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Ghost: Pulse  Popular! (More than 5000 hits)

Version: 2.3
by: Footrot [More]

Ghost: Pulse 3 Beta 7 is now available here. GP2 will be retired once GP3 enters 'release' mode.

2.3: 2008-12-31
- Removed the mana potions/gems alerts since you can only use one per fight.
- Fixed the Warlock Lifetap problem - it works now (stupid talent trees changing!) :P
- Added the image for Death Knights for Player Deaths/Resurrections.

2.2.1: 2008-10-30
- Adjusted the Lifetap alert to account for the changes to the formula for calculating the HP/Mana for Lifetap in 3.0.
- Added a new alert option to show/hide certain alerts while in battlegrounds.

2.2: 2008-10-14
- Initial support for WotLK/Patch 3.0 (Echoes of Doom)
- Removed Overpower/Riposte support. These are features that I just don't use, and hence were buggy and nasty. An API will be introduced to allow third-parties to add these alerts in if the demand exists for them.

2.01.76032: 2008-06-05
- Added party/raid chat announcement options for warnings and alerts.

2.01.75790: 2008-06-02
- Added Riposte (Rogue) and Overpower (Warrior) alerts.
- All cooldowns now properly reset when entering an arena.
- Added alert environment option to control the display of stuff when you are dead.

2.01.74865: 2008-05-26
- Fixed a problem with the Ace options for an 'Early Warning Sound' option.
- Fixed a problem with CC effects not showing correctly.
- Updated all localizations.

2.01.74533: 2008-05-20
- Fixed 'activated' spells cooldown notifications (prowl, stealth etc now work again).
- Added sounds options for the early warnings, as well as 'specifics' for early warning sounds.
- Added options to use UIErrorsFrame, Blizzard FCT and MSBT for early warnings.
- Removed unneeded images in favour of the built-in textures for most classes for the PlayerDeath watcher.
- Fixed a problem with the pulse size and Chinese fonts.
- Fixed Mob Debuffs showing an early warning for spells that were still on cooldown.
- Fixed a problem with the Life Tap alert showing on-screen even if you're not a warlock.
- Added Korean translation thanks to 7destiny.
- Updated Chinese and German translations.

2.01.73961: 2008-05-15
- General code clean-up.
- Added CC Expiry alert, which only alerts when any CC effect fades for your target or focus. Different from the normal CC alert that shows and holds the pulse until the CC fades. You now have both options.
- Updated German localization thanks to Xamy.
- Updated Chinese localization thanks to Digmouse.

2.01.73588: 2008-05-13
- Added code to set the correct font for the pulse texts for Chinese.
- Added support for in-game sounds with a path in the 'sound\spells' folder (for example).
- Added the threat generator resist/miss alert type for target and focus.
- Fixed the texture path for Player Deaths.
- Localization required for the threat generator resist/miss alert type.

2.01.73439: 2008-05-11
- Adjusted the cooldowns watchers to reset when zoning into an arena instance. Will need confirmation that it worked, since I don't do arenas myself. :)
- Adjusted the customizable fields used with Spell Resists and Immunity. [Name] now refers to the mob/player who is immune/resisted the spell.
- Added the version and build number to the title of the Waterfall configuration window.
- Fixed yet another stuff-up with SavedVariables and initial (and secondary) log ins without visiting the configuration page. GP now correctly checks for, and creates if needed, defaults for all alerts.

2.01.73314: 2008-05-11
- Fixed a bug when starting without any saved variables at all.
- Fixed a problem with CC alerts not fading out on death of the CC'ed mob.
- Fixed cooldown-based alerts so they don't alert too long after they've become available.
- Fixed bag item cooldowns so they don't spam you when entering combat if they're set to 'In-Combat Only'.
- Fixed a problem when resetting the profile.
- Added Early Warning support to Mob Debuffs alerts.

2.01: 2008-05-07
- Added support the channeled spells to the 'Enemy Cast' alerts.
- Fixed 'spamming' problem when entering combat while things were on cooldown for alerts that are set to show only in combat.
- Added Chinese translations thanks to Digmouse.

2.00: 2008-05-05
- OMG - don't know where to start. I'll probably redo the change log from scratch.

1.31: 2008-04-22
- Fixed a problem with the mob-debuffs feature showing you expiry of debuffs cast by other players of the same class.

1.30: 2008-04-21
- Added the ability to override the sound to play for an alert on a per-frame basis.
- Added a new alert feature for player deaths and in-combat resurrection.
- Fixed a bug with the 'Full Alpha' setting for 'Texture' options.

