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Warlords of Draenor Pre-Patch (6.0.3)
Updated:12-11-14 12:45 AM
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Downloads:399,326
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6.0.3

Ion  Popular! (More than 5000 hits)

Version: Hydrogen-12
by: Maul, Jrosk, SLOKnightfall

Hydrogen 12
-More fixes for ability cooldowns & procs
-Fix for Fairy Swarm tallent
-Fixes for Draenor Garrison ability button cooldown and range
-Fix for shadow dance triggering a stance bar change
-Nephyrin's Dualspec bar fix
-Misc bug fixes



Hydrogen 11
-Added items to the Ion Menu
-Fixed macro generation and cooldowns for most spells
-Added profile system

Hydrogen-10.3 Beta
-Reverted spell name change and added different work around for hunter call pet macros

Hydrogen-10.2 Beta
-Fixed TOC so bar position are global again. 10.1 accidentally contained a version that had the settings stored per character

Hydrogen-10.1 Beta
-Included SLOKnightfall's WoD updates
-Fixed mount macro's
-Fixed random mount macro
-Changed which spell name is used in the generated macro to fix issue with hunter pets summon macros not being correct.
-Created a list of spells that will ignore subtext in the spells. Mainly for hunter traps that were getting Trap Launcher added to the macro and not working.

Hydrogen-10 Beta
-Updating to Warlords of Draenor Expansion patch

Hydrogen-9 Beta
- Debug spam fix

Hydrogen-8 Beta
- Minor update to fix smaller issues

Hydrogen-7 Beta
- Updated for patch 5.4.1

Hydrogen-6 Beta
- Updated for patch 5.3

Hydrogen-5
- Spell Count bug fix (i.e. Death Knight's Scent of Blood count update)
- Spell Charges fix properly implemented

Hydrogen-4
- Forum version, include most hotfixes appearing on the forum (flyx, Nephyrin, chinoloco,kouik)
- should now display the appropriate tooltip in all cases.
- GetSpellCount replaced by GetSpellCharges (roll charges issues)
- spells with distinct subtypes between specs should be shown as useable in all cases.
- spell cooldowns should update (trash, symbiosis, disconnect/reconnect after a spec change should not show questionmark anymore)
- flyout should show the proper spell

Hydorgen-3

Hydrogen-2 Beta
- Updated for patch 5.1
- Fixed texture issue
- Dual spec toggle should work now
- Fixed extra bar action ID
- Other minor changes
- Sorry folks, that is all :(

Hydrogen-2 Beta
-Now scans profession spells
-Tentatively enabling/disabling of the Blizzard Main Bar should work
-Blizzard ExtraAction button should now only show if the Blizzard Bar is used
-Moved localization to one file

Hydrogen-1 Beta
- beta release for patch 5.0.4
Optional Files (8)
File Name
Version
Size
Author
Date
Type
Hydrogen-7 Beta
43kB
10-17-14 10:17 PM
Addon
Hydrogen-7 Beta
12kB
10-15-14 08:37 AM
Addon
Hydrogen-5 Beta
5kB
10-15-14 08:35 AM
Addon
Hydrogen-5 Beta
5kB
10-15-14 08:34 AM
Addon
40300.1
6kB
11-29-11 09:01 AM
Addon
40300.1
15kB
11-29-11 08:59 AM
Addon
40000.2.0.1
23kB
07-02-11 11:28 PM
Patch
40000.2.0.1
2kB
07-02-11 07:51 PM
Addon


Archived Files (6)
File Name
Version
Size
Author
Date
 Ion
Hydrogen-11
561kB
Maul
11-12-14 02:23 PM
 Ion
Hydrogen-10.3 B
460kB
Maul
10-21-14 12:00 AM
 Ion
Hydrogen-10.2 B
460kB
Maul
10-18-14 10:17 AM
 Ion
Hydrogen-10 Bet
454kB
Maul
10-15-14 08:38 AM
 Ion
Hydrogen-9 Beta
454kB
Maul
04-08-14 05:30 PM
 Ion
Hydrogen-8 Beta
417kB
Maul
03-31-14 08:51 AM


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Unread 10-14-08, 02:52 PM  
Akasha
A Kobold Labourer

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Originally posted by Maul
Ah yes, this is something I have been asking for awhile from Blizzard. GetSpellTexture() does not return the "active" texture of a spell.

