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    posted a message on UnitClass("player") return nil at login
    Try calling its (once) after/in OnEnable not OnInitialize. Might well be, that UnitClass is not available until PLAYER_ENTER_WORLD.
    Posted in: Need Help?
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    posted a message on grid config menu
    Do you have the latest (stable) version of Grid and especially Ace3 (I think there was a problem with an older version of ace3 and never version of Grid)?
    Posted in: AddOn HELP!
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    posted a message on Boss Frames
    Probably the easiest way to go seems to be to ask if PitBull4 could include Bosses as an option to group frames or ask if there is some inheritant problem (eg. blizzard api design) that would make this difficult / impossible with PitBulls implementation.

    Or, perhaps even ask if this might be possible with a custom module to PitBull4. :)
    Posted in: Addon Ideas
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    posted a message on Frame alpha with multiple textures
    One (really complicated) way to do masking is to split a texture into many sub textures and use SetTexCoord to patch those sub-textures back together.

    The main problem with this is that the underlying frames are always axis aligned squares, thus a circle like masking would require "some" sub textures to look ok.

    Images say more than 52
    (This was just a quick The Gimp sketch)

    As one can image, the subdivision strongly depends on the mask and required fitting. As image pixels can not be read directly by an addon a mask must either be hardcoded into it (which would make finding a good subdivion a bit easier) or parameterised (eg. by circles, sqaures, ect.).

    PS: Once one has a good sub-division, finding parameters to SetTexCoord is just a one to one mapping.
    Posted in: AddOn HELP!
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    posted a message on Aura Frames - Official Thread
    Any chance you will add an option to set actual icon size (button) as width/height instead (or in addition to) overall scale?

    The problem is, that in order do make icons smaller, one has to use scaling, with also effects fonts
    This by its own is perfectly fine, the problem is, that scaled font tends to look really ugly some times.

    Thus I'd really appreciate an option to change icon size (keeping width==height) in addition to overall scaling.
    Posted in: General AddOns
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    posted a message on CurseForge
    Quote from farmbuyer
    besides a mathematical inclination, an exceptionally good mastery of one's native tongue is the most vital asset of a competent programmer.

    Edsger dijkstra, 1930-2002


    Dammit! :D
    Posted in: General Chat
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    posted a message on Aura Frames - Official Thread
    Love this addon so far (much cooler than SBF), any chance you add an options to show/hide aura containers in-/out-of-combat and/or on mouseover?
    That would be [FONT="Arial Black"]awesome[/FONT]!
    Posted in: General AddOns
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    posted a message on Compare Main- & Off-hand vs 2H
    It's DONE! :eek:
    Posted in: Addon Ideas
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    posted a message on Compare Main- & Off-hand vs 2H
    Quote from Phanx
    I don't know of any addon that uses GetItemStats. It was added long after LibStatLogic was written, and is quite limited. There was a discussion somewhere on the forums here about it when the API was added, that's probably still around if you want to look for it.



    GameTooltip:AddLine(text, r, g, b)

    GameTooltip:AddDoubleLine(text1, text2, r1, g1, b1, r2, g2, b2)

    Creating extra "tooltips" and attaching them to the real tooltip is ugly and annoying, and usually looks like crap when you're using another addon to modify the tooltip's appearance. :|


    Thank you phanx. :)

    So I'm now working on implementing my own addon. (Not that I dislie RatingBuster, but its really more than I need, and I'm kind of in a coding mood right now ^^).

    So, proposed features:

    1) Compare equipped Main- & Off-Hand vs Two-Hand.
    Problem: Stats difference show on both Main- & Off-Hand which requires player to sum up those by head (mental arithmetic? baaaaaaaah! :P).
    Solution: Show total stats difference on Two-Hand weapon. (That's what RB can do already, afaik)

    2) Compare equipped Two-Hand vs Main- OR Off-Hand.
    Problem: When comparing you are either missing stats given by the Off- OR Main-Hand.
    Solution: Keep a list of a default Main- & Off-Hand (which is update-able via slash-command or remembers last Main- and Off-Hand that was equipped). Use this default weapon in addition when comparing.
    Posted in: Addon Ideas
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    posted a message on Compare Main- & Off-hand vs 2H
    Okey, having read all comments, first of all thanks for all the information. :)
    I might think about going back to Ratingbuster again.

    But first I have a few questions left regarding (maybe) coding my own addon for this:
    • I've not really worked with GameTooltips very much, regarding SetHyperlinkCompareItem. Given a GameTooltip object, this will(RE-)SET the GameTooltip to be a default comparison tooltip (just like the normal blizzard one), this will not ADD the stat comparison to a givien tooltip, right?
    • Considering querying item stats, do I still need to use some LibItemsStats/LibStatLogic or can I just resort to GetItemStats. (I'm not sure if blizzard implemented this before or after those libs where created)
    • What would be "the best" (read: most compatible) way to add my data to the (default/any) GameTooltip. Just using methods give by GameTooltip or using eg. LibQTip to create my own "subtooltip" (like Auctioner) and attach/parent it to the default Tooltip?
    Posted in: Addon Ideas
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    posted a message on Compare Main- & Off-hand vs 2H
    Is there any addon that makes comparing main- & off-hand combination vs 2-Hand (eg. Mace & Book vs. Staff) a bit easier?

    Comparing equipped Main- & Off-hand to a given 2H seems to be easy, doing it the other way around would probably require the ability to define a reference Main-/Off-hand.

    EDIT: I personally only need blizzards stats differences, no weight-values.
    Posted in: Addon Ideas
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    posted a message on Aura Frames - Official Thread
    Hm, have beed following the changelog for a while now (nice work btw) and stumbled over TimeLineContainer several times.

    Is this feature still "disabled by default for testing", because I can't find it under options?
    (Rev.: 184)
    Posted in: General AddOns
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    posted a message on LuaTexts Official Thread
    Quote from Kitjan
    Seems like a good idea to me, maybe open a ticket for it?

    Nice idea, ticket filed! :)

    In the meantime I wrote my own injection function using some evil hooking. It works, but might easily break when PitBull changes layout internals or LuaText changes options. :rolleyes:
    Posted in: Unit Frames
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    posted a message on LuaTexts Official Thread
    Is there an (easy) way to add own PROVIDED_CODES (custom default texts) to LuaText?

    For example if I have a Pitbull module that adds a new bar and some API to be used via LuaText (eg. GetMaximumThreatUnitId(modId)) and I want to give user's some default LuaText to ease up module usage.

    Imaging something like Tanks threat relative to (second) highest person on mobs threat list. (See Tidy-Plates)
    Posted in: Unit Frames
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    posted a message on Auctioning & Tradeskills
    thank you lilsparky'san! :D
    Posted in: Addon Ideas
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