1.29: 2008-04-20
- Added limited support for 'skinning'. Put a .tga file of your choice (say, borrowed from a cyCircled skin) into the 'textures' folder of GP and restart WoW. Use the 'Texture' configuration option. Reload your UI after you've set it up and see how it looks. Be warned - if your frames are set too large, the texture will start to look really bad - try to use as high a resolution texture as you can.

1.28: 2008-04-20
- Added code to create a simple default frame when using GP for the first time.

1.27: 2008-04-20
- Increased the maximum allowed value of 'Pulse Show Time' to 15 seconds.
- Fixed the bug with FFF and Mangle not showing their cooldowns, thanks to Lurosara.
- Made the code slightly quicker, resulting in slightly better CPU usage.
- Added a count in the text of the debuff pulses for stacking debuffs.
- Hopefully fixed the bags-to-bank transfer problem some people have reported - please let me know if it's still problematic.
- Shackle wasn't being detected as a crowd-control effect - this has been fixed. The localizations *may* need updating to reflect this on Chinese and German WoW clients.
- Chinese localizations now 100% up-to-date. Thanks again Digmouse.

1.26: 2008-04-19
- Reworked the frame configuration completely. You cancreate as many or as few frames as you want, and tell each frame what things it should alert you to. This makes GP much more flexible. Older settings for positions and sizes will not be converted - you will need to set up the visual side of GP again after this update.
- Added spell resist alerts, as requested by Digmouse.
- Added debuff expiry alerts (when debuffs fade from you, the player, you can be alerted).
- Added debuff stacking alerts. When a debuff is re-applied to you and is a stacking debuff, you will be alerted again for each application. This is untested.
- Added the names of the zones (for Mana Potions) to the localization - these need to be added to the German and Chinese translations.
- Chinese and German translations are more extensive, thanks to Digmouse and Xamy.
- Fixed a bug with the Mob-Debuffs feature where you would get pre-warnings (and repeated ones at that) about debuffs that are about to expire even though they are blacklisted.
- Fixed a bug with the text options and the font used on the pulses. Thanks goes to Isler for finding this.
- Recoded the frame handling. Tidy up, essentially.

1.25: 2008-04-15
- Completed the infrastructure required for translations.
- The majority of the localization to Chinese is done, thanks very much to Digmouse. Only the new stuff made available in 1.25 to go.

1.24: 2008-04-13
- More infrastructure added for localization.
- German and Chinese localization available for some of the small pieces I've actually made localize-able. :)
- Tidied up the resize sliders so that the text areas will scale in size as you adjust the pulse sizes. No more needing to reload the UI to have your resizing take effect properly.
- Added the option to switch your own spell cooldowns off, in case you're using GP for it's other features instead of for your own cooldowns.
- Tidied up the 'Locked' handling so that if you change what frames are shown while you are dragging stuff around, the frames will appear and disappear as required.
- The 'Mana Potions' options will no longer show unless you are level 55 or higher. This is because GP only supports high-level mana potions.

1.23: 2008-04-12
- Gave buffs/debuffs/mob-debuffs it's own blacklist. Anything buff/debuff/mob-debuff related that was on your normal blacklist will have to be added to the new blacklist for it to work as you expect.
- Re-arranged the configuration options again as things were starting to get messy with all the new features.
- Begun work on localization support. No other languages are supported yet, but the framework is being put in place.
- Changed the slash commands that open the GUI configuration to /gp AND /ghostpulse, and to use command-based changes with /cdp.
- Tidied up the sound code so that all sound entry areas of the configuration will now play the sound you've chosen, even if using Shared Media or custom sounds.

1.22: 2008-04-12
- Added the 'Sound Dictionary' feature. Type the name of a spell/ability/buff/debuff etc into the 'Add' text box under the 'Sound Dictionary' section, then expand the 'Sound Dictionary' list and choose the sound to play when an alert with that name is shown. Any alert WITHOUT an entry in the dictionary will play whatever sound is normally played. Feature doesn't work on bag item cooldowns or trinket cooldowns yet.

1.21: 2008-04-12
- Added 'Spell Cast' feature to provide a pulse when you successfully cast a spell. Can be switched off, text hidden and so on like everything else. Is switched off by default.
- Added options to both the 'Mob Debuffs' and 'Crowd Control' feature to specify if you want to show these things on your target, your focus, or both.

