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Siege of Orgrimmar (5.4)
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Updated:11-15-13 12:29 PM
Created:10-11-10 09:56 PM
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Categories:Buff, Debuff, Spell, Casting Bars, Cooldowns
5.4
Raven  Popular! (More than 5000 hits)
Version: r317
by: Tojaso [More]
Raven

Major Features

1) Customizable timer bar and icon configurations to monitor buffs, debuffs and cooldowns
2) Multi-target HoT and DoT tracking bars
3) Timelines to show buff, debuff and cooldown icons sliding along a bar
4) Comprehensive condition checking to support buffing/debuffing, spell rotations, etc.
5) Highlights for active spells plus cooldown counters on popular action bar addon buttons
6) Preset spell colors and cooldowns plus buff-related conditions for each class

Project page: http://wow.curseforge.com/addons/raven
Offical forum thread: http://forums.curseforge.com/showthread.php?t=18429
FAQ: http://wow.curseforge.com/addons/raven/pages/faq
Localizations: Chinese (zhCN and zhTW) by surgesoft and Alice, Korean (koKR) by rhinomans

Installation and Configuration

Install Raven by copying its files into your WoW addons folder (or use your favorite addons update utility). Optional additional Raven-compatible modules can be installed to add support for spell rotations used by specific classes.

You can bring up a configuration panel by typing in "/raven" or clicking on Raven's minimap button. Raven also includes a Data Broker launcher that can be displayed by addons like ChocolateBar.

Raven includes detailed tooltips for most options in the configuration panel.

Getting Started

The quickest way to get started with Raven is to use the standard bar groups on the Setup tab of the configuration panel. Standard bar groups include (1) all player buffs, (2) short player buffs (lasting less than 2 minutes), (3) long player buffs (lasting at least 2 minutes, such as Mark of the Wild, Blessing of Kings, and other "raid" buffs), (4) debuffs on the player, (5) cooldowns on player spells and equipped trinkets, (6) buffs/debuffs cast by the player on the target, (7) buffs/debuffs cast by the player on the focus, (8) rune cooldowns (Death Knights only), and (9) notifications for conditions relevant to your class (e.g., missing poisons on rogue weapons). Select the standard bar groups you want (hint: you probably don't want all the player buff bar groups since that will result in duplicates) and click either the Create As Bars or Create As Icons button. This will create an anchor for each selected bar group near the center of your display that you can move by clicking and dragging.

When you mouse over an anchor you'll see a tooltip with shortcuts for changing the bar group's configuration and for showing test bars. You can lock and unlock the bar group anchors using buttons on the configuration panel Setup tab (locked anchors are hidden, unlocked anchors are visible). The Defaults tab lets you change the appearance of your bars with configuration options for bar dimensions, fonts and textures.

Using Bar Groups

Once you set up standard bar groups, timer bars or icons will be displayed for buffs, debuffs and cooldowns and, if you set up the Notifications group, warning bars or icons will be displayed for missing buffs and cleansable debuffs. Bars will be in a variety of colors since Raven includes preset colors for many class-specific spells to help distinguish them (with the exception of Long Buffs that are class-colored by default).

After using Raven a while, you will probably want to make some adjustments. Perhaps you don't like the default colors of the bars or you want to switch between bars and icons. Or maybe you want a dedicated bar group for the procs and cooldowns you monitor closely during combat.

At this point, it is necessary to understand that there are two types of bar groups: auto bar groups and custom bar groups. Auto bar groups are used to automatically display bars for buffs, debuffs and cooldowns. Most of the standard bar groups (all except Notifications) are pre-configured auto bar groups. Custom bar groups allow you to manually configure bars for a mix of buffs, debuffs, cooldowns and notifications. Typically, custom bar groups are used to present spell rotations and buff/cleansing reminders.

Auto Bar Groups

Open the configuration panel and click on the Bar Groups tab. Using the pull-down menu near the top, select any existing standard bar group (except Notifications) or create a new auto bar group by clicking on the New Auto Group button. A second set of tabs appears that lets you configure the selected bar group.

You use the Buffs, Debuffs, and Cooldowns tabs to specify what kinds of bars to display (and which ones to filter out). These tabs lets you control how the bar group is populated as new buffs, debuffs and cooldowns are detected. For buffs and debuffs, you specify who the action must be on and who it must be cast by. For cooldowns, you specify what kinds of cooldowns to detect. When new buffs, debuffs and cooldowns are detected that match the criteria, bars for them are automatically displayed.

