Okay, I massaged the code a bit and it will now show the correct stance when I log, but it won't update when I change stances unless I reload ui. The Lua isn't registering any errors in WoW, so is there something I did that is preventing "UPDATE_SHAPESHIFT_FORMS" from firing correctly?
Here's the (almost)working script..
local eePanel4_text = eePanel4:CreateFontString(nil, "OVERLAY ") -- set strata of text;
eePanel4_text:SetFontObject(GameFontHighlightSmall) -- Set the font type
eePanel4_text:SetPoint("CENTER", eePanel4, "CENTER", 0, 0) -- center the text
function eePanels2:StanceText(self, event,...)
if GetShapeshiftForm() == 0 then
eePanel4_text:SetText("Caster Form")
elseif GetShapeshiftForm() == 1 then
eePanel4_text:SetText("Dire Bear Form")
elseif GetShapeshiftForm() == 2 then
eePanel4_text:SetText("Aquatic Form")
elseif GetShapeshiftForm() == 3 then
eePanel4_text:SetText("Cat Form")
elseif GetShapeshiftForm() == 4 then
eePanel4_text:SetText("Travel Form")
end
end
I think the problem is making THIS_text = THIS:CreateFontString() a local. I wasn't sure if this would work correctly when I suggested the script as I wasn't sure of the scope of a parsed script. Remove the local keyword and try again:
THIS_text = THIS:CreateFontString(nil, "OVERLAY ") -- set strata of text;
Edit: actually, it probably wouldn't work at all if it was a scope issue, and it'd probably throw an error... hmm. UPDATE_SHAPESHIFT_FORMS might not be the event you need. Maybe look at the different events listed on wowwiki.com.
You were right about the event. I took a look around the SCT lua because I know it registers stance changes and figured it out - it's "PLAYER_AURAS_CHANGED" that I needed.
So the correct and working Script is:
local eePanel4_text = eePanel4:CreateFontString(nil, "OVERLAY ") -- set strata of text;
eePanel4_text:SetFontObject(GameFontHighlightSmall) -- Set the font type
eePanel4_text:SetPoint("CENTER", eePanel4, "CENTER", 0, 0) -- center the text
function eePanels2:StanceText(self, event,...)
if GetShapeshiftForm() == 0 then
eePanel4_text:SetText("Caster Form")
elseif GetShapeshiftForm() == 1 then
eePanel4_text:SetText("Dire Bear Form")
elseif GetShapeshiftForm() == 2 then
eePanel4_text:SetText("Aquatic Form")
elseif GetShapeshiftForm() == 3 then
eePanel4_text:SetText("Cat Form")
elseif GetShapeshiftForm() == 4 then
eePanel4_text:SetText("Travel Form")
end
end
Okay, I massaged the code a bit and it will now show the correct stance when I log, but it won't update when I change stances unless I reload ui. The Lua isn't registering any errors in WoW, so is there something I did that is preventing "UPDATE_SHAPESHIFT_FORMS" from firing correctly?
Here's the (almost)working script..
local eePanel4_text = eePanel4:CreateFontString(nil, "OVERLAY ") -- set strata of text;
eePanel4_text:SetFontObject(GameFontHighlightSmall) -- Set the font type
eePanel4_text:SetPoint("CENTER", eePanel4, "CENTER", 0, 0) -- center the text
function eePanels2:StanceText(self, event,...)
if GetShapeshiftForm() == 0 then
eePanel4_text:SetText("Caster Form")
elseif GetShapeshiftForm() == 1 then
eePanel4_text:SetText("Dire Bear Form")
elseif GetShapeshiftForm() == 2 then
eePanel4_text:SetText("Aquatic Form")
elseif GetShapeshiftForm() == 3 then
eePanel4_text:SetText("Cat Form")
elseif GetShapeshiftForm() == 4 then
eePanel4_text:SetText("Travel Form")
end
end
Would there be any way to use the scripting function in EEpanels to generate text? I would really like to do away with the stance bar in my UI and replace it with a simple text using GetsShapeshiftFormInfo. Will the script function support this?
