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ScudRune  Popular! (More than 5000 hits)
Version: 1.2.5
by: Scudmarx [More]
- Hooks rune refreshes into various frames.
- Allows convenient but unintrusive updating of rune availability.
- Optional Runic Power bar.

Should use ScudLight to Load Manage this addon.
1.2.5 - Fixed some RP Bar bugs.

1.2.4 - Added MaxRP check so the bar doesn't look weird if specced in RPM.

1.2.3 - Added 40% RP-bar colour change. Adjusted colours.

1.2.2 - Fixed ugly wrapping at extreme icon sizes.

1.2.1 - Workaround for bug where RP bar wouldn't quite disappear when empty.

1.2.0 - Added an optional runic power bar (default hidden). Prettied up options menu.

1.1.2 - Fixed a bug with Floating Combat Text display style.

1.1.1 - Now displays on rune type changes as well. (lol)

1.1.0 - Custom frame is now movable, icon textures updated.

1.0.0 - First release version. No material changes from 0.4.0.

0.4.0 - Default frame is now a task-specific one. Also, displaying runes as they pop is now an optional feature, defaulting to off.

0.3.6 - More minor rejiggery.

0.3.4 - Message location now configurable.

0.3.3 - Minor technical rejigging, should load variables more reliably.

0.3.2 - Options to change icon size and hide the blizzard rune frame (default off).

0.3.1 - Option to use icons or letters now in configuration menu.

0.3.0 - Changed the activated rune message to obey the settings under combat text. Changed the 'full' message to display as a Raid Warning, and in the order displayed in the unit frame (BBFFUU, silly Blizz...). Changed both messages to display icons instead of letters. Changed the frost font colour (not that you'd notice now it's an icon).

0.2.0 - More likely to detect rune types correctly. Should not throw errors if no FloatingCombatTexts active.
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Archived Files (6)
File Name
Version
Size
Author
Date
1.2.4
4kB
Scudmarx
12-07-08 09:39 AM
1.2.3
4kB
Scudmarx
11-18-08 08:29 PM
1.2.2
4kB
Scudmarx
11-18-08 01:34 PM
1.2.1
4kB
Scudmarx
11-18-08 04:43 AM
1.2.0
4kB
Scudmarx
11-18-08 12:49 AM
1.1.2
3kB
Scudmarx
11-14-08 03:49 PM


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Old 11-25-08, 10:20 AM  
Scudmarx
A Defias Bandit
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Originally posted by AnrDaemon
Unfortunately, it is as it is, and when you CHANGING STATE (mounting, dismounting, using heartstone, entering instance... you got it I think), all related events are re-fired. And you SHOULD watch for them if you want your addon to work properly.
Make internal table, store events related to your one, pupulate it with TRUE's whenever related event triggered, and every time you've caught your own event, go, chack and clear related table. If anything was there, just fall out, if table was empty - process the event as normal.
I don't disagree that it would be a better addon if it didn't fire at those odd times, it's just that this behaviour isn't fatal, it's but a minor nuisance. I could sort it out by keeping tables of possible mis-triggers and running through them every time the event fires (and if I understood your suggestion correctly, several other events as well). This would add non-trivial memory and cpu work, which I don't think is justified to fix such a minor oddity, and I'll go out on a limb and say would probably add more bugs than it would solve. Think of them as reminders! In brief, sorry, I can't be bothered to solve this bug :P.

Aside, back to Feldoth's report about the RP bar sometimes not vanishing, I have been waiting to see if it happened to me and if I could reproduce it to find out the cause. It happened to me once, so I've at least confirmed the bug. But I couldn't *make* it happen, or work out why it had done. Major UI-lag is about all I can come up with that could be the cause, causing it to miss its checks for more than 5 seconds in a row.
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Old 11-23-08, 07:07 PM  
AnrDaemon
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Unfortunately, it is as it is, and when you CHANGING STATE (mounting, dismounting, using heartstone, entering instance... you got it I think), all related events are re-fired. And you SHOULD watch for them if you want your addon to work properly.
Make internal table, store events related to your one, pupulate it with TRUE's whenever related event triggered, and every time you've caught your own event, go, chack and clear related table. If anything was there, just fall out, if table was empty - process the event as normal.
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Old 11-20-08, 06:06 AM  
Scudmarx
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Originally posted by Feldoth
I can do without those, but something that is bugging me is that if you have runic power when changing zones (such as exiting a BG) the bar fails to update until you use something that generates RP. Also the runes seem to appear at odd times (such as mounting) and sometimes totally fail to disappear out of combat (often they show up, fade, then instantly reappear). Annoying, but nothing serious.
Let me take the second bit first 'cos it's simpler. The runes appear whenever your client fires an event which says that either a rune has been activated or deactivated, or one has changed type. Unfortunately, for whatever reason, Blizz has made the WoW client fire those events at seemingly random times as well, such as when mounting up. To make the runes not display at those times would mean either checking to see whether one of those things was happening, or doing something like never displaying runes when not in combat. The second one of those would I think be detrimental, since there are times out of combat you still use runes, and the first would take a lot of problem solving and finding when all those seemingly random things are firing. And ultimately would make this mod much bigger and slower. The problem is really one that Blizz need to fix, I'm ashamed to say, since it sounds like I'm shirking.

