• 0

    posted a message on sRaidFrames: Alternative CTRA raid frames
    The 5-man parties would be a great addition since alot of people got used to healing with sRF and they resent using a different setup for 5-man dungeon healing.
    Posted in: Unit Frames
  • 0

    posted a message on BigWigs
    From what I understood from our addon wiz which was at the first kill when they experimented alot (I was not), the marks are correct as long as the horseman in that corner is alive. If the spirit/ghost has already replaced him, bye correct marks.
    Posted in: Raid AddOns
  • 0

    posted a message on BigWigs
    At Loatheb, the Doom sync is REALLY not required, all it does is sending alot of junk on the invisible chat chanel.
    I can understand the Spore spawn and Remove Curse syncs, but Doom, everybody gets it so it's superfluous and only adds to the problem, the huge spikes on Doom. We have enough problems at it is with disconnecting people.

    Proposed change:

    function BigWigsLoatheb:Event( msg )
    	if string.find(msg, L["doomtrigger"]) then
    		self.doomCount = self.doomCount + 1
    		if self.db.profile.doom then
    			self:TriggerEvent("BigWigs_Message", string.format(L["doomwarn"], self.doomCount - 1, self.doomTime), "Important")
    			self:TriggerEvent("BigWigs_StartBar", self, string.format(L["doombar"], self.doomCount), self.doomTime, "Interface\\Icons\\Spell_Shadow_NightOfTheDead")
    			self:ScheduleEvent("bwloathebdoom", "BigWigs_Message", self.doomTime - 5, string.format(L["doomwarn5sec"], self.doomCount), "Urgent")
    		end
    	end
    end


    Basically, this replaces the old :Event( msg ) function. Also, all LoathebDoom2 entires must be removed, especially the ones in RecvSync function.
    Posted in: Raid AddOns
  • 0

    posted a message on BigWigs
    The Four Horsemen module has a problem if you use a strategy in which only ONE party takes the Meteor. Basically, it listens for CHAT_MSG_SPELL_CREATURE_VS_CREATURE_DAMAGE, which will not trigger if you and your party are the target. That means no meteor bar on your screen unless somebody from a different party also takes the meteor with you or is in combatlog range to register your party taking the hit.

    Please consider adding
    self:RegisterEvent("CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE", "SkillEvent")
    self:RegisterEvent("CHAT_MSG_SPELL_CREATURE_VS_PARTY_DAMAGE", "SkillEvent") 

    on line 264 in Horsemen.lua


    Btw, this bug also affects Sir Zeliek's Holy Wrath .
    Posted in: Raid AddOns
  • 0

    posted a message on oSkin
    AddonFrames.lua:

    function oSkin:Skin_Tablet()
    	if _G["Tablet20Frame"] and not tabletsSkinned["Tablet20Frame"] then
    		tabletsSkinned["Tablet20Frame"] = true
    		local frame = _G["Tablet20Frame"]
    		local r,g,b,a = frame:GetBackdropColor()
    		self:applySkin(frame)
    		local old_SetBackdropColor = frame.SetBackdropColor
    		function frame:SetBackdropColor(r,g,b,a)
    			old_SetBackdropColor(self,oSkinDB.r or r, oSkinDB.g or g, oSkinDB.b or b, ba or oSkinDB.a or a)
    			self.tfade:SetGradientAlpha("VERTICAL", .1, .1, .1, 0, .25, .25, .25, a)
    		end
    		local old_SetBackdropBorderColor = frame.SetBackdropBorderColor
    		function frame:SetBackdropBorderColor(r,g,b,a)
    			old_SetBackdropBorderColor(self, oSkinDB.br or r, oSkinDB.bg or g, oSkinDB.bb or b, oSkinDB.ba or a)
    		end
    		frame:SetBackdropColor(r,g,b,a)
    		frame:SetBackdropBorderColor(1,1,1,a)
    	end
    	local i = 1
    	while _G["Tablet20DetachedFrame" .. i] do
    		if not tabletsSkinned["Tablet20DetachedFrame" .. i] then
    			local frame = _G["Tablet20DetachedFrame" .. i]
    			local r,g,b,a = frame:GetBackdropColor()
    			self:applySkin(frame)
    			local old_SetBackdropColor = frame.SetBackdropColor
    			function frame:SetBackdropColor(r,g,b,a)
    				old_SetBackdropColor(self,oSkinDB.r or r, oSkinDB.g or g, oSkinDB.b or b, ba or oSkinDB.a or a)
    				self.tfade:SetGradientAlpha("VERTICAL", .1, .1, .1, 0, .25, .25, .25, a)
    			end
    			local old_SetBackdropBorderColor = frame.SetBackdropBorderColor
    			function frame:SetBackdropBorderColor(r,g,b,a)
    				old_SetBackdropBorderColor(self, oSkinDB.br or r, oSkinDB.bg or g, oSkinDB.bb or b, oSkinDB.ba or a)
    			end
    			frame:SetBackdropColor(r,g,b,a)
    			frame:SetBackdropBorderColor(1,1,1,a)
    		end
    		i = i + 1
    	end
    end


