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Plunderstorm (10.2.6)
Updated:04-15-24 04:06 PM
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Categories:Unit Mods, The Burning Crusade Classic, Classic - General, WOTLK Classic, Buff, Debuff, Spell, Casting Bars, Cooldowns, Combat Mods
10.2.6

IceHUD  Popular! (More than 5000 hits)

Version: v1.14.38
by: Parnic [More]

Feel free to Click here to lend your support! if you enjoy using IceHUD and feel generous.


Summary
IceHUD is a highly configurable and customizable HUD addon in the spirit of DHUD, MetaHUD, and others designed to keep your focus in the center of the screen where your character is.

What it is
Player and target health and mana bars, casting and mirror bars, pet health and mana bars, druid mana bar in forms, extensive target info, ToT display, and much more

Short feature list

  • Lots of different bar shapes and patterns to make the HUD look like you want
  • Class-specific modules such as combo point counters, Slice'n'dice timers, druid mana trackers, Eclipse bar, Holy Power monitoring, Warlock shard tracking, and more
  • Target-of-target bars, Crowd Control timers, Range Finders, Threat meters, and plenty of other helpful modules
  • Lots of DogTag-supported strings for extreme customizability (with the option to completely disable DogTag support for those that dislike the CPU toll that it takes)
  • Cast lag indicator (optional)
  • Alpha settings for in combat, target selected, etc.
  • Fully customizable bars and counters capable of tracking buff/debuff applications on any unit, spell/ability cooldowns, and the health/mana of any unit you specify. The custom health/mana bars will even work with crazy unit specifications like "focustargettargetfocustarget" if you want!
  • Highly configurable (can totally re-arrange all bars, change text display, etc.)

Slash commands
/icehud - opens the configuration UI to tweak any setting
/icehudCL - command-line access to tweak IceHUD settings (for use with macros, etc.)

Frequently Asked Questions

1. How do I hide the default Blizzard player, target unit frames and party unit frames?
Type /icehud, expand the "Module Settings" section, click "Player Health" or "Target Health," and check "Hide Blizzard Frame" and/or "Hide Blizzard Party Frame". (NOTE: before version 1.3.7, the player/target unitframes were hidden by default. Follow the same steps to enable them if desired)

2. How do I turn off click-targeting and menus on the player bar?
Type /icehud, expand the "Module Settings" section, click "Player Health," un-check "Allow click-targeting." Note that as of v1.3, there is now an option to allow click-targeting out of combat, but turn it off while in combat.

3. How do I hide the HUD or change its transparency based on combat, targeting, etc.?
Type /icehud, check the "Transparency Settings" section. Nearly any combination of states should be available for tweaking.

4. Even if the rest of the HUD is transparent, the health percentages seem to show up. Why?
Type /icehud, expand the "Module Settings" section, expand "Player Health," click "Text Settings," look for options about keeping the lower/upper text blocks alpha locked. If the text is alpha locked, it will not drop below 100%, otherwise it respects its bar's transparency setting. Player Health/Mana, Target Health/Mana, and pet bars should all have these options.

5. Is there any way to see combo points for Rogues and Druids or sunder applications for Warriors?
Yes, check the "Combo Points" and "Sunders" modules in the /icehud configuration panel. (Note that these modules may not show up if you're not of the appropriate class to see them. They should be present for their respective classes, however.)

6. What's this thing at the top of the player's cast bar and threat bar? It's darker than the rest of the bar. (and may be colored red)
That's the Cast Lag Indicator (or the aggro-pull warning for the Threat bar) that shows you when you can start casting a new spell and still be able to finish the current one (based on your lag to the server). You can disable this in the Player Cast Bar settings under the /icehud configuration screen.

7. Is there a bar that shows breath underwater and if so, how can I adjust it?
Yes, this is called the MirrorBarHandler in the module settings portion of the /icehud configuration. It's called that because it mirrors casting bar behavior, displays more than just breathing (fatigue is one example), and that's what Blizzard calls it. It can be moved/adjusted/resized/etc. as with any other module.

8. There's a long green bar that sometimes shows up below everything else. What is it?
That would be the TargetOfTarget module. That module is available for people who don't want the full ToT health/mana bars, but do want some sort of ToT representation on the screen. It's configurable through the /icehud module settings.

