CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on [Old] PitBull - official topic

    I'm still using agUF as main unit frame mod, but trying out PitBull at the same time. Nice job so far, looks very promising, here are some comments for what they're worth (sorry if some were discussed before, I've been away for a while and didn't follow this thread carefully).

    * I noticed sometimes not all buffs are shown. Last night I started an instance, all buffs were shown correctly, then halfway through some of them disappeared from PitBull player frame. Those buffs were still shown in the original topright corner display, like Prayer of Fortitude for example. I don't know what information would be relevant here, but I could try anything tonight.

    * Would be great to have independent font options for each of the text fields. For example I'd like to have the name slightly larger than the class text. If there's such an option I didn't find it yet. Icing on the cake would be to have control over other font options too, like the font flags.

    * I second the above posts regarding a maximum number of columns option for auras. Actually what would be best in my opinion is having 2 settings: max. rows and max. columns. Last night I tried to place debuffs on the right side, growing "below-then-right", and they started overflowing below the frame itself. Aura placement could be much tighter controlled with max. rows and max. columns user options.

    * Another thing I tried was to add another layout as a different addon, and that was very easy. Is it possible to add tags to DogTag from another addon too? First thing I'd like would be to add another colour tag, I prefer agUF's missing HP/MP colour over PitBull's bright red. I know, it's just cosmetics :), but it could be useful for other things too. For example, I'm still in love with Minigroup's way to colour unit name according to debuff type, and that might be possible to replicate using tags (and some changes to aura module).

    And lastly, thanks for a nice addon! :)
    Posted in: Unit Frames
  • 0

    posted a message on Show target frame even when you don't have a target

    I think targeting yourself will accomplish what you need. Or maybe I don't understand the problem. :)
    Posted in: Unit Frames
  • 0

    posted a message on InfiniBar - Official Thread

    Looks good so far, the one thing that would really make the difference for me would be context paging (change page to X if target friendly, change page to Y if target is enemy). As far as I can tell no other action bar addon post-WoW2.0 can do that, and it's really something I'd rate very high on the "features I can't play without" list. :)

    Dreamlayout appearance for buttons would also be nice (apologies if it's there and I didn't find it), but it's just cosmetics after all.

    Thanks in advance!

    Posted in: General AddOns
  • 0

    posted a message on [Old] PitBull - official topic
    Quote from souja »

    Got a couple of friends to test Pitbull with me and we all agree that super-flexible aura(buff/debuff) module will go a long way in making this the defacto unit frame mod as we all had different preferences to the placement of the buffs/debuffs and to which debuffs/buffs we would like shown. Options I'd love to see:

    • independent placement of buffs and debuffs
    • independent scaling of buffs and debuffs
    • complete control of the way the buffs/debuffs populate the frame - # colums/rows, top-to-bottom/left-to-right and vice versa
    • user configurable limit(0-max) to buffs and debuffs shown
    • custom aura filtering - the ability to filter in only the buffs/debuffs that you want to see. For example, as a shaman I'd love to be able to filter my party frames to only show totem buffs so I can quickly see who in my group is in range (and no the Blizzard filter does not do this, the only mod in all of creation that properly filters in shaman totems is CastParty... yes, that CastParty). Or a tank might want to show only the tanking debuffs on his target.

    I stopped using Discord long ago, but I'm still spoiled by the complete control DUF gave me over my buff/debuff display for each set of frames.

    But yeah, loving what's going on with the unit frames so far... just waiting for a Nyrine layout port (pretty please) to completely switch over.


    I couldn't agree more, especially on the custom aura filters. It's been something I've been longing for a long long time, always used to have some modified version of this that or the other unit frame addon to do the filtering. When introduced as part of standard UI, Blizzard's aura filter, in itself lacking even basic common sense, did more harm then good in my opinion, it gave authors a scapegoat to point fingers at when someone asked for proper aura filtering. :P

    I'd like to add to the list debuff highlighting, I know it's been mentioned before, but since we're talking about customizable stuff, would be great to be able to choose 1 out of 3 ways to highlight: frame background, unit name, and frame border. I think each of those have their usage depending on the layout of the frames.

    Posted in: Unit Frames
  • 0

    posted a message on AGUF raid windows dissappeared.

    I had the same thing, here's what you need to do (from memory, I'm not in front of WoW now):
    - open group configuration menu
    - Group Filter -> put in the group number of the group

    This should do it, at least it did in my case. No idea why it lost the group numbers for just some of the groups.

    Posted in: Unit Frames
  • 0

    posted a message on [agUF] Creating Aditional Frames
    Quote from andreasg »

    Custom units can now be created with the method aUF:CreateUnit(unitid [, auftype] [, name]).

    modifier+clicking the frame will open a configuration menu, but one isn't added to the main menu yet. I plan to add that in the future.


