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Compatibility:
Siege of Orgrimmar (5.4)
Escalation (5.3)
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:01-15-14 06:50 AM
Created:11-17-10 12:15 AM
Downloads:4,351
Favorites:79
MD5:
5.4
Shot Glass Raid Frames
Version: 3.2
by: danltiger, Pinghansen
Shot Glass is a lightweight raid frame, which can be configured to show specific Aura Indicators, in addition to Health, Incoming Healing, Mana, Aggro, Range, and Target.

No Libraries are used, and the code is very simple, which makes it a nice learning tool for people who are learning to program their own raid frames.

Feature Highlights
  • Incoming Heals: You'll see incoming heals as a subtle, semi-transparent bar, indicating the future health of the unit.
  • Aura Indicators: Along the top edge of each unit frame, there are three circular indicators. On the bottom edge, there are three triangular indicators. Stacks are displayed below the indicator.
  • Aggro Indicator: A red border will light up around any unit that acquires aggro.
  • Range: Units out of your range will shrink in size.
  • Mana: Only mana is indicated; Rage, Runic Power, Energy, etc are not shown.

Aura Configuration
I've included two configuration files with the current package. (For Druid and Priest) Feel free to use those files as a template for your own customization.

The configuration file is simply an addon with "## Dependencies: ShotGlass" in the TOC file. You can access the 'TrackedAuras' table from your LUA file. Alternatively, you can edit the included file. An example:

Code:
local TrackedAuras = ShotGlassRaidFrames.TrackedAuras

TrackedAuras[GetSpellInfo(774)] = {position = 1, color = {r = .8,g = 0, b = .8, a = 1},}		-- Rejuvenation
TrackedAuras["Rejuvenation"] = {position = 1, color = {r = .8,g = 0, b = .8, a = 1},}
Note: You can find the spell ID# from Wowhead.

Character Profiles
The "Addon" button on your Character Selection Screen will allow you to Enable or Disable the Aura List for each character.




I'm not going to bug you by popping up an ad whenever you hit "Download". If you enjoy this addon and want to send a monetary "Thank You", please visit our Pledgie page by clicking on the button, above.
3.1:
- TOC Bump

3.0:
- Updated for MoP

2.3:
- Tracked auras can now be assigned a custom function for color and stack text. (See ShotGlass_Druid for an example)
- Delegate functions are passed a table, 'aura', containing information about the evaluated aura: aura.color, aura.stacks, aura.expiration, aura.position, aura.name
- Changed font to Blizzard's Arial Narrow. This will make life easier for international clients, and reduces the whole ZIP package to 15kb.
- Command line has returned: /shotglass [show|hide|lock|unlock]

2.1 & 2.2:
- Trying to fix the overlap bug. I've disabled the option for the frames to grow to the right, until it's fixed.

2.0:
+ TOC Bump for 4.3
+ Auras will display a countdown from 5 seconds (it will replace stack-count text, temporarily)
+ Added GUI Interface panel
+ Added quick link to interface panel, via right-click on the drag handle
- Removed slash commands, except for /shotglass (which will bring up the new interface panel)

1.15:
Merely a TOC bump for 4.2

1.14:
DUH! When you bump the TOC, then you should do it correctly. /facepalm

1.13:
Merely a TOC bump for 4.1

1.12:
Bug Fix: Priority bug.
Integrated ShotGlass_Priest.

1.11:
Implemented slash-commands. See readme.txt for a list of commands.

0.10:
Bug Fix: Priority Bug.

0.9:
Added Vehicle Support, Spell Priority, External Configuration for Auras.

0.4-0.8:
Clique Support, Bug fixes, Incoming Heals.

0.3:
Bug Fix: Certain events reset the attributes of the unit frame, breaking the link. This update will restore those links when attributes are changed.
Optional Files (3)
File Name
Version
Size
Author
Date
Type
0.3
893B
04-27-11 12:38 PM
Addon
0.3
1kB
02-13-11 04:47 PM
Addon
0.1
937B
12-03-10 08:00 AM
Addon


Archived Files (20)
File Name
Version
Size
Author
Date
3.1
21kB
danltiger
01-22-13 05:06 AM
3.0
21kB
danltiger
09-02-12 09:22 PM
2.3
14kB
danltiger
01-07-12 07:19 AM
2.2
80kB
danltiger
12-20-11 05:51 AM
2.1
80kB
danltiger
12-16-11 04:13 AM
2.0
80kB
danltiger
12-10-11 07:21 AM
1.15
87kB
danltiger
07-09-11 03:43 AM
1.14
87kB
danltiger
04-27-11 04:43 AM
1.13
87kB
danltiger
04-27-11 01:52 AM
1.12
85kB
danltiger
03-04-11 08:06 AM
1.11
83kB
danltiger
02-18-11 06:30 AM
0.10
76kB
danltiger
12-04-10 06:23 AM
0.9
76kB
danltiger
12-03-10 02:04 AM
0.8
75kB
danltiger
11-29-10 09:32 PM
0.7
83kB
danltiger
11-27-10 05:50 AM
0.6
82kB
danltiger
11-26-10 06:41 AM
0.5
75kB
danltiger
11-22-10 06:14 AM
0.4
113kB
danltiger
11-21-10 12:58 AM
0.3
113kB
danltiger
11-20-10 11:04 AM
0.2
77kB
danltiger
11-17-10 12:15 AM


