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    posted a message on agUF - RFC on Auras
    Quote from andreasg »

    top = {
    rows = 2,
    scale = 0.8,
    point = BOTTOMLEFT,
    relativePoint = TOPLEFT,
    rowDirection = up,
    growBuff = right,
    growDebuff = left
    }


    Sounds good, but I'd like to make a couple of suggestions :):

    1. add a columns field, so auras can be placed in rows of 8 or 16, for example.

    2. add a maxAuras field, it's very useful in raids when you want to see for example only 4 auras. But it might happen that in some fight, after filtering, you get 5, 6 or more, it's ugly to have them overlap on other frames if they are placed tightly together. maxAuras would make sure only 4 are displayed.

    3. add a growth precedence field like in Buffalo, to allow auras to grow in zigzag, for example Aura2 below Aura1, Aura3 on the right side of Aura1, Aura4 below Aura3 etc. I found this very nice to show filtered buffs in raids to save screen space, and it's how the RightAlternate style in my version works. A picture is worth a million words, so this is what I mean (filtered buffs so only BP/SS shown, saves an aura width on the right side):

    http://img71.imageshack.us/my.php?image=buffsdm9.png

    4. buff or debuff precedence when they share same aura slots.

    I hope those are sensible things, I'm looking forward to the new aura system. :)

    Posted in: Unit Frames
  • 0

    posted a message on agUF - RFC on Auras
    I'd like the possibility to give the user both options:

    1. See all buffs/debuffs: for the pre-BC WoW this requires 16 debuff slots and 32 buff slots, in theory. I'm not sure how many of the 32 buff slots are actually used for "visible" buffs, but I guess it can be reduced by some amount.

    However, in practice, it's extremely hard, maybe impossible, to find a unit that has all those buffs and debuffs at the same time. In PvE, the MT might have lots of buffs, but only a handful of debuffs, while the other way around would be true for an enemy NPC. From what I saw, in PvP the number of buffs and debuffs is much lower, so satisfying the PvE case would satisfy PvPing too.

    One solution here is to have the same aura elements shared between buffs and debuffs, and in case of overflow, give priority to either buffs or debuffs (pretty much how old Minigroup's B+/D and B/D+ aura styles worked).

    2. Filter the buffs/debuffs through user-defined filters. I think most people would agree that Blizzard's buff filters are not satisfactory. My main character is a warlock, I want to see Blood Pact in raids, I can't think of any good reason why Blizzard doesn't deem Blood Pact worthy of inclusion in their list of filtered buffs. Same goes for paladin auras, shaman totems, and the list could go on.

    One particular aspect of aura filtering regards buffing/curing/healing classes. Take the case of a priest for example. He can cast 3 main buffs (PW:F, DS, SP), a HoT that shows as a buff (Renew) and a "heal" that shows as both a buff and a debuff (PW:S) - there can be more that I omit here for simplicity. In addition he might wanna see the druid HoTs for example. Raid frames take enough screen space even without auras, showing just the buffs above leads to potentially 7 auras slots, and that's not including debuffs.

    So what about having a set of buff filters, in this case an "OOC filter" that shows castable buffs, and a "combat filter", that shows HoTs + shield? This takes only 4 aura slots, and I don't know about others, but I would like something like this when playing my priest alt. :)

    I haven't seen BC yet, but I imagine a lot of problems with the new maximum counts for auras. As a warlock, I'm very interested in the target's debuffs, but I dread squinting through 40 little debuff icons to see if some curse is still on, or if my Corruption is still there. I guess debuff filters are a must in TBC. Additionally I was thinking about a small debuff count indicator, placed somewhere on the unit frame that shows how many debuff slots are taken.

    Quote from Miles »

    Con: buff name requires tooltip scanning or SpecialEvents-Aura-2.0 + mapping code for name -> index.


    This is not always needed. The comparison can be done by texture, which as I understand is efficient. Of course, that means some buff comparisons will give false matches because they share the same texture, so those special cases need to be identified and do the extra step of scanning the tooltip and compare buff names too.

    I did implement some of this in my local copy of agUF, I've been raiding with it for a few weeks so it does work for at least the combinations that I use for my frames (since I often tinker with it, it's never the same version, but most of it is the same). You can have a look at http://mist.tcc.googlepages.com/aguf, there are some explanations there, feel free to use anything you might find interesting.

    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from Miles »

    Same as the other thread. Please report bugs and submit suggestions on the new bug tracker at http://code.google.com/p/agunitframes/issues/list


    I'm not sure I understand correctly, is this a new bug tracker that andreasg is using?
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from SchmuseTiger »

    Well it did work very nice, then I tried out the Auto Update Thing and updated my AG_UF and now of course line 886 is something totaly different. Does this in theory still work? Is there some string I can search for?


    You could replace "ag_UnitClass.lua" in the new version with the old one and it might work, but the file in my previous post is empty now... If you still have it saved somewhere you could try that. Searching for a string won't work, it needs a little more changes to the code.

