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    posted a message on Grid
    I made a small change to my local Grid to allow me to change the amount the text indicator is indented relative to the frame edge when the text orientation is horizontal. This I do because I use side indicators and in my layout they clip the name as shown here:



    The code is just a new option Frame > Advanced > Text Indent plus a new db.FrameLayout member which then gets used in PlaceIndicators(). I appreciate this is very obscure and arguably should be in the SideIndicators plug-in (but I couldn't work out how to do it without changing GridFrame.lua) but I wondered if perhaps you might add it to Grid?

    My modified file is at http://www.deniedguild.org/uploads/GridFrame.lua


    Posted in: Grid & Grid2
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    posted a message on UI Screenshots - Show us what you use!
    Quote from Blackout_06 »

    notrachel - Possible to get addon list? Thank you


    It's all standard Ace from here:

    Raid Frames -- Grid (with a horizontal layout and a bunch of modules from these forums)
    Unit Frames -- PitBull
    Buttons -- Bartender3 with one of the CyCircled textures + PT3Bar for the Autobar type buttons
    Buff/Debuffs -- Buffalo2
    Tooltip -- CowTip (w/ my one DKP add-on)
    Trinkets --Gello's TrinketMenu
    Viewport/"Letterbox"-- Aperture
    Minimap - SimpleMiniMap
    Posted in: General Chat
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    posted a message on UI Screenshots - Show us what you use!
    Redid mine for my new monitor. Nothing special although I am rather pleased with my grid setup:



    Incidentally if you ever wondered quite how big 2560x1600 is here is a full size version:

    Posted in: General Chat
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    posted a message on [Grid] Modules: Threat,RaidIcons,MTs / Indicators: Text3,SideIcons
    I tried them and they are great. Small bug for me in the MT Icons localisation though as both enUS and deDE have ["MTs"] = true which seems to cause a problem (I got it working but not sure if it was the right solution).

    My plug in is, erm, slighty odd and allows you to enter custom abbreviations so you can have, say, a players called "JeanLucPicard" appear as "JLP" or "Luc" and not "JeanL" or "Jea". Someone on here wrote the hard bits for me :-)

    http://tinyurl.com/3bm6wn
    Posted in: Grid & Grid2
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    posted a message on Grid
    Thank you very much that's great. I updated http://www.deniedguild.org/uploads/GridFriendlyNames.zip with your code and it works fine (and won't get trashed on the next Grid update).

    The obvious use of this is to rename that one guy you really don't like as "Arse" and then forget all about that until you upload a screenshot onto your guild forums
    Posted in: Grid & Grid2
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    posted a message on Grid
    I've always found the abbreviated names in Grid somewhat annoying -- especially as often your guildmates have a short knickname everyone uses that would fit nicely in 4 or 5 characters but default truncated name looks, er, wrong. So I added a small plug-in (http://www.deniedguild.org/uploads/GridFriendlyNames.zip) which is little more than a lookup table of abbreviations of players in my guild. Since this is a fixed list it can be edited in a text editor and nothing else is required.

    So far so good, but I couldn't work out how to hook the appropriate function to substitute my custom text for the unit name. Is there a way to do this? So I ended up editing GridStatusName.lua (line 66-ish) as follow:

    -- set text
    local text = name
    if friendlyNames[name] ~= nil then
    	text = friendlyNames[name]
    end


    ... and my guildies now turn up with nice friendly abbrerviations. I appreciate this is more than slightly frivolous :-)
    Posted in: Grid & Grid2
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    posted a message on Sphere - Sphere Mod for all Classes
    Small bug -- if you change the strata it appears not to re-apply the saved setting on reload.
    Posted in: General AddOns
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    posted a message on DKP - what do you use?
    Thanks. Am trying to decide if it's worth the time to finish it off and release it or not -- from my point of view it sits between the two alternatives (spreadsheet and eqdkp) and it's much more convenient and less effort than either so i guess there must be other guilds for whom that is also true.
    Posted in: General Chat
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    posted a message on DKP - what do you use?
    CT_RaidTracker to track raid roster, leaves, joins and loot, etc.

