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    posted a message on AutoBar by Toadkiller (official thread)
    Hi sorry, Google won't let me log into my account for some reason, so posting here.

    Trueshot Aura is listed incorrectly in AutoBarCategory.lua, and has been since 3.0.2.

    The presently working spellID is 19506, not 27066 as listed.

    Thanks for the addon!
    Posted in: General AddOns
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    posted a message on Currency tracker
    Hi there.

    Previously, with Badges, marks and what-not being inventory items, I could use something like Bagnon_Forever to keep track of them across my myraid alts if I wanted say to figure out who could afford to buy a load of Gems. That option is gone since they all disappeared into the currency tab (which is super) but I'd like to request a simple addon that just tracked levels of the carying token currencies across characters.

    Thanks for your time!
    Posted in: Addon Ideas
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    posted a message on Altering values in default Blizz code.
    Pity. Thanks for your help, guess I'll go bug the Suggestions forum...
    Posted in: Lua Code Discussion
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    posted a message on UI Screenshots - Show us what you use!


    It's basically Phatrik's ZynUI remade for 3.0.2. oUF p3lim replaces Pitbull, autobar added since Seals/Judgments are useful now (o.O) and various other things tweaked\removed since two days of the default Blizz UI made me want to scream at small adorable puppies.
    Posted in: General Chat
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    posted a message on Altering values in default Blizz code.
    I'm having one of those 'nubs like me' moments, I can tell...

    I owe you ANOTHER apology for wasting your time in that case. Sad to hear it's impossible to alter them, thankyou for taking the time to try to help me - even though I was clearly beyond help!
    Posted in: Lua Code Discussion
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    posted a message on Altering values in default Blizz code.
    Okay, done as you suggest. I do indeed get 'abc' or whatever else I stick in there when I start WoW.

    Not sure I can do this, but on a hunch, I changed the start of the function to this:
     print("I loaded, Yay Me!")
    
    function CombatFeedback_OnCombatEvent(self, event, flags, amount, type)
      print("Zomg, WoW noticed me!")
    ... etc
    My theory being that would spam my chat window whenever my function got called. I never see that second message, so I assume something went wrong somewhere :(

    Edit - there is actually a semi colon in the proper lua after that second Print. Also, in case it's helpful, here's the shape of it:
     print("I loaded, Yay Me!")
    
    function CombatFeedback_OnCombatEvent(self, event, flags, amount, type)
        print("Zomg, WoW noticed me!");
        local feedbackText = self.feedbackText;
        local fontHeight = self.feedbackFontHeight;
        local text = "";
        local r = 1.0;
        local g = 1.0;
        local b = 1.0;
      print("Yay, WoW noticed me!")
        if( event == "IMMUNE" ) then
            fontHeight = fontHeight * 0.5;
            text = CombatFeedbackText[event];
        elseif ( event == "WOUND" ) then
            if ( amount ~= 0 ) then
                if ( flags == "CRITICAL" or flags == "CRUSHING" ) then
                    fontHeight = fontHeight * 1.5;
                elseif ( flags == "GLANCING" ) then
                    fontHeight = fontHeight * 0.75;
                end
                if ( type ~= SCHOOL_MASK_PHYSICAL ) then
                    r = 1.0;  -- [B]Make all spell damaged Bright Red[/B]
                    g = 0.0;
                    b = 0.0;
                end
                text = amount;
            elseif ( flags == "ABSORB" ) then
                fontHeight = fontHeight * 0.75;
                text = CombatFeedbackText["ABSORB"];
            elseif ( flags == "BLOCK" ) then
                fontHeight = fontHeight * 0.75;
                text = CombatFeedbackText["BLOCK"];
            elseif ( flags == "RESIST" ) then
                fontHeight = fontHeight * 0.75;
                text = CombatFeedbackText["RESIST"];
            else
                text = CombatFeedbackText["MISS"];
            end
        elseif ( event == "BLOCK" ) then
            fontHeight = fontHeight * 0.75;
            text = CombatFeedbackText[event];
        elseif ( event == "HEAL" ) then
            text = amount;
            r = 0.0;
            g = 1.0;
            b = 0.0;
            if ( flags == "CRITICAL" ) then
                fontHeight = fontHeight * 1.5;
            end
        elseif ( event == "ENERGIZE" ) then
            text = amount;
            r = 0.41;
            g = 0.8;
            b = 0.94;
            if ( flags == "CRITICAL" ) then
                fontHeight = fontHeight * 1.5;
            end
        else
            text = CombatFeedbackText[event];
        end
     
        self.feedbackStartTime = GetTime();
     
        feedbackText:SetTextHeight(fontHeight);
        feedbackText:SetText(text);
        feedbackText:SetTextColor(r, g, b);
        feedbackText:SetAlpha(0.0);
        feedbackText:Show();
    end


    Thankyou again for bearing with me, I imagine you must get very tired of nubs such as me with idiot problems!
    Posted in: Lua Code Discussion
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    posted a message on Altering values in default Blizz code.
    Oki Doki. Copy pasting the entire function, and changing the specfic values I wanted a Xinhuan suggested didn't seem to do anything at all.

