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I now need to be able to turn off buffs/debuffs for target, pet and target of target for oUF_coree |
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if (unit == "target" or unit == "pet" or unit == "targettarget" or self:GetParent():GetName():match'oUF_Party') then Code:
if (self:GetParent():GetName():match'oUF_Party') then |
Hi
I've been playing around with ouf_coree for sometime now since v3.0 and have learnt allot, With v3.12 Ive managed to get the name and level on the player/pet frames and change the textures used aswell along with the fonts, I've also reconfigure the the raid layout and got my party to show there targets (party targets). With my limited knowledge I'm kinda stuck with one thing that's annoying my. How do i get the pet frame to update its name when i use a vehicle? Like when i do the daily in the middle of the Dragonblight where you have to mount a dragon and shoot down the other dragons. All the name shows is ?? when i use any vehicle and Not the Level and Name Any help given appreciated and thanks for making learning fun again Icerat Copy of my current mess http://www.mediafire.com/download.php?mzeydzmwkmi |
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Also, does anyone know where to look for a comprehensive list of "special" debuffs? I would prefer a whitelist method for debuff filtering, rather than blacklisting almost everything under the sun, but I would like to not miss any of these debuffs. For example, Pyrite, Engulf in Flames, etc. |
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local function customFilter(icons, unit, icon, name) Code:
local function customFilter(icons, unit, icon, name) |
OK thanks for the info, new link http://www.pastey.net/114209
excuse all the nub comments on the code hehe, its helps me learn. So anyone got any ideas? Harpz Quote:
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I'm seeing a bug with this pet frame code:
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if unit=="pet" then |
Not really sure why. Did you set self.disallowVehicleSwap on the player as well?
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Hello there, I finally managed to change freebgrid layout to fit my needs and i'm quite happy with a result
Though there is still one thing I would like to add. Nowadays when it comes down to raiding we need only first 5 groups to be shown, but there are few occasions when you want to see whole 40 people raid (e.g. Wintergrasp, Alterac Valley, etc.). So my idea was to make a function that is spawning groups 6-8 and make a slash command for it. For example: /raid40 would spawn 8 groups raid and /raid25 - 5 groups raid. I tried to implement this feature myself, but did not succeed, so for now I just made a simple config option for enabling raid40 layout via editing lua file. Code:
local raid = {} |
I'm copying the method used by oUF_Grid where the display of certain raid groups is toggled via the function that determines wether or not to show party or raid frames.
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function addon:SubGroups() Since i'm also making use of ace3Db and ace3Config here slash commands are based on the setup in oUF_Smee2_Groups_Config/config.lua. So for example : /oufsmee2groups raid unlock The whole project can be found here : http://github.com/airtonix/oufsmee2groups/tree/master |
Does oUF have an internal method for sorting auras? I've only got a limited number of debuffs shown so having my debuffs shown first is important. I haven't got any code in my layout that should affect aura sorting, but it seems to work fine most of the time.
The problem is it sometimes doesn't work at all. I can't find the exact trigger but I think it fails whenever there are 3 rogues (I'm a rogue) in a raid, and results in my debuffs not being shown first. Like I said I shouldn't have anything affecting this, but just in case: http://wowuidev.pastey.net/114954 Most of the potentially-relevant aura stuff is highlighted. Is there a way to make sorting more consistent & reliable in my layout? |
There is no internal way to sort auras in oUF. I could however give you a hook before :SetAuraPosition() is used, so you could run table.sort() on the set of icons and sort it yourself before they are positioned.
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That would be nice. :)
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I'm pretty sure one of the patches implemented a change so you always get your own debuffs first when checking. I went hunting in the patch notes but couldn't find anything spelled out there or in the UI & Macros forum.
Unless I'm totally mistaken and somehow dreamed that change, you may want to post it on the official UI forum as a question or bug if you can narrow down a scenario where you don't get your own debuffs returned first. |
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Post a feature request so I don't forget it. I won't be home for the next couple of days, nor will I have access to any technology that can poke the Internet :).
Also, oUF just displays the buffs/debuff in the order they were returned by the API. These are sortable, so implementing a custom sorting function just requires a proper hook before the default SetAuraPosition() function. Unless you want to re-implement that one instead that is. |
Yeah after some patch and it's pretty long time ago now player debuffs are always listed first.
I don't have any "HARMFUL" filter or anything set so I don't know if adding a filter changes the order though. After 3.1 where vehicle starting working properly, your vehicle debuffs are also always first. |
By API player's buffs or debuffs on any target is first, thats default.
What I did to my layou was to greyscale every debuff on my target except mine, that way I could track them easier, seemed to work well :) I never liked the whole "make player debuffs 10x larger" concept. |
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I can't troubleshoot to find out where the problem is much since the only time it happens is during raids. :/ |
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