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    posted a message on Parrot 1.0 Beta for the 2.4 combat log
    Not sure if this is a known issue, but there doesn't seem to be an Outgoing "Pet heals" category. This event can occur with certain mob debuffs that cause a pet to heal an enemy, which currently causes an error.

    Additionally, healing a mob with such a spell yourself is counted as overhealing even when it's not. The spell I'm testing with is Curse of Mending cast by Witchwing Harpy mobs. If the curse procs and I heal a Harpy for 10 (according to combat log), Parrot parses that as a heal of 0 with overheal of 10.
    Posted in: General AddOns
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    posted a message on Parrot 1.0 Beta for the 2.4 combat log
    Noticing a bug in the current version where wand damage isn't being coloured according to its damage type (currently have an Arcane damage wand but Parrot colours it as physical). Anyone else seeing this?
    Posted in: General AddOns
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    posted a message on InfiniBar-2.0 - Official Thread
    Curious, is there any way to get more visible mouseover highlighting? The default Blizzard bar for instance apply a ligh blue sort of glow ato any buttons you mouseover, but all I can manage with InfiniBar is a slight change of hue to the very thin and hardly noticable border texture. I messed around with the "Highlight" text subs but nothing I did seemed to have an effect as far as adding a similar sort of effect.
    Posted in: General AddOns
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    posted a message on bEQL
    Quote from bayi »

    @Din: ur requested feature is added to the svn :)


    Awesome! Thanks bayi, bEQL is now the perfect questlog mod for me :P
    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    Quote from Arkayenro »

    to speed things up an items assigned category is cached (ie the rules dont get processed again unless you change a rule), that means that a function that is not based on the items data makes the cache useless the way i've coded it, the rules would have to checked at every item move/gain/loss.


    Ahh, I see, that makes sense. Perhaps there's another way to do it then, for example by adding a set of flags to rules stating which 'views' (e.g. bag, bank, keyring) they belong to? So when making a rule you could just check/uncheck the "Apply to bank view" button or whatever. Then again I have no idea how it's coded currently so I don't know if this is at all possible, just thinking out load. And I have no idea if anyone would use this but me :P
    Posted in: General AddOns
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    posted a message on bEQL
    I really like this mod, my only request would be an option to, instead of "Hide completed quests", "Show title only for completed quests". I like to show completed quests in my log so I remember to turn them in, but I don't like to see the objectives.

    Right now I can "Hide completed objectives" but that option removes them as I'm questing (which I don't like), or "Remove completed quests", but that option hides the title as well so I forget to turn the quest in. In the old EQL there was a 'middle-ground' sort of option like this, which was the way I liked best.

    This may be a big confusing, so I'll show you a mock-up to demonstrate what I mean and how it's different from the current modes. In this example I'm using red/green for uncompleted/completed objectives and yellow/blue for uncompleted/completed quest titles: http://junk.ionmine.com/beql.png

    Posted in: General AddOns
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    posted a message on ArkInventory v2.00
    First of all, great mod, it changed the way I use my inventory when no other bag mod has done the trick, and the rule system is great.

    One question though. Is there any particular problem that's causing the container() function to be disabled (as stated on the wiki)? The reason I want to use this is so I can set up different rules for my bank and my inventory by sticking 'and container(bank)' or 'and container(bag)' on certain rules that do or do not apply to specific bag types. Not a big deal or anything, I can manage just fine without it, but I'm curious in any case as so why the function's there but disabled.

    Oh, and now that I think about it, as a little feature idea: something I wanted to do a couple of times and I think would be kinda neat is the ability to "move" a bag category and all its rules up or down one place. So if I suddenly decide I want my consumables in bag 3 instead of 2, for example, I could just move that whole bag 'up' instead of going in and moving the individual bag 2 rules to bag 3 and vice versa for whatever's in the other bag. Of course this isn't a big deal or anything, just something I thought would be nice when I was messing with my rules a few times.
    Posted in: General AddOns
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    posted a message on Simple addon to show Global Cooldown
    I decided to tackle this for my first foray into Ace2, mainly since I play a Warlock sometimes and know what its like when your most meaningful cooldown is the global cooldown. Anyway, here's the result so far. Something like DeuceCommander to configure is highly recommended.

    URL: http://junk.ionmine.com/ui/iceage/IceAge.zip
    Screenshot:


    (Ice Age... Global cooldown... get it?!)

    Anyway, I haven't got the whole SVN thing going yet so it's just the zip for now.

    As far as I know everything should be working, but I expect the bar will become inaccurate if you're school-locked due to a silence or interrupt in such a way that some magic schools are on cooldown and others are not. The bar only monitors one spell per class under the hood, so if that spell's school is silenced the bar will appear indicating a cooldown, even if other spells in other schools are castable.

    Anyway, feedback/bug reports welcome.
    Posted in: Addon Ideas
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