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Results: 16Comments by: NarrillNezzurh
File: Clean Tank UI04-15-12
This really isn't minimal, in any s...
Posted By: NarrillNezzurh
This really isn't minimal, in any sense of the word. The combat text is the main offender, but the entire bottom portion of the screen can be cleaned up too. You don't need in-combat damage meters, you don't need action bars (if you're watching cooldowns, just use TellMeWhen, or Power Auras), you don't need a focus target frame, you...
File: EventHorizon_Vitals09-03-11
Re: Re: Mana percents
Posted By: NarrillNezzurh
Originally posted by Taroven There's no option, but it's easy to do. Line 281 in EventHorizon_Vitals\core.lua is where you'll want to look. left:SetText(p) Change that to: left:SetText( ( pt == 0 or pts == 'MANA' ) and Round( (pm/p) * 100 ) or p) It'll be a bit more cpu usage, but not really enough to affect things. Edit...
File: EventHorizon_Vitals09-03-11
Mana percents
Posted By: NarrillNezzurh
How would I go about displaying mana as a percent, but leaving rage, focus, and energy as absolute values?
File: EventHorizon Continued09-03-11
Originally posted by Taroven From...
Posted By: NarrillNezzurh
Originally posted by Taroven From the copypasted code, replace .TalentTree with .ATG, and .TalentGroup with .spec - Or vice versa, if you want the friendlier naming (ie, replace .ATG with .TalentTree and .spec with .TalentGroup in the other modifications). Either way, once you've got everything referencing the right variables, i...
File: EventHorizon Continued09-03-11
Originally posted by Taroven Here...
Posted By: NarrillNezzurh
Originally posted by Taroven Here's from my local copy. Should actually work now, you'll just have to adjust the naming. if ( s.TalentGroup and (vars.activeTalentGroup ~= ns.config.Redshift.TalentGroup) ) then showState = nil end if ( s.TalentTree and (vars.activeTree > 0) ) then if ns.config.Redshift.TalentTree > 0...
File: EventHorizon Continued09-03-11
Re: Re: Re: Re: Redshift Talent spec integration
Posted By: NarrillNezzurh
Originally posted by Taroven Heh. My phone dinged me on the way back from work, didn't take long to figure out how to pull it off. :p Sorry to mislead you, but... Encountered an error at line 2969 (bolded): if ( s.ATG and (vars.activeTree > 0) ) then if s.ATG > 0 then if s.ATG ~= vars.activeTree then showState = nil...
File: EventHorizon Continued09-02-11
Re: Re: Redshift Talent spec integration
Posted By: NarrillNezzurh
Originally posted by Taroven Sure, here's how... ...version. Awesome, I wasn't expecting such a quick reply. Thanks a bunch, this will make switching roles a lot easier.
File: EventHorizon Continued09-02-11
Redshift Talent spec integration
Posted By: NarrillNezzurh
I wonder if it might be possible to have EH hide or show based on which talent spec you're in, via Redshift. Perhaps also being configurable per character (per class, really) through EventHorizon_\myconfig.lua.
File: VuhDo08-27-11
Re: Re: Non-verbose Decimals
Posted By: NarrillNezzurh
Originally posted by Iza Hi, this works as intended. Units with a max health of 100k or above will be displayed as #K with no decimals, 10k-99k with one decimal and below with full number. If you like to change this in the code, edit "VuhDoBarCustomizerHealth.lua", find function "VUHDO_getKiloText" change line return format("%...
File: VuhDo08-26-11
Non-verbose Decimals
Posted By: NarrillNezzurh
I've noticed an odd issue that pops up sometimes when I have "verbose" unchecked in panels-text. Ordinarily, unchecking this will cause the player's health deficit (As I have set the life text to display) as -#K. On occasion, however, it will display as -#.#K. This tends to happen when the target has a debuff that reduces their max h...
File: Skada Damage Meter08-22-11
Originally posted by Xanatandor A...
Posted By: NarrillNezzurh
Originally posted by Xanatandor As a shadow priest all my vampire healing at Major Staghelm is shown as overheal where worldoflogs show only something around 51%. In 2 try I was even at 125% overheal, may be also the heal hyme was counted as overheal for me. May be this is only because I'm shadow, just wanted to give a head up f...
File: EventHorizon Continued07-27-11
Re: Re: Rupture Refresh Ticks
Posted By: NarrillNezzurh
Originally posted by Taroven local pps = (ns.frames.nowIndicator:GetLeft() - mainframe:GetRight()) / vars.future -- GetLeft() and GetRight() return the distance in pixels from the frame edge, divide the difference by vars.future and call it good since we're anchoring from the nowline for i = 1, #c do local seconds = c local...
File: EventHorizon Continued07-27-11
Rupture Refresh Ticks
Posted By: NarrillNezzurh
Another (small) bug I'm noticing is that when a rogue's rupture is overwritten by a higher combo point rupture, Event Horizon treats it as though it was refreshed when it was in fact overwritten. The DoT ticks are then all incorrect until the rupture falls off completely and a new one is added. Obviously it works properly when a rupt...
File: EventHorizon Continued07-26-11
Re: Re: Re: Re: Marker Line rounding
Posted By: NarrillNezzurh
Originally posted by Taroven Random thought, you could always just do some math against the nowline. That would work. I was under the assumption that the spell icon's width/height was a part of vars.barwidth, but I can see now that that's not the case. Anchoring Lines to the nowline instead of the topleft of the frame makes...
File: EventHorizon Continued07-26-11
Re: Re: Marker Line rounding
Posted By: NarrillNezzurh
Originally posted by Taroven Yeah, looks like that's what happened. Not up for figuring out the exact fix at present, but the Lines code is at the bottom of EventHorizon.lua (starting at line 3033 or so). Not sure where exactly the now-line is calculated, but it shouldn't be too hard to find with a quick search for 'nowleft'... 162...
File: EventHorizon Continued07-25-11
Marker Line rounding
Posted By: NarrillNezzurh
I've noticed something odd with the marker lines added by config.Lines. A line drawn with config.Lines = 6 will actually place a line 6.9999... seconds into the future, not at 6.0 seconds into the future. Testing with OmniCC set to show tenths of a second revealed that an ability's bar would hit the 6 second line when its duration pa...