1.20: 2008-04-11
- Fixed a stupid stupid bug with the CC feature causing a nil reference.
- Implemented a better spellbook cache to fix the mob debuffs feature a bit. It now correctly witholds alerts about debuffs that you can't re-apply because of cooldowns.

1.19: 2008-04-11
- Removed the check to see if the spell/ability is ready to use from the 'Mob Debuffs' feature. The GCD was screwing around with it and causing the alert to fail to fire. The idea was to prevent alerting you to debuffs that you couldn't yet re-apply at the time. I'll find another way.

1.18: 2008:04-10
- Added the ability to add your own sounds to play for alerts. Drop .wav or .mp3 files into the 'Sounds' sub-folder of GP and type the name of the sound file itself (including the file extension) into the 'Sound' section of any feature and GP will use it. Remember to re-start WoW after adding new sounds into the folder. 'Use Shared Media' must be OFF for this to work.
- Fixed a bug in that the two new alert types (CC and Mob Debuffs) weren't able to use Shared Media. Now they can.
- Added a 'Bosses Only' option to the 'Mob Debuffs' feature.
- Tidied up a small memory problem with the mob debuffs feature.
- Cleaned up the handling of the new frames for the new features with respect to locking and positioning.

1.17: 2008-04-09
- Added a setting to the 'Buffs' section to allow you set the longest duration a buff must be in order to warrant an alert.
- Added a setting for the 'Cooldowns' section to allow you to set the shortest duration a cooldown must be in order to warrant an alert (so you can hide really short cooldowns).
- Added the Crowd Control alert feature. Not all CC effects have been tested. Please report any CC effects you think aren't being alerted.
- Added the Mob Debuffs alert feature. Consider this a beta-quality feature for now until I tidy some code up. It alerts you to your own debuffs when they fall off mobs you are fighting (as long as the spell is available to use aso). Many options to be provided in a future release, such as boss-only and better pre-warning (based on cast time of the spells/abilities that cause the debuff).

1.16: 2008-04-06
- Made a change to ensure that if you enter combat while moving the icons around, the 'Locked' option is forced on so you can play without the rubbish on the screen.
- Changed the icons for the movable pulses, just to make it look pretty.
- Massive performance optimisations made - should be a lot more system-friendly. There is probably a little bit more to come though.
- Added advanced options to control the frequency of some of the checks.
- Made the red tint on debuffs stronger to be more distinct.

1.15: 2008-04-05
- Removed the buggy sliders from the configuration options and added a 'Locked' feature that, when switched off, allows you to drag the icons around the screen. The 'Locked' setting doesn't save between sessions, so you're safe to logout with it switched off. GP is essentially disabled while 'Locked' is not switched on.
- Fixed a bug with 'Early Warning Time' setting not being paid proper attention to.

1.14: 2008-04-05
- Tidied up a bunch of code related to the options not working properly on some classes. The bug was fixed thanks to a contribution from 'Ganders' on WoWInterface. Many thanks.

1.13: 2008-04-04
- Fixed a bug where the pet spell cooldowns were still showing text ('Blah is ready') even with the cooldowns 'Show text' option switched off.
- Fixed a bug with 'early warnings' and pet spells/abilities.
- Added an option under 'Cooldowns' to switch pet cooldowns notification off.

1.12: 2008-04-04
- Tidied up some configuration options so they're in a more sensible place.
- Added preliminary support for 'pre-warning' on spell/ability and pet spell/ability cooldowns. Currently uses UIErrorsFrame or Blizzard's built-in Floating Combat Text but will add support the various scrolling combat text addons in a later release.
- Made the alpha level, show time and fade time of the pulses configurable.

1.11: 2008-04-02
- Added support for LibSharedMedia-2.0. If present, you can choose sounds registered with the library. Must switch 'Use Shared Media' option on first before this will work.
- Split the 'mana' pulses (Potions and Life Tap/Dark Pact) into their own frame, positionable and sizable different to the main cooldown frame.

1.10: 2008-04-01
- Fixed a strange bug with the way I was using Waterfall - didn't play well with other mods.

1.09: 2008-04-01
- Added waterfall configuration GUI for changing options. /gp

1.08: 2008-03-31
- Implemented the 'Same Frame' options in 'Buffs' that allows GP to share the frame with the cooldowns features, so GP behaves the way it did before the change in 1.07 - just in case anyone liked the old way better.
- Added a whitelist for buffs/debuffs. If the whitelist has anything in it, the blacklist is ignored for buffs/debuffs.

