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Updated:03-03-14 11:18 AM
Created:03-30-12 03:18 PM
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Click Box Healer  Popular! (More than 5000 hits)
Version: 1.17
by: Solsis00 [More]
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1.16
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1.13
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1.12
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11-06-13 06:57 AM
1.11
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1.10
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1.10
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10-01-13 12:09 AM
1.9.1
276kB
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09-26-13 07:05 AM
1.9
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1.8.8
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08-28-13 07:38 AM
1.8.2
273kB
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08-11-13 04:31 AM
1.8.1
277kB
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08-08-13 04:17 PM
1.8
277kB
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08-07-13 04:02 PM
1.7.15
277kB
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08-06-13 02:25 PM
1.7.14
277kB
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08-05-13 02:28 PM
1.7.13
277kB
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08-05-13 06:56 AM
1.7.11
275kB
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08-04-13 10:54 AM
1.7.10
276kB
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08-03-13 06:35 AM
1.7.9
271kB
Solsis00
07-30-13 01:29 AM
1.7.8
270kB
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07-28-13 07:39 AM
1.7.7
272kB
Solsis00
07-28-13 04:04 AM
1.7.6.fix
287kB
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07-25-13 11:35 PM
1.7.6
286kB
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07-19-13 05:30 PM
1.7.5
286kB
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07-17-13 01:28 PM
1.7.3
287kB
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07-16-13 04:33 PM
1.7.2
287kB
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07-15-13 10:32 PM
1.7.1
287kB
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07-15-13 06:19 PM
1.6.6
286kB
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07-04-13 01:53 PM
1.6.5
285kB
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07-02-13 08:55 PM
1.6.4
286kB
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06-17-13 02:56 AM
1.6.3
286kB
Solsis00
06-16-13 08:55 AM
1.6.2
273kB
Solsis00
06-14-13 05:31 PM
1.6.1r
273kB
Solsis00
06-12-13 05:27 PM
1.6r
273kB
Solsis00
06-12-13 11:26 AM
1.5.7
245kB
Solsis00
05-31-13 04:32 PM
1.5.6
243kB
Solsis00
05-28-13 05:02 PM
1.5.5
241kB
Solsis00
05-27-13 07:01 PM
1.5.4
276kB
Solsis00
05-22-13 11:34 PM
1.5.3
265kB
Solsis00
12-18-12 02:15 AM
1.5.2
265kB
Solsis00
12-05-12 03:27 AM
1.5.1
265kB
Solsis00
12-04-12 04:11 AM
1.5
265kB
Solsis00
11-29-12 02:16 AM
1.4
263kB
Solsis00
11-05-12 05:14 AM
1.3
262kB
Solsis00
09-16-12 05:08 PM
1.2
262kB
Solsis00
07-18-12 04:22 AM
1.1
258kB
Solsis00
07-11-12 05:28 AM


Post A Reply Comment Options
Unread 01-31-13, 04:07 PM  
Solsis00
Claw of Regulos
 
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I might be making a come-back around to Rift. Checking out SL. Thanks again for your interest and for using CBH. The unit frame being added in combat and not click-able is a restriction of the API and can't be fixed. However, You are correct in that it can be updated immediately after leaving combat. This was at one point fixed but may need to be re-visited. Thanks for letting us know.

~Solsis



Quote:
Originally Posted by Solf
You're welcome

I'm using it, so I have vested interest in it working properly

Oh, by the way, I've added additional line to the fix in cbhUnitUpdate() a couple of posts down (edited original post).


And also another bug report that I didn't have time yet to track or fix -- summoning pet (in my case defiler's totem or whatsitsname was) in combat breaks its unit frame in the sense that @mouseover macros don't target it.

I don't know if this can be fixed in-combat (due to lockdown), but it ought to be fixable after combat ends (and it doesn't fix itself right now).

Also considering the relatively high likelyhood of this actually happening (at least for defiler), some thought ought to be given as to how to make it work during the combat where pet is summoned.
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Unread 01-08-13, 04:50 AM  
Solf

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You're welcome

I'm using it, so I have vested interest in it working properly

Oh, by the way, I've added additional line to the fix in cbhUnitUpdate() a couple of posts down (edited original post).


And also another bug report that I didn't have time yet to track or fix -- summoning pet (in my case defiler's totem or whatsitsname was) in combat breaks its unit frame in the sense that @mouseover macros don't target it.

I don't know if this can be fixed in-combat (due to lockdown), but it ought to be fixable after combat ends (and it doesn't fix itself right now).

