• 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    andreasg, did you make the changes that Miles talked about (or fix the problems a different way) and put them in the official version? i would like to go back to to real release but i need performance
    Posted in: Unit Frames
  • 0

    posted a message on AllPlayed 20200-1 has been released
    could you show the level of the characters? or am i mising that?
    Posted in: General AddOns
  • 0

    posted a message on SystemTray
    do a search for frames that are smaller then 100x100 and are attached to the minimap, and assume they are buttons

    might work
    Posted in: Addon Ideas
  • 0

    posted a message on InstanceSummary
    Hi, i was looking for a mod that would tell me how much XP, items, skill points i gained in an instance or between two set peiods of time, etc.

    couldnt find one, any chance someone knows of one or can write one?
    Posted in: Addon Ideas
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from ckr »

    First off let me say these Unit Frames are great, exactly what I have been looking for to clean up my interface.  Now that being said, I have a few questions, mostly pertaining to the player frame.

    First off, as a healer I often find myself responsible for two groups, for this reason I was wondering if there was a way to show which group I was in.  Even if it was just a simple number or something next to my name.  Also, is there any way to show if I am in combat?  I use SCT and configured it to show when I enter and leave combat but often times I miss the message and will be trying to mount not realizing I am in combat.  The combat message I can work around and will get used to, but the group # I am in is frustrating to locate.   I realize I can configure how my name displays and was hoping this would just be a simple custom name setting.


    there is a star in the header of the group
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    got to that line
    and change it to 2.1
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    bug


    Posted in: Unit Frames
  • 0

    posted a message on Detox
    how about being able to set different profiles of prioity?
    ex.

    Profile: Some Dungeon Boss
    Who Should We Cure First?
    >Class
    >Text Box [input order of classes seperated by commas] (any not written in are either excluded, or put in last)
    >Player
    >Text Box [input player names seperated by commas] (same as above)

    Skip DeBuffs?
    >Generate List of DeBuffs
    >Text Box [input classes to include cure skip seperated by commas]

    DeBuff Priority?
    >Generate List of DeBuffs
    >Slider [priority level (1-20)]

    Generate Priority List By DeBuff Priority or Class Prority?
    >Toggle

    Cure Self First?
    >Toggle

    if they generate priority list by debuff then:
    1) Loop through the raid searching for the debuff
    2) Check if the class is to be skipped based on the debuff
    3) Check for all the other conditions you mentioned

    if they generate priority list by class then:
    1) Loop through the class searching for priority debuffs
    2) Check for conditions
    3) Loop through next class etc.

    no for the text boxes for class skip, class can be many things:
    "mage", "warrior" ... "healer" "nomana" "mana"

    and they could be able to change what order healer is in another menu
    "priest" "paladin" "druid" etc..

    same thing with the other variables

    being able to save these profiles would enable them to make one for a certain dungeon and then save it, load a different one when they leave, and then load it back again when they go back in the dungeon without fiddling witht he menus all the time
    Posted in: General AddOns
  • 0

    posted a message on Need Help Adding Chat Spam Protection to HealFail Addon
    try this

    local HealFailEnabled = true;
    local currentSpell = nil;
    local lastDelayMessage = 0;
    local delayTime = 5; --the delay between messages in seconds
    
    --
    -- OnLoad function, registers events and slash commands
    function HealFail_OnLoad()
    	SlashCmdList["HEALFAIL"] = HealFail_ChatCommandHandler;
    	SLASH_HEALFAIL1 = "/healfail";
    	SLASH_HEALFAIL2 = "/hf";
    	this:RegisterEvent("CHAT_MSG_SPELL_FAILED_LOCALPLAYER");
    	this:RegisterEvent("SPELLCAST_DELAYED");
    	this:RegisterEvent("SPELLCAST_START");
    end
    --
    -- Command handler, turning the mod on and off
    function HealFail_ChatCommandHandler(msg)
    	if ( string.lower(msg) == "on" ) then
    		HealFailEnabled = true;
    		DEFAULT_CHAT_FRAME:AddMessage("HealFail on");
    	end
    		if ( string.lower(msg) == "off" ) then
    		HealFailEnabled = false;
    		DEFAULT_CHAT_FRAME:AddMessage("HealFail off");
    	end
    end
    
    --
    -- Handles events
    function HealFail_OnEvent(event, arg1)
    	local healfail_message;
    	local chatMessage;
    	local healTarget = UnitName("target");
    	local spellName;
    	local failtype;
    
