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    posted a message on Aura Frames - Official Thread
    Quote from Beautiuz
    Aura Frames is always coloring borders for displaying different kind of debuffs. Even normal borders of normal buffs are colored.

    That's why there is a difference, maybe in a next release I will allow for no coloring.

    That would be great. It'd be perfect if you could just add a transparency slider in the color picker window for each of the border colors.
    Posted in: General AddOns
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    posted a message on Aura Frames - Official Thread
    There's something a little strange going on with ButtonFacade and Aura Frames. It seems like no matter what skin I use with ButtonFacade, the borders around Aura Frames are whiter and sometimes have a gloss even though I have that effect globally set at 0% opacity.

    Here are a few examples:
    Not_Caith: http://img864.imageshack.us/img864/1160/wowscrnshot041111095622.jpg

    Svelte: http://img34.imageshack.us/img34/7972/wowscrnshot041111095856.jpg

    Apathy: http://img34.imageshack.us/img34/1933/wowscrnshot041111095954.jpg

    In all cases, Bartender4 and SatrinaBuffFrames are skinning correctly, but Aura Frames isn't. Any clue what's going on?
    Posted in: General AddOns
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    posted a message on Shadowed Unit Frames [official]
    I'm trying to set up some text in the bars. Is there a tutorial somewhere for all the text codes? I'm having trouble finding it if there is.
    Posted in: Unit Frames
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    posted a message on Control+Right Click Context Menu Bug
    aaaand one more try before I give up.
    Posted in: AddOn HELP!
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    posted a message on Control+Right Click Context Menu Bug
    Bumping this because it's getting really annoying. :(
    Posted in: AddOn HELP!
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    posted a message on DrDamage - Official Thread
    I logged onto my paladin alt today and got an error.

    Message: ..\AddOns\DrDamage\Melee.lua line 560:
      attempt to index local 'calculation' (a number value)
    Debug:
      Ace2\AceEvent-2.0\AceEvent-2.0.lua:261: TriggerEvent()
      Ace2\AceEvent-2.0\AceEvent-2.0.lua:925:
       Ace2\AceEvent-2.0\AceEvent-2.0.lua:923
      [C]: ?
      Ace2\AceEvent-2.0\AceEvent-2.0.lua:264: TriggerEvent()
      Ace2\AceEvent-2.0\AceEvent-2.0.lua:910:
       Ace2\AceEvent-2.0\AceEvent-2.0.lua:903


    I'm using r74285.
    Posted in: General AddOns
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    posted a message on Control+Right Click Context Menu Bug
    Whenever I try to control + right click on the world map to set a waypoint or note, the context menu that pops up is shifted a good 4-5 inches up and to the right. This means for anything on the top or right half of the map, the menu is offscreen so I can't use it. I took a screenshot, but apparently neither cursors nor the context menus appear in screenshots so it's kind of pointless to show. :(

    I've tried updating all my libraries as well as cartographer and it's modules, but that didn't help. I also checked to see if it had something to do with UI Scaling but that also didn't fix the problem. Any ideas?

    [edit] I managed to get a screenshot. The cursor is hidden, but it's directly below the player arrow. That'll give you an idea of how much shift there is.

    Posted in: AddOn HELP!
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    posted a message on Quartz: Modular Casting Bar
    Okay, so I did some experimenting today on my shaman about this issue of vanishing cast bars. Here's what I found out:

    1) If I did not have lightning shield activated, my cast bar would behave normally. I.e. anytime I'd get hit, it would have the pushback effect and keep going.
    2) If I had lightning shield active, the cast bar would vanish only when the shield itself procced. Since there's a delay on lightning shield, this meant I could have a few seconds of the cast bar behaving normally followed by a sudden vanishing as soon as one of the lightning orbs procced.
    3) If the lightning shield was active but it had recently procced and was on cooldown, the bar behaved normally.

    So... is this a 2.4 bug? Is a fix on the way? It's really annoying. :(
    Posted in: General AddOns
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    posted a message on PitBull 2.0
    Quote from Grixar »

    1) Is there a way to set the background color for health/power bars? I have looked at all the options in Global Settings -> Color and none of them affect the background that I can tell. There's a definite casting bar, threat, and experience background color in their respective color listings, but I don't see anything for health bars...