Auto bar groups have filter lists to let you suppress showing unwanted bars. Both black lists (i.e., don't show if on the list) and white lists (i.e., only show if on the list) are supported. You can manage filter lists on the Buff, Debuff and Cooldown tabs.

Custom Bar Groups

While the standard bar groups provide an easy way to get started, you might also want to set up bar groups that contain just the bars you care about during combat. For example, to support your feral druid's DPS rotation you might want bars for the Savage Roar buff on the player, Mangle, Rake and Rip debuffs on the target, and Tiger's Fury and Berserk cooldowns.

To create a new custom bar group, open the Raven configuration panel, select the Bar Groups tab, then click on New Custom Group and enter a name (e.g., "Combat Bars"). This will bring up a new, empty bar group. To add bars, select the Custom Bars tab and click the New button.

When you click the New button, the configuration panel is put into bar creation mode (you won't be able to access other options until you click either Okay or Cancel at the bottom of the scrollable options). Select a bar type (e.g., buff, debuff, cooldown) and then appropriate options. For example, when you select Buff, you can then select the source of actions (i.e., class, pet, racial, other) and you are presented with a list of available buff actions (or, in the case of "other", a text entry box for entering a spell name). Select actions within that list that you want bars for (All On and All Off buttons are provided for convenience). Pay particular attention to correctly setting who the action is on and who it is cast by. Click Okay to finishing adding the bars (they are now included in the list of bars and can be customized by clicking on them and setting their associated options). You can repeat the bar creation process by clicking New again to add any mix of bar types.

The Custom Bars tab also lets you make changes to bars after they have been added. Select any individual bar to bring up configuration options that let you adjust its color, label text, special effects, and other properties. You can toggle enable to disable the bar.

More Customization

You can further customize bar groups using configuration settings in the General, Layout, Appearance, and Timer Options tabs. The following is a brief description of what each tab supports (mouse over options for explanatory tooltips).

The General tab provides options to enable/disable the entire bar group, rename the bar group, specify how bars are sorted, conditionally show/hide the bar group, and adjust settings for mouse clicks, tooltips, and special effects (e.g., pulsing icons, flashing on expiration).

The Layout and Appearance tabs let you modify the look of the selected bar group. You can adjust the bar group's configuration and the direction that bars grow from the anchor. You can select alternate coloring schemes. You can adjust dimensions, fonts and textures (after overriding defaults set on the Defaults tab). You can turn on and off particular characteristics (icon, colored bar, spark, label, etc.) and change their relative positions. If you prefer icon-based interfaces, Raven includes configurations featuring large icons with optional mini-bars. You can also attach bar groups to each other to facilitate alignment (including the ability to attach to a bar group's last bar so a stack of bar groups can expand and shrink as needed). Play around some and check out the range of possible designs (hint: you can shift-left-click on a bar group anchor to show test bars).

The Timer Options tab lets you adjust settings related to bar duration and time left. You can set all bars in a group to have a uniform duration (this makes it easy to compare how much time is left on bars with similar, but slightly different, durations). You can specify whether to show bars with unlimited duration (e.g., paladin auras). You can filter bars based on their durations and amount of time left (this is how the standard bar groups separate short buffs from long buffs).

Bar groups can have background panels and borders. Set them up in the Defaults tab to show them for all bar groups or in the Appearance tab for individual bar groups. You can enable a background panel with texture, color, and size (size is specified as padding in pixels from the bar group's bars and icons). You can enable a background border separately with a border design, color, edge size, and inset (inset helps merge panel and border correctly).

Multi-Target Buff and Debuff Tracking

Raven includes multi-target buff and debuff tracking similar to other DoT and HoT timer addons. The Setup tab now includes Buff Tracker and Debuff Tracker standard bar groups. These bar groups will group timer bars for buffs or debuffs that you cast on each target and, by default, will show a header with the target name above its associated timer bars. Optionally, you can include the target name in the timer bar labels instead of showing headers (set Hide Headers on the General tab for the bar group). Use black list and white list filtering capabilities in these bar groups to customize them (e.g., you can make a Beacon of Light tracker by creating a HoT timer bar group with only that spell in its white list). You might want to stick with bar-oriented configurations for these since the headers (which include raid target icons and indicate current target, focus or mouseover unit) are currently designed to work best as bars.