    	--
    	-- Bail at this point if the mod is disabled
    	if ( not HealFailEnabled ) then
    		return;
    	end
    	--
    	-- Look for the event that announced a failed spell to chat
    	-- also, check the last spell we got an event for to determine
    	-- whether or not it was a healing spell.
    	if ( event == "CHAT_MSG_SPELL_FAILED_LOCALPLAYER" and ((GetTime() - lastDelayMessage) < delayTime) ) then
    		--
    		-- See what sort of error we got and select an appropriate message
    		for spellName, failType in string.gfind (arg1, HealFail_SpellFailString) do
    			for trigger_message, healfail_message in HealFail_FailTypes do
    			if (string.find (failType, trigger_message) and HealFail_Heal_Spells[spellName] and UnitInParty ("target") ) then
    				chatMessage = string.gsub ( healfail_message, "xxx", UnitName("target") );
    				SendChatMessage(chatMessage, "PARTY");
    				lastDelayMessage = GetTime();
    			end
    		end
    	end
    end
    
    	if ( event == "SPELLCAST_DELAYED" and ((GetTime() - lastDelayMessage) < delayTime) ) then
    		if ( HealFail_Heal_Spells[currentSpell] and GetNumPartyMembers() > 0 ) then
    			SendChatMessage(HealFail_FailTypes["SPELLCAST_DELAYED"], "PARTY");
    			lastDelayMessage = GetTime();
    		end   
    	end
    
    	if ( event == "SPELLCAST_START" ) then
    		currentSpell = arg1;   
    	end
    end
    Posted in: Lua Code Discussion
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    suggestion::
    change update rate in raids to .2 seconds
    change classification to return "(Elite) " etc...
    change unitframes color bassed off of classification
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    removed empty and added aghp tags info
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    there is no point to splitting the addon into party and raid, if you dont want the raid frames, turn them off, there is no wasted memory... same for the party

    think of it as painting a picture and writing on a chalkboard
    --in painting once you paint it, it is there forever, and you must do it before hand in order for it to dry
    --with chalk you can erase, draw, etc. and you can do it on the fly

    that is the difference with this mod, it uses chalk, where alot of other mods use paint

    ok, suggestion, group party pets with thier prospective owners
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    well somethings are missing because i dont know what they mean, but it is up to andreasg to do that
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    edited it again
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    inside lua file ag_UnitFrames.lua

    ["name"] - Unit Name

    ["status"] - Dead, Ghost, Offline, Combat, Resting
    ["statuscolor"] - colors for above "status"
    ["happycolor"] - pet happiness color

    ["aghp"] - Absolute HP, for use with MobHealth3
    ["agpercenthp"] - Percent Absolute HP, for use with MobHealth3
    ["agmissinghp"] - Missing Absolute HP, for use with MobHealth3
    ["agsmarthp"] - Smart Absolute HP, for use with MobHealth3

    ["agmana"]
    ["agpercentmana"]
    ["agmissingmana"]
    ["agsmartmana"]

    ["agclass"]
    ["agrace"]
    ["agtype"]


    ["curhp"] - Current Health
    ["maxhp"] - Max Health
    ["percenthp"] - Percent Health
    ["missinghp"] - Missing Health

    ["curmana"] - Current Mana
    ["maxmana"] - Max Mana
    ["percentmana"] - Percent Mana
    ["missingmana"] - Missing Mana

    ["typemana"] - Rage, Focus, Energy, or Mana
    ["level"] - Unit Level or "??"
    ["class"] - Unit Class
    ["creature"] - Creature Type, Family or "Unknown"
    ["smartclass"] -
    ["combos"] - Combo Points
    ["combos2"] - "@"Combo Points
    ["classification"] - "Rare", "Elite", "Elite Rare", World Boss "Boss"
    ["faction"] - Faction
    ["connect"] - Connected or Offline
    ["race"] - unit Race
    ["pvp"] - PvP Flagged
    ["plus"] - Elite Mob, returns '+'
    ["sex"] - Unit Sex
    ["rested"] - If Unit is Rested
    ["leader"] - If Unit is Leader of Party, returns (L)
    ["leaderlong"] - Same but retruns (Leader)

    ["happynum"] - Pet Happiness Number
    ["happytext"]
    ["happyicon"] - :) or :| or :(

    ["curxp"] - XP
    ["maxxp"] - Max XP
    ["percentxp"] - Percent XP
    ["missingxp"] - Missing XP
    ["restedxp"] - Rested XP

    ["tappedbyme"] - Unit Tapped by You, returns '*'
    ["istapped"] - Tapped Not by You
    ["pvpranknum"] - PvP Rank Number
    ["pvprank"] - PvP Rank Name
    ["fkey"] - Party F(1,2,3,4) Key

    ["white"] - The Color White
    ["aggro"] - Color of Aggro
    ["difficulty"] - Difficulty Color
    ["colormp"] - Mana Bar Color (Rage, Mana, etc.)
    ["inmelee"] - Color if in Melee
    ["incombat"] - Color if in Combat (same as above)
    ["raidcolor"] - Color of Classes in Raid
    Posted in: Unit Frames
  • To post a comment, please or register a new account.