Yes, but you'll need to know what you're doing. WoW frames have the ability to display text, and scripts can do just about anything possible via the WoW API. A simple script to display text (which I haven't tested, but looks ok) would be this:
local THIS_text = THIS:CreateFontString(nil, "OVERLAY ") -- set strata of text;
THIS_text:SetFontObject(GameFontHighlightSmall) -- Set the font type
THIS_text:SetPoint("CENTER", THIS, "CENTER", 0, 0) -- center the text
THIS_text:SetText("big badda boom") -- text to display
You'll have to figure out the rest on your own
So it seems like the following function should work for determining the text variables for stance, but how do I tie it in with the code above?
function eePanels2:StanceText (self, event,...)
if GetShapeShiftForm() = 0 then
eePanel4_text:SetText ("Caster Form")
elseif GetShapeShiftForm() = 1 then
eePanel4_text:SetText ("Dire Bear Form")
elseif GetShapeShiftForm() = 2 then
eePanel4_text:SetText ("Aquatic Form")
elseif GetShapeShiftForm() = 3 then
eePanel4_text:SetText ("Cat Form")
elseif GetShapeShiftForm() = 4 then
eePanel4_text:SetText ("Travel Form")
end
end
Anyone have a good mouseover script to show/hide a panel? Also, is it necessary to use an onupdate event in order to make this work? If so, is the memory consumption more hassel than it's worth?
Btw, this is to add a panel to a Bartender3 bar with the fadeout setting enabled. The attached eePanel isn't hiding properly because the bars don't technically show/hide on mouseover (they just change alpha).
Very nice frames! Pitbull really does need an offset to auras. Too bad there's not an addon like Buffalo out there that could take on buffs/debuffs for all the frames independently.
Would there be any way to use the scripting function in EEpanels to generate text? I would really like to do away with the stance bar in my UI and replace it with a simple text using GetsShapeshiftFormInfo. Will the script function support this?
Is it me or does fishing really suck now? In the last patch Blizzard changed something that made fishing schools really annoying. More often than not, my fishing line won't even display after casting, making it very difficult to see where my cast landed without waiting for the bobber to appear. I used to be able chain cast with fishingace by double right clicking, then single right clicking in quick succession to re-cast until it landed in the pool. Now, it's a pain in the ass because it takes a good 3-4 seconds to see where the cast landed, and by that time the right click timer that fishingace uses has reset and you have to double click again. It may not seem like a big deal to some, but when you fish a lot of pools, it's infuriating.
Another new annoyance from the patch is if a fish bites at the very end of a channel, you can't loot it unless you have quicker than a .2s reaction time.
/agree /agree /agree
The bobber not appearing for a couple seconds sometimes so you don't know whether it landed in the fishing node or not. Irritating. I've been wondering what the whole lack of single-click on miscasts has done to Arena Tourney times heh.
I know none of this has to do with fishingace, but I just wanted to share my recent frustrations to see if others are experiencing the same thing.
1. What are the names of the debuffs?
2. Does anybody know of other debuffs that should stack, preferrably from a non-lethal mob in the outside world? Maybe it's not a problem specific to Netherspite.
There are actually three buffs from the three beams in the fight (you get one depending on which beam you stand in). They are called Perseverence, Serenity, and Dominance. I would imagine any mob that has a stacking poison would give you the same effect on the debuff side, though I can't think of a particular mob offhand to test this on.
While fighting Nightbane the stacking debuff number isn't showing for me so I don't know when to call for a replacement. Maybe this is related to the other stack issues. Love this mod btw - big ugly buff bars FTL : )
Err I meant Netherspite and for clarity it's the number of stacks from the beam debuff that isn't showing up. Any plans for a fix on the way?
While fighting Nightbane the stacking debuff number isn't showing for me so I don't know when to call for a replacement. Maybe this is related to the other stack issues. Love this mod btw - big ugly buff bars FTL : )
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You were right about the event. I took a look around the SCT lua because I know it registers stance changes and figured it out - it's "PLAYER_AURAS_CHANGED" that I needed.