9. IceHUD needs a bar or counter for buff/debuff X!
Good news: as of v1.5, you can create as many bars and counters for any buffs or debuffs you want! Type /icehud, select one of the custom module types in the drop-down at the top of the settings page, and press the Create button. This will create a custom module and automatically select it in the list. It is highly recommend that you rename the bar as soon as possible to avoid any confusion later.

10. How do I turn off the resting/combat/PvP/etc. icons on the player or target?
Type /icehud, expand Module Settings, expand PlayerHealth (or TargetHealth for targets), click Icon Settings. You can control every aspect of the icons there including location, visibility, draw order, etc.

11. How do I turn off buffs/debuffs on the player's or target's bar?
Type /icehud, expand Module Settings, expand PlayerInfo (or TargetInfo for targets), select Buff Settings or Debuff Settings, and un-check "show buffs" (or "show debuffs").

12. How do I turn off these big huge bars that pulse whenever one of my abilities procs?
This isn't IceHUD - it's Blizzard's new Spell Alerts they added in 4.0.1. Interface options => Combat => "Show Spell Alerts" to turn them off or search for a mod to tweak their positioning/size/etc.

13. I don't like where some of the bars are placed. How do I put the health/mana on the left/right?
Type /icehud, expand Module Settings, expand whatever module you want to move (e.g. PlayerHealth, PlayerMana), and adjust the "Side" and "Offset" settings. "Side" controls whether it's on the left or the right and "Offset" controls how far from center it is.

14. Which module displays Monk Chi power?
Prior to v1.11.2, this module was called HarmonyPower. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. IceHUD v1.11.2 changed this module to be called Chi.

15. How do I add commas/periods into big numbers like health?
If you have DogTags enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc.

16. The countdown timers on buffs and debuffs completely obscure the icon. How do I disable the timer text?
IceHUD is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like OmniCC or CooldownCount will generally give you the same feature but allow you to control when, where, and how the text shows up.

17. When I rotate some modules 90 degrees, such as the castbar, the bar appears to wiggle up and down as it fills or empties. How do I fix this?
This is a side effect of the animation API that I'm co-opting to force a rotation without having to provide duplicates of every bar texture in the mod. Any bar moving sufficiently quickly and updating rapidly will cause this. IceHUD is intended to be a vertically-oriented mod, so the rotation feature is there for people who are willing to accept the side effects that come with it. My suggestion is to use one of the many horizontally-oriented bar mods out there if you're wanting horizontal bars. Quartz is a good castbar replacement that you can use and disable IceHUD's built-in castbar, for example.

18. How do I get rid of the bars that showed up beneath the player in the 7.0 patch?
Blizzard added a "Personal Resource Display" feature in the 7.0 game client. You can disable it in the Game options -> Interface -> Names -> Personal Resource Display.

19. Why is there no target castbar for Classic?
The Classic game client doesn't offer a reliable way to show castbars for anyone except the player. IceHUD doesn't support the type of inaccurate guessing at combat log details that would be required to get a semi-useful target castbar.

# Changelog

v1.14.38:

- Update TOCs

v1.14.37:

- Update LibRangeCheck version to address taint issues (wowace ticket #353)

v1.14.36:

- Really fix IceHUD stomping on other uses of the PowerBarContainer such as the Digging bar for the Archive event.

v1.14.35:

- Fix IceHUD stomping on other uses of the PowerBarContainer such as the Digging bar for the Archive event.

v1.14.34:

- Fix Vigor showing up sometimes when it shouldn't.

v1.14.33:

- Update TOC for Dragonflight to 10.2.5

v1.14.32:

- Enable GlobalCoolDown module in Classic Era 1.15.0+
- Enable tracking target buffs/debuffs in Classic Era 1.15.0+

v1.14.31:

- Fix nil concatenation error (wowace ticket #351)

v1.14.30:

- Update Classic-era TOC for 1.15.0
- Enable TargetCastBar module on Classic-era 1.15+

v1.14.29:

- Fix Stagger bar error for 10.2.0 (wowace ticket #348)

v1.14.28:

