Type /pitbull to bring up the configuration window. Click on the "Global settings" group in the left pane. In the right pane, change the option "Locked" to unchecked. You can now drag every frame with the mouse.
"Clustered" frames (like party, raid, their pets, MT, MA, their targets) do not offer numerical position options like the individual frames (player, target, etc.). You can only move them by unlocking the frames and dragging them with your mouse.
Looks really nice! Only thing I would have to say is putting in percentages (1% instead of x0.01)
I actually prefer the decimal notation. Some nodes (herbs) commonly yield more than one of the same item. Which would be easier to read at a glance, "Mageroyal x2.5" or "Mageroyal 250%"?
Yes I notice that in addition to the usual "externals set to dev.wowace.com" errors, the KillingFields addon may be causing some problems for the packager.
I also get an empty addon list with WAU 1.9.45.718. Output shows the following:
Bypassing Cache, Reloading index from [url]http://files.wowace.com/[/url]
Error loading addon list Object reference not set to an instance of an object.
Auto-retry of addon list load
Error loading addon list Object reference not set to an instance of an object.
Complete
Reloading the index results in the same output. I'm able to view http://files.wowace.com/ just fine in my web browser, and I can browse the repository with my svn client.
Nobody is going to write an addon that does something when there's already a better method of doing the same thing: Using the mailbox instead of the AH.
Especially when you don't explain why you think the AH is better than the mailbox
What an incredibly mean and condescending reply. How is using a mailbox a better method of canceling auctions with one click?
I'm glad to see someone took a few minutes of their time and helped the original poster by writing a simple addon that does exactly what he asked for.
Apologies for my harsh words in that case, but your post opened with what seemed to be a sarcastic dig at the concept behind Chinchilla - I suppose I assumed your intent was unfriendly at that point.
It was a sarcastic dig at the concept behind Chinchilla. :D I made a similar sarcastic dig at the concept behind an Ace3-based clone of an existing, functioning Rock-based addon last week in IRC, by the way. I use the term "clone" loosely here to mean an addon which provides nearly identical functionality with nearly identical appearance. I realize of course that the "genetic code" behind such clones may differ greatly in method and performance.
They are alphabetical order =P (Elemental/Enhancement/Restoration) etc...
However, I think I may have found an easy way to to give that option without having to maintain the "mapping" of spec name to spec levels. If I can make that work I will make it an option.
I'd suggest if a tree has more than 30 points, add its name (or abbreviation) and a "/" to the front of the string. If a tree has more than 20 points, add a "/" and its name (or abbreviation) to the end of the string. Otherwise, don't add the tree's name to the string at all. Then trim any "/" off the start and end of the string.
P.S. -- Thank you for the alphabetical tip! That will make things so much easier to remember! :)
If you don't know the talent trees for a class, what good does it do to know which school they have the most talents in? =)
Because not being a master of every class, I don't always remember which tree is first, second, and third for other classes. Notoriously, I couldn't begin to tell you what spec a 1/49/11 shaman is. But if I saw an enhancement shaman, I'd want to keep it rooted or slowed. If I saw a restoration shaman, I'd want it stunned or incapacitated. If it were an elemental shaman, I'd want to run away as fast as possible. :)
There's another kind of texture (or pair of textures, actually) I think would be useful in SharedMedia. That would be textures for minimap masks and minimap borders. This would allow these kinds of textures to be shared among various addons that manipulate the minimap. The minimap mask texture would also benefit from additional metadata describing the shape of the mask, for addons which use it. (If it's impractical to add these kinds of metadata, perhaps texture contributors could agree on a naming convention that implies the mask's shape.)
Edit: I'm rethinking the utility of this now, since there can only ever be one of each texture active at any time. However, it would still facilitate contributions of new textures for minimap addons which supported them.
Adirelle, that subject has come up for Proximo before and I don't plan to add it. That information is something you have to maintain and calculate outside of the built in wow functionality and its not something I feel warrants that. I generally feels its better to learn the talent trees if you are doing arena anyway =)
Isn't that what options are for? For example, you probably generally feel it is better for frames to grow downward based on your own UI setup, but you have now included the option to grow frames up for those who generally feel otherwise. :)
As a matter of fact, ckknight is hard at work rewriting PitBull_Aura as I type this. Try not to be so rude, especially when you don't have all the facts.
I was being sincere when I said I understood if he was bored and frustrated. I know how terribly un-fun it can be tracking down bugs, doing code reviews, etc. I also know how fun it is to start a fresh new project and the excitement that comes when it finally goes into use. I appreciate the fact that there's now a minimap addon that is getting developer attention, since the alternatives I alluded to haven't gotten much of that in the past year.
I apologize if it the author took my comment as a slap in the face, when I really meant it to be an understanding hug. Perhaps he should roll a cuddly druid and put 3 talent points into Thick Hide. :P
However, my vote is still "spend time addressing bugs in existing Rock-based addons." Of course the author is not on my payroll, which is why that's just a vote and not an order. :)
Yay! A Rock-based clone of an existing, functioning Ace2-based addon.
