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Aug 27, 2007... Not quite sure when it happened, but cart_Data is now adding nodes... My issue with this is that they're not following the proper 'distance checking' and I'm getting things like 9 or 10 adamantite markers on top of each other. It's kind of annoying. Is there any way to shut off the node adding when using the data module or perhaps add in an option to shut it off?Posted in: Map/Minimap AddOns
Aug 23, 2007Fine if it doesn't take it over, but as long as something similar can be created.Posted in: General AddOns
I'll just hide the default bar and use the baggins one.
Until then I'll just stick with ABP because I'm anal like that :P
Will, however, check back regularly, so do please post when it goes in ^_^
Aug 22, 2007Posted in: General AddOns
Believe he means queuing it and shuffling after combat ends.Quote from doxxx »
Quote from Toadkiller »
However at that point shuffling objects is ruled out unless macros can use a particular bag or inventory slot. Not that AutoBar shuffles during combat at the moment but its on the todo list.
I was under the impression that changing secure attributes in combat was prevented by Blizzard, thus making shuffling items impossible.
Aug 22, 2007Not sure if this has been brought up yet (I'm at work so I can't test it myself), but I'm trying to figure out if I should make the switch from advanced bags to baggins. I certainly want to, but the biggest feature in advanced bags (and one I don't see mentioned here) is the ability to hook the virtual 'filter' bags onto the bag bar, and the option of having additional bags on a secondary bag bar.Posted in: General AddOns
That is to say you have your normal bags like this:
[ 4 ][ 3 ][ 2 ][ 1 ][ B ]
Where B is your backpack, and 1-4 are your normal bags.
In advanced bags you can set up bindings to allow clicking of each one of the above to open a specific bag.
For example, in my current advanced bags setup, clicking the bag at 4 opens my quest items, 3 opens equipment, 2 consumables, 1 non-equipment items, and B is my catch all.
Each of the virtual bags can have a bag icon assigned to them (I can set up my equipment virtual bag on the bagbar to look like a chest for example)
The secondary bag bar functions exactly as above, except that it acts like a configurable action bar. That is to say that it can be between 1 and 12 bags wide, with up to 6 'pages' on it.
How I use this in advanced bags, is that I have it set up to be 2 wide, and I have it under my right action bar so it just looks like part of the buttons. This is where I put my less used bags (herb virtual bag, token virtual bag, resist gear, etc. etc. etc)
Here's a link to my UI so you can see what I'm talking about (it's out of date, but you can get the idea. Advanced bags is where my bag bar would normally be (bottom right) and the second bag bar is the bottom two buttons under the right action bar with the up/down arrows under them).
Aug 20, 2007Maybe I'm just missing it, but there's no way to force the bars to update out of combat short of going into the config, opening the specific slot, and unchecking then rechecking 'autosort on use.'Posted in: General AddOns
The reason I'm asking is because for some reason they don't always auto sort after leaving combat...
Aug 14, 2007Speaking of the aura.lua patch... Can we possibly get that updated (there were a few reports of buffs/debuffs not showing, blank spaces, etc.)Posted in: Unit Frames
Would love to install it, but I'm a little leery about installing an essentially dry coded patch.
Aug 12, 2007Posted in: Addon Ideas
Kind of, but the idea has broadened a bit.Quote from Starinnia »
I think he wants a framework that lets him control the anchors for those mods from one panel... or somehow group them together so he has a psuedo-NECB... dunno
The premise was to have a fubar for timers developed. Some people like their HoTs and DoTs in one spot, while others may want them seperate, or even lumped up with their cooldowns.
And to the other person... If you read the posts you'd see that I'm trying to avoid having 3-4 separate anchors on my screen.
Aug 10, 2007enabling any of the effected plugins causes the error (herbalism, mining, treasure)Posted in: Map/Minimap AddOns
appears cart_data isn't accounting for it.
I'm also not getting icons for treasure nodes (mining and herbalism work fine)
Date: 2007-08-10 18:48:31 ID: 51 Error occured in: Global Count: 1 Message: ..\AddOns\Cartographer_Data\core.lua line 18: Notes: Bad argument #3 to `RegisterNotesDatabaseOLD' (table expected, got nil) Debug: ...\AddOns\Ace2\AceModuleCore-2.0\AceModuleCore-2.0.lua:25: ...\AddOns\Ace2\AceModuleCore-2.0\AceModuleCore-2.0.lua:23 ...\AddOns\Ace2\AceModuleCore-2.0\AceModuleCore-2.0.lua:505: ToggleModuleActive() ...dOns\Cartographer_Treasure\Cartographer_Treasure.lua:854: func() ...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:710: ...erface\AddOns\DewdropLib\Dewdrop-2.0\Dewdrop-2.0.lua:649 AddOns: ...
Aug 10, 2007So... Any fix for this yet (updated last night) and I'm still getting this issue.Posted in: Map/Minimap AddOns
EVERY time I herb anything it remakes the node, regardless of how close to any other node I'm in. Having 8 circles around one herb node after a few days of farming is really annoying.
Aug 10, 2007Well then let me scrap the original request then and turn this into something more generic.Posted in: Addon Ideas
Generic Timer Addon
Feature: Arbitrary placement of arbitrary number of 'bar groups' A bar group being defined as a plugin that generates bars for a specific given purpose.
Example: HoT Bar group (shows timer bars for active HoTs).
Placement of the plugins would be controlled by anchors (ie. all plugins must be anchored in order to work). Multiple plugins can be anchored to one anchor, and can either be sorted by 'time left' or 'time created' and either have all bars on an anchor treated as one group, or have them grouped by the plugin that made them (ie all of the hot timers grouped up and sorted, then all of the dot timers grouped up and sorted, or all of them intermingled and sorted).
Think fubar, but with timers.
Plugins that should be made available.
HoTs - All HoTs you cast.
DoTs - All DoTs you cast.
Buffs - Duration of Buffs you cast (option to exclude buffs that don't last x long, and only show buffs with x time left)
Debuffs - Duration of Debuffs you cast (option to exclude debuffs that don't last x long. Should show stack size as well)
Cooldowns - Duration of your cooldowns (option to exclude cooldowns that don't last x long, and only show cooldowns with x time left)
EnemyCooldowns - Duration of enemy cooldowns (option to exclude cooldowns that don't last x long).
EnemyBuffs - Duration of enemy buffs ie. PW:S, BoP, etc. (option to exclude buffs that don't last x long).
Trash Timers - Duration of time before trash respawns (option to exclude timers that don't last x long).
I'm sure I'm missing some, but you get the idea.
(Copied into the first post, and changed title to match)
Aug 10, 2007Sorry let me clarify. What I meant was what I was proposing was a mod like NECB but modular (reading the above part of the posts you'd have seen that come up).Posted in: Addon Ideas
How is that any different from fubar?
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