- Update TOC for Dragonflight to 10.2.0

v1.14.27:

- Update TOC for Dragonflight to 10.1.7

v1.14.26:

- Update TOC for classic-era to 1.14.4

v1.14.25:

- Fixed lua error that would appear when targetting webwrapped players in heroic alpha/beta titan rune dungeons.
- Added ability to adjust strata globally.

v1.14.24:

- Fixed an error when targeting a player and right-clicking a module that should show a menu in 10.1.5.

v1.14.23:

- Update Dragonflight TOC for 10.1.5

v1.14.22:

- Fixed reported issue with a Lua error on Wrath Classic clients. https://www.wowace.com/projects/ice-hud/issues/344
- Fixed Vigor module not working when riding Grotto Netherwing Drake (and theoretically all future Dragonriding mount types).
- Updated TOC for Wrath-Classic.

v1.14.21:

- Increased maximum scale/zoom to 400%, by request.
- Fixed TargetCC/FocusCC modules on Wrath Classic.
- Fixed disabled Buff/Debuff Watchers showing a static gray bar when set to When Missing or Always display modes.
- Fixed Buff/Debuff Watchers showing an empty bar when set to Missing mode. If the background was disabled, this looked like just a floating spell icon.
- Fixed spell icons sometimes not showing up for custom bars until the tracked spell had been cast once.

v1.14.20:

- Added Winding Slitherdrake as recognized for the Dragonriding Vigor module

v1.14.19:

- Updated TOCs for 10.1.0
- Added addon icon for 10.1.0 clients
- Fixed Dragonriding Vigor charges not showing up in 10.1.0
- Fixed Vigor not always updating correctly when loading into the game or a new zone

v1.14.18:

- Fixed Runic Power showing on a scale of 0-1000+ instead of 0-100+ with DogTags off
- Added option (enabled by default) to hide mod during cataloging.
- Fixed "Hide Blizzard Buffs" option on PlayerInfo causing errors and "?" icons when toggling off.
- Also hide Debuff frame if it exists (Dragonflight+) when enabling "Hide Blizzard Buffs" in the PlayerInfo module.

v1.14.17:

- Updated TOCs for 10.0.7

v1.14.16:

- Exposed the option in the Totems module to hide the Blizzard Totems frame or not, and changed the default value to not hide when on a version of the game that doesn't support right-clicking to destroy totems (any version after Wrath). This enables using the default Totems frame to cancel totems early.
- Fixed a reported error when playing Darkmoon Faire games.
- Added a few more Polymorph ranks to TargetCC for Classic. I'm sure there are more missing.

v1.14.15:

- Updated TOCs for 10.0.5

v1.14.14:

- Fixed PlayerAlternatePower bar showing up when it shouldn't have, such as when casting Power Word: Shield before ever having done anything to trigger a game-level "alternate power" event, such as mounting a Dragonriding mount.

v1.14.13:

- Fixed Vigor module hiding default Climbing, Film, etc. UIs. (wowace ticket #336)

v1.14.12:

- Added a module for showing Dragonriding Vigor points.

v1.14.11:

- Packaged a new version of LibDogTag-Unit to fix the Guild roster resetting its scroll position every 20 seconds.

v1.14.10:

- Fix an error in TargetTargetHealth/Mana and CustomHealth when Low Threshold Color was checked and Scale by Health % was un-checked.

v1.14.9:

- Fix Low Threshold to be usable even when Color By Health/Mana % is disabled. (ticket #334)

v1.14.8:

- Fix Color By Health % to work with Low Threshold Color option. Previously, if Low Threshold was set, the color was always either MaxHealth/MaxMana or MinHealth/MinMana, it would never be colored by health %. Now if both are set, it will scale by health % until it reaches the low threshold, at which point it will switch to the Min color.
- Fix Low Threshold color and flashing to work at the same percentage. Previously these were slightly different such that it would start flashing at 40% but not turn to the Min color until 39.9999%, for example.

v1.14.7:

- Add option to scale absorb bar by the unit's maximum health.

v1.14.6:

- Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
- Don't flash the castbar for instant-cast spells that the player didn't cast (such as internal quest spells).
- Add DruidEnergy module (disabled by default). This module will show the player's Energy level if they're a Druid and currently shapeshifted to a non-energy-using form (eligible forms are configurable by the user).

v1.14.5:

- Fix castbar flashing. There are controls on the player castbar module for flashing when a spell succeeds or fails, and separate controls for flashing when an instant cast completes. Those were broken, but now work again.
- Add "@" after the number when the Combo Points module is in Numeric mode, "Show Charged points" is enabled, and the current combo point is charged.
- Fix Charged point support in the ComboPointsBar module.

v1.14.4:

- Update TOC for 10.0.2

v1.14.3:

- Add Spell ID support for aura tracking.
- Add Evoker support.
- Add Empowered Casting (hold-to-cast levels) support.

v1.14.2:

- Fix CC and Invuln modules not showing immediately when they should.

v1.14.1:

- Fix Hide Party feature on pre-10.0 clients.

v1.14.0:

- 10.0 compatibility
- Renamed Anima Charged combo points to Charged, and removed specific references to Kyrian.
Optional Files (0)


Archived Files (87)
File Name
Version
Size
Author
Date
v1.14.37
1MB
Parnic
04-04-24 07:15 AM
v1.14.36
1MB
Parnic
02-10-24 02:51 PM
v1.14.35
1MB
Parnic
02-10-24 10:14 AM
v1.14.35-alpha1
1MB
Parnic
02-07-24 05:44 PM
v1.14.35-alpha1
1MB
Parnic
01-21-24 12:38 PM
v1.14.34
1MB
Parnic
01-19-24 09:04 AM
v1.14.33
1MB
Parnic
01-16-24 05:28 PM
v1.14.32
1MB
Parnic
01-07-24 02:52 PM
v1.14.31
1MB
Parnic
12-26-23 03:49 PM
v1.14.30
1MB
Parnic
12-10-23 07:00 PM
v1.14.29
1MB
Parnic
11-08-23 09:34 AM
v1.14.28
1MB
Parnic
11-07-23 04:37 PM
v1.14.27
1MB
Parnic
09-08-23 09:31 AM
v1.14.26
1MB
Parnic
08-23-23 01:39 PM
v1.14.25
1MB
Parnic
08-03-23 04:01 PM
v1.14.24
1MB
Parnic
07-17-23 02:15 AM
v1.14.23
1MB
Parnic
07-11-23 03:53 PM
v1.14.22
1MB
Parnic
07-05-23 12:35 PM
v1.14.22-alpha2
1MB
Parnic
07-04-23 09:20 AM
v1.14.22-alpha1
1MB
Parnic
06-05-23 09:34 PM
v1.14.21
1MB
Parnic
05-18-23 09:29 AM
v1.14.20
1MB
Parnic
05-11-23 09:26 AM
v1.14.19
1MB
Parnic
05-03-23 05:25 PM
v1.14.18
1MB
Parnic
04-05-23 07:18 AM
v1.14.18
1MB
Parnic
04-01-23 08:00 PM
v1.14.17
1MB
Parnic
04-01-23 02:34 PM
v1.14.16
1MB
Parnic
02-14-23 10:53 AM
v1.14.16-alpha1
1MB
Parnic
02-06-23 12:20 AM
v1.14.15
1MB
Parnic
01-25-23 01:42 PM
v1.14.14
1MB
Parnic
01-22-23 03:58 PM
v1.14.13
1MB
Parnic
01-21-23 08:43 PM
v1.14.12
1MB
Parnic
01-19-23 01:40 PM
v1.14.12-alpha1
1MB
Parnic
01-15-23 01:05 PM
v1.14.11
1MB
Parnic
01-13-23 09:36 AM
v1.14.10
1MB
Parnic
12-19-22 12:53 PM
v1.14.9
1MB
Parnic
12-13-22 08:49 PM
v1.14.8
1MB
Parnic
11-25-22 10:40 PM
v1.14.7
1MB
Parnic
11-23-22 10:39 PM
v1.14.0
1MB
Parnic
11-23-22 06:52 PM
v1.14.6
1MB
Parnic
