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    posted a message on Grid2 - What it is, and what it's not
    Quote from Azethoth
    All are phased out or limited to iLevel < 166.

    Warlock Firestones and Spellstones?


    Yup, those are still used !
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Quote from Azethoth
    Added http://www.wowace.com/addons/grid2-status-weaponbuff/files/
    Provides buff-mainhand and buff-offhand. Note that the api does not work on a unit, it only works on the player's main and offhand weapons. It will only show up for yourself unless blizzard changes something in the future.

    Automatically set up for shamans and rogues. Does any other class need it?


    I'm thinking of other classes using weightstones and mana oils (do ppl still use these?).
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Any possibility that those players happen to be out of range?
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Quote from Azethoth
    Well there is a proof of concept checked in. It works ooc for sure. The rest is up to you. The test code has a button for druid rejuv. If you use another class you will need to add a different spell for them.


    Thanks for that!

    I'll be sure to check it out (literally :p) when I make some room in my schedule.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Quote from Azethoth
    The problem is that unlike statuses there were no completed external indicators to copy code from or any supporting plumbing for them. Grid2Alert is getting there as well as the plumbing to support it.

    I will create Grid2IndicatorButton with basic plumbing and add you to it or vice versa. At that point you could probably hook up statuses to control its color / opacity as you mentioned. The spells it casts would probably be built into the indicator itself and support modifier keys for casting several spells. I will leave the actual button code to you but add the additional plumbing it will need.


    I haven't really delved into Grid2 very much yet. If you make a new type of Indicator, does that mean you can have more than one? Or are they still fixed like in Grid1 and addons are needed to add more?
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Quote from Azethoth
    The problem is that unlike statuses there were no completed external indicators to copy code from or any supporting plumbing for them. Grid2Alert is getting there as well as the plumbing to support it.

    I will create Grid2IndicatorButton with basic plumbing and add you to it or vice versa. At that point you could probably hook up statuses to control its color / opacity as you mentioned. The spells it casts would probably be built into the indicator itself and support modifier keys for casting several spells. I will leave the actual button code to you but add the additional plumbing it will need.


    I don't mind pitching in on the Grid2IndicatorButton. Just keep in mind I'm not the most elegant lua-coder out there nor the fastest.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    True, but you can fade them in and out by overlaying a half-transparant texture and toggling it's visibility, which is more than enough.
    Posted in: Grid & Grid2
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    posted a message on Translated QuestTexts
    /waves at damagepy
    Posted in: Addon Ideas
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    posted a message on Grid2 - What it is, and what it's not
    I'd just like to add that I have gotten so lost in both Grid and Grid2's code that I've been quite discouraged to have mini-spellbuttons in/attached to grid's frames :tongue:.

    If anyone sees this as doable you'd have my gratitude.

    From what I gathered, if I'd be doing this non-hackish, Grid2'd have to have a new Indicator-type Button builtin which would then have a configurable number of instances. Each button would then have a spell as an option and get it's data fed from no, one or more buff/debuff indicators.

    Simplest example is:
    - Holy Light, always active
    - Rejuvenation, disabled when present
    - PW:S button, disabled when PW:S is present, disabled when Weakened Soul is present
    - Abolish Poison, disabled by default, enabled when target poisoned, disabled when already present
    etc.

    This would eliminate the need for Clique and needing to remember which combination did what across x alts.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Quote from Azethoth
    Not sure what you mean here. Set them up and dont config them in combat?


    Of course. Grid's unit frames have the same restrictions..

    Once in combat you can't touch their position-/size or any of those funky secure attributes. After all, my intention is merely to dim them when their buff is found, not hide them completely... Dimming in combat by overlaying a non-clickable half-transparant icon is fine iirc.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    ok, did some digging in the .lua's.

    Seems i could to make a generic "spellbutton" indicator similar to the text indicators. Then I'd make a status-maker similar to how buffs are done... Someone fills in a spellname, hits Add and a status is made.

    At first these would always say "on" and the spellbutton-indicator that is "subscribing" to it would show it's icon.

    Later I could add stuff like
    - "default on, but fade if effect x is found" with x being the buff/hot name(s)
    - "default faded, but unfade if effect y is found"
    - "default faded, but unfade if a debuff of type z is found"
    and so on... eventually reproducing the BeneCast featureset within Grid2 :).

    So, am I a bit on track??
    Posted in: Grid & Grid2
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    posted a message on Some kind of holy priest addon
    You could have a stupid simple circle drawn on yr minimap. You can then see how many are out of the circle and how many are in?
    Posted in: Addon Ideas
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    posted a message on Grid2 - What it is, and what it's not
    My first goal is to simply get the buttons up there. That'd be 90% of the usefulness for me...

    Adding spellindicators and modifier-bindigs is "fluff and polish".

    My experience with BeneCast taught me that you CAN do a lot with buttons as long as you don't touch 'em in combat.

    As for pets that pop in and out I just need to set those as parent and the buttons will dissapear along w the unit frame.

    What I'd really need right now (barring you writing it yrself :p) is:
    Do you have anything in the way of "how to write a module for Grid2". I can study existing modules but they give me little differentiation of what is required by Grid2 and what is "own code" of the module.

    Something like:
    - Implement method x, y and z at the bare minimum and what should each method do
    - do this or that to "subscribe" to a status
    - do this to get the actual unit frame (or which parameter is it in which method)
    - Grid2 will call this on load, that on ... whatever
    - do this or that to "throw" a status change

    I don't think that me, a mediocre addon dev, should start trying to get to the nitty-gritty detail of Grid2's code. I do sometimes and I often learn, but it's terribly timeconsuming and time is one of the things I have the least of these days (and the reason I had to abandon BeneCast).
    Posted in: Grid & Grid2
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    posted a message on BeneCast 10: Official thread
    Sad to say I'm pulling the plug on BeneCast. The whole thing is just too much work for me to maintain next to work, having started my own business, being a father, a husband and potentially a second little nugget on the way. Oh, and actually playing the game :D.

    That's not to say I won't find something else to code (really wanna do a Grid2BeneCast module). You can take the monkey out of the code, but you can't take the code out of the monkey. But BeneCast as it is now? Nope.
    Posted in: General AddOns
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    posted a message on Grid2 - What it is, and what it's not
    I'd like to write a module for Grid2 that allows a (very) limited set of spellbuttons to be added. A bit what Clique does now but more visual. Any hints how to go about this?

    With indicators and statuses being objects could I feasibly add SecureActionButtons out of combat?

    I'm thinking about sth like... Lifebloom, Rejuv, Regrowth and Nourish. 4 tiny actionbuttons to the side of every grid2-unitframe. i could feed them "buff/debuff is active" as a status so that Nourish can show how many hots are active. I can dim Rejuv if it's already on there. I can show LB's stack-count and duration in the button. etc...

    This is basically a marriage of my long time maintained, but now defunct and abandoned BeneCast and my now favorite healing addon (it's so deliciously screen-estate saving, even w big unitframes) Grid.

    I actually started hacking at GridBuffIcons, but then I read how Grid2 should make things a lot easier.
    Posted in: Grid & Grid2
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