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    posted a message on Tooggle - need ur opinion
    Quote from Coldfury »

    Ok, Tooggle is my first big attempt at writing for public. Somebody ask me to do it, and i tought it was a good project to start.

    Tooggle will be a 5-sets of frames, that you can edit at ur wish. You can bind theses sets to a button to toggle their visibility on and off. You can set urself 1 button for each state, Clean, Solo, Party/Raid, etc...
    ie: Press F1 to hide Minimap,CombatLog. Press F2 to show Omen/Violation where combatlog was. when raid is done, press back F2, then F1 to bring back ur things.

    Works kinda like OnScreen but has more sets, and can be toggled at anytime, not only in combat/out combat.

    You'll be able to edit sets trough slash commands. Some exemple: "/tooggle add button1 omen" add omen frame to button 1 toggle list | "/tooggle remove button3 eavesdrop" remove eavesdrop from button3 toggle list | "/tooggle list button2" list the frame currently assigned to button2 toggle list.

    supported frames atm:
    omen = "OmenAnchor",
    violation = "Violation.windows[1].frame",
    eavesdrop = EavesDropFrame,
    chat = "ChatFrame1",
    combatlog = "ChatFrame2",
    minimap = "MinimapCluster",
    damagemeters = "DamageMetersFrame",
    swstats = "SW_BarFrame1",
    recount = "Recount.MainWindow",
    grid = "GridLayoutFrame",
    bt3bar1 = "BT3Bar1",
    bt3bar2 = "BT3Bar2",
    bt3bar3 = "BT3Bar3",
    bt3bar4 = "BT3Bar4",
    bt3bar5 = "BT3Bar5",
    bt3bar6 = "BT3Bar6",
    bt3bar7 = "BT3Bar7",
    bt3bar8 = "BT3Bar8",
    bt3bar9 = "BT3Bar9",
    bt3bar10 = "BT3Bar10",
    nquestlog = "nQuestLogFrame",
    trinketmenu = "TrinketMenu_MainFrame",
    fubar1 = "FubarFrame1",
    fubar2 = "FubarFrame2",
    oufplayer = "oUF_Player",
    ouftarget = "oUF_Target",
    ouftot = "oUF_Targettarget",
    uberquestminion = "UberQuest_Minion",
    pitbullplayer = "PitBullUnitFrame1"
    pitbulltarget = "PitBullUnitFrame2"


    Now, what i need you for. Tell me if its a good idea and if you would use such a mod, and if you got ideas of frames not supported yet.


    Chat frame 1, 2, 3 etc...
    Posted in: General AddOns
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    posted a message on Tooggle - need ur opinion
    I would use it.
    Posted in: General AddOns
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    posted a message on ag_UnitFrames status?
    Quote from cerement »

    So ... anyways ... back to the original topic ...

    A) Where do I report bugs for ag_UnitFrames since the link given in the sticky above appears, for all intents and purposes, to have been abandoned.

    B) Or should I just switch over to oUF or PitBull?

    C) If I go for PitBull, have the issues with the PitBull auras lagging the UI been resolved?



    Alt_Aura module does appear to have resolved those issues, for me at least.
    Posted in: Unit Frames
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    posted a message on Avion - Event driven visual effects (former PowerAura2)
    the LibCooldown bug fix doesn't seem to have made it work. I don't have an error now, but there is no animation for my trinket CD. Unless I'm doing something wrong, which I don't think I am.
    Posted in: General AddOns
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    posted a message on Avion - Event driven visual effects (former PowerAura2)
    Paging sirow to this thread.
    Posted in: General AddOns
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    posted a message on PitBull_AltAura
    Quote from Jerry »

    I have found a small logic bug that could, on some occasion, make some debuff buttons to be incorrectly layout. This probably won't fix the issue reported by Voln.

    On this matter, I'll try to reproduce your configuration locally to see if I can trigger the bug, thanks for your screenshots.

    Finally, I have made earlier this week an update to allow people to specify different width for buff and debuff frames in split mode, as well as specifying horizontal and vertical offsets, for each of theses frames.


