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    posted a message on IceHUD
    A feature that I'd like, that shouldn't be too difficult, would be to add an optional 4th line to the target info text. I like to have a short list of party members targetting the mob I have targetted (using [TargetingList:Truncate(35)]) so I can make sure we are all on the same mob and it just doesn't align well sharing a line with any of the other mob info texts.
    Posted in: Unit Frames
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    posted a message on Baldrick: Gets your daily quest items ready !Official Thread
    A request: For the Multiphasic Survey quest, would it be possible to have it replace the goggles with your usual head slot item on button click once the quest is complete. Not sure how you'd choose which head slot to replace the goggles with unless you cache that the first time the button is pressed (when it equips the goggles).
    Posted in: General AddOns
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    posted a message on Elephant (official thread)
    Just a feature request that would be handy - a search and filter option. Search is pretty self explanatory, the filter option would display only the lines of chat (in the current channel) that match the search term. Would make it easy to find specific conversations, etc.
    Posted in: General AddOns
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    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    Quote from HunterZ »

    You can use Skinner to skin only the default UI frames by not copying/moving over any of the addon skins into the folder that it checks when you log in. It will generate spam in the chat frame, but there may be a way to disable that.


    It's what I use currently, but it seems like a bit much for just that. That and the spam, but I'll look into the option of disabling it, perhaps via StopTheSpam, though I don't know if it can selectively stop it (some of the startup spam I DO want, just not that from Skinner).
    Posted in: General AddOns
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    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    Quote from Jesamyn »

    Not a module, but there's a different loot monitor that directs the item name (not link, iirc) and total number to chat. LootAlert does this.

    From the WOWI page, this looks to be exactly what I want, I'll be trying it shortly. Thank you so much for the tip!
    Posted in: General AddOns
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    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    Quote from Arrowmaster »

    This is an important lessen, always assume it's Skinners fault until you disable Skinner. Skinner is one of those addons that's so bad that it usually always is it's fault.


    Speaking of which, what is a good replacement for Skinner if all I use it for is to skin the default Blizzard windows (matte black with about 50% opacity)?

    And, so that I'm not hijacking the thread, I also have a request for Chatter (or a Chatter module) - I like XLoot monitor as it displays the looted item name/link and appends the total number of that item in your inventory. However, it does it in its own window. I'd like this functionality in the chat window with the regular loot message. How difficult would this be to do, or is there any existing addon/Chatter module to do this?
    Posted in: General AddOns
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    posted a message on Baldrick: Gets your daily quest items ready !Official Thread
    I've been using it for a couple days now and it seems really useful, except that it doesn't work consistently for me. Here are some of the problems I have:

    1. The Multiphase survey - the button goes away after the first reading is taken.
    2. Fires over Skettis - the button does not appear

    I tend to hide my interface for the Ogri'La and Dead Scar bombing runs, so I can't say whether or not the mod works there.
    Posted in: General AddOns
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    posted a message on JWowUpdater - A new java addons updater for ace2
    Quote from Hjalte »

    Additionally, I would love to have a feature that would enable me to see what addons depend on what libraries.

    How convenient - I came here to make this same request. This can be interpreted one of two ways - either you select an addon and see what libraries it depends on, or you select a library and see what addons depend on it. The latter would be far more useful for me, but both would be nice.
    Posted in: Updaters
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    posted a message on IceHUD
    The independent bar width setting works great, though the lag indicator width doesn't adjust with the cast bar.

    Thanks for the quick addition!
    Posted in: Unit Frames
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    posted a message on DogTag Questions Go Here
    Quote from Seerah »

    If you are wanting this for PitBull, then there is an actual Combat Text module for this. If not, then no.

    Any chance of adding it? I'd like to be able to place the text somewhere other than in/near the unit frame. I suppose I could work around it by placing a custom Parrot or MSBT frame, but I was hoping to avoid a kludge.
    Posted in: Unit Frames
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    posted a message on DogTag Questions Go Here
    I asked this in another thread, but this looks to be the right place to ask it. Is there a tag for displaying the combat text, similar to what is usually displayed in a unit frame portrait area (shows all incoming damage/heals)?
    Posted in: Unit Frames
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    posted a message on Rock + Ace3
    Quote from Jaliborc »

    But, using Ace2, you loaded thousands of code lines from the libraries. And every Ace2 'feature' you used is also included in Ace3.


    I think his point was this: which is worse - loading thousands of lines of unneeded code to get the addon you want, or not having the addon you want? The point is, ACE (regardless of version, and any framework for that matter) makes writing mods easier, and in many cases possible.

    If I'm new to writing mods, I probably won't be able to figure out how to parse the combat log, or won't be motivated enough to. If I'm an experienced mod author, I might have an idea for a "nice to have" mod, but looking at the amount of work needed to implement it, might just decide not to.

    With a framework, and its reusable code written by a multitude of experienced authors, I can reduce the amount of work needed to produce my mod, and the community benefits. If the mod then becomes widely used, then more experienced or more motivated authors can improve it, but the point is, at least it sees the light of day.

    Now, if he were arguing that Ace2 is better than Ace3, then your point is valid, but I don't think there is anyone arguing that.
    Posted in: Frameworks
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    posted a message on AuldLangSyne 2.0
    Quote from tofagerl »

    For the last two days, I haven't been able to find the AuldLangSyne-plugin on my FuBar.


    This is due to a change in dependencies. You need to install LibGuild and LibFriends.
    Posted in: General AddOns
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    posted a message on Distance Estimation
    DogTag has a few tags for printing out distance estimations - I believe they are [Range] (prints "Min-Max), [MinRange], and [MaxRange]. They will likely require the RangeCheck-1.0 library to be installed.
    Posted in: AddOn HELP!
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    posted a message on Are DogTags too difficult? Help me make it better
    I'm not sure this is the place to ask for this, but since we seem to be suggesting new tags, is it feasable to add a CombatText tag? Right now, the only place I can place the combat text (the text that usually appears in the unit frame and indicates all incoming heals/damage for that unit) is as part of the unit frame itself. If this could be converted to a DogTag, then I could place it wherever I like. The immediate problem I see with it is that it is update intensive (possibly many times per second on a group or raid target), but so is health, which DogTag supports.

    I use the beautiful DaPortrait addon to show my target's portrait and would love to add this info to that frame. I tried paring down a PitBull Target Frame to just the portrait to use PitBull's combat text, but I couldn't make the frame click through, so that doesn't seem like an option.
    Posted in: Unit Frames
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