1.07: 2008-03-31
- Implemented a different frame set for buffs/debuffs. They now appear in their own frame, with configuration options to position it and size it independently of the cooldown frame. WARNING: If you position this so that it is in the same position as the cooldown frame, you may not be able to see everything you need to.

1.06: 2008-03-30
- More code clean-ups. Nothing fancy.
- Blacklist now works on trinkets and bag items.

1.05: 2008-03-22
- Added the option to show mana potion/gem alerts only when you or your group is in a boss fight.
- Added potion support for the Cenarion Mana Salve.
- Added support for the existing pre-2.4 Alchemist's Stone and the 2.4 Alchemist Stone variations.

1.04: 2008-03-20
- Reworked some code to tidy up the globals. They were a bit messy, but not too bad. Probably still a few to go.
- Removed the parts of Ace2 that GP wasn't using and removed Rock altogether. You'll now need a different addon if you want GUI configuration.
- Changed the blacklist feature to allow partial matches. If an entry on the blacklist appears in any part of the name of a spell or ability, you will not get an alert.
- Started restructuring the frame code to allow different frames (and hence positions and sizes) for different 'features', to be fully implemented at a later stage.
- Changed the options to only show features available to your class. So if you're not a warlock, you don't see the options for the warlock-specific features. Likewise, warriors and rogues won't see the mana potion feature.

1.03: 2008-03-19
- Added options for all features to show/hide the text-side of the notifications.
- Changed the warlock Life Tap/Dark Pact feature to work only in combat.

1.02: 2008-03-18
- Fixed druid/rogue stealth cooldown notification. Complete rewrite of spell/ability cooldown logic.

1.01: 2008-03-18
- Bug fix: Added ManaPotions.lua file to the archive.
Archived Files (1)
File Name
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Date
2.2.1c
171kB
Footrot
11-02-08 02:46 PM


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Unread 04-11-08, 07:23 AM  
Footrot
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Originally posted by Xamy
Great Improvements over JIM's CD Pulse!

Would it be possible to add an Option to disable for exapmle the Mob Debuffs for the Target but let them enabled for your Focus Target?
I don't see why I can't add this. For all features that include focus you mean, (CC and Mob Debuffs)?
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Unread 04-11-08, 08:31 AM  
Xamy
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Originally posted by Footrot
I don't see why I can't add this. For all features that include focus you mean, (CC and Mob Debuffs)?
1)
Exactly.
Like:
Mob Debuffs:

[] Show Mob Debuffs
[] Bosses Only
[] Target Disabled
Target Size
[] Focus Disabled
Focus Size

Equipollent for CC

2)
Another Option would be having a Switch to inverse the CC functionality.
Pulse if your Sheep/Banish breaks.
But this would be the same as Mob Debuffs you only gain the Hold Pulse option if the target stays out of CC
The current Version is for someone who can dispell CC. After the change it would be usable for someone who can CC.

3)
The next problem arises if you enable Show Debuffs.
I don't want to be warned every time my Frost Nova debuff expires.
But I can't Blacklist it because I want to be warned if my Frostnova comes of the Cooldown.
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Unread 04-11-08, 05:51 PM  
Footrot
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Originally posted by Xamy
1)
Exactly.
Like:
Mob Debuffs:

[] Show Mob Debuffs
[] Bosses Only
[] Target Disabled
Target Size
[] Focus Disabled
Focus Size

Equipollent for CC

Done - but you say 'enabled' instead of disabled. Much the same thing though.

Originally posted by Xamy 2)
Another Option would be having a Switch to inverse the CC functionality.
Pulse if your Sheep/Banish breaks.
But this would be the same as Mob Debuffs you only gain the Hold Pulse option if the target stays out of CC
The current Version is for someone who can dispell CC. After the change it would be usable for someone who can CC.

3)
The next problem arises if you enable Show Debuffs.
I don't want to be warned every time my Frost Nova debuff expires.
But I can't Blacklist it because I want to be warned if my Frostnova comes of the Cooldown.
I will work on these for you - no promises, but I'll look into them.
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Unread 04-11-08, 07:02 PM  
Xamy
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Thanks a lot works like a charm!

