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AnduinLothar's Portal Bug Reports Feature Requests
Author:
Version:
2.81.30100
Date:
06-14-2009 10:32 PM
Size:
43.59 Kb
Downloads:
20,528
Favorites:
85
MD5:
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Lots o' Debuffs
UnitFrameBuffs   Popular! (More than 5000 hits)
What It Does
UnitFrameBuffs enhances the default blizzard target, pet, party and party pet unit frames by showing unlimited buffs and debuffs.

Added Features
- Utilizes Portfolio to add options to the blizzard ui options panel.
- Target buffs/debuffs extended to unlimited, wrapped at 10, first row wrapped short, 2 rows wrapped shorter if target of target is shown
- Pet buffs/debuffs wrap at 8 so as not to overlap the target buffs
- Optional green borders added to all buffs
- All debuffs have cooldown spinners
  Change Log - UnitFrameBuffs
v2.81
- Fixed cooldowns on the first 4 party debuffs

v2.8
- Fixed large target buffs/debuffs cast by the player/pet/vehicle
- Added drawEdges to the small buff/debuff cooldowns

v2.71
- Fixed cooldown errors

v2.7
- Fixed Pet Buffs/Debuffs
- Added Debuff cooldown spinners
- Known Bugs:
-- Party Pet position is being overridden by new blizzard code. Still need to find a way to disable it without tainting things.
-- Target buff size is a little unpredictable and sometimes the border looks too big because the buff texture didn't resize properly.

v2.6
- 3.1 fixes

v2.5
- Fixed castable/dispellable party buff options

v2.4
- Fixed a debuff tooltip bug

v2.3
- Fixed a cooldown timer bug

v2.2
-Fixed pet buff error
-Fixed Target buff wrapping to wrap at 10 instead of 9

v2.1
-Fixed some tainting
-Fixed a bunch of target wrapping bugs

v2.0
- Compatibility update for WoW 3.0
- Updated to use Portfolio v0.6 (included)
  Optional Files - UnitFrameBuffs
Sorry, there are currently no optional files available.
  Archived Versions - UnitFrameBuffs
File Name
Version
Size
Author
Date
2.8.30100
43kB
AnduinLothar
06-12-2009 10:52 AM
2.71.30100
43kB
AnduinLothar
06-05-2009 02:12 PM
2.7.30100
43kB
AnduinLothar
06-05-2009 04:50 AM
2.6.30000
44kB
AnduinLothar
05-25-2009 05:16 AM
2.5.30000
33kB
AnduinLothar
12-07-2008 07:26 AM
2.4.30000
29kB
AnduinLothar
12-01-2008 12:36 AM
2.3.30000
28kB
AnduinLothar
11-27-2008 06:00 PM
2.2.30000
26kB
AnduinLothar
11-16-2008 04:19 PM
2.1.30000
26kB
AnduinLothar
11-16-2008 02:42 AM
2.0
25kB
AnduinLothar
11-16-2008 12:06 AM
  Comments - UnitFrameBuffs
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Old 10-17-2009, 08:11 AM  
Mikari
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 7
File comments: 71
Uploads: 3
They have made a lot of TargetFrame.lua changes in 3.3, the mod throws up a lot of errors.
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Old 06-17-2009, 02:24 PM  
Mikari
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 7
File comments: 71
Uploads: 3
Getting the following taint issue with 2.81, don't remember getting it with 2.80. It happened when I got mounted on my drake in phase 3 Malygos

Code:
6/17 18:57:15.328  Execution tainted by UnitFrameBuffs while reading PetFrameDebuff1Cooldown - Interface\FrameXML\UIParent.lua:3210
6/17 18:57:15.343      RefreshDebuffs()
6/17 18:57:15.343      Interface\FrameXML\PetFrame.lua:57 PetFrame_Update()
6/17 18:57:15.343      Interface\FrameXML\PlayerFrame.lua:269 animPostFunc()
6/17 18:57:15.343      Interface\FrameXML\AnimationSystem.lua:22 Animation_UpdateFrame()
6/17 18:57:15.343      Interface\FrameXML\AnimationSystem.lua:35
6/17 18:57:15.343  An action was blocked in combat because of taint from UnitFrameBuffs - updateFunc()
6/17 18:57:15.343      Interface\FrameXML\AnimationSystem.lua:16 Animation_UpdateFrame()
6/17 18:57:15.343      Interface\FrameXML\AnimationSystem.lua:35
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Old 06-10-2009, 01:05 PM  
Mikari
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 7
File comments: 71
Uploads: 3
Quote:
Originally posted by AnduinLothar
Thanks for figuring that out.
Does the drawEdge="true" obscure the border color of debuffs? i thought that might be a problem on the smaller party/pet debuffs.
I've not noticed it obscuring the border colour myself.
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Old 06-09-2009, 07:07 PM  
AnduinLothar
Mr. Right
 
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Forum posts: 77
File comments: 203
Uploads: 49
Thanks for figuring that out.
Does the drawEdge="true" obscure the border color of debuffs? i thought that might be a problem on the smaller party/pet debuffs.
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Old 06-06-2009, 03:20 PM  
Mikari
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 7
File comments: 71
Uploads: 3
Actually looking at the TargetFrame.lua file on wowcompares I made a few changes to TargetBuffs.lua to more accurately follow how the default unit frames behave.