11-20-22 11:08 AM
v1.14.5
1MB
Parnic
11-16-22 09:59 PM
v1.14.4
1MB
Parnic
11-15-22 10:17 AM
v1.14.3
1MB
Parnic
11-12-22 08:06 PM
v1.14.2
1MB
Parnic
10-31-22 10:38 PM
v1.14.1
1MB
Parnic
10-30-22 10:22 PM
v1.14.0
1MB
Parnic
10-30-22 08:26 AM
v1.14.0-alpha4
1MB
Parnic
10-29-22 04:26 PM
v1.14.0-alpha4
1MB
Parnic
10-28-22 09:50 PM
v1.14.0-alpha3
1MB
Parnic
10-28-22 07:50 AM
v1.14.0-alpha2
1MB
Parnic
10-27-22 12:36 PM
v1.14.0-alpha1
1MB
Parnic
10-27-22 07:04 AM
1.13.17.3
1MB
Parnic
10-04-22 09:44 PM
1.13.17.2
1MB
Parnic
09-20-22 01:29 PM
1.13.17.1
1MB
Parnic
09-19-22 09:23 AM
1.13.17
1MB
Parnic
09-18-22 10:39 PM
1.13.16
1MB
Parnic
09-02-22 01:37 PM
1.13.15
1MB
Parnic
08-31-22 06:15 PM
1.13.15-alpha2
1MB
Parnic
08-30-22 09:27 PM
1.13.15-alpha1
1MB
Parnic
08-30-22 09:07 PM
1.13.14.3
1MB
Parnic
06-06-22 08:04 AM
1.13.14.2
1MB
Parnic
06-05-22 10:31 PM
1.13.14.1
1MB
Parnic
06-01-22 03:28 PM
1.13.14
1MB
Parnic
06-01-22 07:33 AM
1.13.14-alpha1
1MB
Parnic
05-02-22 11:24 AM
1.13.13
1MB
Parnic
03-28-22 09:32 AM
1.13.13-alpha1
1MB
Parnic
03-24-22 11:25 AM
1.13.12
1MB
Parnic
03-22-22 10:18 PM
1.13.12-alpha1
1MB
Parnic
03-22-22 03:03 PM
1.13.11
1MB
Parnic
01-28-22 11:23 AM
1.13.10
1MB
Parnic
11-11-21 01:02 PM
1.13.9
1MB
Parnic
10-14-21 06:57 PM
1.13.9-alpha1
1MB
Parnic
10-12-21 08:24 PM
1.13.8.1
1MB
Parnic
09-10-21 01:10 PM
1.13.8
1MB
Parnic
09-05-21 08:37 AM
1.13.7
1MB
Parnic
07-19-21 11:54 AM
1.13.6
1MB
Parnic
06-29-21 07:15 AM
1.13.5
1MB
Parnic
06-26-21 01:23 PM
1.13.5-alpha3
1MB
Parnic
05-21-21 06:43 AM
1.13.5-alpha3
1MB
Parnic
05-21-21 06:33 AM
1.13.5-alpha2
1MB
Parnic
05-20-21 07:51 PM
1.13.5-alpha1
1MB
Parnic
05-09-21 04:13 PM
1.13.5-alpha1
1MB
Parnic
05-09-21 04:05 PM
1.13.5-alpha1
1MB
Parnic
05-09-21 11:07 AM
1.13.4
1MB
Parnic
04-25-21 09:55 PM
1.13.4-alpha1
1MB
Parnic
04-13-21 08:34 PM
1.13.3
1MB
Parnic
03-22-21 08:45 PM
1.13.3-alpha1
1MB
Parnic
03-21-21 10:24 AM


Post A Reply Comment Options
Unread 09-16-09, 06:06 AM  
AnrDaemon
A Chromatic Dragonspawn
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Forum posts: 156
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Originally posted by Seyss
I disabled Dogtags since it had no explanation of what it does and it uses CPU!
What does it do exactly?
It is a library to gather and format, eh, dogtags...
Everything you see on screen cost some CPU cycles.
I've enabled it and deleted all tags ^_^ now I have clean interface as I want it to be...
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Unread 09-16-09, 07:26 PM  
Xanieladas
A Kobold Labourer
 
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I edited my ComboPoints.lua, lines 304 - 320, as follows, such that I could have the first three points in red, the fourth in yellow, and the fifth in green, similar to what dhud used to do. Any chance of this sort of functionality getting built into a future release?

