bye annoying Gong sound. :D

    <Edit> This is straight from Blizz's code with a slight change. I find their comments funny...
    "Should never happen haha"
    Posted in: General Chat
  • 0

    posted a message on Quest tracker/frame mod
    Quote from "Samasnier" »
    I loved UberQuest, but had to delete it after reading the author's posts on the official forums.


    I did the same thing with BGAssist.... It's a sad, sad time...
    Posted in: Addon Ideas
  • 0

    posted a message on Autobuff self
    If I ever get skilled enough to take it on, I will. I've looked at AutoBuff and it doesn't look too bad. I might start on it today or tomorrow and see if I can even begin to comprehend the horribleness of it not being Ace'd
    Posted in: Addon Ideas
  • 0

    posted a message on Guild Name Arathi Basin Standing Sheet
    Sounds like Opium, which has a huge SV file, yet it doesn't list guildnames in BG... weird....
    Posted in: Addon Ideas
  • 0

    posted a message on Protector
    No it should test if your in combat IMO. Cause Charge can't be used in combat yet Intercept can. Then again, your way would work too.
    Posted in: Addon Ideas
  • 0

    posted a message on Protector
    Rowne - May I ask why all your AddOns are in a style where you do for Ex:
    Enable = function(self)
          self:RegisterEvent("UNIT_COMBAT")
       end


    Why the Enable = function inside the class initialation? What are the benefits to this over the standard...
    function    IronWall:Enable()
    Posted in: Addon Ideas
  • 0

    posted a message on Guild Name Arathi Basin Standing Sheet
    Quote from "Arxon Havenloft" »
    Whether ya'll do it or not, I'll find someone to do this, but what I'm looking for is a new Standing list for arathi basin, one that shows all of the info it currently shows, but also guild names of everyone.

    Anyways, I hope one of you out there likes to pvp, but if not I'll find someone else :/


    I second this. I always get up agains AS, Anime Samuri, in PvP and they are the best Horde PvP guild in the game. We always get owned. I would just like to know what we are up against so I can help aid in the plan before we rush out and get smacked by them.
    Posted in: Addon Ideas
  • 0

    posted a message on Ignore
    Call to Arms is a good idea but I haven;t found a single group on my server through it. I decided to trash it...
    Posted in: Addon Ideas
  • 0

    posted a message on New Threads
    I haven't personally had this problem, but then again I haven't been here that long...
    Posted in: General Chat
  • 0

    posted a message on Patch 1.8.3 Nov. 15th
    Quote from "instant" »
    ... So now they've started bundling an Anti Virus application with the game launcher?

    doh.


    I thin this is because of the issue that happened with their program running in the backround tht cause many players to end their member ships. This way you can bypass the functionality but if you get caught. You're done!

    It seems kinda useful with the news and all but I think it's pretty much pointless. I wont use it, except to check the news every now and then.
    Posted in: General Chat
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