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    posted a message on LuaTexts Official Thread
    Hi,

    I'm looking for a way to save information between luatext updates (as local seems to reset its value every time the text is updated)
    If i don't declare a variable as local, it gets shared between ALL the texts (I think I may be polluting some global space >.>)

    What is the accepted/correct way to do this?

    An example would be a counter that goes up every time a player hits the max rage event.
    If there are 3 warriors in the party how do i keep a separate counter for each warrior?
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Shefki

    if event == "ACTIVE_TALENT_GROUP_CHANGED" then


    Is it possible to grab the passed in arguments for events?
    Like this (shamelessly stolen from wowwiki)

      local timestamp, type, sourceGUID, sourceName, sourceFlags, destGUID, destName, destFlags = select(1, ...)
      if (event=="COMBAT_LOG_EVENT_UNFILTERED") then
        if (type=="SPELL_DAMAGE") then
          local spellId, spellName, spellSchool = select(9, ...)
          if (spellName=="Mind Blast" and critical==true) then
            DEFAULT_CHAT_FRAME:AddMessage("Mind Blast Just Critted!");
          end
        end
      end
    
    
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 4.0
    Before I open a ticket for this, I thought I'd ask in case it's already possible.
    There is currently a 'text' which displays incoming damage/heals as flashing red/green numbers. I would like to tap into this, with the following logic:
    If it's a critical heal, that was cast by me (a disc priest) add 0.3*the heal amount to an internal counter.
    If it's an absorb, subtract the absorbed amount from the internal counter (this makes several assumptions I know, but it should be close enough)
    Ideally it would also react to PW:S casts and add the appropriate amount to the internal counter too.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    I've been messing around with the fader module, and I was wondering what else could be specified in that manner for individual units in a group.

    For example, I have made a fader module which effectively 'hides' the player in a raid group (fully transparent) and allows me to have a 3x3 setup in 10 man raids. Unfortunately the unit frame is still there, just invisible.
    Would it be possible to also set the unit's 'Click through' property (or whatever it is called) based on a simple UnitIsUnit check?
    If it is already possible, what module type will I need to use as a base?
    Posted in: Unit Frames
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