    Basically, if you have oSkinDB.r, oSkinDB.g, oSkinDB.b and br, bg, bb the changed function is going to use them instead of the default ones. The reason is that if I bothered to enter them using the script command then I really want my entire interface to be as uniform as possible.

    With the old version I had the entire interface with a blueish color and gradient-black tooltips on Fubar. Not good.


    Posted in: General AddOns
  • 0

    posted a message on oSkin
    SuperInspect skin, based on Inspect:

    local _G = getfenv(0)
    
    function oSkin:SuperInspectFrame()
    
    	self:removeRegions(_G["SuperInspectFrameHeader"], {1, 2, 3, 4})
    	self:removeRegions(_G["SuperInspect_ItemBonusesFrame"], {1})
    	self:removeRegions(_G["SuperInspect_COHBonusesFrame"], {1})
    	self:removeRegions(_G["SuperInspect_USEBonusesFrame"], {1})
    	self:removeRegions(_G["SuperInspect_SnTBonusesFrame"], {1})
    	
    	self:removeRegions(_G["SuperInspect_HonorFrame"], {1})
    	self:glazeStatusBar(_G["SuperInspect_HonorFrameProgressBar"], -2)
    	
    	self:removeRegions(_G["SuperInspect_ItemBonusesFrameCompare"], {1})
    	
    	self:removeRegions(_G["SuperInspect_Button_ShowHonor"], {2, 4})
    	self:removeRegions(_G["SuperInspect_Button_ShowBonuses"], {2, 4})
    	self:removeRegions(_G["SuperInspect_Button_ShowMobInfo"], {2, 4})
    	self:removeRegions(_G["SuperInspect_Button_ShowItems"], {2, 4})
    	
    
    	-- Hide frames we don't need
    	_G["SuperInspect_BackgroundTopLeft"]:Hide()
    	_G["SuperInspect_BackgroundTopRight"]:Hide()
    	_G["SuperInspect_BackgroundBotLeft"]:Hide()
    	_G["SuperInspect_BackgroundBotRight"]:Hide()
    	
    
    	-- Resize
    	_G["SuperInspectFrameHeader"]:SetWidth(SuperInspectFrameHeader:GetWidth()-20)
    	_G["SuperInspectFrameHeader"]:SetHeight(SuperInspectFrameHeader:GetHeight()-62)
    
    	-- Reposition
    	_G["SuperInspectFrameHeader_CloseButton"]:ClearAllPoints()
    
    	_G["SuperInspectFrameHeader_CloseButton"]:SetPoint("CENTER", _G["SuperInspectFrame"], "TOPRIGHT", -20, -20)
    
    
    	-- Skin
    	self:applySkin(_G["SuperInspectFrame"])
    	self:applySkin(_G["SuperInspect_ItemBonusesFrame"], nil, 0.6, 0.6)
    	self:applySkin(_G["SuperInspect_COHBonusesFrame"], nil, 0.6, 0.6)
    	self:applySkin(_G["SuperInspect_USEBonusesFrame"], nil, 0.6, 0.6)
    	self:applySkin(_G["SuperInspect_SnTBonusesFrame"], nil, 0.6, 0.6)
    	
    	self:applySkin(_G["SuperInspect_HonorFrame"])
    	
    	self:applySkin(_G["SuperInspect_ItemBonusesFrameCompare"])
    	
    	self:applySkin(_G["SuperInspect_BonusFrameParentTab1"])
    	self:applySkin(_G["SuperInspect_BonusFrameParentTab2"])
    	self:applySkin(_G["SuperInspect_BonusFrameParentTab3"])
    	self:applySkin(_G["SuperInspect_BonusFrameParentTab4"])
    	
    	self:applySkin(_G["SuperInspect_Button_ShowHonor"])
    	self:applySkin(_G["SuperInspect_Button_ShowBonuses"])
    	self:applySkin(_G["SuperInspect_Button_ShowMobInfo"])
    	self:applySkin(_G["SuperInspect_Button_ShowItems"])
    	
    	_G["SuperInspectFramePortrait"]:SetAlpha(0)
    end



    and of course, the AddonFrames.lua:

    	if arg1 == "SuperInspect_UI" then self:SuperInspectFrame() end
    .
    .
    .
    	if IsAddOnLoaded("SuperInspect_UI") then self:SuperInspectFrame() end
    Posted in: General AddOns
  • 0

    posted a message on Bartender2, ActionBar AddOn for Blizzards default buttons
    Since 1.12, sometimes when I switch to bear I get the cat action bar textures and viceversa. The tooltips are still correct and the abilities work without problem.