    I don't have the file anymore, I've been doing a good bit of changes locally and I didn't save everything. I uploaded what I have right now here if you wanna try and see if it suits you. It Should Work (tm), however it has more things I've been playing with, like buff/debuff filters, custom aura positioning, aura scaling, debuff name colouring, etc. It's work in progress, though I've been raiding with it with no problems.

    I think if you leave the extra options as default there shouldn't be much difference from the SVN version, but go to "Buff Filters" and select "Healer" to see HoTs and shields. You can add your own buffs you want to see in BuffFilters/Healer.lua, or define a new filter if you feel adventurous. :P

    Posted in: Unit Frames
  • 0

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

    Quote from Mist »

    But if you only want the range check, you can use the normal agUF and install the range check as separate addon. You can download it from here:

    http://sairen.wind-force.net/download/

    This way you won't need to modify/add files each time you update agUF.


    Is there a way to not dim Target/ToT frames and/or hostile targets regardless of range?


    Untested, but you could try this: open "aUF_RangeCheck.lua" and at the bottom of the file, replace this:

    ==========================================
    function aUF_RangeCheck:RangeCheck()
    local now = GetTime()

    for unit in pairs(aUF.units) do
    local _,time = prox:GetUnitRange(unit)
    if time and (now - time) < 6 then aUF.units[unit].frame:SetAlpha(1.0)
    else aUF.units[unit].frame:SetAlpha(dimAlpha) end
    end
    end
    ==========================================

    with this:

    ==========================================
    function aUF_RangeCheck:RangeCheck()
    local now = GetTime()

    for unit in pairs(aUF.units) do
    if not string.find(unit, "target") then
    local _,time = prox:GetUnitRange(unit)
    if time and (now - time) < 6 then aUF.units[unit].frame:SetAlpha(1.0)
    else aUF.units[unit].frame:SetAlpha(dimAlpha) end
    end
    end
    end
    ==========================================

    Posted in: Unit Frames
  • 0

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

    Quote from ravagernl »

    Quote from Squidalicious »

    Devla - I haven't tried your addon yet but was wondering how to use just the following features:
    3 line buffs
    Target of Target's Target frame
    "Steel" rounded bar texture added
    New fonts for ABF layout
    Range checker
    Default colors are Sairen MG2 style



    The rounded bar texture can be found as "steel" under Frame style in the /aguf menu.
    The Range check is actually making the frames transparent if you are out of range. The slash command for it was /agufrc I believe.


    AGUnitFrames > RangeCheck.Lua
    AGUnitFrames > Libs > ProximityLib

    Error: RangeCheck.Lua:7 attempt to index global 'ProximityLib' a nil value

    What am I missing that's making the RangeCheck feature not work?


    You also need to add this to ag_UnitFrames.toc, not sure if you did it already or not:

    libs\ProximityLib\ProximityLib.lua

    But if you only want the range check, you can use the normal agUF and install the range check as separate addon. You can download it from here:

    http://sairen.wind-force.net/download/

    This way you won't need to modify/add files each time you update agUF.
    Posted in: Unit Frames
  • 0

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

    Quote from Miles »

    The delay is the bucketed update, in order to lower CPU usage it introduces an update delay. I've been using a direct update patch since the beginning because of it, because the author doesn't agree with my view: 'screw cpu usage, I want to see what happens asap'.

    Bucketed update for mana/rage/energy is fine, HP is not.


    Can I get this patch?


    Someone correct me if I'm wrong, but I think all you need to do is open "ag_UnitClass.lua" in an editor and look for this line:

    self:RegisterBucketEvent("UNIT_HEALTH",0.3, "UpdateHealth")

    Replace this with:

    self:RegisterEvent("UNIT_HEALTH","UpdateHealth")

    and you should have the health for all updated as it changes with no delays.

    Regarding target and ToT frames, as far as I know, there's a difference between them, in that WoW doesn't fire events for ToT updates. So ToT has to be done on a schedule, currently it's updated every 0.8 seconds in agUF. You can change that to be faster, espcially if you need it for Patchwerk, look for the following line in "ag_UnitClass.lua" (close to the bottom of file):

    self.schedule = self:ScheduleRepeatingEvent(self.UpdateMetro, 0.8, self)

    and replace 0.8 with the update interval you want.

    I hope this helps. :)

    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from Squidalicious »

    Any chance of dimming bars of those out of range?


    Sairen's aUF_RangeCheck does just that:

    http://sairen.wind-force.net/download/

    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from Littlex »

    Mist i am getting an error with your version which says that i require babble-spell-2.0


    Hmm, it works fine for me as it is... I see Babble-Spell dependency in SpellTimes so I guess it needs to get it from somewhere, could you install latest oRA2_Buff too and see if you get rid of the error?