The RP not refreshing over a load is odd. When your UI reloads, the bar should start off hidden, and it is set to update itself whenever your RP changes. For it to be stuck on non-0 would mean that you would have to have had some RP and then gone to no RP without your RP changing, and without your UI reloading. Which obviously makes no sense. I shall investigate. By the way, if you are using the first version I upped, 1.2.0 or so, there was a bug at that point where the bar would sometimes get stuck at 1RP because it read your RP wrong when your RP changed to 0. I fixed that fairly quickly, but it could be causing this error if you have that version (or my 'fix' wasn't good enough).

Thanks for helping me get this working nicely, it's much appreciated.
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Old 11-19-08, 09:49 PM  
Feldoth
An Aku'mai Servant

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Originally posted by Scudmarx
It didn't change at 40% because I just plain forgot how to count and skipped 40. Aren't I great? >.< Thanks for catching my stupidity. It does in 1.2.3.

Changing the colours in the options menu isn't something I'm eager to do. Changing on Sudden Doom procs is something I really don't want to do, it starts leading it away from being a Rune addon and into something bigger, and I'd rather let other addons do that sort of thing. An RP bar was appropriate to add; proc watching, less so. You are of course welcome to try to convince me otherwise hehe.
I can do without those, but something that is bugging me is that if you have runic power when changing zones (such as exiting a BG) the bar fails to update until you use something that generates RP. Also the runes seem to appear at odd times (such as mounting) and sometimes totally fail to disappear out of combat (often they show up, fade, then instantly reappear). Annoying, but nothing serious.
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Old 11-18-08, 08:33 PM  
Scudmarx
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Originally posted by Feldoth
Great change, but I notice that the bar color doesnt change between 20 and 40 (skips from 20 to 60). I put my own in for now but you might want to look into that. I used SetBackdropColor(0, 0.7, 0.7, 0.8) (teal) for the 20-40 and your 20-60 color for 40-60. The changing colors in general though were a great idea though.

Also in a future version would it be possible to have the color change when Sudden Doom is active? It would also be nice, but not required by any means if we could configure the colors for the runic power bar from the options.
It didn't change at 40% because I just plain forgot how to count and skipped 40. Aren't I great? >.< Thanks for catching my stupidity. It does in 1.2.3.

Changing the colours in the options menu isn't something I'm eager to do. Changing on Sudden Doom procs is something I really don't want to do, it starts leading it away from being a Rune addon and into something bigger, and I'd rather let other addons do that sort of thing. An RP bar was appropriate to add; proc watching, less so. You are of course welcome to try to convince me otherwise hehe.
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Old 11-18-08, 02:53 PM  
Feldoth
An Aku'mai Servant

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Great change, but I notice that the bar color doesnt change between 20 and 40 (skips from 20 to 60). I put my own in for now but you might want to look into that. I used SetBackdropColor(0, 0.7, 0.7, 0.8) (teal) for the 20-40 and your 20-60 color for 40-60. The changing colors in general though were a great idea though.

Also in a future version would it be possible to have the color change when Sudden Doom is active? It would also be nice, but not required by any means if we could configure the colors for the runic power bar from the options.
Last edited by Feldoth : 11-18-08 at 02:58 PM.
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Old 11-18-08, 01:35 PM  
Scudmarx
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Re: OK.

Further to what I just said, it definitely wasn't you, I guess I had foolishly never tested at large icon sizes. This is now working fine for me in the latest version (1.2.2). Thanks for making me sort this out. The RP bar and the text all fits in properly now. For me at least.
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Old 11-18-08, 12:09 PM  
Scudmarx
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Re: OK.

Originally posted by metalchoir
Hmm.. I got it.
In my case, The 6th Rune Icon is out of "ScudRuneDisplayFrame"
After I change the number, All buttons are in position.
well... Just my case

ps. I took the hint from your code. lua 206th line
ScudRuneDisplayFrame:SetWidth(ScudRuneData["IconSize"]*7);
Ah, well spotted. The problem with writing these things progressively like I do is that some things just seem to appear in old code that make no sense given later changes. This is one of them. That "* 7" line is redundant since that function is only called before the "*6" line is called. I've removed it in my build, but I won't bother upping such an inconsequential change. It'll go up when I make an actual change. Thanks for the heads up!

I'm not happy that it's 'just your case', I'll see if I can make it do it on mine too, and if I can, will up the solved version. I'm not going to be surprised if that means changing that line to "*7" . Thanks!
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Old 11-18-08, 05:22 AM  
metalchoir
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OK.

