Latest version sadly did not display the combo points during our Malygos fight on Monday. Will fiddle with settings etc before we fight him next to see if that gets it working.
Correct me if I'm wrong, but as long as:
local eClass = select(2, UnitClass("player"))
if eClass ~= "ROGUE" and eClass ~= "DRUID" then
-- Non-Rogue/Druid suck and cannot stand the awesomeness of this module.
return
end
exists in the combpoints.lua module and you are not a rogue or druid, the module will never load meaning the vehicle combo point code won't do anything for any class besides those two.
You may want to remove the rogue / druid restriction on the combo point module.
The Malygos fight requires you to build combo points on him with your drake / vehicle / pet / thingy in phase 3. As a paladin, I cannot see them with AGuf which can cause issues.
Can we have an option to turn this off? It's very distracting and I don't like it at all.
Not to have a worthless /seconded post, but I was searching for this option myself. The border really doesn't do much for me and takes up even more real estate on the already smallish grid frame.
I'm really not sure I understand the logic behind the lack of backwards compatibility or the complete rewrite of the dogtag syntax which guarantees failure on patch day. It adds unnecessary stress and frustration to a day that is already tumultuous.
I modified librameister to switch if it detects the 2.4 libram of mending buff on you. Note that this is (a) sloppy as hell (b) will only work on the PTR or when 2.4 goes live (c) requires you have a libram of mending.
First off, add a line below the bolitem around line 73
manaItem = "Libram of Mending",
then head on down to the Librameister:onSpellcast function and replace the body with this:
function Librameister:onSpellcast(unit, spell, _,targ)
if unit == "player" then
--self:Print("onSpellcast: unit = " .. unit)
--self:Print("onSpellcast: spell = " .. spell)
--self:Print("onSpellcast: targ = " .. targ)
local hlcast = 0
local hlmana = 0
local spellTexture = GetSpellTexture(spell, _, BOOKTYPE_SPELL)
if spellTexture ~="Interface\\Icons\\Spell_Holy_Heal" and spellTexture ~= "Interface\\Icons\\Spell_Holy_DivineIllumination"
and spell ~= "Interface\\Icons\\Spell_Holy_AvengineWrath" and spellTexture ~="Interface\\Icons\\Spell_Holy_RighteousFury" then
if(
(spellTexture == "Interface\\Icons\\Spell_Holy_FlashHeal" and ( (self.db.profile.checkForFoL and self.db.profile.folItem) or (self.db.profile.checkForBoL and self.db.profile.bolItem) ))
or
(spellTexture == "Interface\\Icons\\Spell_Holy_HolyBolt" and ( (self.db.profile.checkForHL and self.db.profile.hlItem) or (self.db.profile.checkForBoL and self.db.profile.bolItem) )) ) then
if spellTexture == "Interface\\Icons\\Spell_Holy_HolyBolt" then
hlcast = 1
if hlcast == 1 then
local i = 1
while (UnitBuff("player",i)) do
if(string.find(UnitBuff("player",i),"Grace of the Naaru")) then
hlmana = 1
end
i = i + 1
end
if self.db.profile.checkForBoL and ((FindABuff(targ, "Spell_Holy_PrayerOfHealing02") or FindABuff(targ, "Spell_Holy_GreaterBlessingofLight"))) and not (spellTexture == "Interface\\Icons\\Spell_Holy_HolyBolt") then
-- self:Print("BOL found on target")
EquipItemByName(self.db.profile.bolItem)
elseif hlcast == 1 and hlmana == 1 then
EquipItemByName(self.db.profile.hlItem)
else
EquipItemByName(self.db.profile.manaItem)
end
end
else
--else
EquipItemByName(self.db.profile.folItem)
end
elseif self.db.profile.defItem then
EquipItemByName(self.db.profile.defItem)
end
end
end
end
I'm having an issue with the TinyTip "theme" code that nexus6 created back in the original thread. It only started happening after I installed/reinstalled CowTip, and to my knowledge I haven't altered the original lines.
I should probably update the original post, but here's what I'm using now:
It should work transparently - any opposite-faction player whose level would be "??" will get talent inspected and then [Level] will return the estimated level based on talent points spent.
I'm getting ?? for higher level enemy players, and yet I can see their talent spec.
Is it possible to assign a different them to different addons? I'd like dreamlayout on my buff frames but onyx on my bartender bars, and cannot figure out how to do that.
This is a known issue due to the way the Fade module works with the Line Texts module. As a workaround, you can enable immediate hide on player tooltips so that the "Mouse-over" text is not shown.
Except this didn't happen before yesterday. "Known issue" or not something changed, and something broke, in the changes that went in yesterday.
I haven't actually tried [CanAttack] yet, but I imagine it just returns a true or false, so if you want to use it to get back default white text for all friendly targets regardless of level, you'd use something like:
[CanAttack?Level:DifficultyColor!Level]
Gives me an error. Believe me I've already thought of that and tried every use of [CanAttack] that I can possibly think of, it doesn't work for me. It was fine before the way it was, it only showed level difficulty for targets you could attack, I'm not sure what prompted the change.
[2008/01/26 16:16:51-6392-x9]: LibDogTag-2.0.59452: Error with code "[CanAttack?Level:DifficultyColor!Level]" on "mouseover". [string "local DogTag = LibStub("LibDogTag-2.0");loc..."]:1: Usage: UnitCanAttack("unit", "otherUnit"):
CowTip-r59443\Text\Text.lua:224: in function `RefixLines'
CowTip-r59443\Text\Text.lua:314: in function <Interface\AddOns\CowTip\Text\Text.lua:287>
<in C code>: ?
LibRockModuleCore-1.0-50835 (LibRockModuleCore-1.0):398: in function `CallMethodOnAllModules'
CowTip-r59443\CowTip.lua:166: in function <Interface\AddOns\CowTip\CowTip.lua:156>
CowTip-r59443\CowTip.lua:180: in function <Interface\AddOns\CowTip\CowTip.lua:173>
(tail call): ?:
(tail call): ?:
(tail call): ?:
0
I thought I said that... basically. ;)
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Correct me if I'm wrong, but as long as:
exists in the combpoints.lua module and you are not a rogue or druid, the module will never load meaning the vehicle combo point code won't do anything for any class besides those two.
0
The Malygos fight requires you to build combo points on him with your drake / vehicle / pet / thingy in phase 3. As a paladin, I cannot see them with AGuf which can cause issues.
0
Not to have a worthless /seconded post, but I was searching for this option myself. The border really doesn't do much for me and takes up even more real estate on the already smallish grid frame.
0
0
First off, add a line below the bolitem around line 73
then head on down to the Librameister:onSpellcast function and replace the body with this:
YMMV, but it worked for me (so far).
0
0
I should probably update the original post, but here's what I'm using now:
0
I'm getting ?? for higher level enemy players, and yet I can see their talent spec.
0
0
0
[~IsPlayer?Faction]
0
0
Except this didn't happen before yesterday. "Known issue" or not something changed, and something broke, in the changes that went in yesterday.
0
Gives me an error. Believe me I've already thought of that and tried every use of [CanAttack] that I can possibly think of, it doesn't work for me. It was fine before the way it was, it only showed level difficulty for targets you could attack, I'm not sure what prompted the change.