    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    I did some changes to the latest SVN version (r13347) in case someone's interested the archive is here. Here's what I added:

    * buff filters: I implemented something similar to the theme system. I can define a new filter by specifying the buffs I want by texture and name, if the texture matches then the name is compared too, this is to eliminate false matches because some textures are not unique. It should be pretty easy to see how's it done by looking in the BuffFilters directory, right now there's just a warlock filter for Blood Pact and Soulstone.
    * debuff indicator: I much prefer the old Minigroup way of colouring the player name according to debuffs, so I did it this way. There's no frame background colouring in this version, and the name is coloured regrdless of the aura filter (i.e. magic debuff colours the name blue even if debuffs are not shown). In case the names are class-coloured, then the name text style needs to be changed to Custom, with [simplename] as the custom tag. Also, the colours of each debuff are changed to the Minigroup colours, including the aura debuff border colours (Blizzard's curse pink gives me nightmares :)).
    * buff timers: I use SpellTimesLib (oRA2_Buffs's offspring) and with some code I ninjaed from sRF the remaining buff times are shown in tooltip. Of course, within CTRA's restrictions.

    I'm a beginner in both Lua and WoW API, so if there's something I could have done better, I'd be happy to hear it. I raided with this modified version for 2 days, and I didn't notice any problems, lag, etc, so I hope it's reasonably efficient.

    If someone finds those changes good enough to add them to trunk or any of the branches, I marked everything I changed, just search for "mist". :)
    Posted in: Unit Frames
  • 0

    posted a message on oRA2_Buff
    Quote from ludo »

    I also have problems with oRA2_Buff. The attached messages always appear when buffing myself (I haven't tried the addon in raids yet). I am using the German WoW-client.



    You'll get spammed to those DEBUG messages in raid. :) For some reason the new version has debugging info turned on. To get rid of those, find the following line:

    self:SetDebugging(true)

    and change it to:

    self:SetDebugging(false)

    Do this for the following files to be sure you're rid of debug messages:

    Optional/Timer.lua
    Optional/BuffLocal.lua
    Libs/SpellTimes-1.0/SpellTimes-1.0.lua

    Posted in: Raid AddOns
  • 0

    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from Monolit »

    hmmm might be, i'm using clearfont, gonna try to disable it

    and by the way, got 1 feature request :)
    the only feature i miss from CT_ra (after switching to oRa2+ag_uf) is PTTs. As healer sometimes you need to concentrate on healing 1 or maybe 2 men + checking debuffs on someone (e.g. 4 HM fight) so it'd be so good if this could be done with ag_uf :) or maybe there is another add-on you can suggest me to use?


    As far as I know, this is not possible right now with either agUF or oRA2. There are a few assist addons out there, the one I use is an old one, Multi Assist, you can get it from here:

    http://www.curse-gaming.com/en/wow/addons-4645-1-multiassist-continued.html

    It's not an Ace2 addon, but sadly I never found a replacement for this one (I'd love to be pointed out a better solution). You can set your own targets, and it shows PTT/PTTT with debuffs (my main is a warlock and I wanna see at a glance who's missing curses and DoTs). Has some assist functions, but I don't use those. I guess it should be possible to replicate this type of functionality using agUF, but I don't think anybody did that yet.


    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from Whatever »

    I'm new to ag_UnifFrames and I have some questions. I'm using Photek 5.3 as a shell for my UI and I'm just tweaking that to my liking.

    1) Is there a way for buffs and debuffs to show on my pet frame? Also wondering about my own unit frame.


    Make sure aura filtering is not enabled, you should see all the buff/debuffs on you and your pet.


    2) I used to use Discord Unit Frames and Group buttons, but group buttons doesn't seem to be compatible with AGUF. Is there a way to make GB and AGUF work together? or is there a better mod out there where I can configure custom click casting in AGUF?



    Clique does a great job for click casting:

    http://www.wowace.com/forums/index.php?topic=1609.0

    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from angeldust »

    Requesting a range check. Showing an icon when a player is further out of range or atleast 30 yards on your target / party frames. Raid frames is nice aswell where players get dimmed out a bit like Perfectraid if I'm not mistaken.


    You can check out Sairen's aUF_RangeCheck, it dims out the frames of players out of range:

    http://sairen.wind-force.net/download/

    This is how it looks like:

    http://sairen.wind-force.net/images/WoWScrnShot_092406_232843.jpg

    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    I've been using Ace2 addons for a while, but only recently I started looking through their code. I'm not sure I understand correctly how Ace2 libraries work, but I wonder if there is any performance increase or decrease out of using SpecialEvents-Aura to help handling auras in agUF?

    Suppose I have another addon that uses SEA, then the buff and debuffs of player/target/party/raid/etc. are already available in a table and events triggered when buff or debuffs change. UpdateAuras in agUF can be triggered by those events, and the buffs and debuffs themselves can be read from SEA's tables.

    By comparing the agUF and SEA code, I'm sure agUF's aura code is faster than SEA's is. What I wonder is, in case SEA is there anyway because another addon needs it, would agUF using SEA be faster than the current approach?

    I'd appreciate if anybody could comment on this and shed some light in my head. :)

    Posted in: Unit Frames
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