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Unread 12-02-10, 04:45 AM  
Pinghansen
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Priorities

I'm working on a priority system. This is what I'm doing:
Code:
local TrackedAuras = { 
    [GetSpellInfo(774)] = {position = 1, priority = 1, color = {r = .8,g = 0, b = .8, a = 1},}, -- Rejuvenation, Purple
    ....
}
....
function UnitEventHandlers.UNIT_AURA(self, unit)
    ..
    local prioritytable = {0,0,0,0,0,0,}
    ..
    if unit == unitid then 
        ..
	-- Check Buffs
        for index = 1, 40 do
            ..
            if auratarget then 
                if auratarget.priority > prioritytable[auratarget.position] then
                    {set up aura indicators}
                    ..
                    prioritytable[auratarget.position] = prioritytable[auratarget.position]
                end
            end
Last edited by Pinghansen : 12-02-10 at 08:26 AM.
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Unread 12-01-10, 05:05 PM  
Opaque
A Fallenroot Satyr
 
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Seems really nice... but would really like the ability to hide the mover and lock the frames. Also, I haven't tried them yet, but do they show ready checks? If not would want that too. Finally, have them hide when you're not in a group. Keep up the great work!
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Unread 12-01-10, 05:48 AM  
Pinghansen
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Lightbulb Cooldown effects

Just came up with a few more ideas:

Perhaps the best and most simple way to implement priorities would be to define the priority of each TrackedAura and then in UnitEventHandlers.UNIT_AURA frame have a variable for each slot indicating the current active priority (reset to 0 before loop). If the priority of the aura we are looking at is higher than the current, then display it.

Filter out debuffs with insignificant duration - no need to waste mana on a short debuff, other than with things like fear.

If you decide to implement cooldown indication, other than with digits, you may want to expand TrackedAuras with one or two values (in seconds), like will-expire-soon and do-something-now.

Put a golden border around auras about to expire. Flash it, or change the border color to ?red?, when it has ?1? second left.

Increase the size of frames that have auras that are about to expire.

Flash the frame around frames that have auras that are about to expire.

Put a frame around (some?) stacked debufs (don't know the relevance of this).
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Unread 12-01-10, 05:04 AM  
Pinghansen
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Well, pets are NOT that important

Originally posted by danltiger
I hate to admit it, but I don't know how to implement pets
Fair enough I'll try to look into it myself IF I get the energy (I can be a bit fickle) and tell you what I come up with.

And please don't feel pressured to add anything, just because a user or two ask for this and that and everything - you'd loose the simplicity and the very soul of the addon. Nice to have v/s need to have.

Hunter pets are not that important (nice to have). What is more important (need to have) for general acceptance, is implementing spells for other healing classes than druids, like the priest healing spells I posted the other day. I myself love tinkering, but surprisingly many players have problems figuring out even how to install an addon, and wouldn't dream of altering even a single line of lua.

I think that you should put a short explanation of what goes where on the description page, like having the auras you have cast yourself on top and various debuffs on the bottom. E.g.
The three icons on top tell you which auras you have active on the player, left: Wildgrowth/Bloom/Thorns, middle: Regrowth, right:Rejuvenation. The three icons on the bottom show if certain debuffs that you should know about/cleanse are active - from left poison, curse and magic, plus a few selected ICC auras. You can easily add other auras/debuffs as you please by altering the code.
Naturally my regular unit frames addon has party frames, but I do find that I'm ignoring them in favor of the Shot Glass frames. I haven't done any healing yet with your frames loaded (I gave my account away right after 4.0.1 and started from scratch again), but it won't be long before I take the plunge - just need a few pieces of gear to make sure I can actually heal if attacked by anything else than a vanity pet
Last edited by Pinghansen : 12-01-10 at 10:49 AM.
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Unread 11-30-10, 08:11 PM  
danltiger
A Murloc Raider
 
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Re: Pets

I replied to your comment on Curse, but I'll post the response again, just so the Wowinterface folks know what's up:

I hate to admit it, but I don't know how to implement pets. I've heard that there's something called a SecureGroupPetHeader, but that's all I know. So, it's something that I'd have to read up and learn, and then I'd have to design the look, which all takes time. I just don't have a ton of time, so this is going to be a back-burner feature that I'll have to work on when I can.