I added the following near the top of TargetBuffs.lua under the aura positioning constants

Code:
local PLAYER_UNITS = {
	player = true,
	vehicle = true,
	pet = true,
};
I then changed the following code further down to

Code:
		-- Set the buff to be big if the buff is cast by the player and the target is not the player
		largeBuffList[i] = (PLAYER_UNITS[caster] and showBigBuffs)
This is the same as how the default frames are set up so that pet/vehicle buffs will be shown big as cast by the player.

I did the same for debuffs by changing the following line

Code:
largeDebuffList[i] = isMine;
to

Code:
largeDebuffList[i] = (PLAYER_UNITS[caster]);
I also added drawEdge="true" to the cooldown setup in partyframe.xml so that the cooldown spirals have the gold line that more easily shows the duration like the default target frames has.

I hope you'll make these changes to UnitFrameBuffs so I don't have to edit them in every time you update heh.

Last edited by Mikari : 06-06-2009 at 03:24 PM.
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Old 06-05-2009, 02:16 PM  
Mikari
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 7
File comments: 71
Uploads: 3
I noticed that debuffs on the target aren't showing big even though I cast them.

[edit]

Changing

largeDebuffList[i] = isMine;

to

largeDebuffList[i] = (caster == 'player');

Seems to fix this issue, unsure if that's the correct way to do it or if it will have side effects but it seems to be fine.

Last edited by Mikari : 06-06-2009 at 07:22 AM.
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Old 06-05-2009, 02:14 PM  
AnduinLothar
Mr. Right
 
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Forum posts: 77
File comments: 203
Uploads: 49
Sorry about that. I pushed a quick fix, but I haven't actually tested it. It should fix the error, but I'll have to fix it again later to actually add the cooldown to the debuff frames that don't have it.
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Old 06-05-2009, 01:41 PM  
Mikari
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 7
File comments: 71
Uploads: 3
Getting spammed with the following in raids using the latest version

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Old 05-25-2009, 06:48 PM  
Kharthus
A Kobold Labourer
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Forum posts: 0
File comments: 54
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Quote:
Originally posted by Mikari
Also pet buffs aren't showing, I can get it to show if I toggle the show pet buffs option but then once the buff has finished, e.g I cast Mend pet, it finishes but the buff doesn't go away
Haven't checked party pets yet, but normal pet buffs are not working correctly. I'm seeing the same issue as Mikari.
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Old 05-25-2009, 07:51 AM  
Mikari
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 7
File comments: 71
Uploads: 3
In UnitFrameBuffs.xml could you rename Portfolio.xml to Loader.xml so it embeds properly? Also in PartyBuffs.xml wasn't TargetDebuffButtonTemplate renamed to TargetDebuffFrameTemplate in 3.1?

Also pet buffs aren't showing, I can get it to show if I toggle the show pet buffs option but then once the buff has finished, e.g I cast Mend pet, it finishes but the buff doesn't go away

Which looks like the following


Last edited by Mikari : 05-25-2009 at 08:04 AM.
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Old 05-25-2009, 06:46 AM  
disiz
A Deviate Faerie Dragon
 
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Thanks a lot!
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Old 05-25-2009, 05:18 AM  
AnduinLothar
Mr. Right
 
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Forum posts: 77
File comments: 203
Uploads: 49
Blizzard's PartyMemberFrame_UpdatePet function seems to be overriding my positioning code, but I can't disable it without tainting things.... So Party Pets are kinda messed up, but it's better than nothing.
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Old 05-24-2009, 11:25 AM  
Seyss
A Murloc Raider
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Forum posts: 9
File comments: 39
Uploads: 2
Thank you
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Old 05-21-2009, 10:10 PM  
Darzog
A Kobold Labourer

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Hooray
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Old 05-20-2009, 01:17 PM  
AnduinLothar
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Forum posts: 77
File comments: 203
Uploads: 49
Got it mostly working, got a few more bugs to smash. It'll be out in the next couple days.
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