    Great! I'm using the pet target and trying party targets with this new functions, and everything works perfectly. Thanks again!

    Quote from skar »

    would it be possible to create party targets with this function?


    Yeah, this creates the target frames for first member of the party:

    /script aUF:CreateUnit("party1target", "Metro")


    And the same for the other party members, with "party2" to "party4" instead of "party1".

    Posted in: Unit Frames
  • 0

    posted a message on [agUF] Creating Aditional Frames
    Quote from andreasg »

    Anyway about the wowClasses list the menu is created from, I am not sure if it is a good idea to have it saved, what if you disable the addon that added or removed something to that table?


    That's true, I haven't thought about this scenario. Maybe the best option is then to add to AceOptions table? Hoping something like this would work: http://www.wowace.com/forums/index.php?topic=2939.0

    Quote from andreasg »
    Feel free to post what problems you had to work around to make the pet target.


    To be fair, it wasn't much I had to work around. All that was needed was to copy player's profile to pettarget's profile (which shouldn't be needed once the ['*'] entry is added) and call aUF:CreateManualUnitBC. The localization fix that Rabbit made got rid of the translation error, and then I had to fool around a bit mostly due to my own ignorance. For example I was calling aUF:CreateManualUnitBC in OnInitialize, I moved it in OnEnable and it works fine.

    I've been using pet target frame for few hours of game play last night and I haven't seen any issues with it. It even shows enemy castbar, something I hoped for but didn't think it would work. Only quirk is the lack of a configuration menu, otherwise I can't find any flaws.

    Honestly I think it's great that with very little lines of codes one can create additional frames this way, there's a lot of potential in this and a big thumbs up for agUF's design (no brown nosing intended!)
    Posted in: Unit Frames
  • 0

    posted a message on [agUF] Creating Aditional Frames
    Thanks for the inputs and fixes, highly appreciated.

    Indeed the ag_DEFAULT_OPTIONS doesn't have any effect here, so I went and removed that part. After a little more tinkering, I have now a pet target frame! Only drawback is that I don't have a menu for customizing it, but I can live with that for now.

    I don't know much about AceOptions, I'll try to see if I manage to add an entry for the new unitid to agUF menu. Or if this doesn't sound ridiculous, is it possible to change in ag_UnitFrames.lua:

    self.wowClasses = {"player","pet","party","partypet","target","targettarget","targettargettarget","raid","focus","focustarget"}


    such that it will be saved in the profile? Then another addon could modify the list and have it saved between sessions, and the menu entry created on startup.

    I'd be happy to hear any suggestions you might have on how to create the options for the new frames. :)

    P.S. I'm running now the SVN client in Interface/Addons, works like a charm. :)
    Posted in: Unit Frames
  • 0

    posted a message on [agUF] Creating Aditional Frames

    OK, I got home, updated agUF to latest SVN version, and those are the errors I'm getting. They are 3 now, I'm not sure if there's another one after SVN update, or I simply missed it before.

    Thanks again!

    "ag_UnitFrames-05-01-07.29995\\ag_UnitFrames.lua:166: attempt to index field 'units' (a nil value)
    <string>:\"aUFpettarget:OnLoad\":2: in function <[string \"aUFpettarget:OnLoad\"]:1>
    <in C code>: in function `CreateFrame'
    ag_UnitFrames-05-01-07.29995\\ag_UnitFrames.lua:158: in function `CreateManualUnitBC'
    aUF_ExtraFrames-0.1\\aUF_ExtraFrames.lua:52: in function `AddFrame'
    aUF_ExtraFrames-0.1\\aUF_ExtraFrames.lua:33: in function <Interface\\AddOns\\aUF_ExtraFrames\\aUF_ExtraFrames.lua:32>
    <in C code>: in function `pcall'
    AceAddon-2.0-28672 (Ace2):24: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:23>
    AceAddon-2.0-28672 (Ace2):596: in function `InitializeAddon'
    AceAddon-2.0-28672 (Ace2):455: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:432>
    <in C code>: ?
    AceEvent-2.0-25921 (Ace2):320: in function `TriggerEvent'
    AceEvent-2.0-25921 (Ace2):962: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:955>\n\n ---",