    Unfortunately, temporarily shelving the entire approach and creating a new JoText.lua with:

     OldCombatText_AddMessage = CombatText_AddMessage
    function CombatText_AddMessage(message, func, r, g, b, displayType, isStaggered)
        -- Bright blue, this should be DAMNED obvious!
        OldCombatText_AddMessage(message, func, 0, 0, 1, displayType, isStaggered)
    end 


    also does nothing. I've gone through my addon folder with UltraEdit's 'FindinFile' to make sure nothing else is meddling with the function in question, but nothing shows up.

    Additionally, if I understand what you've suggested here correctly, everything that comes through the Blizz Combat Text should be blue, using the code pasted above. It doesn't seem to work for any of it - non physical damage done to target remains that god awful orange, to me remains red, etc etc.

    Thanks for the suggestion though, and I apologise for my lack of familiarity with the subject matter.
    Posted in: Lua Code Discussion
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    posted a message on Altering values in default Blizz code.
    Hi, and thanks for the helpful response. I discovered in the reading I mentioned that indeed I can't toy with FrameXML, hence the addon I pasted above. It sits in Interface\Addons\JoText with JoText.Toc which simply points to JoText.lua. Unfortunately, it doesn't seem to do anything at all :(

    I'll remove the OnLoad, change my function name to match the original, and see what happens. Thanks!
    Posted in: Lua Code Discussion
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    posted a message on Altering values in default Blizz code.
    Okay, I spent the afternoon reading, and came up with this:

    function JoText_OnLoad()
      CombatFeedback_OnCombatEvent = JoText_CombatFeedback_OnCombatEvent;   
    end
    
    function JoText_CombatFeedback_OnCombatEvent(self, event, flags, amount, type)
        local feedbackText = self.feedbackText;
        local fontHeight = self.feedbackFontHeight;
        local text = "";
        local r = 1.0;
        local g = 1.0;
        local b = 1.0;
    
        if( event == "IMMUNE" ) then
            fontHeight = fontHeight * 0.5;
            text = CombatFeedbackText[event];
        elseif ( event == "WOUND" ) then
            if ( amount ~= 0 ) then
                if ( flags == "CRITICAL" or flags == "CRUSHING" ) then
                    fontHeight = fontHeight * 1.5;
                elseif ( flags == "GLANCING" ) then
                    fontHeight = fontHeight * 0.75;
                end
                if ( type ~= SCHOOL_MASK_PHYSICAL ) then
                    r = 1.0;
                    g = 0.2;
                    b = 0.0;
                end
                text = amount;
            elseif ( flags == "ABSORB" ) then
                fontHeight = fontHeight * 0.75;
                text = CombatFeedbackText["ABSORB"];
            elseif ( flags == "BLOCK" ) then
                fontHeight = fontHeight * 0.75;
                text = CombatFeedbackText["BLOCK"];
            elseif ( flags == "RESIST" ) then
                fontHeight = fontHeight * 0.75;
                text = CombatFeedbackText["RESIST"];
            else
                text = CombatFeedbackText["MISS"];
            end
        elseif ( event == "BLOCK" ) then
            fontHeight = fontHeight * 0.75;
            text = CombatFeedbackText[event];
        elseif ( event == "HEAL" ) then
            text = amount;
            r = 0.0;
            g = 1.0;
            b = 0.0;
            if ( flags == "CRITICAL" ) then
                fontHeight = fontHeight * 1.5;
            end
        elseif ( event == "ENERGIZE" ) then
            text = amount;
            r = 0.41;
            g = 0.8;
            b = 0.94;
            if ( flags == "CRITICAL" ) then
                fontHeight = fontHeight * 1.5;
            end
        else
            text = CombatFeedbackText[event];
        end
    
        self.feedbackStartTime = GetTime();
    
        feedbackText:SetTextHeight(fontHeight);
        feedbackText:SetText(text);
        feedbackText:SetTextColor(r, g, b);
        feedbackText:SetAlpha(0.0);
        feedbackText:Show();
    end
    So far as I understand, it should simply call my function instead of the default one whenever it draws a combat event, to test this I made the colour very very red, instead of the default value. Unfortunately, running WoW with this enabled (yes, my TOC works too) leads to no changes. No errors of any sort either, it simply doesn't do anything. Can anyone help?
    Posted in: Lua Code Discussion
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    posted a message on Altering values in default Blizz code.
    Hey folks.