Conditions

Raven monitors a variety of events during play and can display notifications when certain conditions are met. While somewhat complex to set up, conditions are quite powerful and can help with spell rotations, decursing, etc. Raven includes default conditions for each class for basics like making sure you have class-specific buffs during combat.

Conditions can be used in Raven to trigger notifications and to control whether or not bar groups are visible. Generally speaking, once you set up a condition you will want to set up a notification bar to show you when the condition is true. When you configure the Notifications standard bar group on the Setup tab, you automatically get notifications for your configured conditions.

Conditions are configured in Raven under the Conditions tab. To get a feel for setting up conditions, take a minute to look at the default conditions for your class. Select one of the conditions using the pull-down menu near the top. A second set of two tabs (General, Tests) appears with options for configuring the selected condition.

The Tests tab has a summary of settings at the top and a list of available tests below. There are tests for checking status of the player, target and focus, tests for checking for combinations of buffs and defuffs, and tests for checking if spells or items are ready to be used. Selecting a test brings up options specific to that test. For example, the Player Status test lets you check if you are in combat, resting, have more than a certain percentage of your health, how many combo points you have, etc.

All the tests you enable must be true for the overall condition to evaluate to true (the summary at the top is intended to help visualize how the tests combine). You can also add dependencies between conditions that can be helpful for factoring out common tests (e.g., a condition to see if you are in cat form and in combat might be a dependency for other conditions defining a druid's feral spell rotation).

The General tab for each condition allows you to enable/disable the condition and specify if the condition is suitable for triggering a notification. You can also associate a spell with a condition (the spell's icon and color are used to customize notifications based on the condition).

Cancelling Buffs

Raven includes support for cancelling buffs. When out of combat, you simply right-click the icon on any player buff bar to cancel the buff (this works for shaman weapon enchants and rogue poisons too). For cancelling buffs in combat, Raven includes an "in-combat" bar that you set up while out of combat with a list of player buffs that you want to be able to cancel in combat (you may need to do reload the UI after setting up the "in-combat" bar before using the buttons). When one of these buffs becomes active in combat, its icon pulses into place on the "in-combat" bar and you can right-click it to cancel the buff.

Class-Specific Modules

Raven includes special bar groups for Death Knight and Shaman classes. These show up as the Runes and Totems standard bar groups on the Setup tab. The Runes bar group replaces the Blizzard runes default UI and displays cooldown timer bars for all your runes. The Totems bar group tracks currently active totems and show a placeholder ready bar for each empty totem slot. You can right-click on a totem icon to destroy a totem. You can disable the placeholder bars by turning off Show If Unlimited Duration.

Raven supports optional modules that add spell rotation notifications for particular classes/specs (e.g., feral druid, survival hunter, destruction warlock). They contain conditions that prioritize spell selection based on current player and target status plus resource availabilty (combo points, energy, etc.). These modules are separate addons and distributed/enabled separately.

Since Raven allows anyone to create, view and edit conditions, you can see exactly how a module supports a spell rotation and customize it to your own preferences. Note, however, that spell rotations are often optimized for boss fights and may not be suitable for all circumstances. It is important to understand your class well enough to know when it is appropriate to follow spell rotation notifications and when to ignore them. Similarly, module writers should try to take into consideration a variety of scenarios (boss fights, trash pulls, questing) when designing spell rotations.

Highlights

If you are using Bartender4, Dominos or Macaroon then Raven can add overlays to buttons to show which of your spells are active and which are on cooldown. Raven is already tracking your buffs, debuffs and cooldowns so it does this with minimal added resources. You can customize (or disable) this feature in the configuration panel Highlights tab. Active spell highlights are color-coded to indicate if on player, target or focus. If ButtonFacade is loaded then Raven can use it for color highlighting. However, since this does not work well with all skins, ButtonFacade support is disabled by default. Cooldown counters are shown by default unless OmniCC is installed.

Multiple Characters

Raven is designed to simplify configuration across multiple characters. This is required because each class may make quite different use of timer bars (e.g., some depend on tracking cooldowns while others watch for debuffs to expire on the target). In the Profiles tab, Raven includes the profile options common to Ace3-based addons and, by default, creates a new profile for each character.

