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    posted a message on Cutup: A collection of Rogue addons
    Just updated TickToxin to properly ignore procs which result in a resisted (or any kind of "Missed") application. Should be much more accurate now.

    Remaining priorities for it:
    - Count Deadly/Wound stacks. Maybe not Wound, since that's a shared stack.
    - Account for multiple targets, optionally.
    - Remove appropriate DP stacks with Envenom.

    Request:

    Don't round bar height to 14/16, allow 15. All my CandyBars are height 15, and I'd like to have this as well.

    Request#2:

    Allow us to customize bar colors.


    #1 taken care of in this changeset. I'll look into changing colors.
    Posted in: General AddOns
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    posted a message on Cutup: A collection of Rogue addons
    Quote from Rabbit »

    Could you remove Spam.lua? ErrorMonster does just fine, I don't need 2 addons that do the same thing.


    Remove it from the SVN? I could I suppose, but I don't currently use ErrorMonster and just wanted this limited, Rogue-specific, functionality. Just one less addon for me, personally.

    Should work just fine removing/toggling it in your local copy, yeah?
    Posted in: General AddOns
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    posted a message on Cutup: A collection of Rogue addons
    Thanks for the kind words. Unfortunately, as I outlined in the file, TickToxin isn't 100% accurate. Known issues:
    - Bars don't disappear when your target dies. Should they? Can they?
    - Bars don't account for different targets. Rogues don't often poison multiple targets anyway. (But after the Illhoof encounter, with keeping Wound on him and attacking chains, I think I want to change this.)
    - Deadly Poison bar will continue to tick even if your DP was removed via Envenom. I doubt there's an easy way around this.
    - Bar starts when a proc is detected, not when it *lands*. This causes potential issues with resisted applications.

    Also there's a minor bug/issue/annoyance with the way I've implemented proc detection. When you apply a new poison after having no poison on before, it doesn't start the bar until the second proc. Someone smarter than I can probably figure out a fix :)

    Rabbit: could you explain the change you made to the event in LightFingers for me? What are the advantages of doing it that way?

    Re: Poison Application - I had an idea last night in fact for a mod to ease poison application. Like was said I really like the way AutoBar handles poison applications, but I don't think I'll implement that just yet. My idea was to auto-close the replace enchant dialog that pops up when certain conditions are met, like re-applying the same poison, applying a poison when less than X minutes or Y charges are remaining, etc.

    Re: oPen - Haven't used this addon but I'm guessing it's a speedup for picking lock boxes? I've wanted something like that too, I'll have to look into how to create it.
    Posted in: General AddOns
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    posted a message on Cutup: A collection of Rogue addons
    Cutup is a collection of simple addons that I've wanted personally during my time as a Rogue.

    The wiki will be kept more up-to-date than this thread from now on.

    Wiki: http://www.wowace.com/wiki/Cutup
    Files: http://www.wowace.com/files/Cutup/
    Posted in: General AddOns
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    posted a message on sRaidFrames: Alternative CTRA raid frames
    When Growth is set to Down and grouped by Class, players are shown in reverse-alphabetical order. Would be nice to have them alphabetically.
    Posted in: Unit Frames
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    posted a message on Prat: Chat Mod Framework
    The second addon I ever wrote was called FilterAFK. Basically I got tired of talking to people who had their /dnd or /afk messages up, and repeating it every time I sent them a message.

    So all it does is catch the CHAT_MSG_AFK and CHAT_MSG_DND, records who the sender is, and the message we got. If it's seen that message from that person already, it filters it via the hooked ChatFrame_OnEvent method.

    I think this would be a perfect, really simple Prat module. I can give you my crappy code for it if that'll make things easier, but it's not complicated at all.
    Posted in: General AddOns
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    posted a message on BigWigs
    As you've been talking about, the "HorsemenMark2"-based syncs were very inaccurate. All I ended up using the messages for was "look at your debuffs" or "look at the group's debuffs in front of you", since the message would very often come 3-5 seconds before the actual mark hit, in most cases.

    Consensus among my guild seems to be that not all of the Horsemen are casting their marks at the same time, so we're getting syncs from people who have gotten hit by a mark, but not the mark we're going into. We haven't yet killed them on the HorsemenMark3 syncs, we'll see how that goes next week.

    Ammo take a look at the 4H timers, sometimes its not write the correct times on the marks, and the void zone alert is fully unusable. : >


    The countdown bar is pretty inaccurate, yeah. Our healers and Blaumeux tanks learned pretty quickly to ignore that and go by the "Incoming Void Zone" message, or WitchHunt message, which is always accurate because she's casting the spell right then, and you have plenty of time to move.
    Posted in: Raid AddOns
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    posted a message on BigWigs
    Is there a good way to "plug in" to a BigWigs module's RecvSync method, without modifying the file? I'm doing some strategy modules for the guild, but for now I'm just modifying the module's source file to call my own module's methods when the event I'm looking for happens.

    Can I hook it like a normal function via AceHook? Is there a preferred method?
    Posted in: Raid AddOns
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    posted a message on sRaidFrames: Alternative CTRA raid frames
    This is kind of borderline, since it's more of a CTRA/oRA2 job, but could you add Shield Wall to the cooldown tooltips?

    I know CTRA doesn't track this by default, but since you already capture when a warrior uses it to display on the frame, hopefully you could store a timestamp to tell us when it's back up. It'd be very useful, I think.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    2. Re: Combo Points - Go to the menu of the frame you want the combo points to show, the select "Status Text". You will see Health/Mana/Name/Class Text. If you want make the combo point show after the name, then move over to the Name Text field -> Style and choose "Custom" then go to the Custom field and enter [name] [combo] and hit enter. This should show the numeric combo point when you have combo point.


    What if I don't want the combo points to be next to or instead of Health/Mana/Name/Class? What if I want them to be a different size and in a different location?

    Why is there a "ComboText" entry in layouts/Classic.lua that sounds like it should do something but doesn't actually do anything? Why does setting ComboGFX = false have seemingly no effect?
    Posted in: Unit Frames
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    posted a message on BanzaiAlert - aggro notifications
    Been using this since I saw it pop up in the commit logs. Love it.
    Posted in: General AddOns
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    I really dislike the current method of combo points as small icons, especially when they're almost always partially obscured by debuffs (my aura position is "Below").

    Is there an easy way to add a text-based label for Combo Points, a la Nurfed? Or could one possibly be added?

    Thanks.
    Posted in: Unit Frames
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    posted a message on XAD
    Are there plans for this to be a complete AutoBar replacement, or are you happy with just the 5 or 6 buttons it has now?

    If it's the former, I'd like to put in an early request for a great AutoBar feature:

    If buttons are created for the Rogue poisons, left-clicking applies that poison to your mainhand, right-clicking to your offhand.
    Posted in: General AddOns
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    posted a message on oRA2
    Quote from nukepuppy »

    i been using ora for a bit now and just am used to it and like it a lot..

    for ora2 though.. could there be any way to have tank death sounds? like when someone on MT window dies to play a sound...

    it would be great i think :P


    Last night I was using the version that was on the SVN some time before yesterday, and I believe that was in there.
    Posted in: Raid AddOns
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