Hmm.. I got it.
In my case, The 6th Rune Icon is out of "ScudRuneDisplayFrame"
After I change the number, All buttons are in position.
well... Just my case

ps. I took the hint from your code. lua 206th line
ScudRuneDisplayFrame:SetWidth(ScudRuneData["IconSize"]*7);
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Old 11-18-08, 04:46 AM  
Scudmarx
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Re: Suggestion

Originally posted by metalchoir
Hello. I found a bug(maybe...)
In my thinking, You had better edit ScudRune.lua 170th line.

ScudRuneDisplayFrame:SetWidth(ScudRuneData["IconSize"] * 6);

The Number 6 is point. It must be 7. so...

ScudRuneDisplayFrame:SetWidth(ScudRuneData["IconSize"] * 7);
It's correct. Am I right?
This line sets the width of the rune display box to be wide enough to hold 6 runes. There is no padding in the message it shows or the box itself, so no need to have any more width than the 6 runes themselves. Has it been wrapping lines on you or something?
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Old 11-18-08, 03:43 AM  
metalchoir
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Suggestion

Hello. I found a bug(maybe...)
In my thinking, You had better edit ScudRune.lua 170th line.

ScudRuneDisplayFrame:SetWidth(ScudRuneData["IconSize"] * 6);

The Number 6 is point. It must be 7. so...

ScudRuneDisplayFrame:SetWidth(ScudRuneData["IconSize"] * 7);
It's correct. Am I right?
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Old 11-18-08, 12:58 AM  
Scudmarx
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RP Bar

Version 1.2.0 which I just this second upped contains a Runic Power bar. It is hidden by default; you can turn it on from the options menu as usual.

The bar is stuck to the bottom of the rune display and should take up as little of your time and your UI as it needs to. It changes colour every 20RP since most abilities cost some multiple of that.

I have tested it briefly, but I won't be very surprised if there are bugs under anything but the most basic circumstances. Please let me know!

Feedback about the appearance / functionality / anything, always warmly welcomed.

Enjoy!
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Old 11-17-08, 10:15 AM  
Feldoth
An Aku'mai Servant

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Originally posted by Scudmarx
Thank you for the exceptionally kind feedback. I am trying to think of a way of displaying runic power in a way that fits in with the current rune display, and will take up the minimum amount of real estate. I'm toying with either a small thin bar beneath the runes, or just a number alongside them. I'm a bit busy levelling at the moment, but I'll see if I can get one out some time this week with some RP info.
Might I suggest both? Combined with the option to toggle either on/off would be excellent. I personally hate numbered displays and find judging size differences far simpler than reading a display, but I know many people find the opposite true (I'm convinced it has to do with how your brain is hard-wired >_<).

I appreciate your work on this, just what you've currently put out has vastly improved my experience with my new Death Knight.
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Old 11-16-08, 10:32 PM  
Scudmarx
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Originally posted by Feldoth
Hi, let me add to the requests for a runic power bar - I love the very minimalistic nature of this mod but I find myself trying other rune mods just to get a runic power meter (so far, they are all far to visually intensive). Might I suggest that you add the functionality but give people the option to turn it off in the options. All it needs to be a simple bar above or below the runes, visually it would only need to be a bit thicker than the Quartz swing meter (if your familiar with that). Optionally it could change colors if you got a Sudden Doom proc (not needed, but wouldnt hurt).

Either way, thanks for making the best rune display out there!
Thank you for the exceptionally kind feedback. I am trying to think of a way of displaying runic power in a way that fits in with the current rune display, and will take up the minimum amount of real estate. I'm toying with either a small thin bar beneath the runes, or just a number alongside them. I'm a bit busy levelling at the moment, but I'll see if I can get one out some time this week with some RP info.
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Old 11-16-08, 05:49 PM  
Feldoth
An Aku'mai Servant

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Originally posted by Scudmarx
There isn't at the moment, this is mainly because I've not found it be urgent information - I know I start on 0, I know I'm not going to use any for the first 5s or so, and I know I'm going to 'have enough' thereafter. If I'm saving up something big like a DRW I can afford to glance over at my unit-frame in the top left.

My thinking about things like this are "if it doesn't make it better then it makes it worse", and I don't really feel like a RP bar would make the addon better. I've never thought 'man, I really need to know exactly how much RP I have at all times' in the same way that knowing what runes are active is important.

If there is demand for a RP bar I can probably sling one into it, but I have a suspicion most people feel the same way about it as I do.

And you are more than welcome for the addon, thank you for your feedback!
Hi, let me add to the requests for a runic power bar - I love the very minimalistic nature of this mod but I find myself trying other rune mods just to get a runic power meter (so far, they are all far to visually intensive). Might I suggest that you add the functionality but give people the option to turn it off in the options. All it needs to be a simple bar above or below the runes, visually it would only need to be a bit thicker than the Quartz swing meter (if your familiar with that). Optionally it could change colors if you got a Sudden Doom proc (not needed, but wouldnt hurt).

Either way, thanks for making the best rune display out there!
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