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01/21/09, 2:19 PM
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#76
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Von Kaiser
Night Elf Rogue
Alonsus (EU)
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Originally Posted by Barlo
With the patch rogues have to put instant on their MH and deadly on the OH. Spell alert works great but I need to change the options. I don't know anything about lua code and was wondering how to do this. Thanks for all your work.
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What exactly do you want to change?
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01/22/09, 5:36 PM
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#77
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Glass Joe
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The icon that pops up to reapply poisons ( I think its spell alert), the tool tip gives the option to apply deadly poison or wounding poison to main hand, and instant or crippling poison to off hand; using right click or left click. I need to change something so that it gives the option for IP on the main hand and DP on the off hand.
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01/23/09, 2:55 AM
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#78
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Piston Honda
Blood Elf Rogue
Stormscale (EU)
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Originally Posted by Barlo
The icon that pops up to reapply poisons ( I think its spell alert), the tool tip gives the option to apply deadly poison or wounding poison to main hand, and instant or crippling poison to off hand; using right click or left click. I need to change something so that it gives the option for IP on the main hand and DP on the off hand.
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I've just put up an updated version that includes this swap, however this is pretty trivial to do yourself if you have a text-editor, and as previously mentioned my addons will at some point require some manual tinkering.
Now as for customizations, a brief tutorial on how to set variable values, you'll need a text-editor, Notepad is fine!
1. Open evl_Reminders/modules/rogue.lua (name should be obvious)
2. Now in the top you will see this:
-- Configure your poisons here
local mainHandPoison = "Instant Poison"
local offHandPoison = "Deadly Poison"
local mainHandSecondaryPoison = "Wound Poison"
local offHandSecondaryPoison = "Crippling Poison"
3. Simply replace the values within the quotes and you're ready to go, the secondary poison is the poison which will be applied when you right-click the icon.
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01/23/09, 10:32 AM
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#79
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Glass Joe
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Thanks Evl, as I said I know nothing about this stuff and wasn't sure where to even look. But I assumed it would be as easy as this.
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01/25/09, 1:55 PM
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#80
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Glass Joe
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Evl,
I'm trying to hide the level text and adjust name text and bar height. When I try to do any of that it appears when I login like I have changed it to, then after a couple seconds it reverts back. Also, it's not reflecting the border I place in the Tooltips folder. Code here from your evl_NamePlates.lua, with the level text section adjusted:

-- Configuration
local TEXTURE = "Interface\\Addons\\evl_NamePlates\\media\\smooth"
local UPDATE_FREQUENCY = 0.2
local healthBar, castBar
local glowRegion, overlayRegion, highlightRegion, nameTextRegion, bossIconRegion, levelTextRegion, raidIconRegion
local overlayType = "Texture"
local overlayBorderTexture = "Interface\\Tooltips\\Nameplate-Border"
local isValidFrame = function(frame)
if frame:GetName() then
return false
end
overlayRegion = select(2, frame:GetRegions())
return (overlayRegion and overlayRegion:GetObjectType() == overlayType and overlayRegion:GetTexture() == overlayBorderTexture)
end
function updateFrame(frame)
healthBar, castBar = frame:GetChildren()
glowRegion, overlayRegion, _, _, highlightRegion, nameTextRegion, levelTextRegion, bossIconRegion, raidIconRegion = frame:GetRegions()
-- Border on top
overlayRegion:Hide()
-- Icons we don't need
bossIconRegion:Hide()
-- Name text
nameTextRegion:ClearAllPoints()
nameTextRegion:SetPoint("TOP", healthBar, "TOP", 2, 0)
nameTextRegion:SetFont(NAMEPLATE_FONT, 12)
-- Level text
levelTextRegion:Hide()
-- Highlight which shows up on mouseover
highlightRegion:SetHeight(12)
-- Health bar
healthBar:SetStatusBarTexture(TEXTURE)
healthBar:SetHeight(12)
-- Background
background = healthBar:CreateTexture(nil, "BORDER")
background:SetAllPoints(healthBar)
background:SetTexture(texture)
background:SetVertexColor(.1, .1, .1, .9)
frame.background = background
end
local lastUpdate = 0
local onUpdate = function(self, elapsed)
lastUpdate = lastUpdate + elapsed
if lastUpdate > UPDATE_FREQUENCY then
lastUpdate = 0
for i = 1, select("#", WorldFrame:GetChildren()) do
frame = select(i, WorldFrame:GetChildren())
if not frame.background and isValidFrame(frame) then
updateFrame(frame)
end
end
end
end
evl_NamePlates = CreateFrame("Frame", nil, UIParent)
evl_NamePlates:SetScript("OnUpdate", onUpdate)
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02/10/09, 6:01 PM
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#81
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Von Kaiser
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Loving the SliceDice addon, thanks for all your work on this evl.
Quick question though, and my apologies in advance if this was discussed earlier. Are the slice and dice and rupture timer bars both supposed to show up as bronze? I remember that each timer bar had their own distinct colors (as displayed in your sig), but after upgrading over time I've noticed that this has changed. I can attach or tinypic a ss of what I'm talking about if you need.
Any help would be appreciated.