In addition to using profiles, Raven shares a variety of settings across characters. This can result in some confusion since it works differently than in other addons (but can simplify configuring Raven if you play several different classes). First, the appearance options on the Defaults tab (dimensions, fonts, textures) apply to all profiles (they can be overridden as needed in any bar group, of course). Second, almost all bar group settings (the primary exception being the actual bars associated with custom groups) are linked between bar groups of the same name in all profiles that have Link Settings enabled (note that Link Settings is no longer enabled by default for standard bar groups on the Setup tab). Third, filter lists are linked by default between auto bar groups of the same name in all profiles, simplifying dealing with unwanted buff, debuff and cooldown bars. Fourth, all settings related to button highlights are shared across characters.

Final Words

I hope you enjoy using Raven for all your buff, debuff and cooldown needs! Questions and comments are always welcome.
r317 | tomber | 2013-11-11 05:51:26 +0000 (Mon, 11 Nov 2013) | 3 lines
Changed paths:
M /trunk/Main.lua
M /trunk/Nest.lua

Fix issue with hiding some UI elements when entering pet battles.
Add extra check to pixel perfect alignment code to address obscure Lua error (i.e., root cause not clear but this should fix the symptom).
Generate wild mushroom buff for resto and balance druids including count and remaining time (when count > 1 for balance druids then remaining time is for longest duration wild mushroom).
Archived Files (27)
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Tojaso
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r308
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Old 09-11-13, 09:10 AM  
Tojaso
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Originally Posted by kaustos
Standard Bar Group 'Debuffs'. In the Bar Groups tab under its Debuffs tab it is Auto Debuffs, Action On Player, Cast By Anyone.

What happened was there are oozes in front of Sha of Pride that put a timebomb debuff out and messing around we pulled the whole room. On my debuffs list I observed this aura refreshing to its max duration over and over again. I targeted myself and saw I actually had a half dozen different debuffs at different durations on the target frame. The last place I noticed this particular bug was on the mechanical mobs surrounding Void Reaver in Tempest Keep. If you round up a bunch of them and get lots of the bleed debuffs it was only showing 1 last I checked. If that doesn't work I'll try to find a better spot to determine what causes it.
I'll pay a visit to Void Reaver today and try to reproduce the issue. Do you also show debuffs on your player unit frame? If so and it doesn't show the multiple debuffs either then that would be pretty interesting.

Update: Reproduced with Saw Blade debuff in Tempest Keep. Now that I can test this, it should be possible to track down. Thanks for reporting it!

Update2: I have found the problem and come up with a solution (it involved not distinguishing properly all cases of debuffs cast by non-targeted mobs). I tested it in Tempest Keep and saw all the expected Saw Blade debuffs and I expect the fix will also make all the Sha of Pride ooze debuffs visible. I included the fix in r308, up on curseforge now.
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Old 09-11-13, 09:46 AM  
Bloodheir
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Hi there...

Maybe there is an option for trasparency aura bars to fit with ElvUI transparency feauture in UF?


Also,how can remove the GCD icon from the cooldown group icons?
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Old 09-11-13, 09:54 AM  
Tojaso
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Originally Posted by Bloodheir
Hi there...

Maybe there is an option for trasparency aura bars to fit with ElvUI transparency feauture in UF?


Also,how can remove the GCD icon from the cooldown group icons?
I have ElvUI set up on the PTR so I'll check out its transparency feature later today. Update: I've been able to get pretty close approximation to the look of the transparency-enabled unit frames by adjusting some things on the Defaults panel in Raven. You'll probably want to start with the dimensions bar width and height plus icon size, then adjust vertical spacing between bars. Adjust the textures for the bar foreground and background and reduce their opacity down to about 0.5 for foreground and 0.3 for background. I also set the fonts to match those I was using in ElvUI and clicked off Fonts under the Tukui heading so that my font changes would take effect. Let me know if those kind of changes get you close enough to the desired look.

Either blacklist GCD or set timer options to not show shorter than 2 seconds (timer options are set that way by default for the Cooldowns standard bar group but that might not work if you have short cooldowns that you want to see, which I think is true for warriors more than other classes).
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Old 09-11-13, 12:32 PM  
Everlu
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I'm having an issue maintaining the look of buttons when anchoring a group to a corner of UIParent.

Here's what I see when I set the anchor frame to UIParent and the anchor point is at its default (CENTER). This is what I want them to look like.


I can maintain its appearance (1px spacing, crisp borders) by using the sliders, but those only go up to 500 each and it ends up in sort of an odd spot in the middle of my screen, instead of being able to push it up to the corner.

