well.. from what i can see in the code, there is some major bloat in the code from trying to get right all the ranks of all the spells.
-> this is useless now that down-ranking is gone.
Having lower ranks is useful for lower level characters.
I have a lv 70 druid. I mostly play PvE so I keep find herbs up 100% of the time. Cats can track herbs. So whenever I shape shift I keep find herbs up. That bug only happens when I want to track humanoids. Something my caster form can't do.
The problem with DKs is their ghoul "form" can't track anything. So when they go ghoul tracking gets set to none. When they die 45 secs later they die with no tracking.
They are related but a fix for druids tracking will not help DKs tracking. This is because DKs can't go from ghoul to humanoid. They can only go from humanoid to ghoul.
The fix for DKs is to allow ghouls to track. Then they will be just like my druid who keeps track herbs up 100% of the time. They will die and res with their tracking set.
Do you turn into a Ghoul when you die? If so that may be where the problem is. When you turn into a ghoul the tracking get set to none. Then after 45 secs you die with no tracking. So you res with no tracking.
I haven't tried to set tracking as a ghoul yet. So I don't know if you can. It's just something I noticed.
7. [if TalentSpec then TalentTree " " TalentSpec:Paren]
Rights:
1. [(if Target:IsPlayer or (Target:IsEnemy and not Target:IsPet) then ClassColor(unit=Target) end) (if IsUnit("player", Target) then "<<You>>" else Target:NameRealm or "None" end)]
That would be great. I don't want to modify the lua every time it gets updated.
The only reason I don't like your is they are way too big for my tastes. I do like your solid textures, but they are too big and I don't like the white circle around the "!," etc. I don't know if it's possible to set the scale on the blips.
I'd like to mix and match textures. I think that'd be too much work.
When it doesn't work anymore I'll fix it. It's really that simple. Just like any other add on.
The problem you had is that api call returns a table. You will get a lot more data than just health and mana. It's really not necessary to use that api call for just health. You will create a lot of overhead in both memory and cpu cycles. You are dealing with a table not a variable. The MI2 api calls MobHealth_GetTargetMaxHP() and MobHealth_GetTargetCurHP() return just what is needed.
I read the MI2 wiki page. He's not planning on changing the way someone accesses MI2 data, just the way it's stored in the DB. If you use one of the MI2 api calls it'll work. If the api calls change, it'll break every mod that uses MI2, not just this wrapper.
BTW, mobhealth3 doesn't support mana. One of the calls in Aloft to get the mana for a unit is a Blizz WoW api call, UnitMana(). It returns the actual mana number. MI2 uses that same call. It just stores it in it's DB for future reference.
This line will be blank if a player has no guild. It will be blank if an npc has no faction. Some npcs have guild text. For example <bag marchant>, that line will not show that.
I'm using this one and it's great, two things tho:
1) When someone is on my party but it's not near (or in some instance I'm not) hovering the mouse on it's unitframe shows the character name duplicated on the tooltip, like "NameName". When the unit is near, it works ok.
2) If there's a way to check distance, can I show the area of the unit only if it's different than mine?
Hi - just come across Aloft and its awesome - but I gues you hear that a lot :)
I'm running it alongside a number of other addons including PitBull and Mobinfo2.
Under PitBull target frame I use the tag [CurrHP] / [MaxHP] ([PercentHP:Percent]) to show the hp in the format 2000 / 4000 (50%). (nothing sexy I know :))
Is there a similar way to do this under Aloft - if so I can retire my HUD.
I currently have Health Text enabled under Healt Bar, Mode = Full which populates Advanced>Format with [Health:Short:Suffix("/")][MaxHealth:Short:Suffix(" (")][HealthPercent]%[Health:")"]
If friendly nameplates are selected I get exactly what I want on friendly bars (guild mates for example) - however when I target a mob I just get the percentage.
I have version r41825 loaded
Cheers
Bones.
PS - I've scanned thru the previous threads so megga apologies if its in there.
PPS - if you're building a petition to find out who else is interested in the range increase add my name to the list :) sounds like a real tough one to crack.
You could use a mobhealth3 wrapper. I modified the version that's floating around here to work with aloft. It works for me.
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Having lower ranks is useful for lower level characters.
