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    posted a message on EavesDrop 2.0 (a SCT style combat log)
    As for buffs I just wrote a short util func to show short buff names (so for example PW: F for Power Word: Fortitude)

    function EavesDrop:shortenBuffName( b )
    	local wc = 0
    	local sb = ""
    	
    	for s in string.gfind(b, "%a+:?") do
    		sb = sb..string.sub(s, 1, 1)
    		
    		if string.find(s, ":") then
    			sb = sb..": "
    		end
    		
    		wc = wc + 1
    	end
    	
    	if wc > 1 then return sb
    	else return b end
    end
    Posted in: General AddOns
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    posted a message on Battle Chat (SCT/SCD in log form)
    I really like this addon it shows everything you need to know about a fight in a very compact way.

    This is how I use it atm: http://krsnik.funpic.de/sbc.jpg

    One issue though: why can't I use SetTexCoord on the icons? It keeps saying invalid method or something like this.
    Posted in: Addon Ideas
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    posted a message on Battle Chat (SCT/SCD in log form)
    Ok I have a quick fix for you Flare:

    Add

    ## OptionalDeps: Ace2, BabbleLib


    in the .toc and it should load babble spell (at least for me it does)
    Posted in: Addon Ideas
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    posted a message on Battle Chat (SCT/SCD in log form)
    I'm having the same errors FlareCDE has and I am using the German Client with enGB LP.
    As FlareCDE said reloading doesn't help and I am sure, that I have all the libs installed since I'm disembedded Ace2 and added and optionaldeps section into the toc (but even with embedded ace2 it's not working).
    Posted in: Addon Ideas
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    posted a message on Better combatlog?
    I just switched from Nurfed CL to SCL and I really like it.

    One bug though:

    Color Skills by Element seems to do nothing for me as a rogue.
    Instant Poison Procs for example are colored by skill (yellow in my case).
    I then tested it on a few dust stormers in sili and even their lightning shield/cloud is just plain yellow.
    Posted in: Addon Ideas
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    posted a message on SCT 6.0 / SCTD 3.0
    Do I get it right, that with 1.12 *Light Mode* I can use AceHits on par with SCT?
    Would be sweet to get rid of Nurfed CL.
    Posted in: General AddOns
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    posted a message on otravi_UnitFrames 2.0.0 [Alpha] [26.06.06]
    Quote from shadowmx »

    Would you be so kind as to post the modifications needed to fix it? I tried your unit frames but I didn't like em much, so I'm looking to just adjust the hp/mp values.


    at the end of oUF:updateHealthBarText insert/change this:
    local width = db.barLength - self.frames[u]["HPBar"]["HP"]:GetStringWidth() - x		
    self.frames[u]["HPBar"]["Name"]:SetWidth(width)


    You will have to adjust the '-x' so the name/hp don't overlap.
    Posted in: Unit Frames
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    posted a message on otravi_UnitFrames 2.0.0 [Alpha] [26.06.06]
    Quote from Kir »


    -Its possible to show long hp numbers of bosses in target frame properly? Right now hp/mana numbers oftenly don't fit frame



    I have implemented this in my version of oUF2 (krsnik.funpic.de)

    Quote from LordRhys »

    haste I'd also like to see if it's possible for you to add the rest symbol to player frame when the player is in a rest mode, something like the crown thats on top of the player frame when he is party leader.


    The border of the player frame is blue while you are resting.
    Posted in: Unit Frames
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    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    Ok just took a quick glance at OmniCC and it seems that that's a totaly different approach. OmniCC is hooking the standard CooldownModel (the clock thing) and adds a timer on top of that. To create bars we have to scan all cds and then create them as we can't hook something that's not there.

    Btw I really watch my mem usage and things but if I have an addon that does exactly the thing I want with no cleaner alternatives I do use it as the mem impact is not that huge if it's just one or 2 addons (e.g. EngBags as I really like the style). I have about 70 addons which use about 24mb and with 1.5gb RAM I don't really care if its 25 oder 23megs.
    Posted in: General AddOns
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    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    Well on my end CDT uses about 440kb and 0.05 secs loadup time (Ace 260kb, 0.06 secs). Due to not creating bars on demand but on loadup the mem usage is a bit high and I had/have no time to rewrite it and therefore I'm waiting for oCD having the same features.

    Btw just by looking at the code of oCD you would NOT use it due to performance reasons? explain.
    If you are referencing to the ace2 embeds you don't really get the point of ace2.
    Posted in: General AddOns
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    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    That's an issue with WoW not with this mod. Those skills trigger the cd as soon as you use them and not only when they are really applied so the mod shows them. To counter that in CDT I used events to make sure the bars only show up when the skills ARE in cooldown.
    Posted in: General AddOns
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    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    I like oCD as it's pretty much like Cooldown Timer Bars which I'm maintaining a while now. I was planing to rewrite it in a way similar to yours but had no time. If you could take a peek into CDT and build in a few of the features I would use your addon instead ;).

    You will have to include a way to either manually add "groups" or do that in some automatic way to prevent multiple bars showing up when using one spell with others sharing the same cd (e.g. potions if you include items, frost/fire ward for mages and so on).

    Also sorting and cascading of the bars is pretty nice and it really helps to get an overview of your cds.

    EDIT: http://www.curse-gaming.com/de/wow/addons-3988-1-cooldown-timer-bars-cont.html
    Posted in: General AddOns
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    posted a message on otravi_UnitFrames 2.0.0 [Alpha] [26.06.06]
    Yeah that's possible as I implemented it in my version. You can just dl my version and merge the buff/debuff code with hastes.
    Posted in: Unit Frames
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    posted a message on otravi_UnitFrames 2.0.0 [Alpha] [26.06.06]
    I think he copied the wrong SVN changelog ;)

    Haste added portraits but you have to go into the otravi_UnitFrames.lua to enable/disable them.

    EDIT: @ Dunce that's odd. oUF2 is using about 800kb of mem for me (LucenFrames used about 2,5megs when I tried them a while ago).
    Posted in: Unit Frames
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    posted a message on otravi_UnitFrames 2.0.0 [Alpha] [26.06.06]
    Settings for party/partypets don't update correctly just set it to whatever you want and reload your ui (/script reloadui).
    Posted in: Unit Frames
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