Ah, I see, it doesn't even keep them checked. I never noticed that. I will see what I can do
So the best thing to do is just to have a new bar with the 3 stance spells and use those, since you(me) can't make a proper stance bar unless the stancing changes main bar that is?
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Unread 10-14-08, 02:48 PM  
Maul
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Originally posted by Akasha
Thing with the stances, I'm just like that in which I want a bar, but while the mainbar doesn't change exactly, just a bar where I can see the stances and change them when I have to, and normal bars doesn't show them 'pressed' down when they're activated, like they're on the blizzUI.

I did spec Master of Ghouls before I tested, just so you know ;>
Ah yes, this is something I have been asking for awhile from Blizzard. GetSpellTexture() does not return the "active" texture of a spell.

Ah, I see, it doesn't even keep them checked. I never noticed that. I will see what I can do
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Last edited by Maul : 10-14-08 at 02:50 PM.
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Unread 10-14-08, 02:48 PM  
Theéd
A Kobold Labourer

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Check "Stance" and you will have a shadowform bar
not what i wanted

/cast shadowform
/changeactionbar 1
that helped me thanks
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Unread 10-14-08, 02:46 PM  
Akasha
A Kobold Labourer

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Originally posted by Maul
You will have to make a presence bar like hunters make an aspect bar -

/cast <presence 1>
/changeactionbar 1

/cast <presence 2>
/changeactionbar 2

And then just put your presence-specific abilities on the appropriate bar page.

For the pet bar, was that for the ghoul? I will check it out.
Thing with the stances, I'm just like that in which I want a bar, but while the mainbar doesn't change exactly, just a bar where I can see the stances and change them when I have to, and normal bars doesn't show them 'pressed' down when they're activated, like they're on the blizzUI.

I did spec Master of Ghouls before I tested, just so you know ;>
Last edited by Akasha : 10-14-08 at 02:47 PM.
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Unread 10-14-08, 02:39 PM  
Maul
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Originally posted by Akasha
Meaning it'll only be one if the bars change when stance changes, if i get that right.
Any way to make it 'steal' the stance bar still? so there is one for Macaroon?
Or will it be that I make my own stance bar? Just that it doesn't highlight what stance is currently active on the icons just xD

And did I do anything wrong; I made a bar, set it to Pet, but nothing came up, tried several iterations, very few but still, need to get the hang of this mod I feel ;P

Thanks again
You will have to make a presence bar like hunters make an aspect bar -

/cast <presence 1>
/changeactionbar 1

/cast <presence 2>
/changeactionbar 2

And then just put your presence-specific abilities on the appropriate bar page.

For the pet bar, was that for the ghoul? I will check it out.
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Unread 10-14-08, 02:36 PM  
Maul
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Originally posted by Theéd
There is no shadowform stance bar like in trinity.. :/
i dont get it working by myself
Check "Stance" and you will have a shadowform bar
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Unread 10-14-08, 02:23 PM  
Theéd
A Kobold Labourer

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There is no shadowform stance bar like in trinity.. :/
i dont get it working by myself
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Unread 10-14-08, 02:21 PM  
Akasha
A Kobold Labourer

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Originally posted by Maul
1) So far from my testing DK's do not trigger a stance change. Macaroon only turns on the stance option for classes that trigger stance changes
Meaning it'll only be one if the bars change when stance changes, if i get that right.
Any way to make it 'steal' the stance bar still? so there is one for Macaroon?
Or will it be that I make my own stance bar? Just that it doesn't highlight what stance is currently active on the icons just xD

And did I do anything wrong; I made a bar, set it to Pet, but nothing came up, tried several iterations, very few but still, need to get the hang of this mod I feel ;P

Thanks again
Last edited by Akasha : 10-14-08 at 02:43 PM.
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Unread 10-14-08, 09:50 AM  
Maul
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Originally posted by Akasha
Few issues I seem to stumble upon;

1- I can't seem to make (or at all find) a/the stance bar, testing on a Death Knight at 80 on beta at the moment

2- It looks like it was an issue with the import I did earlier only
Count text, for how many water, noggen, food etc, that I got, it's a white and small counter, and it gets stuck on buttons after moving, but only shows on earlier buttons when dragging something to the bars

3- I can't seem to bind § (button to the left of 1, 2, 3 etc, swedish keyboard) to any button, after fresh 'installation' of macaroon all other binds works though it seems (first I tried importing my old UI's Trinity settings)

Other than that I haven't gotten much more to wonder about, thanks in advance.
1) So far from my testing DK's do not trigger a stance change. Macaroon only turns on the stance option for classes that trigger stance changes.

