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    posted a message on StatBlocks v1: Official Thread
    This might be a repost... I dunno. I won't lie and tell you I dug through the entire thread. (o:

    Problem: Some blocks are properly following global settings (color, background color/alpha) and others aren't.

    Well behaved:
    Money, Memory, Durability and FPS
    Miss-behaved:
    Clock, Coordinate, Latency, Bags

    Edit: I just noticed these bad blocks aren't saving upon exit as well.

    This is the first time I have looked at SB, but I like in it general. I'm just reinstalling my machine so I can't look at Lua yet (at least not unsorted in notepad =/ ... )
    Posted in: General AddOns
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    posted a message on [ElkBuffBar] Request - slash commands
    Hi,
    I posted a while back asking if EBB had most slash commands for configuring the filtering. It doesn't, and I got told to add some if I wanted any. Well after reading through EBB Lua script, I haven't really come up with much. In short I am reposting for help.

    I would some suggestions on how to add this feature:
    Watch for a de/buff that is generated by me and then display that debuff on a bar.

    example: Commanding and Battle Shout. If I CS then I want only CS to show on the bar, but if I am keeping BS up I want only BS to be displayed on the bar. Whether I am keeping on up or the other is very situational, and I only want to display which ever one I am casting, so if both BS and CS are up and I cast CS, I want to only see CS on the bar. Likewise if I then cast BS I want the bar to change to reflect that.

    I figure there are two approaches to this:
    1) have the mod watch for what aura I am casting (CS or BS)and then update the filter settings or;
    2) have an EBB slash command that changes the filter settings and macro it into my CS/BS buttons.

    So yeah, I need a little help in getting there. =/

    -Deci
    Posted in: AddOn HELP!
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    posted a message on [ElkBuffBar] slash commands for configuring buff filtering
    What would the slash command to add/remove a de/buff to the white list for a given bar be?
    Posted in: General AddOns
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    posted a message on [pitbull] Very choppy combat text fading (in and out)
    Quote from bazin »

    got exactly the same problem here.. pretty annoying. any help appreciated ;)


    Hey Bazin,
    I got pretty fed up trying to find a solution so I just edited the Lua file a little bit to meet my needs. It's a pretty hack job, cause I don't program or anything.

    Basically I edited function PitBull_CombatText:updateCombatText() to always set the alpha to 1 (fully visible). I also edited function PitBull_CombatText:UNIT_COMBAT(ns, event, unit, event, flags, amount, type) to change the color of block/parry/dodge and resist. Block/parry/dodge I set to blue, resist I set to purple. I find this is handy for tanking, I can watch for avoidance or lack up in the corner of my eye just by the color blinking by. Both of these could be patched up a lot better codewise and could have better functionality. But they worked okish for me. In raid this seems to work awesome, although there is a noticeable lag behind of combat log.. maybe like 50-100ms or so. Maybe that's just pitbull, or my computer.

    Here's the code for the two functions with some comments in it, as best I cam remember what I changed.You should be able to copy paste these, or maybe someone will clean them up and repost them.