Here's what I see when I change the anchor point (and nothing else) to TOPRIGHT.


Any tips on how I can avoid that?
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Old 09-11-13, 01:03 PM  
Tojaso
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Originally Posted by Everlu
I'm having an issue maintaining the look of buttons when anchoring a group to a corner of UIParent.

Here's what I see when I set the anchor frame to UIParent and the anchor point is at its default (CENTER). This is what I want them to look like.


I can maintain its appearance (1px spacing, crisp borders) by using the sliders, but those only go up to 500 each and it ends up in sort of an odd spot in the middle of my screen, instead of being able to push it up to the corner.

Here's what I see when I change the anchor point (and nothing else) to TOPRIGHT.


Any tips on how I can avoid that?
Single pixel spacing and line width do have inherent issues, especially with anti-aliasing enabled in graphics settings. Have you tried Raven's pixel perfect option on the Defaults tab yet? It might just do the trick for you because it aligns everything on an exact display pixel boundary (assuming you are running at your display's native resolution in full screen). If that does not work then I can look at increasing max offsets to 1000 and might do so anyway given the size of some displays these days.
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Old 09-11-13, 01:10 PM  
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Re: Re: stack number bug

Originally Posted by Tojaso
Originally Posted by twopro
hey, i found that my Debuff bar on middle right in SS, the stack number count is all bugged. i haven't changed anything except update raven.

http://s1224.photobucket.com/user/pw...tml?sort=3&o=0
Well, I see rogue-cast debuffs (poisons, etc.) just left of middle near top and the word "Aberration". These have what appear to be large remaining times on them, and they seem correct.

I see near the bottom in the middle a bar with what appear to be icons for abilities, two of which are high-lighted in red. I can't tell what the numbers on and around them are for, though.

Or, perhaps, you mean the single icon with the big red 4 on it under the unit frame for Noffis? Except, I would have expected that to be drawn by the unit frame addon.

So, which of these are you referring to? Or do you mean something else entirely? And when you say "updated" do you mean to r301 or to the latest beta r306 (and did you try reverting to the previous release and seeing if it fixed the reported issue)? Also, are you using OmniCC (which can add numeric overlays that are potentially confusing when also using Raven's timers)?

okay i figured out what was wrong on the debuff bar on right middle, like i changed the font color to white it was black and somehow the outline button was checked. i honestly do not remember checking the outline button for that setting but i wonder if when i changed the target buff/debuff/ player / all units to different font it got checked by accident. i use the same save for every class but i change color of the ability cds anyways. thanks i guess, i looked through most of the settings on the player debuff bar before i actually like thought of asking whats up so i didn't think it was an programming error on my side but i guess it was, anyways thanks again sorry to take up your time, keep up the good work.
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Old 09-11-13, 01:14 PM  
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Originally Posted by Tojaso
Single pixel spacing and line width do have inherent issues, especially with anti-aliasing enabled in graphics settings. Have you tried Raven's pixel perfect option on the Defaults tab yet? It might just do the trick for you because it aligns everything on an exact display pixel boundary (assuming you are running at your display's native resolution in full screen). If that does not work then I can look at increasing max offsets to 1000 and might do so anyway given the size of some displays these days.
Actually, I tried all of the above (including the pixel perfect option). The spacing/border seems to change only when I alter the anchor point--it doesn't fuzz up on me when I adjust it via the sliders at all. I'm pretty stumped by it. If you set the anchor point to the right, only the vertical borders get fuzzy. If you set it to top, only the horizontal borders get fuzzy. Corner? Both.
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Old 09-11-13, 05:15 PM  
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Originally Posted by Everlu
Actually, I tried all of the above (including the pixel perfect option). The spacing/border seems to change only when I alter the anchor point--it doesn't fuzz up on me when I adjust it via the sliders at all. I'm pretty stumped by it. If you set the anchor point to the right, only the vertical borders get fuzzy. If you set it to top, only the horizontal borders get fuzzy. Corner? Both.
I created a test icon group with single pixel width/spacing and it looks like the pixel perfect option is not working entirely correctly when anchoring options are used to override manual placement (and disabling the anchoring options requires a /reload to get pixel perfect placement back). The root of the problem seems to be that the offsets are made pixel perfect but the anchor positions themselves are not. Which means that results will vary based on display dimensions (on mine CENTER is bogus but BOTTOMLEFT is great). I'll look into fixing this for the next release.