Code:
if (self.moduleSettings.gradient) then
	if (i <=3) then
		r = 1
		g = 0
		b = 0	
	end
	if (i == 4) then
		r = 1
		g = 0.6
		b = 0
	end
	if (i == 5) then
		r = 0
		g = 1
		b = 0
	end			
end
Thanks for a great addon,
Xan
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Unread 09-16-09, 07:40 PM  
Parnic
A Murloc Raider
 
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Originally posted by Xanieladas
I edited my ComboPoints.lua, lines 304 - 320, as follows, such that I could have the first three points in red, the fourth in yellow, and the fifth in green, similar to what dhud used to do. Any chance of this sort of functionality getting built into a future release?

Code:
if (self.moduleSettings.gradient) then
	if (i <=3) then
		r = 1
		g = 0
		b = 0	
	end
	if (i == 4) then
		r = 1
		g = 0.6
		b = 0
	end
	if (i == 5) then
		r = 0
		g = 1
		b = 0
	end			
end
Thanks for a great addon,
Xan
Well that's not exactly a gradient any more at that point. If I implemented this feature, it would be a new option for how to colorize the points instead of changing 3-year-old behavior .
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Unread 09-16-09, 10:54 PM  
Xanieladas
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Oh I wouldn't suggest you change the behaviour of an existing option that many users may like in its current state. I just wanted to throw this out there and see if anyone else had any use for it.

Writing it into the gradient section was just my (admittedly dirty) way of getting the functionality I wanted without more major effort.
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Unread 10-03-09, 03:16 PM  
Zulmir
A Kobold Labourer

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Is it possible, using IceHUD, to have a "reverse" cooldown bar? Rather than slowly emptying, I would like a bar to "fill up" as the cooldown runs out, and start flashing once it's full.

For certain spells I find that more intuitive (ex., flashing orange bar = Combustion is ready, flashing blue bar = Icy Veins is ready, etc.).

Also, is it possible to have bars whose timing is not connected to any particular spell? For example, I would include a script command in a macro telling IceHUD to start "MyCooldown01", and it would then create a bar that would take X seconds to fill up (defined in MyCooldown01's properties, in IceHUD). Whenever that script command was issued, the bar would start from 0% (or from 100%) again.
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Unread 10-03-09, 05:05 PM  
Parnic
A Murloc Raider
 
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Originally posted by Zulmir
Is it possible, using IceHUD, to have a "reverse" cooldown bar? Rather than slowly emptying, I would like a bar to "fill up" as the cooldown runs out, and start flashing once it's full.

For certain spells I find that more intuitive (ex., flashing orange bar = Combustion is ready, flashing blue bar = Icy Veins is ready, etc.).

Also, is it possible to have bars whose timing is not connected to any particular spell? For example, I would include a script command in a macro telling IceHUD to start "MyCooldown01", and it would then create a bar that would take X seconds to fill up (defined in MyCooldown01's properties, in IceHUD). Whenever that script command was issued, the bar would start from 0% (or from 100%) again.
Neither of those things is possible right now, but they're both good ideas. I'll put them on the wish list.
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Unread 10-03-09, 07:28 PM  
AnrDaemon
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Originally posted by Zulmir
Also, is it possible to have bars whose timing is not connected to any particular spell? For example, I would include a script command in a macro telling IceHUD to start "MyCooldown01", and it would then create a bar that would take X seconds to fill up (defined in MyCooldown01's properties, in IceHUD). Whenever that script command was issued, the bar would start from 0% (or from 100%) again.
If you have any Ace'd addon, you already have a number of /sw (stopwatch) commands.
/sw &lt;number> | play | stop | pause | reset
Also "/in &lt;seconds> /do smth..."
Could be helpful sometimes...
Last edited by AnrDaemon : 10-03-09 at 07:29 PM.
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Unread 10-03-09, 07:33 PM  
Parnic
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Originally posted by AnrDaemon
If you have any Ace'd addon, you already have a number of /sw (stopwatch) commands.
/sw <number> | play | stop | pause | reset
Also "/in <seconds> /do smth..."
Could be helpful sometimes...
Doesn't help very much when you can't script the HUD to do something via console command. That's what he was requesting that I add.
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Unread 10-03-09, 07:36 PM  
AnrDaemon
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Originally posted by Parnic
Doesn't help very much when you can't script the HUD to do something via console command. That's what he was requesting that I add.
You're indeed right.
I just pointed out something that is not widely known, but could be handy under certain circumstances...
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Unread 10-04-09, 05:39 PM  
Zulmir
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Thumbs up Another suggestion and a possible bug

