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Warlords of Draenor (6.0)
Updated:09-27-14 02:15 PM
Created:08-05-14 02:06 PM
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Discord Unit Frames WoD Beta  Updated this week!
Version: 6.0.0 Beta 7
by: Fizzlemizz [More]
Discord Unit Frames test version for Warlords of Draenor Beta and PTR.

Beta 7 - Updated for change in Monk harmony bar.

Updated to reflect the current live version

If you need information on how to configure or use Discord Unit Frames, the information can be found at the default DUF page here.

Please leave comments and bug reports for the Warlords beta and 6.0 PTR only in the comments section here.
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6.0.0 Beta 6
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Fizzlemizz
09-13-14 03:21 PM
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Fizzlemizz
09-11-14 10:24 PM
6.0.0 Beta 4
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Fizzlemizz
09-08-14 01:21 PM
6.0.0 Beta 2
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Fizzlemizz
08-11-14 11:58 PM


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Unread 09-29-14, 12:52 PM  
Fizzlemizz
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Me and my big mouth

Edit: Depending on the time between 6.0 going live and WoD being released I will try add this and the QuestBoss icon.

Edit2: I'll upload a new beta (WoD/PTR only, I won't be back porting changes to live at this stage) with these inclusions tomorrow if they still seem to work as intentioned.

Testing: I will need feedback on the phase icon and $ph text variable as to working as expected (not to mention the texture itself (phase of the moon??)).

Originally Posted by Prindarla
Can we have both?
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Unread 09-29-14, 12:30 PM  
Prindarla
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Originally Posted by Fizzlemizz
It is possible but it will most likely be a post WoD update. I'm not sure how to present the information yet, icon or text variable or ... .

Originally Posted by Prindarla
Been meaning to ask if there is any way to get an indicator for out of phase party members?
Can we have both?
Phased Icon should fit nicely with the 'status icon' but it would be nice to have something for the text fields.
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Unread 09-29-14, 11:21 AM  
Fizzlemizz
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I don't know off hand if there is anything in the API that will give that information. I'll rumage around and see.

Edit: Well, that didn't take long. It is possible but it will most likely be a post WoD update (once I'm back to maintaining one version of each addon). I'm not sure how to present the information yet, icon or text variable or ... .

Originally Posted by Prindarla
Been meaning to ask if there is any way to get an indicator for out of phase party members?
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Last edited by Fizzlemizz : 09-29-14 at 11:37 AM.
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Unread 09-29-14, 11:18 AM  
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Once the option window closes, the OnUpdate script that hosts the timer is killed off. The list is subject to the the same OnEnter/OnLeave vaguaries that effects (well, doesn't effect) flyouts on occasion. I'll see if I can "beef it up" a bit.

Originally Posted by Prindarla
It doesn't always close for me, I've even had it sitting on screen after the options window has closed which is slightly irritating as it stays there till you open the options screen again and click something on the list.
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Unread 09-29-14, 10:59 AM  
Prindarla
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Been meaning to ask if there is any way to get an indicator for out of phase party members?
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Unread 09-29-14, 01:58 AM  
Prindarla
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The droplist will also automatically close after a set amount of time (a secondish) so long as the options window stays open. The timeout is dependant on the mouse not being over the list (it's not perfect but does work... eventually).
It doesn't always close for me, I've even had it sitting on screen after the options window has closed which is slightly irritating as it stays there till you open the options screen again and click something on the list.
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Unread 09-28-14, 05:58 PM  
Fizzlemizz
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When anchoring, attach frames are given a default "unit" prefix so each units frames can only anchor to other frames that are part of that unit (clear as mud?). This being the case, to avoid errors, the anchor list table can (should) only include attach frames that are common to all units. Anchors (Attach Frames) that are not common are a bug.

The anchor droplist (well, all of them) moves up/down so it doesn't have any options going out of screen off the top or bottom. If your screen is tall enough and you move the DUF options window to the top of the screen, the droplist will anchor to the bottom of the entry like a normal droplist (the downside of having so many attach frames). I'll have a look and see if something can be done to better avoid the overlap.

The droplist will also automatically close after a set amount of time (a secondish) so long as the options window stays open. The timeout is dependant on the mouse not being over the list (it's not perfect but does work... eventually). I'll see if I can get it better.

Edit: Depending on your eyes, you can also decrease the size of the options window under "Misc. Options"/"Options Window Scale" so things like the anchor list fit better on your screen.