    "ag_UnitFrames-05-01-07.29995\\ag_UnitClass.lua:1330: attempt to perform arithmetic on field 'AuraRows' (a nil value)
    ag_UnitFrames-05-01-07.29995\\ag_UnitClass.lua:125: in function `TypeReset'
    ag_UnitFrames-05-01-07.29995\\ag_UnitClass.lua:145: in function `UnitReset'
    ag_UnitFrames-05-01-07.29995\\ag_UnitClass.lua:101: in function `AttributeChanged'
    <string>:\"aUFpettarget:OnAttributeChanged\":2: in function <[string \"aUFpettarget:OnAttributeChanged\"]:1>
    <in C code>: in function `SetAttribute'
    ag_UnitFrames-05-01-07.29995\\ag_UnitClass.lua:75: in function `init'
    ag_UnitFrames-05-01-07.29995\\ag_UnitClass.lua:2161: in function `init'
    AceOO-2.0-25921 (Ace2):469: in function `new'
    ag_UnitFrames-05-01-07.29995\\ag_UnitFrames.lua:166: in function `CreateObjectBC'
    <string>:\"aUFpettarget:OnLoad\":2: in function <[string \"aUFpettarget:OnLoad\"]:1>
    <in C code>: in function `CreateFrame'
    ag_UnitFrames-05-01-07.29995\\ag_UnitFrames.lua:158: in function `CreateManualUnitBC'
    aUF_ExtraFrames"
    aUF_ExtraFrames.lua:52: in function `AddFrame'
    aUF_ExtraFrames-0.1\\aUF_ExtraFrames.lua:33: in function <Interface\\AddOns\\aUF_ExtraFrames\\aUF_ExtraFrames.lua:32>
    <in C code>: in function `pcall'
    AceAddon-2.0-28672 (Ace2):24: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:23>
    AceAddon-2.0-28672 (Ace2):596: in function `InitializeAddon'
    AceAddon-2.0-28672 (Ace2):455: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:432>
    <in C code>: ?
    AceEvent-2.0-25921 (Ace2):320: in function `TriggerEvent'
    AceEvent-2.0-25921 (Ace2):962: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:955>\n\n ---",



    "ag_UnitFrames-05-01-07\\ag_Options.lua:263: AceLocale(ag_UnitFrames): Translation \"pettarget\" does not exist.
    <in C code>: ?
    AceEvent-2.0-25921 (Ace2):251: in function `TriggerEvent'
    AceEvent-2.0-25921 (Ace2):962: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:955>\n\n ---",


    Posted in: Unit Frames
  • 0

    posted a message on Chronometer (Ace2'ed AceTimer)
    Quote from cazzy83 »

    Quote from stormcraft »

    I have a fire mage and i just start raiding. This mod is great, but i have some problems tracking the "fire vulnerability" debuff generated by scorch.
    If i have undestand, the problem is that chronometer tracks only buffs that appear in the combat log and "fire vulnerability" don't appear in the log if it's allready on the target.
    To solve this problem the mod must track every cast, then check if it's successifull and then hope the debuff is applied. Probably this is difficult to do and is far from the simple concept of this mod.


    Im having the exact same problem:S


    A while ago I made something for the mages in my guild. To the best of my knowledge, it still works (I had updated it for WoW 2.0), it has its drawbacks but might help you out while waiting for a better solution. Check this post: http://www.wowace.com/forums/index.php?topic=2194.msg58873#msg58873. You can access the options with '/scorch' (I don't remember what options it had to be honest, but there are some at least :P).

    Posted in: General AddOns
  • 0

    posted a message on [agUF] Creating Aditional Frames
    Quote from Rabbit »

    Yes, that's pure ignorance ;)

    When you 'svn update', it never *ever* removes any local modifications you've performed. What it does is it tries to merge your changes with the latest updates gracefully, and if it *fails* to do that, it will warn you and create two new files;
    * One that contains the latest changes
    * One with your changes

    The original file will contain *both* of these, and the things it could not merge will be surrounded by "<<<<<" and ">>>>>".

    Anyway, have fun.


    That's great to know, thanks for taking the time to explain this! Typical case of RTFM, I should have done that instead of assuming it behaves a certain way...

    I foresee a bright future, one where no more manual copying of directories will be needed! :P
    Posted in: Unit Frames
  • 0

    posted a message on [agUF] Creating Aditional Frames
    Quote from Rabbit »

    I'm guessing you do not use SVN?

    If you use a SVN client, local changes are automatically merged into the updated code retrieved from the SVN repository.

    Of course, merging often breaks, but on simple things like where you just add/remove lines it should always work.

    Anyway, please get a clean agUF and present us with the real errors, or alternatively, just tell me what line I should be looking at.


    I use SVN and I update daily, but I do it in a different directory than Interface/Addons, because of those little changes here and there. I'm afraid of my changes being lost if I use SVN on Interface/Addons, but that's probably just pure ignorance on my side. I never really looked into how to properly avail of SVN features, I really should do that. :P

    Posted in: Unit Frames
  • 0

    posted a message on [agUF] Creating Aditional Frames
    Quote from Rabbit »

    It seems to me that you're not running the latest SVN revision, since the line numbers in your errors do not match up to the current head revision.

    Could you please update and post new errors, so that it's easier for us to know exactly where to look?

    Thanks.


