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    posted a message on ag_unitframes - own buff filtering

    When you call UnitBuff (http://www.wowwiki.com/API_UnitBuff), duration and timeleft will tell you if the buff was cast by you. I think that's all you need to add as a condition to the aura code for agUF.

    Posted in: Unit Frames
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    posted a message on Quartz: Modular Casting Bar
    Quote from Niightblade »

    Frostbolt number 3: Quartz shows 1000ms lag. I know from experience that by the time the progress indicator gets close to the (now huge) red zone that my lag will be back to about 350ms, so if I cast as the progress indicator enters the red area I will get an error message (or if I'm using a /stopcasting macro the current Frostbolt will fail). So again I have to estimate where 350ms would be on the bar.


    Correct me if I'm wrong, but wasn't the change in patch 2.3 made so you can chain cast without /stopcasting and bypass the lag? At least from my experience it works as intended, just keep spamming that frostbolt button and you'll have the same performance as using Quartz + /stopcasting before the patch.
    Posted in: General AddOns
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    posted a message on Parser questions

    Necroing my own thread, I'm curious if anybody checked how spells like Psychic Scream or Counterspell show up in the new combat log on PTR?
    Posted in: Lua Code Discussion
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    posted a message on AGUF, Better aura management?

    Great news, I'm really looking forward to an improved aura module!

    I've been thinking a lot about it recently, and how I ideally want the auras to be shown, so I'll try describe it here. It's just a personal opinion, but maybe that would satisfy others too. I'm quite certain it would satisfy bdcbean at least. :P

    On my paladin and priest I use Grid for raid frames, and one feature I particularly like a lot is the center icon. I have it set to show magic, disease, (and poison on paladin), with some debuffs having higher priority (e.g. UA), this helps a lot with raid curing. I prefer that to the corner indicator that shows a colour based on debuffs because I can define priorities based on the actual debuffs (UA, SoC, Sheep, etc). However when I'm in a 5-man party, and especially in arena, I do want to see all the buffs/debuffs on my party so Grid is not an option, but sometimes it is hard to see a particular buff or debuff when there are too many.

    So how about bringing this concept from Grid to agUF? Instead of a center icon, have the option of defining a number of indicators (shown as icons rather than small coloured squares), possibly unlimited though something like 4 might cover all the needs. Then those indicators can be set up by the user to show various buffs/debuffs with priorities, making them much easier to notice. The placement would be user-defined and not restricted to center/corner/side.

    This would be useful not only for healers, but for all classes. For example, I sometimes miss a Spell Lock because I fail to notice Divine Shield in time with 10+ buffs on the paladin, this could be averted by setting an indicator to show immunity effects, like Divine Shield and Cyclone. Setting an indicator to show movement impairment effects makes it easier to BoF, an indicator to show DoTs makes it easier to Blind and Polymorph, an indicator to show magic buffs makes it easier to Purge/Dispel, and so on.

    I thought about this as an independent solution from aura filtering, but it might solve that too, defining indicators for what someone wants to see in a PvE raid situation. I know it would be enough for me to raid as a warlock, just defining an indicator to show Blood Pact, other classes may have needs that go beyond the scope of this proposal.

    I started once to add this to aura module, but I always find myself lacking time to do a proper job, and the GUI part is something I constantly get stuck at... I do have a hardcoded indicator implementation, far from ideal but it works. Maybe you find this as a worthy suggestion and decide to add it to agUF. :)
    Posted in: Unit Frames
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    posted a message on Proximo 2.0 - Simple Arena Unit Frames
    Quote from Kurax »

    Only showing specs like "20/41/0" is not enough, and can be considered as useless to anyone that not familiar with that class.

    So my dear author, could you add the exact spec name with that? Just like LibDogTag things. And also, announce it please.

    I can't find any options related to these, do such features exist?


    It's up to Grayhoof to add something like this or not, but I wonder, if you're not familiar enough with the class to know the names and positions of the talent trees, what good can it do if Proximo shows for example "Affliction" instead of "43/7/11"?

    Edit: Grayhoof beat me to it. :P
    Posted in: General AddOns
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    posted a message on ag_UnitFrames Status (What's going on?)

    I had a problem with agUF when I did an SVN update during the weekend: the party targets stopped updating properly, showing wrong names. For example, the party member would have an enemy targetted (it was in arena), but his target frame would show the name of someone in our party. From what I could see, the class colours were correct (I have health bars in class colours for party targets), at least the times I double-checked by selecting manually the party member's target.

    That was with revision 60711 (updated Saturday during the day), then I reverted to revision 60560 and everything worked fine again.

    Unrelated to the issue above, please add in "missing hp" and "smart hp" like the trunk agUF, I have to add them manually on each update. :P

    Another feature that would be great if you can add is configurable spacing between party frames. The current default is fine for 1 row of auras, but I'm using 2 rows and the second row overlaps the next party member.