Thanks.
Last edited by Sh@ft : 02/10/09 at 6:10 PM.
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02/11/09, 4:53 AM
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#82
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Piston Honda
Blood Elf Rogue
Stormscale (EU)
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Originally Posted by Sh@ft
Are the slice and dice and rupture timer bars both supposed to show up as bronze?
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Actually I changed them back to bronze because I felt that color was easiest on the eyes and the huge difference in height was enough to set them apart, however if you want to change it, just pop up a text-editor and open rogue.lua inside modules, at the bottom you could add something like this:
ruptureBar.colors = {{0, 1, 0}}
This would make the rupture bar green.
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02/12/09, 4:21 AM
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#83
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Von Kaiser
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Originally Posted by evl
Actually I changed them back to bronze because I felt that color was easiest on the eyes and the huge difference in height was enough to set them apart, however if you want to change it, just pop up a text-editor and open rogue.lua inside modules, at the bottom you could add something like this:
ruptureBar.colors = {{0, 1, 0}}
This would make the rupture bar green.
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I really should have taken the time to look over the .lua files in your previous versions on curse to compare on my own. Thanks again evl!
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02/16/09, 12:53 AM
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#84
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Glass Joe
Ninetale
Undead Rogue
Jubei'Thos
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hi, is it possible to add another code for the addon to track the debuff (deadly poison) on the target.. like how many stacks etc.. so that I wont have to look at the target frame for deadly posion debuff..
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02/16/09, 7:40 AM
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#85
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Piston Honda
Blood Elf Rogue
Stormscale (EU)
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Originally Posted by Refrakt
hi, is it possible to add another code for the addon to track the debuff (deadly poison) on the target.. like how many stacks etc.. so that I wont have to look at the target frame for deadly posion debuff..
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This is certainly possible, only problem is that the label formatting isn't dynamic so currently can't display the actual number of applications. I'll see if I can get around to adding this later today.
And for those who have been waiting for easier configuration of my addons, I have great news; I've been writing complete (optional) configuration panels for all my addons which I will try to release sometime this week!
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02/17/09, 5:17 AM
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#86
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Von Kaiser
Tauren Druid
Gilneas (EU)
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Hello everybody
I have this problem with evl_nameplates:
I want to have the aggro glow around my nameplates. I used Aloft, then switched to Evl_nameplate (Reason: They do exactly want I want, and nothing more - and they look cool)
I didn't configure anything, and I had this Aggro glow around the nameplates (red=aggro, yellow= gaining or loosing aggro, if I recall correctly). After configuring other UI parts, this went away and I cant get this aggro glow to appear again.
Then while configuring other parts of my ui, I pressed "Defaults" in the Blizzard Interface frame. This might be the cause, but I cant find a option to switch aggro glow back on.
Any Ideas, what causes this?
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02/18/09, 11:32 PM
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#87
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Von Kaiser
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Trying to make a Mage module for the evl_Reminders addon, similar in function to the Druid one. I created a lua file, called mage.lua, and have
if select(2, UnitClass("player")) == "MAGE" then
evl_Reminders:AddReminder("Armor missing", function() return not evl_Reminders:PlayerHasBuff("Molten Armor" or "Mage Armor") end, "Ability_Mage_Molen_Armor", {type1 = "spell", spell1 = "Molten Armor", unit1 = "player"})
evl_Reminders:AddReminder("AI missing", function() return not evl_Reminders:PlayerHasBuff("Arcane Intellect" or "Arcane Brilliance") end, "Spell_Holy_MagicalSentry", {type1 = "spell", spell1 = "Arcane Intellect", unit1 = "player"})
end
in it so far. Am I doing anything wrong there? I don't get any errors in game, but neither does anything at all show up.
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02/19/09, 10:42 AM
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#88
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Piston Honda
Blood Elf Rogue
Stormscale (EU)
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Originally Posted by ant1pathy
In it so far. Am I doing anything wrong there? I don't get any errors in game, but neither does anything at all show up.
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Did you list it in the TOC file?
As for the work on an easy to use GUI I haven't quite gotten it stripped down to a level I feel is acceptable for something that should be as simple as I like it, I don't think anyone that install any of my addons would find it acceptable for them to be loaded down with libraries, stay tuned!
Last edited by evl : 02/19/09 at 10:53 AM.
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02/20/09, 12:56 AM
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#89
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Von Kaiser
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Originally Posted by evl
Did you list it in the TOC file?
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Yep, modules\mage.lua.
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02/20/09, 4:38 AM
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#90
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Piston Honda
Blood Elf Rogue
Stormscale (EU)
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Originally Posted by ant1pathy
Yep, modules\mage.lua.
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if select(2, UnitClass("player")) == "MAGE" then
evl_Reminders:AddReminder("Armor missing", function() return not evl_Reminders:PlayerHasBuff("Molten Armor") and not evl_Reminders:PlayerHasBuff("Mage Armor") end, "Ability_Mage_Molen_Armor", {type1 = "spell", spell1 = "Molten Armor", unit1 = "player"})
evl_Reminders:AddReminder("AI missing", function() return not evl_Reminders:PlayerHasBuff("Arcane Intellect") and not evl_Reminders:PlayerHasBuff("Arcane Brilliance") end, "Spell_Holy_MagicalSentry", {type1 = "spell", spell1 = "Arcane Intellect", unit1 = "player"})
end
PlayerHasBuff only takes one parameters and in your case you are telling the reminder to show when you don't have Molten Armor or Mage Armor but I think you wanted it to show when you didn't have either of those.