    Oh I'm sorry, I completely forgot about this.. I don't update agUF that regular because I have some modifications made in the code and it's tiresome to do it on each update of the addon.

    I'll get the latest SVN version tonight after work and post the new bug reports.

    Thanks!

    Posted in: Unit Frames
  • 0

    posted a message on [agUF] Creating Aditional Frames
    Hello All,

    I'm trying to put something together that would allow me to create additional frames. Biggest thing for me is a pet target frame, but also would be nice to have MT targets (nothing fancy, no assist functions, just display of MT/MTT/MTTT). This is the code snippet I used:

    function aUF_ExtraFrames:AddFrame(unit)
        table.insert(aUF.wowClasses, unit)
        if not aUF.db.profile[unit] then
            aUF.db.profile[unit] = {}
            CopyTable(aUF.db.profile.player, aUF.db.profile[unit])
        end
    	if not aUF_DEFAULT_OPTIONS[unit] then
            aUF_DEFAULT_OPTIONS[unit] = {}
            CopyTable(aUF_DEFAULT_OPTIONS.player, aUF_DEFAULT_OPTIONS[unit])
        end
    	aUF:CreateManualUnitBC(unit,"Metro")
    end


    CopyTable is just a function that I robbed from AceDB. When running this, I get those errors:

    "ag_UnitFrames-05-01-07\\ag_UnitClass.lua:1341: attempt to perform arithmetic on field 'AuraRows' (a nil value)
    ag_UnitFrames-05-01-07\\ag_UnitClass.lua:139: in function `TypeReset'
    ag_UnitFrames-05-01-07\\ag_UnitClass.lua:156: in function `UnitReset'
    ag_UnitFrames-05-01-07\\ag_UnitClass.lua:115: in function `AttributeChanged'
    <string>:\"aUFpettarget:OnAttributeChanged\":2: in function <[string \"aUFpettarget:OnAttributeChanged\"]:1>
    <in C code>: in function `SetAttribute'
    ag_UnitFrames-05-01-07\\ag_UnitClass.lua:88: in function `init'
    ag_UnitFrames-05-01-07\\ag_UnitClass.lua:2174: in function `init'
    AceOO-2.0-25921 (Ace2):469: in function `new'
    ag_UnitFrames-05-01-07\\ag_UnitFrames.lua:163: in function `CreateObjectBC'
    <string>:\"aUFpettarget:OnLoad\":2: in function <[string \"aUFpettarget:OnLoad\"]:1>
    <in C code>: in function `CreateFrame'
    ag_UnitFrames-05-01-07\\ag_UnitFrames.lua:155: in function `CreateManualUnitBC'
    aUF_ExtraFrames-0.1\\aUF_ExtraFrames.lua:52: in function `AddFrame'
    aUF_ExtraFrames-0.1\\aUF_ExtraFrames.lua:33: in function <Interface\\AddOns\\aUF_ExtraFrames\\aUF_ExtraFrames.lua:32>
    <in C code>: in function `pcall'\nAceAddon-2.0-28672 (Ace2):24: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:23>
    AceAddon-2.0-28672 (Ace2):596: in function `InitializeAddon'
    AceAddon-2.0-28672 (Ace2):455: in function <Interface\\AddOns\\Ace2\\AceAddon-2.0\\AceAddon-2.0.lua:432>
    <in C code>: ?\nAceEvent-2.0-25921 (Ace2):320: in function `TriggerEvent'
    AceEvent-2.0-25921 (Ace2):962: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:955>\n\n ---"


    "ag_UnitFrames-05-01-07\\ag_Options.lua:263: AceLocale(ag_UnitFrames): Translation \"pettarget\" does not exist.
    <in C code>: ?\nAceEvent-2.0-25921 (Ace2):251: in function `TriggerEvent'
    AceEvent-2.0-25921 (Ace2):962: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:955>\n\n ---",


    (I hope I didn't mess up something with my attempt at formatting)

    I got those when running 'aUF_ExtraFrames:AddFrame("pettarget")'

    First one seems easy to track down, though to me it looks like it should have picked it up from the defaults table copied from player defaults. The second, I think I understand where it comes from, but I don't know how to fix it: how is it possible to add to agUF localization from another addon?

    Any help to solve those errors would be greatly appreciated. Or if there is a better way to create additional frames, I'd be happy to hear that too!

    Thanks in advance.
    Posted in: Unit Frames
  • 0

    posted a message on Bartender3 - Action Bar AddOn for WoW 2.0
    Quote from Nevcairiel »

    Thats possible, in theory. Altho Bartender does not support it yet.

    I originally planned that feature, but i did not have time to code it in yet, but i might get around to it some time soon.


    Nice, thanks for the reply! Looking forward to it. :)
    Posted in: General AddOns
  • To post a comment, please or register a new account.