My vote would have been for "spend time addressing bugs in existing Rock-based addons", but I understand you not wanting to spend as much time on those if you are bored and frustrated. :P
You need, IIRC, buffs or debuffs enabled to get Frame highlighting to work for any given unit frame.
Buffs and debuffs are both enabled on the player, target, and target-of-target frames. In fact, except for the position of buffs and number displayed, they have the exact same PitBull_Aura settings. The issue is that the player frame is correctly highlighted when I get a debuff, but the highlight disappears prematurely when I leave combat.
I've encountered some unexpected behavior in both PitBull_Aura and PitBull_AltAura. (Yes, the exact same behavior occurs with either module enabled.)
For the Player unit frame, frame debuff highlighting works while I'm in combat, but the frame highlight is cleared immediately when I leave combat, even if I still have the debuff. If I target myself, the Target unit frame never seems to receive debuff highlighting. Oddly, the Target-of-Target unit frame does get the frame highlight and keeps it until the debuff fades or is dispelled.
Edit: Due to the many recent changes to PitBull, I completely uninstalled it and all its modules, and deleted all its SavedVariables. The same bad behavior appears on a completely fresh install of r60526.
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"Clustered" frames (like party, raid, their pets, MT, MA, their targets) do not offer numerical position options like the individual frames (player, target, etc.). You can only move them by unlocking the frames and dragging them with your mouse.
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I actually prefer the decimal notation. Some nodes (herbs) commonly yield more than one of the same item. Which would be easier to read at a glance, "Mageroyal x2.5" or "Mageroyal 250%"?
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Reloading the index results in the same output. I'm able to view http://files.wowace.com/ just fine in my web browser, and I can browse the repository with my svn client.
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What an incredibly mean and condescending reply. How is using a mailbox a better method of canceling auctions with one click?
I'm glad to see someone took a few minutes of their time and helped the original poster by writing a simple addon that does exactly what he asked for.
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It was a sarcastic dig at the concept behind Chinchilla. :D I made a similar sarcastic dig at the concept behind an Ace3-based clone of an existing, functioning Rock-based addon last week in IRC, by the way. I use the term "clone" loosely here to mean an addon which provides nearly identical functionality with nearly identical appearance. I realize of course that the "genetic code" behind such clones may differ greatly in method and performance.
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I'd suggest if a tree has more than 30 points, add its name (or abbreviation) and a "/" to the front of the string. If a tree has more than 20 points, add a "/" and its name (or abbreviation) to the end of the string. Otherwise, don't add the tree's name to the string at all. Then trim any "/" off the start and end of the string.
P.S. -- Thank you for the alphabetical tip! That will make things so much easier to remember! :)
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Because not being a master of every class, I don't always remember which tree is first, second, and third for other classes. Notoriously, I couldn't begin to tell you what spec a 1/49/11 shaman is. But if I saw an enhancement shaman, I'd want to keep it rooted or slowed. If I saw a restoration shaman, I'd want it stunned or incapacitated. If it were an elemental shaman, I'd want to run away as fast as possible. :)
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Edit: I'm rethinking the utility of this now, since there can only ever be one of each texture active at any time. However, it would still facilitate contributions of new textures for minimap addons which supported them.
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Isn't that what options are for? For example, you probably generally feel it is better for frames to grow downward based on your own UI setup, but you have now included the option to grow frames up for those who generally feel otherwise. :)
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I was being sincere when I said I understood if he was bored and frustrated. I know how terribly un-fun it can be tracking down bugs, doing code reviews, etc. I also know how fun it is to start a fresh new project and the excitement that comes when it finally goes into use. I appreciate the fact that there's now a minimap addon that is getting developer attention, since the alternatives I alluded to haven't gotten much of that in the past year.
I apologize if it the author took my comment as a slap in the face, when I really meant it to be an understanding hug. Perhaps he should roll a cuddly druid and put 3 talent points into Thick Hide. :P
However, my vote is still "spend time addressing bugs in existing Rock-based addons." Of course the author is not on my payroll, which is why that's just a vote and not an order. :)
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My vote would have been for "spend time addressing bugs in existing Rock-based addons", but I understand you not wanting to spend as much time on those if you are bored and frustrated. :P
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http://jira.wowace.com/browse/PB-228
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Buffs and debuffs are both enabled on the player, target, and target-of-target frames. In fact, except for the position of buffs and number displayed, they have the exact same PitBull_Aura settings. The issue is that the player frame is correctly highlighted when I get a debuff, but the highlight disappears prematurely when I leave combat.
0
For the Player unit frame, frame debuff highlighting works while I'm in combat, but the frame highlight is cleared immediately when I leave combat, even if I still have the debuff. If I target myself, the Target unit frame never seems to receive debuff highlighting. Oddly, the Target-of-Target unit frame does get the frame highlight and keeps it until the debuff fades or is dispelled.
Edit: Due to the many recent changes to PitBull, I completely uninstalled it and all its modules, and deleted all its SavedVariables. The same bad behavior appears on a completely fresh install of r60526.