Originally posted by Parnic
Neither of those things is possible right now, but they're both good ideas. I'll put them on the wish list.
Glad you liked the ideas. I would expand the first one by suggesting something similar to the DK rune display (a "pie" display instead of a bar, that fills up like a clock and starts flashing when the spell is ready to be cast). I think this would be perfect for on-use trinkets or self-buffs with long cooldowns in general (combustion, avenging wrath, killing spree, etc.). It would take up less space than a full bar and could be easily colour-customised by the user.

Another question / suggestion: Is there any way to save / load / share a specific IceHUD configuration (ex., after I set up my paladin HUD, can I save it to a file and send it to a friend, or make it available at a website?).

Finally, I'd like to report a strange bug. In my "colours" panel, half the colours displayed in the little squares are white. The colours do appear correctly on the HUD's bars, and also appear correctly when i double-click on the squares (to edit the colour), so the problem would seem to be related to the part of IceHUD that draws the little coloured squares.

Note: I am using a separate profile for each character; I think this did not happen with the "default" profile, but maybe I just didn't notice it.
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Unread 10-04-09, 09:32 PM  
Parnic
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Re: Another suggestion and a possible bug

Originally posted by Zulmir
Another question / suggestion: Is there any way to save / load / share a specific IceHUD configuration (ex., after I set up my paladin HUD, can I save it to a file and send it to a friend, or make it available at a website?).
Create a profile in the /icehud configuration panel, set it up the way you want, then extract that profile from your WTF\Account\[your account]\SavedVariables\IceHUD.lua file. It's a bit of work, but you can do it.

Originally posted by Zulmir
Finally, I'd like to report a strange bug. In my "colours" panel, half the colours displayed in the little squares are white. The colours do appear correctly on the HUD's bars, and also appear correctly when i double-click on the squares (to edit the colour), so the problem would seem to be related to the part of IceHUD that draws the little coloured squares.
I've seen this as well, but I don't know what can be done about it. Everything I'm using is built into the Ace2 libraries. My guess is that they're just no longer maintained now that Ace3 has been out for a long time. I'm guessing the only reasonable fix is to upgrade to Ace3 which is a *lot* of work for IceHUD.
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Unread 10-04-09, 10:11 PM  
Zulmir
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Re: Re: Another suggestion and a possible bug

Originally posted by Parnic
Create a profile in the /icehud configuration panel, set it up the way you want, then extract that profile from your WTF\Account\[your account]\SavedVariables\IceHUD.lua file. It's a bit of work, but you can do it.
Yes, doable, but not very practical in terms of sharing it with other people. You should consider (if technically possible - I'm not sure what file access restrictions WoW add-ons have) adding a profile import / export option (ex., that exports only the relevant section of the LUA file, and changes the char name and realm on import). This would make it possible to have preset configurations for the various classes and roles, and people could simply switch to one of the ready-made profiles. Maybe even have multiple user-submitted setups for the same class and role.

Originally posted by Parnic
My guess is that they're just no longer maintained now that Ace3 has been out for a long time. [/b]
I see. Just a minor problem, anyway. BTW, I've also noticed the text tags on bars moving out of their position (ex., being rendered 4 or 5 pixels to the right or to the left), and then jumping to their "official" position when the bar is refreshed (because its associated spell was cast, for example). Is this a know problem (possibly with Dog Tags)?
Last edited by Zulmir : 10-04-09 at 10:13 PM.
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Unread 10-04-09, 10:13 PM  
Parnic
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Re: Re: Re: Another suggestion and a possible bug

Originally posted by Zulmir
Yes, doable, but not very practical in terms of sharing it with other people. You should consider (if possible) adding a profile import / export option (ex., that exports only the relevant section of the LUA file, and changes the char name and realm on import). This would make it possible to have preset configurations for the various classes and roles, and people could simply switch to one of the ready-made profiles. Maybe even have multiple user-submitted setups for the same class and role.
Yeah, like I said, it's not easy. I unfortunately don't have time for this kind of feature, but it definitely would be useful.



