that's because NECB waits for a poly dispelled event before removing the bar as chronomiter dosn't
Not ONLY this one. NECB checks for a 'fade', 'dispell' and 'died' message to remove a Debuff in general (polymorph is an exception: internal keyword 'fragile')!
BUT if your current target is not dead NECB will never remove the Debuff's bar, that's the magic behind my system. It will even catch a 'Unit has died' event and compares that with your current target or checks if you have lost your target shortly after the event.
Another check prevents polymorph bars to disappear if the mob dies: NECB never clears Poly or banish bars (and some others) on mob deathes, because at first this Debuff has to fade before a mob can die. This system works very well but results in staying bars if you sheep and kill a lvl1 mob with one hit ;-)
You see, I use several routines for this 'simple' job to display accurate bars.
And of course as some people have noticed NECB uses of a very complete core system that's a synergy of different methods (Combatlog and Unit(De)Buff system + more API commands to detect ranks, player levels etc.) to achive a maximum of accuracy. With patch 2.1.0 even more is possible and all ways the new API has to offer will be used by my little jewel with the next patch.
On the other hand, NECB is a heavyweight Addon because of all the checks and combined methods.
cooldowns aren't working very well at all, no CS, no spell like, no intercept... all sorts of stuff not working.
Some things like CounterSpell are extremely hard to detect. Why? CounterSpell will just produce a "Mob's spell has been interrupted". You see, there is no information about who or when CS has been used if used by another player! If there was a combatlog message like this "Mob's spell has been interrupted by Player's Counterspell" then a cooldown timer would be an easy thing.
ShildBash is possible, but would need to catch another type of combatlog event that will use up alot more processing time, just for a handful of cooldowns that will be detectable than.
All the work and CPU time is not worth it.
I am satisfied to see that I am not the only one who has problems to integrate these wishes, although NECB uses a very complete core system that uses a combination of different methods (Combatlog and Unit(De)Buff system + more API commands) to achive a maximum of accuracy. With patch 2.1.0 even more is possible and all ways the new API has to offer will be used by my little jewel with the next patch.
Quick combo points fix until ag adds this himself: :)
change ag_UnitClass.lua line 1644 from:
function aUF.classes.aUFunitCombo.prototype:ClassRegisterEvents()
to:
function aUF.classes.aUFunitCombo.prototype:ClassRegisterEvents(register)
Seems the register parameter was missed while doing the overhaul...
Quick Thanks :D
==
Also, thanks AG, the y value for ABF layout, variable HealthText is accepted now. :D
It looks so good to me if I set the 'y value' of 'NameLabel' to '4' and 'y value' of 'HealthText' to '-4' (and EndRelativePoint = "RIGHT" again). This way they perfectly fit one below the other and no "..." is needed ;-)
I am not able to apply a changed 'y' position of the 'HealthText' value, whereas it works perfectly with the 'NameLabel' table. :O
'Healtext' always appears vertically centered regardless of the set 'y' position :/
Anyway keep up your great work with this excellent Unit Frame AddOn :D
r20059 seems to print an invisible frame right to the middle of the screen. Problem is, that hidden thing has an enableMouse="true" flag so I can't rotate the camera by right clicking at this point.
(Don't know if this problem occurs with previous versions.)
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Not ONLY this one. NECB checks for a 'fade', 'dispell' and 'died' message to remove a Debuff in general (polymorph is an exception: internal keyword 'fragile')!
BUT if your current target is not dead NECB will never remove the Debuff's bar, that's the magic behind my system. It will even catch a 'Unit has died' event and compares that with your current target or checks if you have lost your target shortly after the event.
Another check prevents polymorph bars to disappear if the mob dies: NECB never clears Poly or banish bars (and some others) on mob deathes, because at first this Debuff has to fade before a mob can die. This system works very well but results in staying bars if you sheep and kill a lvl1 mob with one hit ;-)
You see, I use several routines for this 'simple' job to display accurate bars.
And of course as some people have noticed NECB uses of a very complete core system that's a synergy of different methods (Combatlog and Unit(De)Buff system + more API commands to detect ranks, player levels etc.) to achive a maximum of accuracy. With patch 2.1.0 even more is possible and all ways the new API has to offer will be used by my little jewel with the next patch.
On the other hand, NECB is a heavyweight Addon because of all the checks and combined methods.
0
Some things like CounterSpell are extremely hard to detect. Why? CounterSpell will just produce a "Mob's spell has been interrupted". You see, there is no information about who or when CS has been used if used by another player! If there was a combatlog message like this "Mob's spell has been interrupted by Player's Counterspell" then a cooldown timer would be an easy thing.
ShildBash is possible, but would need to catch another type of combatlog event that will use up alot more processing time, just for a handful of cooldowns that will be detectable than.
All the work and CPU time is not worth it.
I am satisfied to see that I am not the only one who has problems to integrate these wishes, although NECB uses a very complete core system that uses a combination of different methods (Combatlog and Unit(De)Buff system + more API commands) to achive a maximum of accuracy. With patch 2.1.0 even more is possible and all ways the new API has to offer will be used by my little jewel with the next patch.
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I really want it back ^^
Keep on your great work :D
(To the problem above: Maybe it is because of UnitName() returning two values in case the Unit was from another Realm? ^^)
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Quick Thanks :D
==
Also, thanks AG, the y value for ABF layout, variable HealthText is accepted now. :D
It looks so good to me if I set the 'y value' of 'NameLabel' to '4' and 'y value' of 'HealthText' to '-4' (and EndRelativePoint = "RIGHT" again). This way they perfectly fit one below the other and no "..." is needed ;-)
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'Healtext' always appears vertically centered regardless of the set 'y' position :/
Anyway keep up your great work with this excellent Unit Frame AddOn :D
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(Don't know if this problem occurs with previous versions.)