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    posted a message on DotDotDot
    DDD was a spriest addon first. ;)

    Just committed a fix for the issue where, if you have multiple users of a given dot, removal/completion of someone else's could briefly remove the bar for your dot of the same name.
    Posted in: General AddOns
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    posted a message on DotDotDot
    Specifically, look at the area around line 275.

    Add something like:

    'Banish' = 'Ban',

    The BS and L wraps are for localization - you don't need to use them on spells you add, just make sure you add localized spellnames.
    Posted in: General AddOns
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    posted a message on DotDotDot
    I left in a debug message - update went in at 6 AM my time. Mea culpa!

    I have a fix for the chatframe spam as well. They'll go into the SVN soon.
    Posted in: General AddOns
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    posted a message on DotDotDot
    Number of updates to ..., posted in the first post. Biggest two beyond general bugfixes/optimizations:

    Highlighting of targetted mob's dots to ease play while multi-dotting.
    Dispelled dots are now removed from bars.
    Posted in: General AddOns
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    posted a message on ElkBuffBars v2 (finally Ace3 version)
    Quote from wegotoeleven »

    I'm sure NECB used to be able to handle this. I used to be able to view all the judgements on a target that every pala in the raid would cast, and then keep track of it refreshing whenever I use CS.

    And surely, if it's true that "it can't" then how is it possible to even get view debuffs on player unit frames? Because this functionality is basically just that.

    When you say it doesn't have access, what do you mean?


    That's because NECB would transmit information from Player B to Player A so that Player A would have information on Player B's durations.

    You can view the presence of debuffs cast by other entities; you cannot view their timing information unless you "own" the debuff.
    Posted in: General AddOns
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    posted a message on DotDotDot
    Quote from blynids »

    Nice addon, thx:)
    It works well for me..the only thin I am missing is support for banish, fear and enslave.
    Kind regards



    Easy to add all of these (but I don't plan to support them by default, so you'll have to do this on your own); look into the Core.lua file and add lines with the proper debuff name for each, as well as a short version (Ban, Fear, Ens, for example).
    Posted in: General AddOns
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    posted a message on DotDotDot
    Fixed (forgot to update the Testbars function to the new call API).
    Posted in: General AddOns
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    posted a message on DotDotDot
    UPDATE: DOTDOTDOT IS NOW UNSUPPORTED

    I no longer play a dot-using class, and I'm starting law school in about a week. Between the two, I have relatively little time and interest in maintaining DDD. I might do some basic updates to port it over to be compatible with WLK, but no promises. Feel free to continue to post any bugs; I will fix them on a time/interest basis. If you're interested in taking it over, email me.


    DotDotDot is a simple DoT tracker with a different display model than most DoT trackers use.

    Rather than having a specific width of bar represent a specific percent of a DoT's full duration, a specific width of bar represents a specific amount of time. This means that a shorter bar *always* ends first, and that all bars tick down at an equal speed.

    By default it handles warlock and shadowpriest dots, but it can be extended to track any buff or debuff which you "own" by minor modifications to the lua. There is no in-game configuration of which dots are tracked, only of display properties. To configure which debuffs are tracked, look at core.lua and add your desireddebuff to the shortcode table. You don't need to wrap it in L[] - that's only for localized names.

    2.4 brought in GUID-based tracking, so it now handles multiple mobs of the same name accurately.

    Questions, comments, whatever, this thread. Bug reports, it'd be nice if *in addition* to this thread, you emailed them to me (kalman@radiationnow.net)

    Recent additions (4/20/08):

    Warlocks who switch curses now have bars handled properly (i.e. the old curse bar will be removed).

    Todo:

    Move to a two group model where bars for your targeted mob are in one group and bars for all other mobs are in the non-emphasized group, similar to how Hourglass2 or BigWigs do timer/emphasis.
    Posted in: General AddOns
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    posted a message on DotDotDot Request
    Add after line 48 (['Immol'] = true,)

    ['Ban'] = true


    Add after line 211 ([BS['Immolate']] = L['Immol'],)

    [BS['Banish']] = L['Ban']

    That should add Banish functionality.

    I'll probably be re-writing DDD slightly over the next week to add in 2.4 functionality and change over to a 2.4-compatible ParserLib for death parsing.
    Posted in: AddOn HELP!
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    posted a message on XRaidStatus
    It'd be nice to be able to set a bar to apply to current group, rather than just group by number.

    I.E. instead of setting a bar to display groups 1-3 or group 5 or group 2, 5; set it to display group 1, self, which will show group 1 and whatever group you're in.
    Posted in: Raid AddOns
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    posted a message on Hourglass - A lightweight oCD/CooldownTimers2 improved remake.
    Attached diff implements scaling of the bars and a scale variable in the db. (Changing scale while a bar is running does not change the scale of that bar, only new ones.)
    Posted in: General AddOns
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    posted a message on [Old] PitBull - official topic
    Global setting of attributes would be nice (i.e. change ALL portraits on ALL frames to 3D, or 2D, or class, rather than having to do it individually, globally change ALL frame heights, etc.)

    I'd also like to see a slash-command interface in addition to the dropdown.
    Posted in: Unit Frames
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    posted a message on IceHUD
    A quick note; whatever method the energy ticker is using to detect energy ticks, it can be thrown off by +energy procs like BS4. I don't know if this is fixable, but figured I'd report it nonetheless.
    Posted in: Unit Frames
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    posted a message on IceHUD
    A quick note: the energy bar still shows up as a percentage, which is incorrect for rogues with Vigor or 5/8 NS.

    A slight modification of PlayerMana.lua fixes it - it should be added into

    function PlayerMana.prototype:Update(unit)

    After the line
    local amount = self:GetFormattedText(self.mana, self.maxMana)

    Add

    if (self.manaType == 3) then
    self:SetBottomText1(amount)
    end

    (This may not be the most efficient way to correct it, but it is accurate.)
    Posted in: Unit Frames
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    posted a message on Player targets - any ace2 versions?
    PerfectTargets won't do what you need. It's a great mod, and one I use myself, but totally unusable for monitoring raid member debuffs. Right now there's no good way to do playertargets with oRA2. I'd recommend using oRA1 if it's something you really need until someone gets around to putting it back into oRA2.
    Posted in: General AddOns
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