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    posted a message on ArcHUD 2.2 (2007-06-11)
    A request: would it be possible to have a "full text alpha" option somewhere, to make the status text appear at 100% alpha regardless of the ring's alpha?
    Posted in: General AddOns
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    posted a message on Bartender3 - Bar layout design discussion
    Quote from andreasg »

    pressing that button would nuke your button layout though :D!


    Yep =). But it would likewise make your button layout much easier to recreate in the future or on a different machine.

    I'm the kind of user that doesn't really match my button layout to my actual buttons, but rather to my "finger" interface: I have my standard numbers, the thumb buttons on my mouse, and the 18 keys from my G15 board, and I like to have associated button layouts for all of them. A feature like this would make reproducing that layout a breeze between machines or if I wipe my PC for any reason.
    Posted in: General AddOns
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    posted a message on Bartender3 - Bar layout design discussion
    IMHO, the enhanced and the advanced user are trying to replicate something that is not possible in the default blizzard layout. Given that, I would say manually that the specific ID of a button isn't so critical, since the UI the user will create cannot be replicated well without the mod. Simple users, however, should have something that is relatively close to the blizzard layout (since simple users aren't really looking for enhanced functionality as much as aesthetics).

    In the event that Button ID's are editable by the user (or even if not), may I suggest using an option to "autosort" the button ID's?

    Let's say you have bar 1 with ID's 1-10, and bar 2 with 11-20. However, you decide that Bar 1 should have 12 buttons instead, and what happens normally is that Bar 1 gets buttons 1-10, 21, 22. Pressing autosort would then correct this to 1-12, 13-22.
    Posted in: General AddOns
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    posted a message on agUF - RFC on Auras
    How about...allow a user defined filter with three settings:

    High Priority-The (de)buff is always shown individually.
    Normal-The (de)buff is classified by a type and all (de)buffs of that classification are placed under a single icon. Mousing over the icon opens a tooltip with a list of the relevant (de)buffs. Clicking on the icon leaves the tooltip to allow the user to mouse over an individual buff for a tooltip description.
    Hide-The (de)buff is not shown.

    Then predefine by class, of course can be later customized by the user: each class automatically places castable (de)buffs and curable (de)buffs on high, all other (de)buffs on normal.
    Posted in: Unit Frames
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