Also considering the relatively high likelyhood of this actually happening (at least for defiler), some thought ought to be given as to how to make it work during the combat where pet is summoned.
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Unread 01-08-13, 03:03 AM  
Solsis00
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Thanks for all the suggestions and help Solf. Niemassacre should be back on the scene before too long. Appreciate all the support.
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Unread 01-07-13, 06:37 AM  
Solf

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And while I was at it, I've added what I call "action tracking" functionality to CBH:
- When your CBH action (say heal) is accepted by the game, target unit frame flashes green.
- When your action cannot be accepted because of GCD or spell cast, target unit frame glows red until such time as next action can be accepted.
- If you have command queuing enabled ('full' in my case), red glow is replaced by green flash once current command ends and your queued action takes place.

I find this functionality extremely helpful when there's "a situation" and I have to manage my GCDs and casts.

Note: by default this works with actions set via CBH. To make your existing @mouseover macros work with this functionality, simply add to them this line (probably somewhere in the beginning):
Code:
/script cbha()

To make this work, I've made tiny change optionWindow1Abilities.lua in the processMacroText() function:
Code:
		for i = 1, cbhConstants.buttons do
			if string.find(cbhMacroText[cbhValues.roleset][i], "\13") then
				-- string.gsub("Hello banana", "banana", "Lua user")
				tt[i] = "suppressmacrofailures\13"..cbhMacroText[cbhValues.roleset][i]
				tt[i] = string.gsub(string.gsub(tt[i], "##", "@" .. k), "\13", "\n")
			elseif string.find(cbhMacroText[cbhValues.roleset][i], "group##") then
				tt[i] = string.gsub(cbhMacroText[cbhValues.roleset][i], "@group##", "@"..k)
			elseif string.find(cbhMacroText[cbhValues.roleset][i], "##") then
				tt[i] = string.gsub(cbhMacroText[cbhValues.roleset][i], "##", "@"..k)
			else
				tt[i] = cbhMacroText[cbhValues.roleset][i]
			end
			tt[i] = "/script cbha("..tnum..")\n"..tt[i]
		end
(just last line before last 'end' was added)

The rest of the stuff is localized in another file (which I have as an another addon since I'm not the code owner for CBH):
Code:
-- Registers event handler.
function solfRegisterEventHandler(eventTable, handler, addonName, handlerDescription)
	table.insert(eventTable, {handler, addonName, handlerDescription})
end

-- Create CBH frames for showing 'action in process' stuff...
cbh.groupAction = {}
for i = 1, 20 do
	cbh.groupAction[i] = UI.CreateFrame("Text", "CBH Action "..i, cbh.groupBF[i])
end

local orig_cbhCreateGroups = cbhCreateGroups;
function solfCBH_addlCreateGroups()
	for a = 1, kMaxGroups do	-- 4 groups of 5
		for i = 1, kMaxGroupMembers do	-- creates each of the 5 units for each group
			frameNumber = i + ((a-1) * kMaxGroupMembers) -- Step through each frame number (1-20 currently)

			cbh.groupAction[frameNumber]:SetFontColor(1, 1, 1, 1)
			cbh.groupAction[frameNumber]:SetLayer(1)
			cbh.groupAction[frameNumber]:SetPoint("BOTTOMCENTER", cbh.groupBF[frameNumber], "BOTTOMCENTER", 0, -(cbhValues.mbheight))
			cbh.groupAction[frameNumber]:SetFontSize(cbhValues.fontsize)
			cbh.groupAction[frameNumber]:SetText("            ")
			cbh.groupAction[frameNumber]:SetBackgroundColor(1,1,1,0)
			cbh.groupAction[frameNumber]:SetVisible(true)

--			cbh.groupStatus[frameNumber]:SetBackgroundColor(1,0,0,1)
		end
	end
end
function solfCBH_cbhCreateGroups()
	orig_cbhCreateGroups()
	solfCBH_addlCreateGroups()
end
cbhCreateGroups = solfCBH_cbhCreateGroups
--solfCBH_addlCreateGroups() -- self invoke to build stuff since we are too late to hook initial invocation

