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    posted a message on mHud - Official Thread
    The alphas of the ace3 version are looking very nice. Looking forward to the dogtag text module supporting its alpha changing when the bar its anchored to changes its alpha :)
    Posted in: General AddOns
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    posted a message on mHud - Official Thread
    Features I'd like to see:
    • 5 second rule timer, similar to the energy ticker spark.
    • targettarget and pettarget, updated via OnUpdate, but with a customizable update rate
    • seperate "idle" into 0% and 100% values, as personally I'd like it to be darker when at 100% than when at 0%
    • some sort of feature to copy settings between bars, to avoid having to make the same changes repeatedly
    • add the ability to add/remove 'text' objects, which are independent of the bars, so that you can add things like target name
    • fix the lock behavior, when unlocked everything looks like big squares, and re-locking doesn't put them back to normal. changing the alpha or anything else about them makes them have that odd full texture too, have to reloadui to get it to look normal
    • it looks like it might not show the pet bars if you login without a pet and summon it later.. does it obey UNIT_PET?

    Thanks, loving the addon.
    Posted in: General AddOns
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    posted a message on mHud - Official Thread
    Merl,

    Just replying to make sure you didn't mind that I've been doing a few little commits to the codebase :)
    Posted in: General AddOns
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    posted a message on LilSparky's Workshop -- Official Thread
    I have a suggestion for a feature.. show the 'cost' to craft an item in the tooltip of that item. I think it'd be useful as a guideline when auctioning on an auction/bank character, to make sure you never post it up for less than its materials were worth :)
    Posted in: General AddOns
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    posted a message on LilSparky's Workshop -- Official Thread
    I have a feature request. I think it'd be cool to see reagent cost total in a recipe tooltip, so I could see if it'd be profitable for me to pick up the recipe :)
    Posted in: General AddOns
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    posted a message on WeaponRebuff 3.0
    I've noticed that the buttons remember the poison globally, not per weapon. If i put deadly on the mh and anesthetic on the oh, and they wear off, and i left click on the mh button, it puts anesthetic on it. Not optimal. Otherwise it's a nice addon.
    Posted in: General AddOns
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    posted a message on kEnergy Official Thread
    kEnergy works just fine here, I expect you're running into a problem due to using SupplyAndDemand. kEnergy has LoadManagers set to SupplyAndDemand in it's .toc file, and apparently S&D isn't a functional loadmanager for class specific using that field. Revision 38402 in svn drops S&D as a LoadManager for now, and adds support for ForkliftGnome as one, which seems to behave more reliably.
    Posted in: General AddOns
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    posted a message on ElkBuffBars v2 (finally Ace3 version)
    There's some odd behavior with ElkBuffBars and a bar group targeting my pet (hunter). When a buff expires, the status bar stretches to the full screen width before vanishing, and buffs with no time component (i.e. spirit bond) show as 0:00 instead of not showing the time at all.

    Figured it'd be useful to have an ebb group so I can keep an eye on how often the pet's frenzied and such.
    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    Quote from Nymbia »

    Sorry bout the bugs on target and focus, I threw em together and went to sleep ;) I'll see what I can do to reproduce and fix 'em shortly.


    No worries, it's svn, hiccups are expected during development :)
    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    Looks like the new focus and target casting bars are a bit hokey atm, understandable given how new they are. Locking/unlocking them doesn't properly show/hide them, and occasionally the bar gets stuck at the spell at 100%, even though it was completed, and stays there until the next cast.
    Posted in: General AddOns
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    posted a message on PT3Bar (non-official Thread of drama and great justice)
    Quote from stavmar »

    I am not sure if this is a bug, but when i change the scale or resnap the row of buttons it seems that the one button i move stays in place. after the resnap takes place. This does not occur as much with rescaling.

    When i move all the buttons in general vicinity and then resnap it seems to not be buggy at all.


    I'm having a hard time understanding what you're describing here.. but it sounds like you're saying that any manually moved buttons aren't being snapped, is that correct?
    Posted in: General AddOns
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    posted a message on PT3Bar (non-official Thread of drama and great justice)
    I just branched PT3Bar to add a couple minor features. Thus far I've only added an option (in game) to set button scale, and altered it to store the x/y in the savedvariables as unscaled UI Root Coordinates. I don't plan on fixing the popout problems, since I lack the understanding of the code to do that, I'll leave that to nymbia. My branch will just have some extra bits.
    Posted in: General AddOns
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    posted a message on InfiniBar - Official Thread
    I created a button set to 2 actionbar pages and stealth, and put first aid in it, then stealthed, it switched to being an empty button, then I unstealthed, and my first aid button didn't return :(
    Posted in: General AddOns
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    posted a message on PT3Bar (non-official Thread of drama and great justice)
    Quote from Matrix110 »

    If you conjure items on your bar(Mana Stone) a button same size as the bar appears above the original button and wont go away ever.(Need to reloadui)
    Not clickable or anything.



    This was just reported in this very thread like 3-4 posts ago. I suggest reading the posts in the future.
    Posted in: General AddOns
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    posted a message on Trinket Swapper mod....looking for
    Quote from torano »

    Quote from Seerah »

    If you just want Trinket's use Gello's TrinketMenu (they're both from WoWInterface.com)

    I use ItemRack and TrinketMenu together.


    Why would you use both? ItemRack can manage & swap trinkets based on stance/etc.


    ItemRack, at least the versions I've used, can't leave the trinket menu open at all times, the way TrinketMenu can, which makes TrinketMenu more useful for engineers.
    Posted in: General AddOns
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