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    posted a message on ClosetGnome - Wear it or lose it.
    So I tried to search for this issue in this thread, but couldn't find anything. I'm using closetgnome on a warrior with Titan Grip, and it seems no weapon sets switching involving TG works. For example I'll make 2 sets, one with my TG 2H+shield and another with my TG 2H+1H, and everytime I switch, it'll remove the 2H. I tried using Red selection on the 2H so it only changes the offhand, but it has the same problem. I tried with various combinations, and it seems everything that involves switching from a TG setup to another will reverse the status on the TG hand(s). For example if you have a 2H equipped as MH or OH and switch to another set which has a 2H in that slot, then the 2H will be removed. However if you switch to another setup, such as 1h or a shield in that hand, then that hand will work.
    Posted in: General AddOns
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    posted a message on IceHUD
    Been a long time since I last tried IceHUD, didn't really like it in its first versions, but since I'm now playing wotlk beta and it seems to be the only HUD being updated, gave it a try, and gotta say it came a long way, it's really nice now.

    Few wotlk related stuff though:
    I believe the runes vertical positionning should go from -300 to +300. I'm trying to put it on the "top" of the HUD, but it sits a bit lower than the top of the side bars. +300 would probably fix that, and I guess it's stll in the limits of the addon

    Runic Power doesn't seem to update correctly. Like, it updates at the end of a fight, or when I click options, but other than that it doesn't update. Might be related to wotlk client itself though, last build had issues with runic power not decaying on the UI and only updating when you got into combat. However currently on icehud, it also doesn't update when you use an ability that generate runic power, only when entering/exiting combat.

    Awesome work however, I was really getting annoyed with basic unitframes, I'm a sucker for HUDs when tanking ^^.
    Posted in: Unit Frames
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    posted a message on GridStatusHots -> Shows your HoT(s) remaing time and total HoTs
    Yes, I'm not too sure what's being changed, but since the lastest updates(I tried the very lastest, and the first of the "new" ones, which was from yesterday), it's straight out broken, throwing the errors above whenever I cast a hot. I reverted to the old '07 version and works fine.

    On a side note, that made me realize how much of a bitch I am to grid and its plugins, healing without my hots showing was like painful ^^. Good thing it only was karazhan tho, and I still had my lifebloom showing since I'm using a different plugin for lifebloom.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Ok sorry for that I'm an idiot, checked G, but forgot it doesn't display everything on one page automatically, and lifebloom is on 2nd page. Wish it'd display everything by default.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Ok so I've gone thru the last 25pages or so, and used the search tool, and I'm wondering if it's possible to "count" the lifebloom and display the stack number somewhere on grid. I can display if the target is lifebloomed at all with gridhotstatus, but I can't tell how many stacks he has. I can also see how many hots are on the target, but I could care less about that really. It's annoying because if I fail to refresh a stack, which happens every now and then, I won't be able to tell unless I specifically look at the healing done to him. I've read something on EJ boards about a druid having a way to change the color of his indicator based on the lifebloom stack, but EJ boards are down atm, and I know he didn't post any link or anymore info, so maybe someone knows here. Something like red indicator=1lifebloom, orange=2lifeblooms, yellow=3lifeblooms. I could settle for a center text count too, or anything like it.
    Posted in: Grid & Grid2
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    posted a message on SmartyCat (was AceDruidBar)
    Not sure if it's still supported, but last patch somewhat broke it, it doesn't register mana loss when switching from one form to another.
    Posted in: General AddOns
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    posted a message on Postal (was GMail2): Updated
    Unless I missed it, I'd like to request a feature, a Delete button that would work with the checkboxes or a Delete key combo, because when I have tons of BG marks in my mail, I'd like to be able to clear them fast. Other than that, great addon, I personally use shift+click to "loot" my mailbox instead of the open all because it's way faster.
    Posted in: General AddOns
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    posted a message on AG UnitFrames custom layouts
    I asked for vertical bars some time ago in the huge thread and it got lost. I found that grid could somewhat do what I wanted tho(put all the party bars under my hud, scale them down a lot, and have them display vertical info so it's easier to read). Arena healing layout pretty much, I don't want to look on the sides when healing, and displaying 5horizontal bars in the middle of the screen just didn't fit nice. So grid it is, it might even be better than real vertical bars for what I want to do.
    Posted in: Unit Frames
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    posted a message on Cartographer
    Ok since I decided to level mining, I found a few minor bugs.

    First, the most annoying one, you have to open your map everytime you switch zones to get Carto mining or herbalism to work. They will sometimes work, but will mark the nodes way out of place. Iirc, that would be the case when you had loading(and that wasn't too annoying), but everytime you switch zones make it a pain to collect stuff between 2 zones(example Tin Veins between south silverpine and hillsbrad mine). Not gamebreaking tho once you get used to it.

    Another issue that I believe could be easily fixed, is if you loot an herb close to a mine, or the contrary, they will overwrite each other. I guess that's because the code that overwrite close nodes to prevent mark spam when you don't loot from exactly the same spot doesn't make a difference between herbs and mines. It's not terribly annoying tho since there's only a few spots with this configuration, and you can remember them. > Edit: This might not be a 100% bug, I just looted an herb on top of a mine
    Posted in: Map/Minimap AddOns
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    posted a message on Fence
    \Addons\Fence\modules`Fence_AutoFill.lua:169
    attempt to index local 'db' nil value.

    Get this error if I have autofill on but auto buyout off. I can just turn autobuyout back on and it will work np
    Posted in: General AddOns
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    posted a message on Automaton
    Well in some guilds at least, people leave Group Loot in instances on trash, so they don't miss rare drops, yet have the trash loot split evenly(and no rogues going out with +25g even after wiping because they looted all the silithid carapace stuff ^^). From what I understand, if you're not an officer, you install an addon(there's one out that's not aced, might not even be updated for 2.0 it's pretty old), that autopass on everything, you turn it on before raids and just leave it like that the whole run. Was wondering if you could add that, but as I said, it doesn't look terribly hard so I guess I'll just try to add it myself.

    Other than that, great job on the addon, love it it combines a few stuff I was using before without being too intrusive.
    Posted in: General AddOns
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    posted a message on Automaton
    I'm wondering if you could add settings for Group Loot rolls, like, auto roll need, or auto roll pass. Trying to setup an addon to do it automatically when I dual log instances, if you can't I'll just do it myself I guess, doesn't look too hard ^^
    Posted in: General AddOns
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    I have a pretty simple question, how hard would it be to offer an option to have vertical healthbars instead of the usual horizontal? I'm guessing it's somewhat hard since no one ever bothered making it possible in their unitframes(or is there any addon able to do it already?). I'm trying to setup a small window with group healthbars displayed vertically for easier usage in PvP but as far as I could tell I'd have to rework HUDs code to make it work.
    Posted in: Unit Frames
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