Originally posted by Zulmir
I see. Just a minor problem, anyway. BTW, I've also noticed the text tags on bars moving out of their position (ex., being rendered 4 or 5 pixels to the right or to the left), and then jumping to their "official" position when the bar is refreshed (because its associated spell was cast, for example). Is this a know problem (possibly with Dog Tags)?
I haven't ever seen this.
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Unread 10-05-09, 07:25 AM  
Zulmir
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Re: Re: Re: Re: Another suggestion and a possible bug

Originally posted by Parnic
I haven't ever seen this.
This seems to happen (only?) on bars that are scaled (i.e., not 1.0 scale). Here's one of the bars whose tag sometimes jumps a few pixels (in this case to the right):

Code:
["Icy Veins CD"] = {
 ["shouldAnimate"] = false,
 ["lockUpperTextAlpha"] = false,
 ["lockLowerTextAlpha"] = false,
 ["lockLowerFontAlpha"] = false,
 ["hideAnimationSettings"] = true,
 ["desiredLerpTime"] = 0,
 ["enabled"] = true,
 ["usesDogTagStrings"] = false,
 ["scaleManaColor"] = true,
 ["barColor"] = {
 	["a"] = 1,
 	["r"] = 0,
 	["g"] = 0.4313725490196079,
 	["b"] = 0.8901960784313725,
 },
 ["customBarType"] = "CD",
 ["upperText"] = "V",
 ["lowerText"] = "",
 ["forceJustifyText"] = "RIGHT",
 ["isCustomBar"] = false,
 ["lowThresholdFlash"] = true,
 ["textVerticalOffset"] = 0,
 ["displayWhenEmpty"] = true,
 ["myTagVersion"] = 3,
 ["alwaysFullAlpha"] = false,
 ["cooldownTimerDisplay"] = "none",
 ["barVerticalOffset"] = 33,
 ["scale"] = 0.75,
 ["side"] = "LEFT",
 ["lowThreshold"] = 0.1,
 ["offset"] = 8,
 ["textHorizontalOffset"] = -8,
 ["widthModifier"] = 0,
 ["shouldUseOverride"] = true,
 ["textVisible"] = {
 	["upper"] = true,
 	["lower"] = true,
 },
 ["barVisible"] = {
 	["bg"] = false,
 	["bar"] = true,
 },
 ["lowerTextVisible"] = false,
 ["lowThresholdColor"] = false,
 ["cooldownToTrack"] = "Icy Veins",
 ["barFontSize"] = 14,
 ["scaleHealthColor"] = true,
 ["barTextureOverride"] = "RivetBar",
}
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Unread 10-10-09, 07:45 PM  
AnrDaemon
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When newly invited player is in a Vehicle (specifically it was Etymidian)

Code:
Date: 2009-10-10 23:41:37 
ID: 1 
Error occured in: Global 
Count: 1 
Message: ..\AddOns\XPerl\XPerl.lua line 107: 
table index is nil 
Debug: 
(tail call): ? 
[C]: ? 
XPerl\XPerl.lua:107: 
XPerl\XPerl.lua:100 
XPerl\XPerl_Init.lua:303: 
XPerl\XPerl_Init.lua:172 
XPerl\XPerl_Init.lua:364: 
XPerl\XPerl_Init.lua:358 
XPerl\XPerl_Init.lua:409: 
XPerl\XPerl_Init.lua:408 
[C]: SetUnitBuff() 
IceHUD\modules\TargetInfo.lua:1314: BuffOnEnter() 
IceHUD\modules\TargetInfo.lua:961: 
IceHUD\modules\TargetInfo.lua:961 
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