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    posted a message on CandyBars
    Error or working as intended?

    ct = AceLibrary("CandyBar-2.0");
    
    ct:RegisterCandyBar("boo", 10, "text");
    ct:StartCandyBar("boo");
    
    -- On another event handler, mine was @ UNIT_SPELLCAST_DELAYED
    
    -- Some really evil mob hit me and delayed my spell for 110s
    ct:SetCandyBarTime("boo", 120)


    Expected result: the 2 minutes bar should vanish after 2 minutes.
    What it does: sets the running bar to 2 mins and vanishes after 10 seconds.

    I used this logic for aUF_CastBars (gonna rename mEnemyCastbar, it's not on enemy frame only anymore, and 100% tied into aUF), wondered why everything was wrong if a mob hits me and extend my casting time, and came to the conclusion that CandyBar-2.0 didn't take the new cast time in account.
    Posted in: Libraries
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from Brmonkey »

    Quote from Miles »

    One of the best things about this addon is that it's as hackable as DUF without the overhead. I modified my ABF theme to use Calibri Bold (clearfont uses it as one of the fonts afaik) and resized the raid frames to something more compact. Some people just hide the mana bar, but still want to know the status of the raid without targetting.



    ~700 px wide in windowed (1280), larger when I go full screen (1600) and shows everything I need to know about the raid.


    I really like that, how would I go about doing something like that?


    Add the attachment at that post to your layouts folder, and add "<Script file="ABF_M.lua"/>" in layouts.xml, and the attached font (whoops, forgot about that) to the fonts folder of agUF. Use the frame config menu to select ABF_M as the style.

    Showing debuffs on a raid takes way too much screen space, that's a feature I'll never enable. Decursive shows the ppl who needs help on a seperate frame already and the highlight is good enough for a quick overview.
    Posted in: Unit Frames
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    posted a message on agUF - RFC on Auras
    Attached: patch file + 4 modified files for ones without patcher.

    This patch will enable you to change the amount of buffs/debuffs shown on a frame, based on type. Configuration is done in the frame config menu.

    Allowed settings: 1-4 rows x 8-12 columns.

    The following layout options are supported:
    - prioritize buffs: kick debuffs off before buffs if we run out of aura positions.
    - Aura Style: One line + left or right will enable one line mode, which tries to be as compact as possible. Differs from the real one line, it leaves one spot open if there is room.
    - Other styles / positions: default layout routine, that sweeps from left to right for buffs and right to left for debuffs.

    Note: After adjusting the aura counts, please do a re-layout by using the update aura count command from the menu. This will also show a preview of the layout for 10 seconds.


    The default left/right + two lines layout algorithm isn't built in yet, poke me if you really miss that.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    One of the best things about this addon is that it's as hackable as DUF without the overhead. I modified my ABF theme to use Calibri Bold (clearfont uses it as one of the fonts afaik) and resized the raid frames to something more compact. Some people just hide the mana bar, but still want to know the status of the raid without targetting.



    ~700 px wide in windowed (1280), larger when I go full screen (1600) and shows everything I need to know about the raid.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Mokale »

    Ok... I logged again and now I'm getting all frames showing... frame width, bar color, and frame positions are all reset to default however my old scale, bar texture, and portrait settings are all as I had setup. This changes practically everytime I log. Was some sort of profile config changed in the last revision? Still when I relog there is the chance that certain frames or all frames simply wont show. Even toggling them off/on and doing /console reloadui doesnt make them reappear. Only a complete relog seems to do anything.


    Hmm... It's impossible to track down this bug, I have absolutely no idea where to start and you're the only one with this problem. Try an reset (/aguf reset or in the /aguf config menu? can't remember) or even removing all ag_UnitFrames.lua in WoW\WTF.
    Posted in: Unit Frames
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    posted a message on agUF - RFC on Auras
    Quote from Megasaxon »

    I don't suppose you can upload the patched ag_UnitClass.lua for us slackers miles?

    I tried patching it, but it failed at every hunk.


    Still fighting the DewDrop menu or frame initialization... Change of aura setup requires a reloadui. I'll continue tomorrow and probably going to post it in the evening.
    Posted in: Unit Frames
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    posted a message on agUF - RFC on Auras
    Created a quick and dirty patch for a 2..3 x 10..12 grid of auras, testing it in raid atm.

    Layout:

    	for i=1,bcount do
    		buff, count = UnitBuff(self.unit,i,filter)
    		self:SetAura(i, false, i, buff, count, nil)
    	end
    	
    	rows = math.ceil((bcount+dbcount) / cols);
    	
    	for i=1,dbcount do
    		buff, count, class = aUF:UnitDebuff(self.unit,i,filter)
    		index = rows * cols - i + 1
    		self:SetAura(index, true, i, buff, count, class)
    	end


    No menus for adjusting the settings yet, but you can always edit the SetAuraCount(rows, columns) line to something else.


    Hmm... attachments system (and whole javascript on this forum) bugged out... TBC diff is here

    [edit] Nevermind, something is broken!
    [edit #2] Seems to be fixed now.

    3x10 +forced show all:


    3x8:


    Still haven't seen a situation with more than 30 buff+debuffs...
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from vel »

    Sorry if this has been asked/mentioned and it slipped through me. Is there any way to disable party frames from anchoring into player frame? Maybe even move all 4 party frames separately?


