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Jun 2, 2009Posted in: Unit Frames
local i = 1 while true do local name = UnitAura(unit,i,"HARMFUL") if not name then break elseif name == "Something" then return "|TSomeIcon:0|t" elseif name == "Something2" then return "|TSomeIcon2:0|t" end i = i + 1 end
I've a question about the quoted example. As this works fine for many debuffs/buffs, it has the disadvantage that the function can return just one Value/Icon, but not "SomeIcon" and "SomeIcon2" at the same time for one unit, if both (de)buffs are active. In some cases I would like to have two or even three Icons to show from one function.
For example, i've defined things like Barkskin, Shield Wall, HoSac, Divine Sac, Guardian Spirit and similiar things to show at the upper left corner. Right now if the target has Barkskin and Guardian Spirit the buff applied first is just shown.
I'm not too much in lua programming, but is it possible to return more than one value, maybe sth. like the following but more "professional". ;)
local buff1,buff2 ... elseif name == "Something" then buff1=SomeIcon elseif name == "Something2" then buff2=SomeIcon2 end i=i+1 end return "|TInterface/Icons/%s:0|t""|TInterface/Icons/%s:0|t", buff1,buff2
Still this would just return two Icons, which may not really solve the problem, cause if I have a choice of lets say 10 Icons it's not that clever to write the |T...|t part 10 times and I don't know whats happening if buff2 in this example is empty. Maybe there is a more elegant method of doing this.
Another method would be to define every buff/debuff in a new luatext...
May 29, 2009Posted in: Unit FramesQuote from Xedriellbut atm I don't have any reference for those colorcodes, perhaps someone could link something like a "color to code" converter/reference table for those alphacolors :)
I use this one. A click on the color you want shows the hex code on the left side.
May 28, 2009Posted in: Unit Frames
This works fine, thanks.
The solution for tracking more buffs or debuffs with icons is also working, but it has to be slightly changed if one wants to track more than one buff/debuff at once, like e.g. rejuv and lifebloom on one player.
May 28, 2009Posted in: Unit Frames
OK, thanks. The Icon isn't that important for me right now. So temporarily it should be no problem using some sort of text indicator instead.
About counting buffs or debuffs, e.g. Sanity on Yogg:
if UnitAura(unit,"Sanity",nil,"HARMFUL") then local _,_,_,count,_,_,_,_,_ = UnitAura(unit,"Sanity",nil,"HARMFUL") return count end
Is this right?
May 22, 2009Posted in: Unit FramesQuote from NandiniActually, I suppose it would be possible to disable the text modules completely during a raid and try to compare performance. It would be kind of scary with no text on the frames, but probably still doable! :)
I've tried this during trash in 25-man Ulduar yesterday, just staring at the cpu/memory usage over a trash fight. Trashfights have been the same in both cases.
With dogtags enabled I started the fight with a memory usage of 4.28MB (just PB4), at the end it was 5.76MB, cpu usage for PB4 was sth. between 0% and 5% with some huge spikes to even higher values.
If I disable Dogtags (and reloadui) memory usage started with 2.37MB going up to 2.41MB in the end and cpu usage was never higher than 0.1%.
Apr 29, 2009Posted in: Unit FramesQuote from jokeyrhymeYou'll likely need to make several groups (one for each party, in fact). Tell each of these to only show members of individual raid groups. Then players will stay in their groups. I don't think there's an easier way to do this, but at least you can let all of your groups use the same Layout.
Ok, thanks, I had the same idea, so if there's no other way I'll do it like this.
Easy, just do the opposite of the above. Make a single group, and tell it to show pets from all groups. They'll all be lumped together.
That's my configuration right now,and it's not working for me. I created a group, used "Raid pets" as "Unit group" and tried every single "Sort method" in combination with every single Filter type. The pets are always spread out all over the screen with big spaces in between e.g. when I enter AV or in a 25-man raid.
Apr 29, 2009Heyla,Posted in: Unit Frames
first of all, a question about the unit-arrangement of a 25-man raid.
So right now, if I create a group and arrange it by choosing "raid group" and allow 5 units per column, I'll get 5 columns with 5 units in each column ("gridlike"). So far everything is fine. If now a unit from group 2 leaves the raidgroup all following units are shifted and in the fifth column one unit is missing instead of one missing member in the second column. So is there a possibility to arrange the units in a 25-man raid by group without the shifting?
Furthermore is it possible to arrange the pets in the same way as I don't want it to be for the raid units? :D So if I have 2 hunters in group 3, a WL in group 4 and a DK in group 2 all their pets should be shown directly among each other, instead of showing it in the corresponding groups of their owners.
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