So the correct and working Script is:
local eePanel4_text = eePanel4:CreateFontString(nil, "OVERLAY ") -- set strata of text;
eePanel4_text:SetFontObject(GameFontHighlightSmall) -- Set the font type
eePanel4_text:SetPoint("CENTER", eePanel4, "CENTER", 0, 0) -- center the text
function eePanels2:StanceText(self, event,...)
if GetShapeshiftForm() == 0 then
eePanel4_text:SetText("Caster Form")
elseif GetShapeshiftForm() == 1 then
eePanel4_text:SetText("Dire Bear Form")
elseif GetShapeshiftForm() == 2 then
eePanel4_text:SetText("Aquatic Form")
elseif GetShapeshiftForm() == 3 then
eePanel4_text:SetText("Cat Form")
elseif GetShapeshiftForm() == 4 then
eePanel4_text:SetText("Travel Form")
end
end
eePanels2:RegisterEvent("PLAYER_ENTERING_WORLD", eePanels2.StanceText)
eePanels2:RegisterEvent("PLAYER_AURAS_CHANGED", eePanels2.StanceText)
Thanks for all the help!
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Here's the (almost)working script..
local eePanel4_text = eePanel4:CreateFontString(nil, "OVERLAY ") -- set strata of text;
eePanel4_text:SetFontObject(GameFontHighlightSmall) -- Set the font type
eePanel4_text:SetPoint("CENTER", eePanel4, "CENTER", 0, 0) -- center the text
function eePanels2:StanceText(self, event,...)
if GetShapeshiftForm() == 0 then
eePanel4_text:SetText("Caster Form")
elseif GetShapeshiftForm() == 1 then
eePanel4_text:SetText("Dire Bear Form")
elseif GetShapeshiftForm() == 2 then
eePanel4_text:SetText("Aquatic Form")
elseif GetShapeshiftForm() == 3 then
eePanel4_text:SetText("Cat Form")
elseif GetShapeshiftForm() == 4 then
eePanel4_text:SetText("Travel Form")
end
end
eePanels2:RegisterEvent("PLAYER_ENTERING_WORLD", eePanels2.StanceText)
eePanels2:RegisterEvent("UPDATE_SHAPESHIFT_FORMS", eePanels2.StanceText)
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So it seems like the following function should work for determining the text variables for stance, but how do I tie it in with the code above?
function eePanels2:StanceText (self, event,...)
if GetShapeShiftForm() = 0 then
eePanel4_text:SetText ("Caster Form")
elseif GetShapeShiftForm() = 1 then
eePanel4_text:SetText ("Dire Bear Form")
elseif GetShapeShiftForm() = 2 then
eePanel4_text:SetText ("Aquatic Form")
elseif GetShapeShiftForm() = 3 then
eePanel4_text:SetText ("Cat Form")
elseif GetShapeShiftForm() = 4 then
eePanel4_text:SetText ("Travel Form")
end
end
eePanels2:RegisterEvent("PLAYER_ENTERING_WORLD", eePanels2.StanceText)
eePanels2:RegisterEvent("UPDATE_SHAPESHIFT_FORMS", eePanels2.StanceText)
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Btw, this is to add a panel to a Bartender3 bar with the fadeout setting enabled. The attached eePanel isn't hiding properly because the bars don't technically show/hide on mouseover (they just change alpha).
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I think the Warrior Stance auras could be added to the DogTag library, but as of now it's not one of the HasAura options.
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Thanks - checked it out - no stance tags : ( QQ
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There are actually three buffs from the three beams in the fight (you get one depending on which beam you stand in). They are called Perseverence, Serenity, and Dominance. I would imagine any mob that has a stacking poison would give you the same effect on the debuff side, though I can't think of a particular mob offhand to test this on.
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Err I meant Netherspite and for clarity it's the number of stacks from the beam debuff that isn't showing up. Any plans for a fix on the way?
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