    Ctrl-rightclick a party member, group with: none.
    Posted in: Unit Frames
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    posted a message on agUF - RFC on Auras
    The AuraPosition system is quite nice for buffs layout, and it doesn't add runtime overhead, but I think we'll need a *lot* of profiles to keep everyone happy.

    Anchor: top, bottom, right
    Size: 2x10, 3x10, 2x8, 3x8, 2x12, 3x12 (x12 is also countable, forth debuffs on second row = full)

    I'll play around with it and see how to generate those settings on demand. I hope you don't mind if I reuse some of your code for it.


    Note: I won't commit these changes to svn, yet. And if I do, it will be in an test branch, it's way too experimental.
    Posted in: Unit Frames
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    posted a message on agUF - RFC on Auras
    The new uber 5-point Aura System will need some time to work out, complicated specs...

    Till then, I suggest a minor adjustment on the current one line / two lines system, based on mYriTh's suggestion:

    - Converting the auras to 3 lines x 8 columns, for easy debuff counting.
    - A shared line / seperate line option.
    - Friendly: Buffs first. Hostile: Debuffs first.

    Shared line + low buff count is basically the same as now, except that everything is a little bit larger.




    (The size will be adjusted to frame width, don't worry, just didn't want to waste too much time editing it :P)
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from imarkon »

    Quote from maximoz »

    Quote from imarkon »

    will this be integrated (or similar) in the next aguf versions?


    Nope. The next aguf will have a new aura system = )
    niiiiiiiiiiice , can't wait for it :D


    That's a big promise there, lol.

    I can code it if you can describe it, so please do so at http://code.google.com/p/agunitframes/issues/detail?id=3
    Posted in: Unit Frames
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    posted a message on agUF - RFC on Auras
    Quote from Hjalte »

    In my oppinion, there should be a way to prioritize certain buffs if now all buffs are shown. Something like sraidframes buff filter, where you enter the names of buffs you always wants displayed.


    In other words: keep 2x10, add buffs filtering by substring.

    Pro: no layout change.
    Con: buff name requires tooltip scanning or SpecialEvents-Aura-2.0 + mapping code for name -> index.
    Posted in: Unit Frames
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    posted a message on Ace2 ParserLib thoughts
    Btw, why would you register on wow-event types instead of info.type? I think most users would just know if something happened, like someone gained or lost an aura, but he doesn't care about what the original event type was.

    this.eventTypes = {
    	Heal = "Heal", -- caster, target, spell, amount, crit, ishot
    	Aura = "Aura", -- target, aura, fade, harmful, replaced
    	Melee = "Melee", -- caster, target, amount, crit, school
    	Spell = "Spell", -- caster, target, spell, amount, crit, school, isdot
    	Cast = "Cast", -- caster, spell, begin
    	Dot = "Spell", -- caster, target, spell, amount, crit, school, isdot
    	Miss = "Miss", -- caster, target, spell, type (Caster Spell Target Resist, example Ragnaros Lava Burst You Resist)
    	Reflect = "Reflect", -- caster, target, damage, type
    	Interrupt = "Interrupt", -- who, target, spell
    	Env = "Environment", -- who damage type
    	Death = "Death", -- who killer
    	Drain = "Drain", -- caster target spell amount resource [optional: amount resource (gained)]
    }


    And addListener takes 3 parameters, type, name and function.

    An enemy casting bar mod in WoW 1.12 would register Cast (for bla Casts bla on target / bla Begins to Cast bla on target) and Interrupt (bla Interrupts target's Spell of Doom).

    --

    Optimizing ParserLib: I thought the patterns are rearranged based on they way you have to process them, in order to avoid X hits you for Y Fire damage to be caught by "%d hits You for %d", not on hit-rate.

    Apparently, some people were using MCL/MCP for a long, long time after 'discontinuation' (read: it just works, and I got bored with Nurfed CL :P), so I'm going to do a cleanup and review on those two mods and rerelease them. It's nice to see how small a fully featured combatlog can be with just a parser and no other externals, the layout code is 13k and add another 5 for slash handlers.
    Posted in: Libraries
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    posted a message on agUF - RFC on Auras
    One of the most requested feature / reported bug is how auras are currently displayed in agUF. We use a 2 rows x 10 columns setup in the frames, with the option to use one line if possible (left = buffs, right = debuffs, overflow to the next line), or seperate debuff and buffs on two lines.

    This shouldn't be a problem at all when you are playing solo or in a party, but in raids, there are a lot of debuffs on a hostile target (16 slots are filled all the time) or friendly one (MT got > 10 buffs), and some get hidden.

    The question is, how would you like agUF to display the buff / debuffs? Please keep in mind that the limit is raised in TBC to 40/40. Feel free to post mockup screenshots and .diffs, the best idea will be implemented asap.

    --

    My quickfix suggestion: add a setting to use 2x16 layout for frames. My target frame got scaled up to 140% and extra wide anyway, size of icon is not a problem there.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Same as the other thread. Please report bugs and submit suggestions on the new bug tracker at http://code.google.com/p/agunitframes/issues/list
    Posted in: Unit Frames
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