    You're a rockstar jerry. Alt aura is now perfect for me.
    Posted in: Unit Frames
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    posted a message on Avion - Event driven visual effects (former PowerAura2)
    [2007/10/19 21:26:00-1038-x1]: Avion\Cooldowns\Cooldowns.lua:92: AceEvent-2.0: Cannot unregister event "LibCD_SpellCooldownEnd". "Avion_Cooldowns" is not registered with it.
    AceAddon-2.0-46764 (Ace2):927: in function <Interface\AddOns\Ace2\AceAddon-2.0\AceAddon-2.0.lua:920>
    <in C code>: ?
    AceEvent-2.0-49307 (Ace2):266: in function `TriggerEvent'
    AceEvent-2.0-49307 (Ace2):962: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:955>

    ---
    Posted in: General AddOns
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    posted a message on Avion - Event driven visual effects (former PowerAura2)
    Quote from Sirow »

    Hmm, afaik Rock picks up every FuBar addon by its self. Could be because my Fubar implementation is a bit messy.


    I'm anxious for those triggers for 'on buff loss' to disappear the animation. It will 'complete' the mod IMO.
    Posted in: General AddOns
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    posted a message on Avion - Event driven visual effects (former PowerAura2)
    LibCooldown-Item-1.0-50791:458: bad argument #1 to 'pairs' (table expected, got nil)
    Posted in: General AddOns
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    posted a message on LibRockDewDrop
    Quote from ckknight »

    I hope you realize that I'm the author of Dewdrop-2.0. There's no reason why I'd change the name outside of the number.


    I think they were just being silly.
    Posted in: Rock
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    posted a message on Loggerhead (Automatic Combat Logging)
    Quote from fuulish »

    Apparently turning on "The Eye" under Outland instances doesn't trigger the auto combat log. However, turning on "Tempest Keep" under Zones DOES trigger the auto combat log when you zone into The Eye. Very strange indeed.



    I need to request the ability to 'hide' the plugin from being shown on Fubar
    Posted in: General AddOns
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    posted a message on UI Screenshots - Show us what you use!
    Ok.

    This is probably my last update/Change for a long while. I have killed eePanels2 twice, by accidetnly removing a top level panel.

    So I may never look at that config again.

    Thanks to Ellipsis for all her help. The Player frame resizes when I get a pet, the Target frame resizes when my Target aquaries a target.

    My pet bar only appears [the eepanels] when I have a pet. Grid/SWS/Omen all resize.
    Posted in: General Chat
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    posted a message on Rock is pretty user-unfriendly
    Quote from tazmeister »

    Not sure if there's a point in trying to give some constructive feedback based on how touchy people seem to be here.

    So I'm just going to toss in my opinion and move on.

    Rock is not user friendly
    Stop dev on it until you can find someone that knows how to do usable UI dev.
    I'm also pretty disappointed to find out that pitbull uses it now as its config. I loved that addon, but I'm running into a lot of config bugs suddenly and trying to find options in rocks is a horrible experience.

    oh well time to find some new unit bars and maybe see if rock will ever trully mature into a usable config framework a long time from now

    last comment - Just because a developer thinks an app is easy to use does not mean that it is actually easy for anyone else to use - remember the developer often forgets what things are new or even not visible, where as someone else can't see what's not visible and doesn't automagically know what they didn't know before



    alt + right click on your player frame. open's rock config straight to the player frame, the options are in the same order as before. l2 config?
    Posted in: Rock
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    posted a message on UI Screenshots - Show us what you use!
    Here is my current UI. please note that the party chat frame is 'wierd'

    I can't figure out why the chat in that frame isn't centered correctly the the chat in the other chat frames. Any ideas?
    Posted in: General Chat
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    posted a message on List of addons that now use Rock
    Quote from Dazzle »

    Thanks for the list, at least I know now, which addons to drop from my collection and replace with Ace2 ones...


    This is a painfully ignorant response, on at least 2 levels.
    Posted in: Rock
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