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    posted a message on Cartographer Data Module ( unofficial)
    ... 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
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    posted a message on Baggins - Official Thread
    Fine if it doesn't take it over, but as long as something similar can be created.

    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 ^_^
    Posted in: General AddOns
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    posted a message on Autobar (Toadkiller)
    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.

    Believe he means queuing it and shuffling after combat ends.
    Posted in: General AddOns
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    posted a message on PitBull_AltAura
    No, it's a replacement.
    Posted in: Unit Frames
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    posted a message on Autobar (Toadkiller)
    Good to know I'm not the only one it irritates :P
    Posted in: General AddOns
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    posted a message on Baggins - Official Thread
    Not 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.

    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).

    http://tnraiders.net/forums/download.php?id=203&mode=view
    Posted in: General AddOns
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    posted a message on Autobar (Toadkiller)
    Maybe 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.'

    The reason I'm asking is because for some reason they don't always auto sort after leaving combat...
    Posted in: General AddOns
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    posted a message on Remove Tooltips completely?
    I'd love to kill my battleground plugins tooltip... can't tell you how many times that thing has prevented me from hitting blind >_<
    Posted in: FuBar AddOns
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    posted a message on PitBull - official topic
    Speaking of the aura.lua patch... Can we possibly get that updated (there were a few reports of buffs/debuffs not showing, blank spaces, etc.)

    Would love to install it, but I'm a little leery about installing an essentially dry coded patch.
    Posted in: Unit Frames
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    posted a message on ATSW replacements?
    There's manufac, but it's all done through right click interfaces >_<
    Posted in: Addon Ideas
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    posted a message on Generic Timer Addon (ala FuBar and the like)
    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
    Kind of, but the idea has broadened a bit.

    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.
    Posted in: Addon Ideas
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    posted a message on Cartographer Data Module ( unofficial)
    enabling any of the effected plugins causes the error (herbalism, mining, treasure)

    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:
     ...
    Posted in: Map/Minimap AddOns
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    posted a message on [BUG] Herbalism node duplication
    So... Any fix for this yet (updated last night) and I'm still getting this issue.

    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.
    Posted in: Map/Minimap AddOns
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    posted a message on Generic Timer Addon (ala FuBar and the like)
    Well then let me scrap the original request then and turn this into something more generic.

    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)
    Posted in: Addon Ideas
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    posted a message on Generic Timer Addon (ala FuBar and the like)
    Sorry 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).

    How is that any different from fubar?
    Posted in: Addon Ideas
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