This has even made point 2 unnecesarry since i get a warning from Mob Debuffs if my sheep breaks, which is always my Focus Target.
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Unread 04-12-08, 04:12 AM  
Footrot
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Originally posted by Xamy
3)
The next problem arises if you enable Show Debuffs.
I don't want to be warned every time my Frost Nova debuff expires.
But I can't Blacklist it because I want to be warned if my Frostnova comes of the Cooldown.
Fixed in 1.23 (will be released soon). Buffs/Debuffs/Mob-Debuffs gets it's own private blacklist. You can blacklist Frost Nova in their 'private' list and keep it out of the normal list. Then, you won't get warned about the mob not having FN anymore, but you'll get the FN cooldown.
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Unread 04-12-08, 04:37 PM  
compbry15
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SpellCast Feature

Hey Footrot,

Thanks for implementing the SpellCast feature. I know you threw it together so I am sure these are on your list, but I found a couple issues:

-It seems to be wierd when you click the Unlock feature to move the boxes. It seems as though you need to first have them be in one frame, then uncheck the one frame, then redo the Lock. Also the same thing with the Show Text ... Doesn't seem to affect anything until after you play around with the "One Frame" Checkbox.

-This may be possible after more fooling around, but it would be nice to be able to deactivate cooldowns, while keeping on the SpellCast. (My use of this addon would mainly be for the spellcast and the mana pots, I don't care enough about cooldowns themselves to track them, since my only CD's aren't mission critical to keep up)

-This seems to affect both cooldowns and spellcasts: Is it possible to scale down the grey box that the text resides in, to stay proportional to it's parent Icon? If you scale down the Icons (or pulses), the grey boxes for text overflow out of them so it looks sort of weird.

Really nice job on the addon, it is really useful!
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Unread 04-12-08, 05:02 PM  
H0PE
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Appreciated the lot of work mate, thanks, getting awesom-o now!
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Unread 04-12-08, 05:20 PM  
Footrot
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Re: SpellCast Feature

Originally posted by compbry15
Hey Footrot,

Thanks for implementing the SpellCast feature. I know you threw it together so I am sure these are on your list, but I found a couple issues:

-It seems to be wierd when you click the Unlock feature to move the boxes. It seems as though you need to first have them be in one frame, then uncheck the one frame, then redo the Lock. Also the same thing with the Show Text ... Doesn't seem to affect anything until after you play around with the "One Frame" Checkbox.

-This may be possible after more fooling around, but it would be nice to be able to deactivate cooldowns, while keeping on the SpellCast. (My use of this addon would mainly be for the spellcast and the mana pots, I don't care enough about cooldowns themselves to track them, since my only CD's aren't mission critical to keep up)

-This seems to affect both cooldowns and spellcasts: Is it possible to scale down the grey box that the text resides in, to stay proportional to it's parent Icon? If you scale down the Icons (or pulses), the grey boxes for text overflow out of them so it looks sort of weird.

Really nice job on the addon, it is really useful!
Hey - thanks for the feedback. I'll address your issues one at time in easiest-to-hardest order...

Deactivate Cooldowns: Yes, I'll be adding this option, since GP has turned into something a bit more than it was originally intended. It has so many uses besides cooldowns, that the ability to switch CDs off would be good. Consider it done.

Text scaling: The text scaling fixes itself when you next log in, or reload the UI. I haven't put the scaling code behind the stuff that handles the resizing sliders is all. The next time you reloadui or restart, the text is fine. I'll double check to be sure, and maybe even put the scaling code in behind the config too.

Unlock: Can you explain this differently for me please? I'm not sure what you're getting at. I can quite happily start with a fresh toon and no config at all, switch Locked off and drag everything around. All the icons just start on top of each other is all. What don't I understand about what your saying here? Please forgive me - I'm a simple man.
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Unread 04-12-08, 09:12 PM  
compbry15
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Thanks for the reply. As for the first 2 responses, glad to hear it Sorry I am contributing to turning your mod into something it wasn't intended lol

As for the unlocking ... it was probably my own error lol. If I encounter it again I will try to post in more detail, but it is seeming to work fine now.

Thanks again for a great addon, it is extremely useful for those of us who heal intense situations, raid lead, and can't stare at our bars all the time
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Unread 04-12-08, 11:02 PM  
Footrot
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Originally posted by compbry15
Thanks for the reply. As for the first 2 responses, glad to hear it Sorry I am contributing to turning your mod into something it wasn't intended lol

As for the unlocking ... it was probably my own error lol. If I encounter it again I will try to post in more detail, but it is seeming to work fine now.