    Okay, I figured this out. Strangely enough, the option isn't in the global color options.. it's in the individual frames under the health bar. That doesn't seem very intuitive, but oh well. :)

    2) I have range filtering enabled and set to fade units to .15 opacity. The problem with this is that dead units are also apparently fading to the exact same opacity. This makes it very difficult to figure out what I can hit with my battle res because out of range and dead people all appear the same. Is there a way to disable the fading for dead players? I think the fact that their health bar is empty is enough of a clue for me that they are dead. :)

    Just going to requote this one because I haven't managed to make any progress on it.
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    1) Is there a way to set the background color for health/power bars? I have looked at all the options in Global Settings -> Color and none of them affect the background that I can tell. There's a definite casting bar, threat, and experience background color in their respective color listings, but I don't see anything for health bars...

    2) I have range filtering enabled and set to fade units to .15 opacity. The problem with this is that dead units are also apparently fading to the exact same opacity. This makes it very difficult to figure out what I can hit with my battle res because out of range and dead people all appear the same. Is there a way to disable the fading for dead players? I think the fact that their health bar is empty is enough of a clue for me that they are dead. :)
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Quote from Grixar »

    1) How does Pitbull determine who is the MT/MA? A friend and I experimented with Pitbull and oRA a month or so ago and never managed to figure it out. Sometimes Pitbull would pick up on oRA assigned MTs, sometimes it would pick up on default Blizzard assigned MTs, and sometimes it seemed like it would not work for either.

    Basically, I want to get rid of my oRA frames and just use Pitbull's. However, if I can't reliably figure out how the heck Pitbull populates the frames, I can't do this...

    Bumping this question :)
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    Quote from Grixar »

    I have a few questions regarding Pitbull.

    1) How does Pitbull determine who is the MT/MA? A friend and I experimented with Pitbull and oRA a month or so ago and never managed to figure it out. Sometimes Pitbull would pick up on oRA assigned MTs, sometimes it would pick up on default Blizzard assigned MTs, and sometimes it seemed like it would not work for either.

    Basically, I want to get rid of my oRA frames and just use Pitbull's. However, if I can't reliably figure out how the heck Pitbull populates the frames, I can't do this...


    2) Is there a way to make a macro to toggle groups 6, 7, and 8 from showing/hiding in a raid? A guildie and I poked around in the code and he found some things that looked promising, but we couldn't get anything ironed out that actually worked.

    Well, #2 is solved. If anyone is curious, here it is:
    /script for x = 6,8 do PitBull.db.profile.groups.raid.groupFilter[x] = not PitBull.db.profile.groups.raid.groupFilter[x];PitBull:DestroyUnitCluster("raid"..x);PitBull:CreateUnitCluster("raid"..x); end;

    It requires you to sort your raid by groups (instead of by class) and can only be used out of combat, but it's pretty much what I was after.

    The first question is still a mystery to me, so if anyone can shed some light on it, it'd be appreciated :)
    Posted in: Unit Frames
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    posted a message on PitBull 2.0
    I have a few questions regarding Pitbull.

    1) How does Pitbull determine who is the MT/MA? A friend and I experimented with Pitbull and oRA a month or so ago and never managed to figure it out. Sometimes Pitbull would pick up on oRA assigned MTs, sometimes it would pick up on default Blizzard assigned MTs, and sometimes it seemed like it would not work for either.

    Basically, I want to get rid of my oRA frames and just use Pitbull's. However, if I can't reliably figure out how the heck Pitbull populates the frames, I can't do this...


    2) Is there a way to make a macro to toggle groups 6, 7, and 8 from showing/hiding in a raid? A guildie and I poked around in the code and he found some things that looked promising, but we couldn't get anything ironed out that actually worked.
    Posted in: Unit Frames
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    posted a message on Using One Icon For Notes
    Is it possible to only have one type of icon show up for notes instead of getting a randomly chosen one? I'd rather have all circles or X's on my map instead of the mishmash of random icons that I have to go and manually change...
    Posted in: Map/Minimap AddOns
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    posted a message on Notes - Using certain icons
    Is there a way to limit the notes function to only use certain icons when using the /note command? I know you can open the map up and manually edit notes, but I like to add new ones in while I'm running around and doing stuff--having to open the map and deal with the entry fields slows me down. Perhaps there's a command I missed somewhere like "/note 42 34 skull"?
    Posted in: Map/Minimap AddOns
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