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I have a lv 70 druid. I mostly play PvE so I keep find herbs up 100% of the time. Cats can track herbs. So whenever I shape shift I keep find herbs up. That bug only happens when I want to track humanoids. Something my caster form can't do.
The problem with DKs is their ghoul "form" can't track anything. So when they go ghoul tracking gets set to none. When they die 45 secs later they die with no tracking.
They are related but a fix for druids tracking will not help DKs tracking. This is because DKs can't go from ghoul to humanoid. They can only go from humanoid to ghoul.
The fix for DKs is to allow ghouls to track. Then they will be just like my druid who keeps track herbs up 100% of the time. They will die and res with their tracking set.
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I haven't tried to set tracking as a ghoul yet. So I don't know if you can. It's just something I noticed.
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[2008/11/15 11:36:28-529-x1]: DrDamage-1.5.0\Aura.lua:3: attempt to index global 'DrDamage' (a nil value)
[2008/11/15 11:36:28-529-x1]: DrDamage-1.5.0\DrDamage.lua:73: attempt to index local 'DrDamage' (a nil value)
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Lefts:
1. [PvPRank:Green] [(if [IsPlayer or [IsEnemy and not IsPet]] then ClassColor end) NameRealm] [Status:Angle] [PvP:Angle:Red]
2. [Guild = Guild(unit="player") ? Guild:Angle:Fuchsia ! Guild:Angle:Green]
3. [Classification:DifficultyColor] [Level:DifficultyColor] [SmartRace] [Class:ClassColor]
4. [Faction]
5. [Zone]
6. [if IsUnit("pet") then HappyText]
7. [if TalentSpec then TalentTree " " TalentSpec:Paren]
Rights:
1. [(if Target:IsPlayer or (Target:IsEnemy and not Target:IsPet) then ClassColor(unit=Target) end) (if IsUnit("player", Target) then "<<You>>" else Target:NameRealm or "None" end)]
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The only reason I don't like your is they are way too big for my tastes. I do like your solid textures, but they are too big and I don't like the white circle around the "!," etc. I don't know if it's possible to set the scale on the blips.
I'd like to mix and match textures. I think that'd be too much work.
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http://www.wowinterface.com/downloads/info7829-AlternateBlipsFanUpdatefor2.3.html#info
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0
The problem you had is that api call returns a table. You will get a lot more data than just health and mana. It's really not necessary to use that api call for just health. You will create a lot of overhead in both memory and cpu cycles. You are dealing with a table not a variable. The MI2 api calls MobHealth_GetTargetMaxHP() and MobHealth_GetTargetCurHP() return just what is needed.
I read the MI2 wiki page. He's not planning on changing the way someone accesses MI2 data, just the way it's stored in the DB. If you use one of the MI2 api calls it'll work. If the api calls change, it'll break every mod that uses MI2, not just this wrapper.
BTW, mobhealth3 doesn't support mana. One of the calls in Aloft to get the mana for a unit is a Blizz WoW api call, UnitMana(). It returns the actual mana number. MI2 uses that same call. It just stores it in it's DB for future reference.
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How did you try to add MI2 support. I was able to do it. I just got tired of doing it every time aloft got updated.
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I assume you want it to show a guild if it's a player and faction if it's an npc that has one, or blank.
try this:
[HostileColor][~IsPlayer?Faction!Guild?Text([Guild:IsEqual([Guild#player])?Green][Guild:Angle])]
This line will be blank if a player has no guild. It will be blank if an npc has no faction. Some npcs have guild text. For example <bag marchant>, that line will not show that.
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Try this in 1L
[IsPlayer?IsEnemy?PvP?Name:HostileColor!Name:ClassColor!Name:ClassColor!IsPet?Name!~IsPlayerOrPet?Status?Name:StatusColor!Name:HostileColor] [Realm:Bracket] [Status:Angle] [AFKDND:Angle] [PvP:Angle:Red]
I needed to have all that in 1 []. My bad. It's fixed now. I also edited the original post to add [Zone] on the last left line.
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You could use a mobhealth3 wrapper. I modified the version that's floating around here to work with aloft. It works for me.
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to get the level to show color based on your level:
[Classification:DifficultyColor] [Level:DifficultyColor]
The first part returns elite or rare if it's an elite or rare mob. The second part is the level.
NOTE: NPCs of your faction will always return white regardless of level.