    I really quite like the Blizzard Floating Damage text (specifically that it places it over the mob I'm attacking, rather than at some arbitrary position on screen) but the yellow colour is truly horrific. To that end, I downloaded the current CombatFeedback.lua from Wowcompares, changed the values to something more pleasing, then stuck it in Interface/FrameXML.

    Unfortunately, as soon as I started to game, WoW renamed my FrameXML folder to FrameXML.old, and I'm stuck with off yellow damage text of ugliness.

    Can anyone suggest some way to either have the game pay attention to my altered file, or even better, insert code to alter the colours used into some random addon I have loading at startup?

    I can manage fine by myself with the stuff in Addons\Blizzard_CombatText, since that stores its RGB values in a global table that I can mod easily enough with a script, but FrameXML\CombatFeedback.lua (which has the offending yellow colour in question) only seems to use locals for r,g,b, and I'm damned if I know how to mod those :(

    Thanks all.
    Posted in: Lua Code Discussion
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    posted a message on Prat 2.0 Chat Mod Framework (Official Thread)
    Hi, I've started seeing a bizarre problem with the latest version of Prat.

    Whenever someone links an item, in any channel or through a whisper, I see their character name linked instead - eg. from| SomeDruid [SomeDruid]

    The 'item' is coloured by the senders class, and right clicking it shows the item tooltip of whichever item they intended to link. Any advice? Much as I like the inadvertent 'Dirge' filter on trade channel, it makes doing anything rather cumbersome.

    Thanks.
    Posted in: General AddOns
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    posted a message on ClassTimer - Official thread
    Seeing similar effects on my mage and paladin, everything seems fine in the individual clusters, but when things are stuck into the All in One bar (which is the only one I ever used) buffs and debuffs sometimes appear doubled, sometimes disappear entirely, and sometimes flicker in and out.

    That said, nice to see a full overhaul, and great to have you back. I look forward to seeing how this shapes up once the rewrite bugs are ironed out!
    Posted in: General AddOns
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    posted a message on CoolDownButtons - Offical Thread
    Hi there, first of all, I love this mod, so thanks for the work your putting in!

    Just to clarify a point people have been raising about the 'flickering' problem, it's 100% reproducible for me on two seperate computers with different UI setups using my Fire Mage.

    Casting either Dragon's Breath or Cone of Cold puts both on cooldown, and while both spells have a 'preferred' position (that is, they don't jump around randomly) they do have a tendency to flicker back and forth, both in the 'normal' and 'soon' cooldown areas.

    I can't screencap it (the position switch is literally over in a few milliseconds), and /run cdb() while the cooldowns are active returns the following:

    Cone of Cold @ 1.72 of 10
    Assgined to Button: 1/2
    Position in the row: 2/2
    Used in the row: soon
    _________________________
    Dragon's Breath @ 1.72 of 10
    Assgined to Button: 2/2
    Position in the row: 1/2
    Used in the row: soon

    Hope this helps.


    Just to touch on the 'persistent flares' around active cooldowns, I noticed them lots while specced frost, especially when I had an active cooldown which I reset with Coldsnap and then immediately used again (water elemental being the main offender) but haven't seen it at all since I went back to fire.

    Apologies if this is all derivative babble, and thanks again for the addon!

    Posted in: General AddOns
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    posted a message on Routes: Official Thread
    Aha, thankyou, that sounds super, I'll look into it. Appreciate the response, and my regards again.
    Posted in: General AddOns
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    posted a message on Routes: Official Thread
    Hi, I recently switched from Gatherer to Gathermate, and I'm pleased thus far. Just an anecdote, but I've yet to notice any performance hit running GatherMate-HUD. I have a semi related question, but I'm not sure it merits its own threat.

    Since the only way to actually determine whether a node is occupied or not is to glance at the mini-map, I was wondering if anyone knew of some technique or addon to either clone or add a second minimap display. In the past I'd simply have moved the main minimap beside the HUD while farming, but now it's anchored to Lord knows how many panels and aligned with everything else, that's a bit more problematic.

    Any help appreciated, and thanks for all the work on this great addon!
    Posted in: General AddOns
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