local cbhActionFrameNumber;
local cbhActionStatus = "idle" -- idle, executing (notification that action is being executed), maybe (when action may start executing shortly or not), pending (when action will execute later)
local cbhActionMaybeTime = 0 -- when 'maybe' status was set
local cbhActionMaybeWindow = 0.3 -- time frame allowed for 'maybe' action to actually happen
local cbhActionExecutionStart = 0 -- time when execution started
local cbhActionExecutionDuration = 0.2 -- how long execution 'flashes'
local cbhGCD = false -- GCD indicator
local cbhPlayerCasting = false
function cbha(frameNumber)
--	print(frameNumber)
	
	if frameNumber == nil then
		-- Try to find mouseover unit
		local moUnit = Inspect.Unit.Detail("mouseover")
		if moUnit == nil then
			return -- Unknown unit, just return
		end

		frameNumber = GetIndexFromID(moUnit.id)
		if frameNumber == nil then
			return -- Unknown frame, just return
		end
	end

	if (cbhActionFrameNumber ~= nil) then
		cbh.groupAction[cbhActionFrameNumber]:SetBackgroundColor(1,1,1,0)
	end

	if cbhPlayerCasting then
		cbh.groupAction[frameNumber]:SetBackgroundColor(1,0,0,1)
		cbhActionStatus = "pending"
	else
		cbhActionStatus = "maybe"
		cbhActionMaybeTime = Inspect.Time.Frame()
	end
	cbhActionFrameNumber = frameNumber
end

-- Determines whether cooldown-related event is because of GCD. true -- GCD, false -- not (something off-gcd for example)
function cbhIsGCDAction(cooldowns)
	local gcds = 0
	local ability, cd;
	for ability, cd in pairs(cooldowns) do
		if (cd == 0) or (cd == 1) or (cd == 1.5) then
			gcds = gcds + 1
		end
		if (gcds > 2) then
--			print("GCD!")
			return true
		end
	end

--	print("not gcd")
	return false
end

function cbhCDStart(cooldowns)
	if cbhIsGCDAction(cooldowns) then
		cbhGCD = true
		cbhPlayerCasting = true
--		print("GCD!")
	end

	-- This executes regardless of whether it was GCD or off-gcd action.
	if (cbhActionStatus == "pending") or (cbhActionStatus == "maybe") then
		if cbhValues.solfHideGreenFlash then
			cbhActionStatus = "idle"
			cbh.groupAction[cbhActionFrameNumber]:SetBackgroundColor(0,0,0,0)
		else
			cbhActionStatus = "executing"
			cbh.groupAction[cbhActionFrameNumber]:SetBackgroundColor(0,1,0,1)
			cbhActionExecutionStart = Inspect.Time.Frame()
		end
	end
end
solfRegisterEventHandler(Event.Ability.New.Cooldown.Begin, cbhCDStart, "ClickBoxHealer", "CD start")

function cbhCDEnd(cooldowns)
	if cbhIsGCDAction(cooldowns) then
		cbhGCD = false
--		print("gcd over")
		if (Inspect.Unit.Castbar("player") == nil) then
			cbhPlayerCastOver()
		end
	end
end
solfRegisterEventHandler(Event.Ability.New.Cooldown.End, cbhCDEnd, "ClickBoxHealer", "CD end")

function cbhAddlOnUpdate()
	local time = Inspect.Time.Frame()
	if (cbhActionStatus == "maybe") then
		local diff = time - cbhActionMaybeTime
		if (diff < 0) or (diff > cbhActionMaybeWindow) then
			cbhActionStatus = "idle"
			cbhActionFrameNumber = nil
		end
	end

	if cbhPlayerCasting then
		if not cbhGCD then
			if (Inspect.Unit.Castbar("player") == nil) then
				cbhPlayerCastOver()
			end
		end
	end

	if (cbhActionStatus == "executing") then
		local diff = time - cbhActionExecutionStart
		local alpha = 1.0 - (diff / cbhActionExecutionDuration)
		if alpha <= 0 then
			cbh.groupAction[cbhActionFrameNumber]:SetBackgroundColor(1,1,1,0)
			cbhActionStatus = "idle"
			cbhActionFrameNumber = nil
		else
			cbh.groupAction[cbhActionFrameNumber]:SetBackgroundColor(0,1,0,alpha)
		end
	end
end
solfRegisterEventHandler(Event.System.Update.Begin, cbhAddlOnUpdate, "ClickBoxHealer", "Additional OnUpdate handler")

function cbhPlayerCastOver()
--	print("cast over")
	cbhPlayerCasting = false
	if cbhActionStatus == "pending" then
		if (cbhActionFrameNumber ~= nil) then
			cbh.groupAction[cbhActionFrameNumber]:SetBackgroundColor(1,1,1,0)
			cbhActionStatus = "maybe"
			cbhActionMaybeTime = Inspect.Time.Frame()
		end
	end
end
(as you can see, I had to hook cbhCreateGroups() and added my own Event.System.Update.Begin handler since I didn't want to modify CBH code directly)

There's half-hearted option implementation to hide green flash (cbhValues.solfHideGreenFlash) which I've added since I'm not 100% sure which way is better. There's no option for the "red light" since it was basically the whole goal of adding this functionality.