    Custom software to parse, clean, process (fixed price, weekly zero sum) and produce static HTML for the website. About 80% done and looks like this : http://tinyurl.com/23surx (Karazhan for testing only).
    Posted in: General Chat
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    posted a message on VisualHeal
    As a long time VisualHeal user thanks a million for looking after this. Great mod.
    Posted in: General AddOns
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    posted a message on Grid
    I had that problem (healing the wrong person) with Grid a couple of times a while back, maybe once or twice a month or so ago. However, it now seems to have gone (touchwood) and I am not sure how I fixed it. I did recently delete and re-install all my add ons and convert to externals which might have fixed it.

    It also wouldn't go away without being kicked out of the raid and rejoining, a reloadui didn't help.

    Regarding DUF -- I had this problem while using PitBull so I am not sure if that is the cause. I was at the time using Discord Frame Modifier (and it's library) although I got rid of that as well; so that might be the cause.

    Sorry that's not much help.
    Posted in: Grid & Grid2
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    posted a message on Quartz: Modular Casting Bar
    Well raid bosses are kind of where it matters. If you are not in a raid you are probably the only healer so estimated heals don't matter and if you are not fighting a boss or difficult trash then you probably don't bother spell cancelling (or at least it doen't matter if you let them land).

    Anyway this is getting very off-topic. My point is just that a cast bar with an overhealing indicator would help a key gameplay mechanic for healers (spell cancelling) on difficult fights. This seems no different to me than the latency bar which is there to allow DPS casters to eek out an extra bit of DPS on those same fights.

    I think this would be a very useful as a Quartz module but I completely understand it might be lots of work and/or might be impractical for technical reasons with which I am not familiar.
    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    Quote from Phanx »

    I strongly disagree with this. An estimated heal value is a projected change in health, thus it makes far more sense to display this information on a health bar than on a cast bar. It's also easier to see there -- as a healer, I spend a lot more time watching health bars than I do watching my cast bar.


    But the point of showing the estimated heal is so you can tell if you need to cancel a heal or not. In my experience the best way to do this is to look at the casting bar and so that's the logical place to put the overheal indicator; especially given that spell cancelling is based literally on fractions of seconds so even tiny delays are significant.

    I suppose you could always attempt to cancel the spell regardless of how far into the cast you are but I would think that would get very old, very quickly. Each to their own though I guess.
    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    Quote from Mazzlefizz »

    I think the reason people aren't receptive is that your suggestion would remove one of the main advantages of Quarts,namely that it doesn't have to do much behind the scenes.


    I was assuming it would be an optional module in the same way that Estimated Heals is in PitBull.
    And that since everything is Ace then the commonality is factored out into the libraries so the code that is already available to PitBull is to a large extent modular and re-usuable in Quartz.

    I thought that as the way Ace worked and it wouldn't have occured to me to even ask (since it seems like a lot of work) until i saw the functionality in PitBull and assumed it was therefore relatively esay to add to other projects and was at least to some extent a sunk cost in terms of development and at run time.

    Quote from Mazzlefizz »

    Btw, although it may not seem like a categorical fit, add-ons like pitbull already do all the processing.


    Surely category fits apply to functionality though not the convenience of software authors? What Visual Heal does is really a function of spell cancelling /casting and not unit frames where the information is actually relatively useless.



    But it as obviously a long shot request and potentially a lot of work and of marginal interest to most players, and my post was very much made in hope rather than expectation.

    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    Is that a bad thing? I appreciate it would be a lot of work and might not be relavent for most people but it would be very useful for me (or I wouldn't have requested it).

    Plus it makes a lot more sense in integrated in a cast bar mod than a unit frame like pitbull since the point of these mods is for spell cancelling.
    Posted in: General AddOns
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