Originally Posted by Prindarla
Not an error this time
on the target frame there is no option to anchor relative to combo points or anticipation points.

Ok maybe a small one,
if you open the attach frame box the popup covers the box so you can't see what is already in it and doesn't always close with the options frame if you don't click anything. Maybe highlight the current setting or move the list to the right a bit.
(open the options frame where the list doesn't fit below the attach frame box)
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Last edited by Fizzlemizz : 09-29-14 at 12:41 AM.
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Unread 09-28-14, 05:23 PM  
Prindarla
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Not an error this time
on the target frame there is no option to anchor relative to combo points or anticipation points.

Ok maybe a small one,
if you open the attach frame box the popup covers the box so you can't see what is already in it and doesn't always close with the options frame if you don't click anything. Maybe highlight the current setting or move the list to the right a bit.
(open the options frame where the list doesn't fit below the attach frame box)
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Unread 09-27-14, 11:19 AM  
Fizzlemizz
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Thank you Prindarla, looks like some changes have been made to Monks. I'll try and get it sorted today.

Originally Posted by Prindarla
Found another error with a Monk



Source: PTR, DUF 6.0.0 Beta 6 (for some reason it says V6.0.04 in game)
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Unread 09-27-14, 08:26 AM  
Prindarla
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Found another error with a Monk

FrameXML\MonkHarmonyBar.lua:77: 'for' limit must be a number
FrameXML\MonkHarmonyBar.lua:77: in function `MonkHarmonyBar_Update'
FrameXML\MonkHarmonyBar.lua:103: in function `MonkHarmonyBar_OnEvent'
[string "*:OnEvent"]:1: in function <[string "*:OnEvent"]:1>

Locals:
self = DUF_PlayerFrame_MonkHarmony
{
0 = <userdata> showAnim = <unnamed> { }
index = "MonkHarmony"
lightEnergy1 = DUF_PlayerFrame_MonkHarmony_LightEnergy_1 { }
lightEnergy3 = DUF_PlayerFrame_MonkHarmony_LightEnergy_3 { }
updatespeed = 0.1
baseframelevel = 2
timer = 0.1
lightEnergy2 = DUF_PlayerFrame_MonkHarmony_LightEnergy_2 { }
menu = <function> defined @DiscordUnitFrames\DUF_UnitFrame.lua:671
lightEnergy5 = DUF_PlayerFrame_MonkHarmony_LightEnergy_5 { }
lightEnergy4 = DUF_PlayerFrame_MonkHarmony_LightEnergy_4 { }
}
event = "UNIT_POWER_FREQUENT"
arg1 = "player"
arg2 = "CHI"
Source: PTR, DUF 6.0.0 Beta 6 (for some reason it says V6.0.04 in game)
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Unread 09-15-14, 11:51 AM  
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The second "SecureStateDriverManager:SetAttribute()" error is expected as this is when DUF is in effect killing off the default unit frames and unregistering their unitwatch status. Doing anything like this in combat is always going to mess things up and require a /reloadui once out of combat.

I'll see if I can do a check and if in combat defer setting the default hooks until combat is over. It will probably mean two sets of unit frames while it lasts.

Edit: This won't work as DUF is still hooked into the eventing system (via the XML frame definition) which will cause errors because DUF hasn't been properly initialised .

You don't have to prove anything, I'm sure the bugs are there . I'll keep trying to track down the cause of the original one. I want to make sure the change I have in mind isn't going to cause any unintentional side-effects.

Edit: I've only once had the Dominos script overrun error, every other run through the pre-WoD quests so far has been error free. I'm thinking that I might release the changes in the next build with the proviso that they may be removed or changed if anything adverse happens in wider play.

Originally Posted by Prindarla
It's definitely occurring somewhere but so far I haven't been able to get a fix on what is generating the errors.
This is going to bug me till I can prove its broken now.

EDIT:

New (Old) bug - Log on while in combat
There were a few after this but I think they all relate to the same basic problem, sometimes the default frames don't turn up when DUF fails to load /duf once out of combat brings things up but doesn't always clear the default frames






[/quote]
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Last edited by Fizzlemizz : 09-16-14 at 01:37 AM.
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Unread 09-15-14, 07:56 AM  
Prindarla
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It's definitely occurring somewhere but so far I haven't been able to get a fix on what is generating the errors.
This is going to bug me till I can prove its broken now.