    function PitBull_CombatText:UNIT_COMBAT(ns, event, unit, event, flags, amount, type)
    for frame in PitBull:IterateUnitFramesForUnit(unit) do
    if not self.db.profile.groups[frame.group].ignore then
    local fontHeight = self.db.profile.groups[frame.group].fontheight
    local text = ""
    local r,g,b = 0,0,1 --I changed this so all text defaults to blue
    if event == "IMMUNE" then
    fontHeight = fontHeight * .75
    text = CombatFeedbackText["IMMUNE"]
    elseif event == "WOUND" then
    if amount ~=0 then
    if flags == "CRITICAL" or flags == "CRUSHING" then
    fontHeight = fontHeight * 1.5
    elseif flags == "GLANCING" then
    fontHeight = fontHeight * .75
    end
    if type > 0 then
    r = 1
    g = 1
    b = 0
    end
    if UnitInParty( unit ) or UnitInRaid( unit ) then --Damage you take is red
    r = 1
    g = 0
    b = 0
    else --Damage on your target is white
    r = 1
    g = 1
    b = 1
    end
    text = "-"..amount
    elseif flags == "ABSORB" or flags == "BLOCK" or flags == "RESIST" then
    fontHeight = fontHeight * .75
    text = CombatFeedbackText[flags]
    else
    text = CombatFeedbackText[flags]
    end
    elseif event == "RESIST" then --I added this to change the resist color to Purple
    r = 0.56
    g = 0
    b = 0.41
    text = CombatFeedbackText[event]
    elseif event == "HEAL" then
    text = "+"..amount
    r = 0
    g = 1
    b = 0
    if ( flags == "CRITICAL" ) then
    fontHeight = fontHeight * 1.3
    end
    elseif event == "ENERGIZE" then
    text = amount
    r = 0.41
    g = 0.8
    b = 0.94
    if flags == "CRITICAL" then
    fontHeight = fontHeight * 1.3
    end
    else
    text = CombatFeedbackText[event]
    end

    if frame.combatText then
    unitsUpdate[unit] = GetTime()

    local font = frame.combatText:GetFont()
    frame.combatText:SetFont(font,fontHeight,"OUTLINE")
    frame.combatText:SetText(text)
    frame.combatText:SetTextColor(r, g, b)
    frame.combatText:SetAlpha(0)
    frame.combatText:Show()
    self:AddRepeatingTimer("PitBull_CombatTextSchedule", 0.5, "updateCombatText")
    end
    end
    end
    end


    and the other alpha funtion:

    function PitBull_CombatText:updateCombatText()
    local found, elapsedTime, alpha
    local maxalpha = 1 --set max alpha to 1
    local frame
    local now = GetTime()
    for unit, time in pairs(unitsUpdate) do
    local one = false
    for frame in PitBull:IterateUnitFramesForUnit(unit) do
    if frame.combatText then
    one = true
    found = true
    elapsedTime = now - time
    --Basically here I just set everything to max alpha, total hack job. (=
    if ( elapsedTime < COMBATFEEDBACK_FADEINTIME ) then
    --alpha = maxalpha*(elapsedTime / COMBATFEEDBACK_FADEINTIME)
    frame.combatText:SetAlpha(maxalpha)
    elseif ( elapsedTime < (COMBATFEEDBACK_FADEINTIME + COMBATFEEDBACK_HOLDTIME) ) then
    frame.combatText:SetAlpha(maxalpha)
    elseif ( elapsedTime < (COMBATFEEDBACK_FADEINTIME + COMBATFEEDBACK_HOLDTIME + COMBATFEEDBACK_FADEOUTTIME) ) then
    alpha = maxalpha - maxalpha*((elapsedTime - COMBATFEEDBACK_HOLDTIME - COMBATFEEDBACK_FADEINTIME) / COMBATFEEDBACK_FADEOUTTIME)
    frame.combatText:SetAlpha(maxalpha)
    else

    frame.combatText:Hide()
    unitsUpdate[unit] = nil
    end
    end
    end
    if not one then
    unitsUpdate[unit] = nil
    end
    found = true
    end
    if not found then
    self:RemoveTimer("PitBull_CombatTextSchedule")
    end
    end



    If I was smart I would add the following functionality to combat text:
    1) enable/disable fading text
    2) enable changing of fontsize/colour for block/parry/dodge/crushing/crit/resist/absorb/heal ect

    hope that helps you out a bit

    Posted in: Unit Frames
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    posted a message on [pitbull] Very choppy combat text fading (in and out)
    Simple question here. I want to stop combat text from fading in and out. Fading combat text is a totally bizzare idea, considering the volume of info to be displayed. Currently, the combat text tries to fade in and out but it is very choppy. I just need stuff flicking by to keep a general tab on if I am taking a lot of hits, or if my avoidence is working.

    Any ideas on how to replace the fading text with non-fading text and possibly why it's so choppy? Everything else is running fine, and with pretty good FPS as well.

    Cheers,
    Decima
    Posted in: Unit Frames
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