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Old 08-28-13, 03:13 PM   #21
semlar
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They aren't in the framexml at all, they seem to be rendered as part of the minimap. The api functions also don't seem to return information for all of the different types of icons, I only noticed it working for the treasure chests.
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Old 08-28-13, 11:25 PM   #22
Phanx
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Originally Posted by semlar View Post
They aren't in the framexml at all, they seem to be rendered as part of the minimap.
This would be in keeping with other types of minimap icons -- Blizzard doesn't want addons being able to tell you when something interesting appears on the minimap; they want you to have to pay attention.
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Old 09-08-13, 09:07 AM   #23
Jarod24
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Just tested the IsInProvingGround() function and it will only return 1 after the player has talked to the NPC inside the scenario and the timer has finished counting down.


Lua Code:
  1. local inProvingGround = IsInProvingGround();
  2.   --Returns: nil or 1.
  3.   --Remarks: Will only return 1 after the countdown timer has finished when the player is inside the proving grounds scenario.
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Old 09-08-13, 09:21 AM   #24
Dridzt
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Originally Posted by Jarod24 View Post
Just tested the IsInProvingGround() function and it will only return 1 after the player has talked to the NPC inside the scenario and the timer has finished counting down.


Lua Code:
  1. local inProvingGround = IsInProvingGround();
  2.   --Returns: nil or 1.
  3.   --Remarks: Will only return 1 after the countdown timer has finished when the player is inside the proving grounds scenario.
Thanks, as I have noted this is an UI function, not WoW API so if it's used by someone it would be for convenience, no guarantees on how it will work down the road.
Currently it is defined as
Code:
function IsInProvingGround()
	if (WorldStateProvingGroundsFrame) then
		return WorldStateProvingGroundsFrame:IsVisible()
	else
		return nil;
	end
end
in WatchFrame.lua
It would be interesting to check what C_Scenario.GetProvingGroundsInfo() and / or GetInstanceInfo() return in proving grounds as that's probably a better way to test for them.

Last edited by Dridzt : 09-08-13 at 09:25 AM.
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Old 09-14-13, 01:07 PM   #25
dandraffbal
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xCT+ author here. There are some floating combat text features that were not documented:

New CVars
Code:
CombatHealingAbsorbTarget
CombatHealingAbsorbSelf
which in turn, updates these globals when changed:
Code:
SHOW_COMBAT_HEALING_ABSORB_SELF == 1 or 0 
SHOW_COMBAT_HEALING_ABSORB_TARGET == 1 or 0
New Interface Controls
Code:
InterfaceOptionsCombatTextPanelHealingAbsorbTarget
InterfaceOptionsCombatTextPanelHealingAbsorbSelf
New Sub-Event for COMBAT_TEXT_UPDATE
Code:
ABSORB_ADDED
This can be implement exactly like the sub-event "HEAL."
Code:
function CombatTextUpdated_Handle(event, ...)
	local subEvent = ...
	
	if subEvent == "ABSORB_ADDED" then
		local healerName, amount = ...
		
		print(("%s placed a %s shield on you."):format(healerName, amount))
	end
end

Take care!

Last edited by dandraffbal : 09-14-13 at 01:15 PM.
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