BTW what is the native resolution of your display and do you run in Full Screen or Full Screen (Windowed)? I'm curious why CENTER works on yours but not mine.

I have also increased the offset limits to 1000 for the next build, should all else fail.

Update: I have a fix that seems to work well for making sure pixel perfect is enforced even when anchoring to non-aligned anchor points. It is included in r308, currently on curseforge.
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Old 09-11-13, 05:23 PM  
Bloodheir
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The bars anchored to a UF and the icons anchored to a bar groups:


I'm not getting this problem with pixel perfect enable.

If understand right,if no,im sorry.
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Old 09-11-13, 05:31 PM  
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Originally Posted by Bloodheir
The bars anchored to a UF and the icons anchored to a bar groups:


I'm not getting this problem with pixel perfect enable.

If understand right,if no,im sorry.
That is an excellent example of how pixel perfect should work. As long as the anchor positions are pixel perfect (which they should be when anchoring to an ElvUI unit frame) then it works fine. The problem happens when anchoring relative to non-pixel aligned points (such as CENTER on my display). Hopefully the fix included in r308 will take care of the problem.
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Old 09-12-13, 05:27 PM  
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A Frost Fever debuff got stucked in my debuff bars @ 0.0 seconds for a long time like 15 minutes (untill I got a new debuff I think). Known bug? I was using the new Albatross Bird vecile at the timeless isle
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Last edited by Tonyleila : 09-12-13 at 05:37 PM.
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Old 09-12-13, 06:49 PM  
Tojaso
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Originally Posted by Tonyleila
A Frost Fever debuff got stucked in my debuff bars @ 0.0 seconds for a long time like 15 minutes (untill I got a new debuff I think). Known bug? I was using the new Albatross Bird vecile at the timeless isle
Hi Tony. Was this in a tracker bar group? There are known issues with trackers not going away when the mob with the debuff goes way out of range (which presumably could happen when flying off on an albatross). It should not happen in the Target standard bar group, though, since as soon as the target changes all the bars go away. Let me know, please. I can also take a look at the bar termination code again to see what could prevent bars that hit 0.0 seconds from being removed no matter what.
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Old 09-12-13, 07:02 PM  
Tonyleila
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Hmmm I think you are in a vehicle when you ride on the Albatross. I was on my DK and the Frost Fever debuff was on me - because I pulled down the Albatross with it.
A tracker bar group is what? There are no debuffs filtered out of that bar group if you are talking about that.
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Last edited by Tonyleila : 09-12-13 at 07:03 PM.
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Old 09-12-13, 07:49 PM  
Tojaso
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Originally Posted by Tonyleila
Hmmm I think you are in a vehicle when you ride on the Albatross. I was on my DK and the Frost Fever debuff was on me - because I pulled down the Albatross with it.
A tracker bar group is what? There are no debuffs filtered out of that bar group if you are talking about that.
Now that is an interesting special case (player debuff on target then target becomes vehicle which becomes standin for player while debuff ticks down, cool...) and enough info that I should be able to track it down.

Update: I have made a couple changes. The first should make sure that changes to auras on the vehicle get updated in player bar groups. The second should remove any expired timer bars in the display routines that were not caught in the update code (perhaps due to missed events). These changes will take a bit of testing (the second in particular interacts heavily with the ghost bar code) and won't be added to r308 prior to its release. Look for the r309 alpha in the next day or so.

BTW I was able to catch a couple albatrosses tonight but didn't succeed in reproducing the bug yet so these changes are being made based on code analysis. I'd feel better if I could actually test that it fixed the issue.

Update2: Still working on this. I finally saw the error myself when on an albatross so still testing.

Update3: I think I've got this taken care of now and I'm building the r309 alpha with the changes. I've fixed the issue with expired timer bars not being detected in general. I've also made a change that will cause the player's debuff bars to no longer include debuffs on the albatross itself (it never should have included them since you don't get the vehicle UI on the albatross).
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Last edited by Tojaso : 09-15-13 at 09:51 PM.
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Old 09-18-13, 04:57 PM  
Inraz
A Murloc Raider

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is there a possibility to change the borders of the icons to a masque-like thing?

like masque:crisp or something
Last edited by Inraz : 09-18-13 at 04:57 PM.
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