    And last but not least, nice work on the configuration changes, they are more clear and easier to figure it out.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames Status (What's going on?)
    Quote from Lindalas »

    It would be nice with a "hide party in raid" function... it doesn't even respect a request from another raid frame right now.


    This has been properly implemented recently, do an update from the SVN and it should work, at least it does for me.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames Status (What's going on?)
    Quote from Ammo »

    Configuration is not something you do on a daily basis. You do it maybe intensively for a couple of mins/hours depending on your setup. After that it's nolonger needed. Cluttering the minimap/fubar/whatever with extra stuff is useless.

    -Ammo


    I fully agree with this, I was just replying to the poster above. :)
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames Status (What's going on?)
    Quote from Khaldon »

    I've been trying the version from the SVN over the past couple of days but I cant seem to get the Player targets unitframe to work. I also dont have a minimap button resulting in me having to type /aguf config every time I want to access the GUI (not much of a problem but still a little annoying).


    I've been using the SVN version for the past few months, with target, target's target, and party targets, and I can tell you they work. Is your target frame not displayed at all, or what do you mean by not working?

    As for a minimap button, I'm pretty sure there isn't one, so you need to type /aguf config to bring up the configuration window.
    Posted in: Unit Frames
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    posted a message on Self-generating code anyone?
    Quote from Tifi »

    Are there addons out there using this approach? I wrote two addons, a unitframe addon and one that displays cooldown bars. Both outperform comparable addons by a large margin, ag_unitframes for example uses about 100 times more CPU than my addon in boss fights.


    I'm curious about your unit frames addon, and is the code optimization solely responsible for the 100x improvement? Or agUF is doing more stuff (aggro, range check, etc)?
    Posted in: Lua Code Discussion
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    posted a message on Request: Sexy minimal unitframes
    The googlecode page has no zip file for oUF, so you need an SVN client, the path is:

    http://wow-haste.googlecode.com/svn/trunk/oUF/

    You should also get oUF_Lily:

    http://wow-haste.googlecode.com/svn/trunk/oUF_Lily/

    Or other layout file, read through http://www.wowace.com/forums/index.php?topic=10696.0

    Posted in: Addon Ideas
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    posted a message on Shardace isn't working

    ShardAce is not hosted here and I don't think the author reads these forums. You'd better post on the WoWInterface addon homepage:

    http://www.wowinterface.com/downloads/info4675-ShardAce.html#info

    I know this isn't much help, but the addon is working fine for me.
    Posted in: General Chat
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    posted a message on PvP addons

    I use a similar setup, though most of the addons you listed are not PvP-specific. :) With SCT instead of MSBT, agUF instead of PitBull, and Quartz doing what you use Class Timer for.

    I also use Antagonist and NECB for enemy buffs/cooldowns and diminishing returns, Nurfed_CombatLog as a spell alert addon, and Aloft with cast bars enabled.

    ProxDim is also interesting for diminishing returns, it attaches icons to Proximo window, if I was only playing arena I would ditch NECB.

    Posted in: General Chat
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    posted a message on Grid
    Quote from Mist »

    Apologies if this was addressed already in this thread, searching didn't return anything.

    I have the center icon set to show debuffs, with UA as highest priority. I noticed sometimes there is for example a Drain Life debuff, then I select the player in question and there is no Drain Life. However Grid will keep showing the debuff for another 1-2 seconds.

    This might be happening all the time, though I only notice it sometimes.

    Is there a delay between debuff gain/fade and the center icon display?


    I'm gonna quote myself on this, because I still have this problem and no idea what to do to get rid of it. My guess is that SpecialEvents-Aura is acting up, but maybe there's something else. Any ideas?
    Posted in: Grid & Grid2
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    posted a message on BG timer
    Quote from Rezial »

    gosh, cant any1 just make a timer wich u start urself?


    Quartz has the option to start a timer yourself, I never used it but might be what you're looking for. You probably shouldn't though, if the time between resurrections is varying so much such a method is useless.

    I wouldn't be so negative about dying on purpose in BGs, of course it could be used as a means of free regen and screw up your team, but there are situations when you can do it to your team's advantage. For example, you're an SL warlock defending stables in AB, low health and mana, pet dead, if you know that in 5 seconds you can resurrect with full health, mana and pet, you could prevent the other team to tag with a well-timed death. It's only theoretical since you can't predict the next resurrection wave accurate enough, but it is a strategically valid decision.

    There is a cap on simultaneous resurrections, if I'm not mistaken the cap is 10. Used to happen a lot back in the old days when AV was more PvP and less PvE, haven't had it happen to me in a while. I haven't heard that it was changed, but that's a possibility too.
    Posted in: Addon Ideas
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