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    posted a message on moveFrames
    Quote from Astaldo »

    Maybe you can take a look at Nathanmx's addon.

    I've no need to move the Capturebar myself so I can't say if it's working as advertised,
    but his addons are generally good quality addons.

    CaptureThis


    Wish I'd found that last night. Ironically, an hour after making my initial post saying "I'll never do this" I figured out what the problem was and fixed it. It turns out I had missed a function in the deep sea of the FrameXML directory. So, the CaptureBar is working beautifully. Going to add the CastBar tommorow and do a big release.
    Posted in: General AddOns
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    posted a message on moveFrames
    An update on the "CaptureBar": I've spent almost an entire night dedicated just to the purpose of making this bar moveable and I've got to say, it's beyond me how to make it happen. I can get it moved, but as soon as I do the Blizzard code updates it and it breaks apart. Hooking it was annoying enough, but no amount of tinkering and whining for help in IRC could get this figured out. So it's off the list of things to do and on the "I will never try this again" list. Sorry for anyone who was waiting for this.

    This frame isn't to be confused with the WorldStateAlwaysUpFrame, which holds the scores for games like WSG/AB or has the status of the event in instances like Black Morass. It's the frame that's along the top, the CaptureBar is the one that defaults on the right and shows the status of of an objective.
    Posted in: General AddOns
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    posted a message on moveFrames
    Quote from Barras »

    I'm having problems with a dead area on my UI that appears to be moveFrames related. I can't click on any ag_Unitframes frames positioned at the top left corner of my UI as there appears to be an inactive frame called TopMF sitting over them. Disabling moveFrames solves the problem.

    I've tried moving TopMF using Visor2 but no joy. Using moveFrames 1.0.39


    Yea I've fixed that in the next release, if you would be so kind as to try out this:
    http://chuckg.org/wow/mods/moveFrames/moveFrames-1.0.49.zip

    It also includes frame locking (global /mf lock, individual right click) and the ability to move the WorldStateAlwaysUpFrame (WSG/AB/EOTS score frame). I haven't made a new release because I'm still adding a few other frames, but it should be out soon. Give those features a whirl and let me know what you think.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Quote from Jakobud »

    I'm not sure if this has been mentioned yet:

    Warlock's "Howl of Terror" rank 2 spell, chronometer has the duration at 14 seconds. This is incorrect it would be 8 seconds.

    Also, the Howl of Terror rank 1, I haven't tested it with chronometer but it is a 6 second duration. Might want to check this as well.


    Here's the fix:
    self:AddTimer(self.SPELL, BS["Howl of Terror"],    	 6, 0,0,0, { d={rs=2}, dr=1 })
    Posted in: General AddOns
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    posted a message on move or hide the PvP-Frame
    Done with this frame, I'd actually appreciate if some people would beta test this. You can find my development version here, which also includes frame locking both globally (slash command) and individually (by right clicking):

    http://svn.chuckg.org/trunk/moveFrames/

    It was more annoying than I could have possibly imagined.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Quote from chuckg »
    It becomes painfully obvious if you watch the first Curse of Doom timer disappear with 30 seconds still left to go, while the target remained Hydross and the debuff is clearly not knocked off. Can anyone please address this?


    So I spent some time today figuring what it is exactly that causes this and the results are not pretty. In short, Chronometer uses ParserLib to detect when buffs/debuffs fade and a limitation of ParserLib is that, when they do fade, the owner of the debuff faded is not available. So, the problem in raids arises when there are multiple DOTs of the same type up on the target and another player's fades before your own has run it's course. The way the code is setup, it detects the fade and kills the appropriate bar. I'm fairly positive this is a limitation of the combat event provided by Blizzard, but it is ultimately the culprit behind bars disappearing prematurely.

