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    posted a message on Using the new Animation API.
    Quote from jerry
    The latest build has fixed the reset of the region position after a animation cycle.

    Animations still reset after a :SetPoint() call. I have changed my glyph frame to hide animations when starting to drag and to restart them after the drag.

    Overall, it's in a better shape, and definitely usable. I still use an XML template to get a translation animation, I haven't checked if it's possible to do so programmatically.

    I'm going to add the Glow effect of the Glyph UI as an Animation too.


    Do they also reset if you use :SetPoint with a parent frame?
    Posted in: Lua Code Discussion
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    posted a message on ScrollFrame problems (nested frames)
    Maybe you could try to bring that issue up again in the 3.1 changes thread as it is extremely annoying. (I also don't have an US account :/)
    Posted in: Lua Code Discussion
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    posted a message on COMBAT_LOG_EVENT_UNFILTERED bug?
    http://forums.worldofwarcraft.com/thread.html?topicId=15443405133&sid=1&pageNo=2

    :)

    Would be only important to know if the source guid is the refresher or the person wo applied the buff.
    Posted in: General Chat
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    posted a message on AceConfig-3.0/AceGui MultilineEdit Problem
    Quote from OrionShock

    You want it to call set regardless but it only calls set if something at the end changes?

    Thats how I want it to be/how it is at the moment.

    I looked into the config/gui code but could not find anything special which has some kind of check in it.
    So maybe it is a general problem with multi line edits (the "bug" seems to happen mainly when the string that I want to change is longer than one line of the edit field)

    Edit: The problem is that the Accept-Button shows up when I change something in the field but the set function is only called when the end of the string is changed.
    Posted in: Lua Code Discussion
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    posted a message on AceConfig-3.0/AceGui MultilineEdit Problem
    I'm using a AceConfig to display an multiline edit item which is working so far. The problem I have is that I have to change at least something at the end of the multiline so that the set function is called. So that means if I change only one char inside the edit the set function will not be called.

    Would be nice to know if I can do something to avoid this problem.
    Posted in: Lua Code Discussion
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    posted a message on COMBAT_LOG_EVENT_UNFILTERED bug?
    Quote from xbeeps
    How would you tell if it is refreshed from the isMine value alone? Calling UnitBuff with the "PLAYER" field means that isMine is always set true. It only tells if the buff i currently look at is mine, but it doesn't tell if it has been refreshed. The point is, I query only the buff i applied myself (by using the "PLAYER" filter), and by looking at the expirationTime, compared to the expiration time when the buff was cast i can tell if it has been refreshed. How else would you tell if it was refreshed? It will still return isMine = 1 even if it wasn't refreshed. I'm not trying to figure if i have buffs on the target, i'm trying to figure out which buff just got refreshed (mine or someone elses).

    Ok was a missunderstanding on my part :/.
    I will steal your idea and use it in my addon ^^
    Posted in: General Chat
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    posted a message on COMBAT_LOG_EVENT_UNFILTERED bug?
    Quote from xbeeps
    Slouken has acknowledged this - many months ago. He offered to fix it, but warned that if someone refresh a spell, it will not be the refresher who is shown as source, but the person who applied the buff originally. Don't know if that is a problem - I don't think it is for HoT's at least (as you never overwrite anyone elses HoT). Seems they never took any action on it though. I could really use this for LibHealComm-3.0 for making tracking of HoT's easier. Right now i have to resort to calling UnitBuff with filter = "PLAYER" on the destName to retrieve the expirationTime on SPELL_AURA_APPLIED, and then check if that is changed when receiving the SPELL_AURA_REFRESH. As far as i can tell that is the only way to find out if the refresh is related to a specific buff you're tracking - and it only works for buffs you cast yourself, because you can only single out your own buffs from everyone elses with UnitBuff (you cannot query for buffs cast by a specific other player). Another drawback is that you have to use destName, which is not unique, in the call to UnitBuff, so if two pets share the same name it will mix them up.

    Would it not be possible to use the ismine flag from UnitBuff instead of playing around with the expiration time?

    But back to topic: It does not really help me as buffs are not what I'm interrested but debuffs and there I can't work with UnitDebuff if the debuff target is not my current target or focus.
    Posted in: General Chat
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    posted a message on COMBAT_LOG_EVENT_UNFILTERED bug?
    If I use COMBAT_LOG_EVENT_UNFILTERED and want to check for the following messages:

    SPELL_AURA_APPLIED_DOSE
    SPELL_AURA_REFRESH

    the sguid parameter is 0. At first I thought that this is because you only receive this 2 messages from your own spells but then I tested it with other players and it is also called... again with sguid 0.

    So is this maybe a bug on Blizzards side or is this intended (haven't found any posts about it).

    If this is a bug it would be nice if someone could post this at the US official forums.
    Posted in: General Chat
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    posted a message on New KeyProfiler
    I have updated it and point 1 and 2 on your list should be included in the latest version.

    I will add your third point as soon as possible.
    Posted in: Addon Ideas
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    posted a message on WADDU - WoW Addon Updater
    Looks like a fantastic updater. The only thing I miss so far is the option to ignore some addons from the update process.
    Posted in: Updaters
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    posted a message on DrDamage - Official Thread
    The Macaroon code seems to miss a check if button.macrospell exists.
    Posted in: General AddOns
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    posted a message on DrDamage - Official Thread
    Rouges shoud be finished. Updated the poison code so there should be everything included.
    Posted in: General AddOns
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    posted a message on DrDamage - Official Thread
    The Aura update seems to have the problem that in the PlayerAuraUpdate function the lines:

     if self:IsEventScheduled("DrD_FullUpdate") then
            return
        end    
    (line 926) should be removed. At least it works after that change.

    I have also updated the Rogue module. Dirty Deeds should now only affect specials and there was a bug with one ability (ComboPoints = true was missing).
    Posted in: General AddOns
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    posted a message on DrDamage - Official Thread
    As mentioned earlier (for selfbuffs to work properly) please change the following:

    self:RegisterEvent("PLAYER_AURA_UPDATE", "PlayerAuraUpdate")
    self:RegisterEvent("UNIT_AURA", "TargetAuraUpdate")
    (Remove the first line)

    And add the code from the PlayerAuraUpdate function to the TargetAuraUpdate and rename it to something else.
    Posted in: General AddOns
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