EDIT:
Found one, also found a new(old) bug

First kill after logging in, I was on PTR at Okril'lon Hold

[ADDON_ACTION_BLOCKED] AddOn 'DiscordUnitFrames' tried to call the protected function 'DUF_TargetOfTargetFrame_Buffs:Show()'.
!BugGrabber\BugGrabber.lua:586: in function <
!BugGrabber\BugGrabber.lua:586>
[C]: in function `Show'
DiscordUnitFrames\DUF_UnitFrame.lua:243: in function <DiscordUnitFrames\DUF_UnitFrame.lua:192>
DiscordUnitFrames\DUF_UnitFrame.lua:703: in function `DUF_UnitFrame_OnShow'
DiscordUnitFrames\DUF_Main.lua:121: in function `DUF_Main_OnEvent'
[string "*:OnEvent"]:1: in function <[string "*:OnEvent"]:1>

Locals:
nil
New (Old) bug - Log on while in combat
There were a few after this but I think they all relate to the same basic problem, sometimes the default frames don't turn up when DUF fails to load /duf once out of combat brings things up but doesn't always clear the default frames

[ADDON_ACTION_BLOCKED] AddOn 'DiscordUnitFrames' tried to call the protected function 'SecureStateDriverManager:SetAttribute()'.
!BugGrabber\BugGrabber.lua:586: in function <
!BugGrabber\BugGrabber.lua:586>
[C]: in function `SetAttribute'
FrameXML\SecureStateDriver.lua:48: in function `UnregisterUnitWatch'
...face
DiscordUnitFrames\DUF_DefaultUIHooks.lua:15: in function <...face
DiscordUnitFrames\DUF_DefaultUIHooks.lua:13>
...face
DiscordUnitFrames\DUF_DefaultUIHooks.lua:36: in function `DUF_SetDefaultUIHooks'
...face
DiscordUnitFrames\DUF_Initialization.lua:2872: in function `initFunction'
DiscordLibrary\DiscordLib_Main.lua:232: in function `DiscordLib_Initialize'
DiscordLibrary\DiscordLib_Main.lua:184: in function `DiscordLib_Main_OnUpdate'
[string "*:OnUpdate"]:1: in function <[string "*:OnUpdate"]:1>

Locals:
nil



Last edited by Prindarla : 09-15-14 at 10:22 AM.
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Unread 09-14-14, 08:08 PM  
Fizzlemizz
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Thanks for the help Prindarla. I did the Blasted Lands pre-release quests from start to finish earlier and not a peep, well ok, not a red flag from BugSack. Time to roll another character.

Edit: Another complete Alliance run-through of the zone (Hunter this time), only a couple of run too long script errors not DUF related.

Originally Posted by Prindarla
It was PTR, I was in the area of the Iron Invasion quests in blasted lands, wasn't actually killing anything at the time I spotted the error (was flying) but mobs were dying on the ground, there quite a few instances logged so I'll get you an update once I've been able to get on and get an exact fix on when it's being generated.
Was solo at the time


Originally Posted by Fizzlemizz
Thank you Prindarla, it's always interesting to find insecure vanilla version code that has somehow managed to go under the radar for so long. I take it this was PTR, can I ask what you were doing (killing), were you in a raid, group or solo when you got the errors? I haven't been able to replicate the errors yet.
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Last edited by Fizzlemizz : 09-15-14 at 02:23 AM.
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Unread 09-14-14, 07:15 PM  
Prindarla
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It was PTR, I was in the area of the Iron Invasion quests in blasted lands, wasn't actually killing anything at the time I spotted the error (was flying) but mobs were dying on the ground, there quite a few instances logged so I'll get you an update once I've been able to get on and get an exact fix on when it's being generated.
Was solo at the time


Originally Posted by Fizzlemizz
Thank you Prindarla, it's always interesting to find insecure vanilla version code that has somehow managed to go under the radar for so long. I take it this was PTR, can I ask what you were doing (killing), were you in a raid, group or solo when you got the errors? I haven't been able to replicate the errors yet.
Last edited by Prindarla : 09-14-14 at 07:17 PM.
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Unread 09-14-14, 01:36 PM  
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Thank you Prindarla, it's always interesting to find insecure vanilla version code that has somehow managed to go under the radar for so long. I take it this was PTR, can I ask what you were doing (killing), were you in a raid, group or solo when you got the errors? I haven't been able to replicate the errors yet.

Originally Posted by Prindarla
Found another one for you




There were quite a few others all related to the buff/debuff on the target frame
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