    To fix it in an ever so 'hacky' way, find 'function Chronometer:SPELL_FADE' and replace this block:
    	if info.type == "fade" then
    		if info.victim == ParserLib_SELF then
    			return self:KillBar(info.skill)
    		else
    			return self:KillBar(info.skill, info.victim)
    		end


    With this ...
    	if info.type == "fade" then
    		if info.victim == ParserLib_SELF then
    			return self:KillBar(info.skill)
    		elseif info.source == ParserLib_SELF then
    			return self:KillBar(info.skill, info.victim)
    		end


    You'll notice the only thing that has changed is the else, which attempts to determine the source/owner of the debuff that is fading. As I described earlier, this is impossible, so the bars are never killed. The only problem with changing it in this way is that if your DOT is *genuinely* knocked off, the bar will not disappear. This is problematic with stuff like warlocks improved shadowbolt, Shadow Vunlnerability, that sometimes will have it's charges used before the duration is up. One way to address this is to add a new option definition when you create a spell/dot/etc, that when enabled, will have it's functionality returned to how Chronometer worked originally.
    Posted in: General AddOns
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    posted a message on move or hide the PvP-Frame
    Quote from Saynt »

    That's the WorldStateScoreFrame right?

    If so chuckg's moveFrames


    Not yet, adding it to the next version. That's one of the 3 or 4 frames I'm working on.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    There was a separate thread regarding Chronometer bars disppearing before they've finished their duration, as if they were knocked off, the target was dead, or some other condition that would have them removed. I happened to fraps my guilds Hydross kill and if you watch both my EavesDrop and the builtin SCT, you can see that Chronometer will have bars disappear while the DOTs are clearly still ticking for damage:

    http://chuckg.org/wow/fraps/hydross.php

    It becomes painfully obvious if you watch the first Curse of Doom timer disappear with 30 seconds still left to go, while the target remained Hydross and the debuff is clearly not knocked off. Can anyone please address this?
    Posted in: General AddOns
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    posted a message on SmartyCat (was AceDruidBar)
    Quote from andreasg »

    I am wondering what would be the best.

    The downside to the embedded library would be that everyone using for example ag_UnitFrames will have the code loaded even if they're not druids. Perhaps the standalone addon that acts like a plugin is the best.


    I like the idea of a standalone, unloaded mod so you can just do it in character settings.

    Also, how about Scatmanadu.
    Posted in: General AddOns
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    posted a message on cgCrafty-2.0
    I finally caved in and added cgCrafty to the WoWAce SVN, so those of you who use WAU can now rejoice (all 9 of you). I'll only be updating the WoWAce only during major revisions as I've grown too accustomed to my own SVN and editing a single folder, but it'll be there none the less.

    http://svn.wowace.com/wowace/trunk/cgCrafty/
    Posted in: General AddOns
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    posted a message on Chronometer seems to be dropping bars.
    I've noticed a similar issue with this, however mine isn't with mobs having the same name. During Hydross, if I put a COD or some other DOT on Hydross then switch to the adds, I've noticed that the bars for DOTs on Hydross, a unique mob, will disappear before they've finished their duration. This happens on Gruul as well, a single target fight. I haven't delved into the code enough to be sure what is causing this, but I have a feeling it's got something to do with the amount of combat log spam and Chronometer missing DOT ticks and assuming a DOT has been knocked off.
    Posted in: General AddOns
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    posted a message on Looking for Trade Skill Mods
    I don't have a wiki because it scares me:
    cgCrafty - http://www.wowace.com/forums/index.php?topic=2627.0
    Posted in: General AddOns
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    posted a message on cgCrafty-2.0
    Quote from Faerian »

    Here is a French translation for cgCrafty.

    Hope this help.
    Faerian


    This makes me very happy indeed, thank you for taking the time to translate for my addon.
    Posted in: General AddOns
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    posted a message on moveFrames
    Quote from lambi »

    You can use Dragqueen, it's very light.


    Once the window/bag is closed, it will snap back to it's original location.


    KC_Mobility does the same, but this is not the intention of moveFrames. When I move something, I want it to stay there.
    Posted in: General AddOns
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    posted a message on moveFrames
    Quote from Locked »

    Is scaling certain frames with moveFrames a possibility, or do you now want to add a feature to your addon?


    I have no plans to add scaling to moveFrames.
    Posted in: General AddOns
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