    However, I'm not 100% sure it's Bartender 2's fault. Anybody else running into this ?
    Posted in: General AddOns
  • 0

    posted a message on Simple patchwerk mod idea
    If you ask me, it's pointless. You use dedicated healers on each OT anyway. Also, when OT1 takes damage, you should be already casting a heal on OT2 because there is a 50% chance he will get hit in less than 1.3s (50% because of parry/dodge).
    Posted in: Addon Ideas
  • 0

    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    I know. A method to group all potions in a potion cooldown is the way to go.

    There is a problem, all Fellwood stuff can be Type: Consumable; SubType: Consumable and shares cooldown with Demonic/Dark Rune, which are Type: Trade Goods; SubType Trade Goods. Otherwise, all consumables with a cooldown share the same potions cooldown and have Type: Consumable; SubType: Consumable.

    later edit: CooldownTimers shares the same problem. Of course, you can define a group of items on the same CD, add all potions to it and it is fine.
    Doing this automatically kinda sux because of the stuff above :)
    Posted in: General AddOns
  • 0

    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    		elseif(bar == "PaperDollFrame") then
    			local parent = getglobal(this:GetParent():GetName())	
    			local inventoryLink = GetInventoryItemLink("player", parent:GetID())
    			local _, _, itemCode = strfind(inventoryLink, "(%d+):")
    			local sName, _, _, _, _, _, _, _, sTexture = GetItemInfo(itemCode)
    
    			self:Debug("PaperDollFrame Item - %s: %s / %s - %s | Texture: %s", sName, start, GetTime(), duration, sTexture)
    			self:StartBar(sName, duration - (GetTime() - start), sName, sTexture)


    This should allow any equiped item to work EVEN if you don't have it on any default action button. For example I'm using ItemRack for all my trinkets, so oCD can't intercept them with the code in else ... end.




        elseif(string.sub(bar, 1, 14) == "ContainerFrame") then
    			local slot = getglobal(this:GetParent():GetName())	
    			local bag = getglobal(this:GetParent():GetParent():GetName())	
    			local inventoryLink = GetContainerItemLink(bag:GetID(), slot:GetID())
    			local _, _, itemCode = strfind(inventoryLink, "(%d+):")
    			local sName, _, _, _, _, _, _, _, sTexture = GetItemInfo(itemCode)
    
    			self:Debug("ContainerFrame Item - %s: %s / %s - %s | Texture: %s", sName, start, GetTime(), duration, sTexture)
    			self:StartBar(sName, duration - (GetTime() - start), sName, sTexture)    


    Inventory items (mostly for stuff that can be used but not equiped or stuff that was used before a relog/reloadui). Ofc, the previous if was commented out :)
    Posted in: General AddOns
  • 0

    posted a message on sRaidFrames: Alternative CTRA raid frames
    No auto-switching please, it's only two button presses (yes, you have bindings at your disposal) anyway.
    Posted in: Unit Frames
  • 0

    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    I think I just said I switched most of my interface on Ace, so I fully understand how Ace2 & GC works :)

    Please go check how OmniCC works and you will see what I mean.
    Posted in: General AddOns
  • 0

    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    I currently have around 120 addons. Before I switched to Ace addons (Fubar, oRA, BigWigs, etc) I was using 68 MB Ram. Now I'm using 32 MB ram without losing any functionality. That's on top of a big FPS improvment.
    Posted in: General AddOns
  • 0

    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    CDT is kinda bloated but, by looking at both CDT and OCD code, I would use neither. Omni Cooldown Count seems to be the cleanest one, too bad the author didn't make a bars module but that can be added :)
    Posted in: General AddOns
  • 0

    posted a message on otravi_Cooldowns 1.0.0 [30.07.06]
    Middle of the screen warnings when a CD expires is also very important for PvP and some PvE encounters.
    Posted in: General AddOns
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