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    posted a message on vertical statusbar help?
    You can't.
    Posted in: AddOn HELP!
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    posted a message on Grid
    To put it simply:
    All frames in Grid share the same settings. Grid does not and will not display pets differently from players.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from essmene
    Only Pets on Malygos: i don't this this will be included in the core Grid as it is for a single encounter. I am not sure either if hiding is possible. Resorting frames is not possible during combat - maybe hiding does taint as well. Hopefully a programmer has a good answer.


    You can't change the layout while in-combat so you're stuck with pets and players on Malygos. I've explored every possibility to not show a player when they're in a vehicle and it just isn't possible right now in a way that will work for Grid.
    Posted in: Grid & Grid2
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    posted a message on Grid2 - What it is, and what it's not
    Quote from jokeyrhyme
    I figured the status-indicator relationship could be established using much of the UI we already have. For each Status, we just need an extra checkbox to enable or disable it, and/or a drop-down for which Indicator to link to.

    Then for each Indicator, we need a few controls for how to respond to the linked Status.

    Does each Status have a way of "advertising" the sort of information it gives? If so, we could have a few different sets of response controls visible for the different sorts of Status.

    Just throwing out some ideas. :)


    IIRC Grid2 statuses advertise the datatypes they provide so that indicators can decide if they're capable of displaying a particular status.

    The configuration of statuses and indicators is a usability nightmare in Grid. Most if not all of Grid's configuration needs to be re-thought from the perspective of the user instead of the programmer.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from Mend
    I have a corner indicator to show magic: debuffs for dispelling purposes. Is there a way to exclude certain debuffs from the list that cause this indicator to show up?

    "Arcane Blast" for example, the mages get annoyed when I accidentally dispel it :(


    That'll be fixed in the next release. You'll have to add "Arcane Blast" by name and then just not assign it to any indicators. That will prevent it from triggering the magic debuff status.
    Posted in: Grid & Grid2
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    posted a message on LF code review
    Whether you intend your code to run on non-english clients or not, it's generally a bad idea to assume what the results of a function call are going to be. Either hard-code it all or do it all programatically.

    Since you have some specific questions, I can address those rather than general coding style which is what I thought you originally wanted (bad practices and such).

    You do not need to nil variables when you're done with them. The only thing you'd need to nil-out is if you're re-using a table.

    Try doing the talent check whenever you get a 'CHARACTER_POINTS_CHANGED' or 'SPELLS_CHANGED' event, and possibly even 'PLAYER_ENTERING_WORLD'. You shouldn't need to use a scheduled event.

    Regarding the SeedValue function:
    • Get rid of those selects and the ..., just name all the arguments to the function.
    • Don't look up the player's GUID every time. Look it up once and store it.
    • Don't use string.find to see if the spellName matches something in a list, keep a table of spell names that can trigger the seed and check if seed_spells[spellName] == true. This table of spell names should be defined outside of the SeedValue function.
    Posted in: Lua Code Discussion
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    posted a message on LF code review
    For starters, your addon will only work with an english client. You're using GetSpellInfo to get the buff names, but then you assume that those names are going to be the english version later on when refering to "alert_Lifebloom". Someone using a french client would have "alert_Fleurdevie".

    Also, for i,v in ipairs(mytable) is prefered over for i = 1, #mytable.
    Posted in: Lua Code Discussion
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    posted a message on Grid
    Quote from Jimmerz28
    One change that is really throwing me off however is the change from sorting by index to alphabetical. I really can't live with alphabetical, my fingers (and Grid afaik) have been using index sorting forever and I'm very efficient at it.


    There will be a 5-man layout that sorts by index in the next release.
    Posted in: Grid & Grid2
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    posted a message on LibHealComm-3.0 Official Thread
    Quote from jlam
    Is there an example for how this is done? I browsed the functions listed on WoWWiki's Interface page, but nothing really jumped out at me.


    http://wowprogramming.com/docs/api/GetCurrentDungeonDifficulty
    Posted in: Libraries
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    posted a message on Grid
    Quote from Oddible
    The new little 'GRID' tab in the corner is frustrating. I LOVED the fluidity of being able to drag my grid around as I wanted without any extra visual junk in the way. Now, in order to remove the extra junk, I hafta lock my grid, which means I can't drag it without locking, draggin, unlocking. This seems like it was added to support newbs who couldnt figure out that they could drag the grid?


    I underestimated the number of people who leave Grid unlocked and actually liked the old dragging implementation. Expect a checkbox under Layout -> Advanced sometime next week. Having the tab visible when unlocked will remain the default though.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from Azethoth
    Is showing duration intended to be a general mechanism now? If so can it get extended to text indicators as well?

    This can replace the duration part of GridStatusLifebloom which would be a good thing.


    Setting the start and end values of a cooldown animation is trivial. Doing what GridStatusLifebloom does is more complicated and requires a repeating event.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from jaredheath
    Am I reading this correctly? I cannot see other people's hots anymore? Or is this a reference to "Buffs" as in Paladin buffs etc.


    You have to option to show only your hots or to show everyones hots on a per-spell basis.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from Azethoth
    Could you make it so that right clicking on the "Grid" drag handle brings up the config?


    I'll have to think about that one.

    Create a ticket so I don't forget: http://www.wowace.com/projects/grid/tickets/
    Posted in: Grid & Grid2
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    posted a message on LibHealComm-3.0 Official Thread
    If you're going to break trunk, please tag stable/release versions.
    Posted in: Libraries
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    posted a message on Grid
    Grid 1.30000.2009011501 has been officially released on Curse and WoWInterface.

    1.30000.2009011501
    - Please update any status or layout addons you are using. Some of the important new features in this version are not backwards compatible.
    - Handles multiple units with the same name (Malygos drakes, hunter pets, etc.).
    - - Vehicles in battlegrounds and raids are displayed as pets.
    - Separate layout options for solo, group, raid, battleground, and arenas.
    - Improved aura handling
    - - Can show only buffs you've cast.
    - - Can show duration for buffs and debuffs on the center icon indicator.
    - Improved aggro status: can now show threat levels like the default UI.
    - Added readycheck status.
    - Added drag handle when Grid is unlocked.
    - Disabled statuses properly unregister events so they do not consume cpu time.
    Posted in: Grid & Grid2
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