I added the possibility to announce the fastest run (minimum instance time).
I hope you are not upset by me messing with your code ;)
The code below is based on v0.4 beta.
DungeonSpeedRunner.lua:
code removed because fastest run is now included in the addon
I hope the code boxes here are big enough to hold all the code...
cu
tay
P.S Next post will contain the necessary changes in localization.lua.
I'm afraid the AOE feature is not possible to implement without scanning the combat log and doing manual threat calculations for every mob (and then syncing...). Remember you cannot obtain threat on a mob if someone isn't targetting it in your raid? If there are 50 whelps and only 6 of them are targetted by your raid, then the other 44's threat cannot be queried in any manner.
Would'nt it be possible to set a "Main Healer" like you set a Main Tank in ORA?
Since a Healer ends up being in the threat list of every mob in range/combat anyway, we could simply get the threat info from him.
This would be kind of "syncing light" feature.
No, you did misunderstand me. I know that NOW each buff is an aura codewise ;)
My suggestion was to separate buff canceling from Stances/Forms/PalaAura canceling.
I was just using the words buff and aura as a suggestion.
And I know how to handle secure templates, and the limitations they have in combat (I coded them in build 8820, believe me).
All this leads to to my suggestions.
A protected 'CancelUnitAura', but an unprotected 'CancelUnitBuff' (or better: 'CancelPlayerBuff'), that sounds good.
I even would change the blizzard buffframe like this:
Line 1: Buffs (unprotected)
Line 2: Debuffs
Line 3: Auras (Forms, PalaAuras)
Line 1 and 2 would contain simple unprotected buttons. With an unprotected CancelUnitBuff as rightclick action in line 1.
Additionally Blizzard could roll the totem UI into line 3.
Right now, the totem UI is not following the new design system at all.
Btw I hate the fact that it's impossible to find out if a buff on the player is coming from his own totems.
i could swear that those UI Forum Greens are Contracted Programers for blizzard
Yes, sometimes it looks so ;)
But I am not happy at all with the content of his answer.
The way it works now makes it impossible to write an addon like satrina's buff or perl classic player buff. (Both of them recreate the buffbuttons for the player.)
Instead of protecting CancelUnitBuff they could add a protected
'CancelUnitForm'.
This would make the form switching protected, and the 'normal' buff buttons could remain unprotected.
Too bad that I cannot post in the UI forum, beeing a EU customer. Sometimes this makes me feel I only get second rate support :(
Or more exactly:
You can get it to work, but not in combat.
And this shows a BIG problem:
To make buff buttons rightclickable to cancel a buff, the buttons in build 8820 need to use secure templates.
But a secure button can not change while in combat -> all buff addons (like satrins etc. ) are in deep trouble.
0
0
as promised the changes in localizations.lua:
cu
tay
0
thanks for this nice addon.
I added the possibility to announce the fastest run (minimum instance time).
I hope you are not upset by me messing with your code ;)
The code below is based on v0.4 beta.
DungeonSpeedRunner.lua:
I hope the code boxes here are big enough to hold all the code...
cu
tay
P.S Next post will contain the necessary changes in localization.lua.
0
Would'nt it be possible to set a "Main Healer" like you set a Main Tank in ORA?
Since a Healer ends up being in the threat list of every mob in range/combat anyway, we could simply get the threat info from him.
This would be kind of "syncing light" feature.
0
I just got an error message saying:
"AddOn XXXXXXX attempted to call a forbidden function (FocusUnit()) from a tainted execution path"
Can anybody confirm that this is really coming from FocusUnit beeing protected ?
tay
0
My suggestion was to separate buff canceling from Stances/Forms/PalaAura canceling.
I was just using the words buff and aura as a suggestion.
And I know how to handle secure templates, and the limitations they have in combat (I coded them in build 8820, believe me).
All this leads to to my suggestions.
0
I even would change the blizzard buffframe like this:
Line 1: Buffs (unprotected)
Line 2: Debuffs
Line 3: Auras (Forms, PalaAuras)
Line 1 and 2 would contain simple unprotected buttons. With an unprotected CancelUnitBuff as rightclick action in line 1.
Additionally Blizzard could roll the totem UI into line 3.
Right now, the totem UI is not following the new design system at all.
Btw I hate the fact that it's impossible to find out if a buff on the player is coming from his own totems.
cu
tay
0
Yes, sometimes it looks so ;)
But I am not happy at all with the content of his answer.
The way it works now makes it impossible to write an addon like satrina's buff or perl classic player buff. (Both of them recreate the buffbuttons for the player.)
Instead of protecting CancelUnitBuff they could add a protected
'CancelUnitForm'.
This would make the form switching protected, and the 'normal' buff buttons could remain unprotected.
Too bad that I cannot post in the UI forum, beeing a EU customer. Sometimes this makes me feel I only get second rate support :(
cu
tay
0
You can get it to work, but not in combat.
And this shows a BIG problem:
To make buff buttons rightclickable to cancel a buff, the buttons in build 8820 need to use secure templates.
But a secure button can not change while in combat -> all buff addons (like satrins etc. ) are in deep trouble.
cu
tay
0
I extracted the new framework with the addonkit, and that's what I've found:
in BuffFrame.xml:
and in BuffFrame.lua:
So this is how it should be done now.
So I got back to work ;-)
cu
tay
0
I also tried it with my button inheriting 'SecureActionButtonTemplate', and setting myButton:SetAttribute("unit", "player").
And I got the same problem!
cu
tay
0
It now needs a secure template!
What can I do to solve this problem?
cu
tay
0
yes I would be very interested to see your addon.
cu
tay
0
0
ScrollFrame_OnLoad() --> ScrollFrame_OnLoad(self)
ScrollingEdit_OnCursorChanged(arg1,arg2,arg3,arg4) --> ScrollingEdit_OnCursorChanged(self,x, y, w, h)
ScrollingEdit_OnTextChanged(scrollFrame) -- ScrollingEdit_OnTextChanged(self, scrollFrame)
ScrollingEdit_OnUpdate(scrollFrame) --> ScrollingEdit_OnUpdate(self, elapsed, scrollFrame)
[Elapsed is not used inside of the function!? Blizzard itself calls this function with elapsed =0 ]
ToggleDropDownMenu() --> ToggleDropDownMenu(level, value, dropDownFrame, anchorName, xOffset, yOffset, menuList, button)
ScrollFrame_OnScrollRangeChanged(scrollrange) --> ScrollFrame_OnScrollRangeChanged(self, scrollrange)
ScrollFrameTemplate_OnMouseWheel(value, scrollBar) --> ScrollFrameTemplate_OnMouseWheel(self, value, scrollBar)