MikScrollingBattleText 5.7 for MoP
I've released an initial update of MSBT to support MoP: MikScrollingBattleText (MoP Beta)
I believe I have handled the vast majority of updates needed, however I could use your help with the following:
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I tried to update the addon myself several days ago and ran into that UnitGUID bug too. I managed to get rid of the lua errors by checking for nil around line 687 in MSBTParser.lua. I haven't noticed any glaring bugs come out of it, but at least it got the error spam to stop.
Code:
if(guid ~= nil and unitMap ~= nil) then |
Thanks for the information.
I was considering adding a nil check there as well, but I decided against it since it would result in any triggers that involve party/raid members to fail due to the parser relying on the GUIDs to identify them. That said, I probably should still add it for the time being at the expense of the party/raid triggers until either Blizzard fixes it, or I implement a delay to work around the Blizzard issues. |
Potential Brewmaster Tweaks
For Brewmaster Monks, I'm considering the following changes:
I've tried these out and it cleans up the spam for me quite a bit. Thoughts or concerns? |
My monk chi bar is treated as combopoints - the only thing that's different is the talent that makes you have 4 or 5 maximum chi.
As a side note, can you please add in the options for font the "MONOCHORMEOUTLINE"? It would be awesome to support pixelfonts. EDIT: dunno if i'm missing the option, but would be awesome also if you could set up an option for truncating numbers. So 12600 could become 12k6 or whatever. Atm for my UI i'm editing your files adding the methods to truncete numbers, but it would be really cool if that was a part of native support. |
In addition to shortening "12600" to "12.6k" or just "12k", it would also be nice to get an option for digit grouping, eg. turning "12600" into "12,600". In MoP beta builds, UIParent.lua defines functions for both (AbbreviateLargeNumbers and BreakUpLargeNumbers) but both could probably be written more efficiently.
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Coldkill:
I'm pretty sure Monochrome + Outline is already supported and has been for quite some time. Go to the master font settings (or if you want it on a specific scroll area / events, change those accordingly) and select "Monochrome + Thin" for the Outline. I have number rounding on the agenda of things to update for MoP, so it should be in withing the next 2-3 releases. Phanx: I'll add digit grouping as an option too. Now that the numbers are getting larger, it makes sense to have these options. |
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EDIT: found the option, i was really blind to miss that ;) |
For shortening and rounding the numbers, would you guys prefer the nearest thousand or nearest hundred?
For example, 32,765 becomes 33k (nearest thousand) or 32.8k (nearest hundred)? |
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Code:
lib.siValue = function(val) |
For international release addons, keep in mind that "." is for US while in EU it's "," so US code where the char is hard-coded would only work properly on US locale. It's not about the game locale too, I think it's the computer region that decides, take a look at: SetEuropeanNumbers - not sure if there is a "get" version to figure out what the client is running.
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Also, for decimals, string.format("%.1fk", "32765") will return "32.7k" or "32,7k" depending on your locale. There is no digit grouping function built into Lua, though, so you'll have to write your own. Quote:
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I've decided to just make it a customizable precision of 0 or 1. So 33k or 32.8k depending on user preference. As far as the digit grouping, I've got it in my local version already as well. Both of the functions do make use of DECIMAL_SEPERATOR and LARGE_NUMBER_SEPERATOR so they work properly in all locales. Thanks for the feedback all. |
Version 5.7.4 has the shorten number and group by thousand options implemented.
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Another thing that has come to my mind while tweking my UI. First it would be awesome if the output format is user-defined (like the event strings, to choose if you prefer 32.8k or 32k8 or whatever). Second, i think it should be possible to add a spec check for triggers. Afaik it isn't possible to choose it in the conditions already built in (but i can probably be wrong like as for monochrome outline), and a GetSpecialization() method is already in the new API. |
Coldkill:
There is a trigger exception for Active Talents which serves that purpose. The trigger won't fire if the selected talents specified via that exception are active (a little backwards from the way you described it, but same end result). |
Ok, going to give a try to it ;)
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