I've corrected your example so it should work now!
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02/20/09, 7:44 AM
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#91
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Piston Honda
Blood Elf Rogue
Stormscale (EU)
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Originally Posted by Yero
I have this problem with evl_nameplates:
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I see a lot of people have problems with my nameplates mod and before I start debugging it has anyone sucessfully ironed out the bugs that came with 3.0?
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02/20/09, 8:39 AM
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#92
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Von Kaiser
Tauren Druid
Gilneas (EU)
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Originally Posted by evl
I see a lot of people have problems with my nameplates mod and before I start debugging it has anyone sucessfully ironed out the bugs that came with 3.0?
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Is there a bug list?
I haven't noticed a single bug so far. The aggro glow even worked fine - I just accidently switched it off and I dont know how to switch it back on. This weekend I will try rebuiling my UI from the scratch, maybe that brings some insight
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02/20/09, 10:17 AM
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#93
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Piston Honda
Blood Elf Rogue
Stormscale (EU)
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Originally Posted by Yero
Is there a bug list?
I haven't noticed a single bug so far. The aggro glow even worked fine - I just accidently switched it off and I dont know how to switch it back on. This weekend I will try rebuiling my UI from the scratch, maybe that brings some insight
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There should be an option in the interface for that and according to UIOptionsFrame.xml this is in the display part of the panel (InterfaceOptionsDisplayPanel)
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02/20/09, 9:47 PM
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#94
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Von Kaiser
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Originally Posted by evl
I see a lot of people have problems with my nameplates mod and before I start debugging it has anyone sucessfully ironed out the bugs that came with 3.0?
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There have been no errors for me from evl_Nameplates at all. Only issue I have is that I changed the texture, and the new one is slightly taller than the old so the little gloss bubble from mouseover isn't over the entire nameplate texture. Irritating, but not an actual ERROR.
And this space saved for a question about rightclick/leftclick buffs in evl_Reminders, if I can't get it to work myself.
[edit] Got it to work. Thank you for your help!
Last edited by ant1pathy : 02/20/09 at 10:22 PM.
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02/21/09, 7:23 AM
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#95
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Glass Joe
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EDIT:
I did find the solution, and it was totaly elsewhere. Enyways your evl.nameplates are still great addon=) I need to learn to focus right things and finding a solution is much easier.
First of all thank you for great addons Evl. Nameplates (Actually onlyone i use) are quite perfect, sadly i have just found them few days back when i did redo my interface. I havent have much time to check lua files trough and now when i did spend little bit time for them im at work and cant test enything. Enyways there is few things that i cant seem to find. First one is more important. Is it possible to chance style how health is show. Atm is shows like "-1234 (86%)" but i would rly prefer to see it in form of "4567/8910 (56%)". Im sure you know what i mean even i cant rly explane it that well=)
Second thing is something that no one seems to make well enough. Shaman Maelstrom "Combo" counter. Would just love too those nice little dots to count 1 to 5. ATM i need to use iceHUD for that...only to get counter. And before someone says it "Shockand... is superior addon..." i dont want it, it has nothing to offer for me. I just want simple counters.
Last edited by WDW : 02/21/09 at 5:04 PM.
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02/23/09, 7:02 AM
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#96
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Von Kaiser
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Alright, I'm messing with evl_Nameplates and I can't seem to get rid of the little translucent bubble that appears on mouseover. Any way to comment this function out without changing anything else? Here's a picture in case I'm not describing it well:
http://www.hdimage.org/images/8rpw7z...z_ameplate.jpg
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02/23/09, 3:40 PM
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#97
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Piston Honda
Blood Elf Rogue
Stormscale (EU)
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Originally Posted by WDW
Second thing is something that no one seems to make well enough. Shaman Maelstrom "Combo" counter.
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It's quite simple, you simply listen for UNIT_AURA and set the count from there. I'd love to show you an example but I'm working hard to finish the config GUI for all the addons and I don't have a shaman
I'll get around to it eventually I promise!
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04/04/09, 9:55 PM
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#98
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Von Kaiser
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Any news on the updates? Got 3.1 coming up soon (hopefully)!
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04/16/09, 8:28 AM
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#99
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Glass Joe
Tauren Druid
Executus (EU)
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Hi,
Evl_slice doesnt show rupture correctly at 3.1 due to it shows all other rouge's rupture. I tried to fixed that by adding "ismine = 1" or "ismine = "player"" to rogue module under rupture, but its still not working correctly. Is there anybody who is also using that and know how to fix it?
Regards
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04/16/09, 4:34 PM
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#100
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Glass Joe
Undead Rogue
Daggerspine (EU)
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I have the same problem. been playing around in the lua but i cant find trick to fix it, hopefully we will get an update soon 
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