Thanks again for a great addon, it is extremely useful for those of us who heal intense situations, raid lead, and can't stare at our bars all the time
DOn't apologise mate. It's good to have feedback. Who cares if it's turning into something it wasn't intended to be? It's turning into something lots of people find useful, and that's what counts.
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Unread 04-14-08, 10:47 PM  
isler
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to display non-english words, such as chinese, the default font should be changed. I do it like this:
Common.lua, line 188
if(GetLocale() == "zhCN") then
f.anchorText:SetFont("Fonts\\ZYKai_T.TTF", ( 18 * size ) / 256 )
elseif(GetLocale() == "zhTW") then
f.anchorText:SetFont("Fonts\\bLEI00D.TTF", ( 18 * size ) / 256 )
else
f.anchorText:SetFont("Fonts\\ARIALN.TTF", ( 18 * size ) / 256 )
end

Core.lua, line 1758
if(GetLocale() == "zhCN") then
frame.anchorText:SetFont("Fonts\\ZYKai_T.TTF", ( 18 * size ) / 256 )
elseif(GetLocale() == "zhTW") then
frame.anchorText:SetFont("Fonts\\bLEI00D.TTF", ( 18 * size ) / 256 )
else
frame.anchorText:SetFont("Fonts\\ARIALN.TTF", ( 18 * size ) / 256 )
end

ZYKai_T.ttf and bLEI00D.ttf are the default font in use.

Or make the default font inherit "GameFontNormal"?
Last edited by isler : 04-14-08 at 10:50 PM.
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Unread 04-14-08, 11:12 PM  
Footrot
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Originally posted by isler
to display non-english words, such as chinese, the default font should be changed. I do it like this:
Common.lua, line 188
if(GetLocale() == "zhCN") then
f.anchorText:SetFont("Fonts\\ZYKai_T.TTF", ( 18 * size ) / 256 )
elseif(GetLocale() == "zhTW") then
f.anchorText:SetFont("Fonts\\bLEI00D.TTF", ( 18 * size ) / 256 )
else
f.anchorText:SetFont("Fonts\\ARIALN.TTF", ( 18 * size ) / 256 )
end

Core.lua, line 1758
if(GetLocale() == "zhCN") then
frame.anchorText:SetFont("Fonts\\ZYKai_T.TTF", ( 18 * size ) / 256 )
elseif(GetLocale() == "zhTW") then
frame.anchorText:SetFont("Fonts\\bLEI00D.TTF", ( 18 * size ) / 256 )
else
frame.anchorText:SetFont("Fonts\\ARIALN.TTF", ( 18 * size ) / 256 )
end

ZYKai_T.ttf and bLEI00D.ttf are the default font in use.

Or make the default font inherit "GameFontNormal"?
Thanks so much for pointing this out. If only I could use the language packs on the US-client. /sigh.

I will fix this for you in the next release. Much appreciated.
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Unread 04-15-08, 04:05 AM  
digmouse
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Besides font capability, I think make the text on the pulse customizable is a good idea, just like cooldowntimers2

EDIT: What about adding a resist pulse? such as feign death resist pulse for hunters.
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Last edited by digmouse : 04-15-08 at 06:45 AM.
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Unread 04-15-08, 01:51 PM  
Lurosara
A Kobold Labourer
 
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I'm having a minor issue with recent versions where, for certain abilities, I get the text with "<blah blah blah> is ready." but no big icon.

The main two abilities that I've noticed this happening with are:
"Farie Fire (Feral)" and "Mangle (Bear)"

It works as advertised for every other Buff/Cooldown/Ability that I use commonly, so my guess is that the extra parens are causing problems somewhere.

I tried looking through the code to see if I could figure out what was going on, but my grasp of the WoW APIs is rather rudimentary at this point. :/

Thanks for the addon by the way.
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Unread 04-15-08, 02:04 PM  
Footrot
A Defias Bandit
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Originally posted by Lurosara
I'm having a minor issue with recent versions where, for certain abilities, I get the text with "<blah blah blah> is ready." but no big icon.

The main two abilities that I've noticed this happening with are:
"Farie Fire (Feral)" and "Mangle (Bear)"

It works as advertised for every other Buff/Cooldown/Ability that I use commonly, so my guess is that the extra parens are causing problems somewhere.

I tried looking through the code to see if I could figure out what was going on, but my grasp of the WoW APIs is rather rudimentary at this point. :/

Thanks for the addon by the way.
I'll have a look in the next day or two on my druid and see what mangle does, to see if I can't get the same problem occurring. Thanks for the feedback.
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