Uhm, Flame Shock is a DoT, it should display that DoT and nothing else. Unleash Elements itself should be used to display Unleash Flame.
Thought this was already a default, but I probably added it myself - I could probably crosscheck my SavedVar with the current Defaults, posting results in the next days, raid now.
Flame Shock stopped having a DoT countdown since this change.
Is there a way to assign 2 different settings to the same spell?
For example have the Searing Totem icon show a colored border when that totem is active, but have it dimmed if there's a Fire Elemental Totem active.
Well I have finally found a fix for the Worgen Male 3D Picture issue.
okay, to be fair - I have "stolen" most of the code from the X-Perl Addon, to be exact from PlayerLin, who had fixed it there.
Pitbull4_Portrait/Portrait.lua - Line 111++ (just add the new funtion and replace the old one)
Actually, the issue is with the models themselves, not the NPCs that use them.
The way I fixed it ensures it for all NPCs (and characters) that use those models.
local PORTRAIT_EXCEPTIONS = {
["character\\worgen\\male\\worgenmale.m2"] = 1,
["character\\felorc\\male\\felorcmale.m2"] = 1,
["creature\\woolyrhino\\woolyrhino.m2"] = 1,
["creature\\woolyrhino\\woolyrhinomount.m2"] = 1,
["creature\\northrendbearmount\\northrendbearmountarmored.m2"] = 1,
["creature\\dragonman\\dragonman.m2"] = 1,
["creature\\dragonman\\dragonman_var1.m2"] = 1,
["creature\\facelessone\\facelessone.m2"] = 1,
["creature\\facelessonecaster\\facelessonecaster.m2"] = 1,
["creature\\facelessoneaquatic\\facelessoneaquatic.m2"] = 1,
["creature\\pygmy\\pygmybase.m2"] = 1,
["creature\\pygmy\\pygmyhunter.m2"] = 1,
["creature\\pygmy\\pygmyroadie.m2"] = 1,
["creature\\pygmy\\pygmyshaman.m2"] = 1,
["creature\\pygmy\\pygmywarrior.m2"] = 1,
["creature\\pygmy\\sandpygmy.m2"] = 1,
["creature\\felbat\\felbat.m2"] = 1,
["creature\\gnoll\\gnoll.m2"] = 1,
["creature\\malygos\\malygos.m2"] = 1,
["creature\\dragonhawk\\dragonhawkmount.m2"] = 1,
["creature\\undeaddrake\\northrendundeaddrake.m2"] = 1,
["creature\\netherdrake\\northrendnetherdrake.m2"] = 1,
["creature\\shaman_thrall\\shaman_thrall.m2"] = 1,
["creature\\bloodqueen\\bloodqueen.m2"] = 1,
["creature\\ragnaros2\\ragnaros2.m2"] = 1,
}
local function model_OnUpdate(self, elapsed)
local frame = self:GetParent()
local style = frame.Portrait.style
local full_body = PitBull4_Portrait:GetLayoutDB(frame).full_body
if style == "pirate" then
self:SetUnit(frame.unit)
self:Undress()
self:TryOn(9636)
self:TryOn(6795)
self:TryOn(6835)
self:TryOn(6836)
self:TryOn(2955)
self:TryOn(3935)
local model = self:GetModel()
if not full_body then
if model and PORTRAIT_EXCEPTIONS[model] then
self:SetCamera(1)
else
self:SetCamera(0)
end
else
if model and PORTRAIT_EXCEPTIONS[model] then
self:SetCamera(0)
end
end
elseif style == "three_dimensional" then
if not frame.Portrait.falling_back then
self:SetUnit(frame.unit)
local model = self:GetModel()
if not full_body then
if model and PORTRAIT_EXCEPTIONS[model] then
self:SetCamera(1)
else
self:SetCamera(0)
end
else
if model and PORTRAIT_EXCEPTIONS[model] then
self:SetCamera(0)
end
end
else
self:SetModelScale(4.25)
self:SetPosition(0, 0, -1.5)
self:SetModel([[Interface\Buttons\talktomequestionmark.mdx]])
end
-- work around a Blizzard bug that causes model frames not to
-- adjust their alpha realtive to their parent frames alpha after
-- the model is updated. So we nudge the alpha down a bit and
-- then back up to get it to update.
self:SetAlpha(0.9999999)
self:SetAlpha(1)
end
if type(self:GetModel()) == "string" then
-- the portrait was set properly, we can stop trying to set the portrait
self:SetScript("OnUpdate", nil)
end
end
0
I consider option A the correct definition.
0
Flame Shock stopped having a DoT countdown since this change.
Is there a way to assign 2 different settings to the same spell?
For example have the Searing Totem icon show a colored border when that totem is active, but have it dimmed if there's a Fire Elemental Totem active.
0
SWING_MISSED false 0xF130005E0019A814 NPC 68168 0 0x0480000002222222 Player 1297 0 ABSORB nil 2
SPELL_MISSED false 0xF13001DA0019A683 NPC 68168 0 0x0480000002222222 Player 1297 0 13322 Frostbolt 16 ABSORB nil 12
0
0
Actually, the issue is with the models themselves, not the NPCs that use them.
The way I fixed it ensures it for all NPCs (and characters) that use those models.