2) I will look into into, thanks.

3) Hmm, weird, I will look into that too as best I can.
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Unread 10-14-08, 08:05 AM  
Akasha
A Kobold Labourer

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Few issues I seem to stumble upon;

1- I can't seem to make (or at all find) a/the stance bar, testing on a Death Knight at 80 on beta at the moment

2- It looks like it was an issue with the import I did earlier only
Count text, for how many water, noggen, food etc, that I got, it's a white and small counter, and it gets stuck on buttons after moving, but only shows on earlier buttons when dragging something to the bars

3- I can't seem to bind § (button to the left of 1, 2, 3 etc, swedish keyboard) to any button, after fresh 'installation' of macaroon all other binds works though it seems (first I tried importing my old UI's Trinity settings)

Other than that I haven't gotten much more to wonder about, thanks in advance.
Last edited by Akasha : 10-14-08 at 08:10 AM.
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Unread 10-14-08, 04:50 AM  
Maul
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Originally posted by Phanx
On a fresh install of 30000.22.1, ButtonFacade settings are not saved. Also, when ButtonFacade settings are applied, keybind and item count texts are moved way off the buttons.
Should be fixed in 22.2, let me know
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Unread 10-14-08, 04:49 AM  
MUTEant
A Defias Bandit
 
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Originally posted by kokomala
Well, I was originally thinking of adding a script to parse my buffs and update the button text based on a specific buff stack (Maelstrom Weapon), but I admit I'm a bit out of the loop when it comes to writing mods so I'm not sure how changing button text fits in with secure templates and if it would taint in combat.

EG: Numbers 1-5 on a few buttons based on Maelstrom Weapon buff stack. 5 when its at 5 stack.

Other classes could use this as well.

EG: Change text to "R" or "Ready" when clearcasting or something else procs for casting specific spells under specific buff conditions.

State based text would be pretty cool too, tho I'd have to think a bit to give an example.
Many skills (eg. hunter's Kill Command) simply makes its button lit when it's available after specific trigger happens 'cause otherwise they are simply unavailable. But what you sugggest would be also for druid (cat)/rogue - numeric combo points on buttonns with skills that needs combos to be used.
I would better see something else: ATM we can choose to display macro name on button or not globally for all buttons. Is it possible to set that option for each button separately (kind of Show macro name at button 'tick' box or something) instead of simply not naming most macros??

One more thing about macros... Macro saving... ATM trinity (macaroon doesn't work well for me at PTR yet) saves all macros I create. That also means that i have lots of macros doubled, tripled or even more. The list is made of tens (soon will be hundreds?? ) of macros for different chars and mouse scroll scrolls them 2-3 pages at a time. All that makes using that macro master a bit pain-in-the-ass cause it's sometimes easier to write macro from scratch than find it on list to copy... Could maybe choosing to save only some macros (eg save button in macro edit window) made it more simple?? There is soooo many macros actually looking the same, differing only with spell name...
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Last edited by MUTEant : 10-14-08 at 05:05 AM.
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Unread 10-14-08, 04:25 AM  
Phanx
A Pyroguard Emberseer
 
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On a fresh install of 30000.22.1, ButtonFacade settings are not saved. Also, when ButtonFacade settings are applied, keybind and item count texts are moved way off the buttons.
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Unread 10-14-08, 12:50 AM  
dutorien
A Murloc Raider

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Originally posted by Maul
Right-click the bar while in edit mode, check "possess". It will then make a bar that will switch when a "possess" happens, such as that fight. Just make sure you put your pet buttons in the "possess" state
Thx paul, your are my god. Very thank for all your works.
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Unread 10-13-08, 05:16 PM  
kokomala
A Deviate Faerie Dragon
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Originally posted by Maul
That's an interesting idea, but you will have to give me more details. Are you wanting state-based text? Examples would be wonderful
Well, I was originally thinking of adding a script to parse my buffs and update the button text based on a specific buff stack (Maelstrom Weapon), but I admit I'm a bit out of the loop when it comes to writing mods so I'm not sure how changing button text fits in with secure templates and if it would taint in combat.

EG: Numbers 1-5 on a few buttons based on Maelstrom Weapon buff stack. 5 when its at 5 stack.

Other classes could use this as well.

EG: Change text to "R" or "Ready" when clearcasting or something else procs for casting specific spells under specific buff conditions.

State based text would be pretty cool too, tho I'd have to think a bit to give an example.
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