PS - If you would, Let's have our discussions on Wowinterface rather than Curse; The comment system is much nicer, IMO.

Originally posted by Pinghansen
I've been thinking about pet healing - it's mostly only an issue in groups. In raids it's normally the owner's own responsibility.

Perhaps the pets could be shown below the owner, when not in a raid.
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Last edited by danltiger : 11-30-10 at 08:13 PM.
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Unread 11-30-10, 09:49 AM  
Backwoods
A Kobold Labourer

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Thanks for the fix. I'll have to test as soon as servers come online.
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Unread 11-30-10, 07:32 AM  
Pinghansen
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Lightbulb Pets, again

Another possibility, is a horizontal bar below the owner frame, like the vertical mana bar. The small size would require precise mouse navigation for use with @mouseover or Clique, but would be low impact on the visual aesthetics.

Perhaps a slightly dim green bar for hunter pets, the remainder turning yellow at 50% health and bright red at 25%.

If you want to include other pets as well, a dim purple for demons, and a dim blue for waterspouts.
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Unread 11-30-10, 07:16 AM  
Pinghansen
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Lightbulb Pets

I've been thinking about pet healing - it's mostly only an issue in groups. In raids it's normally the owner's own responsibility.

Perhaps the pets could be shown below the owner, when not in a raid.
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Unread 11-29-10, 09:14 PM  
danltiger
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Fixed it, gotta upload it when I get home.

Originally posted by Backwoods
Been noticing this error repeatedly in BGs. Actually installed an error grabber because it was so spammy.
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Unread 11-29-10, 09:14 PM  
danltiger
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Re: great addon!!

In the ShotGlass.lua file, there's a function called, CreateGroupHeader(). It's near the end of the file. You'll notice that there's a whole lot of lines that start with, "RaidGroupHeader:SetAttribute..."

Take a look at this:

http://wowprogramming.com/docs/secur.../Group_Headers

You'll need to add your own SetAttribute commands to configure the sorting and grouping. It might be something as easy as:

RaidGroupHeader:SetAttribute("groupBy", "GROUP")

You'll have to play around with it; I don't know exactly how all of the attributes affect the header.

Originally posted by Enthusia

wil it be possible to set row1 = group 1? under the lua file?

i've been looking into the file but got no idea where to config..sorry
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Unread 11-29-10, 09:06 PM  
danltiger
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Thanks for the ideas!

Originally posted by Pinghansen
Very nice looking frameset! Simple functionality with pleasing aesthetics. Same philosophy as oUF_Phanx and oUF_PredatorSimple. I've got to try this out



Let the indicators blink, pulse, increase size, shift back and forth a few pixels, or even rotate when they are about to expire - well, rotating may not be that impressive for circles

e.g. increase size n seconds before expiration, then start blinking p seconds before.


How about pets? Some times the hunter pets can be important.
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Unread 11-29-10, 01:55 PM  
Backwoods
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Been noticing this error repeatedly in BGs. Actually installed an error grabber because it was so spammy.

[14:28:29] Interface\AddOns\ShotGlass\ShotGlass.lua:52: attempt to index local 'text' (a nil value)
[C]: ?
Interface\AddOns\ShotGlass\ShotGlass.lua:52: in function <Interface\AddOns\ShotGlass\ShotGlass.lua:52>
Interface\AddOns\ShotGlass\ShotGlass.lua:256: in function <Interface\AddOns\ShotGlass\ShotGlass.lua:247>
Interface\AddOns\ShotGlass\ShotGlass.lua:225: in function `?'
Interface\AddOns\ShotGlass\ShotGlass.lua:291: in function <Interface\AddOns\ShotGlass\ShotGlass.lua:290>
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Unread 11-29-10, 09:02 AM  
Enthusia
A Defias Bandit

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great addon!!

Hello there, thank you for such a great addon!

I would like to ask if there is any way that can set the layout?
i.e
say there is 40 ppl
on the screen it is showing 8 rows
wil it be possible to set row1 = group 1? under the lua file?

i've been looking into the file but got no idea where to config..sorry

Thanks!
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Unread 11-27-10, 06:45 AM  
Pinghansen
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Very nice looking frameset! Simple functionality with pleasing aesthetics. Same philosophy as oUF_Phanx and oUF_PredatorSimple. I've got to try this out

Originally posted by danltiger
I'd like to get a few more ideas together
Let the indicators blink, pulse, increase size, shift back and forth a few pixels, or even rotate when they are about to expire - well, rotating may not be that impressive for circles

e.g. increase size n seconds before expiration, then start blinking p seconds before.


How about pets? Some times the hunter pets can be important.
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Unread 11-26-10, 06:42 AM  
danltiger
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Version 0.6 is up, with Heal Prediction.
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