I'd really appreciate if you'd consider including this into CBH itself as it'll save me from having to maintain my separate 'hack' For inclusion it needs two things:
- Options to enable / disable.
- A better implementation of actual 'flashing' UI -- current version simply uses text field with bunch of spaces in it -- it works okay for my current frame setup, but won't work if someone makes his/her frames significantly smaller.
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Unread 01-06-13, 04:06 PM  
Solf

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Tracked down some issues with buffs / aggro indicators 'sticking'.

First of all, in main.lua, in cbhUnitUpdate() around line 145 or so, need to add resetting of buff indicators & aggro:
Code:
			cbh.UnitBuffTable[unitident] = {}
			for i = 1, 5 do
				cbh.groupHoTs[j][i]:SetVisible(false)
			end
			cbhBuffAdd(unitID.id, buffList(unitident))
			--cbhBuffRemove(unitID.id, buffList(unitident))

			-- Reset aggro indicator
			cbh.groupBF[j]:SetTexture("ClickBoxHealer", "Textures/nbackframe.png")
			
			-- Also fix debuff indicator
			cbh.groupStatus[j]:SetBackgroundColor(0, 0, 0, 0)
(first line is present in code "as is", so you can search for it)


Also, on the basis that "it shouldn't hurt", I suggest to rewrite debuff removal fix that I proposed earlier in the same method as follows:
Code:
				if cbh.UnitBuffTable[xunitident] ~= nil then
					local unitBuffList = buffList(unitID.id)
					for buffID, buffTable in pairs(cbh.UnitBuffTable[xunitident]) do
						-- Catches debuffs that are expired but did not trigger BuffRemove call
						-- Sometimes the buff list isn't available so we need to prevent nil operations --
						if (unitBuffList == nil) or (not unitBuffList[buffID]) then
								local bs = {}
								bs[buffID] = "something"
--								print("removing: "..cbh.UnitBuffTable[xunitident][buffID].name)
								cbhBuffRemove(unitID.id, bs)
						elseif cbh.UnitBuffTable[xunitident][buffID].buffType ~= "buff" then
						elseif cbh.UnitBuffTable[xunitident][buffID].duration ~= nil and cbh.UnitBuffTable[xunitident][buffID].begin ~= nil and cbh.UnitBuffTable[xunitident][buffID].remaining ~= nil and cbh.UnitBuffTable[xunitident][buffID].slot ~= nil then
(first and last lines are original, for search purposes)

Note that it still needs fix to cbhBuffRemove that is a couple of posts down.
Last edited by Solf : 01-08-13 at 04:44 AM.
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Unread 01-05-13, 05:50 PM  
Solf

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Kind of a bug report -- looks like something is not exactly right with pets -- when changing specs / letting them die their buff indicators and 'taking damage' alerts sometimes get stuck.
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Unread 01-02-13, 02:41 PM  
Solf

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Yeah, well, that debuff removing code alone didn't help -- and I actually had a chance to examine state when debuff indicator got stuck.

I had something like -2 poisons and +1 curses according to ClickBox counters, so something is definitely off with debuff tracking.

So with that in mind I added the following to the cbhBuffRemove:
Code:
						-- Count how many debuffs we have remaining...
						local dRem = 0
						local di, dv
						for di, dv in pairs(cbh.UnitBuffTable[retIdent]) do
							if dv.buffType ~= "buff" then
								dRem = dRem + 1
							end
						end
						-- If we have one debuff, it's the one currently being removed, so make sure we have no remaining debuff flags.
						if dRem < 2 then
							cbh.UnitStatus[retnum][22] = 0
							cbh.UnitStatus[retnum][23] = 0
							cbh.UnitStatus[retnum][24] = 0
							cbh.UnitStatus[retnum][25] = 0
							recolor = true
						end
						-- If you need to recolor, figure out which color to change to
						if recolor then
(last two lines are the original lines from the file, so that it is clear where it was added)

This seems to work so far, but I hadn't much chance to test it out.

P.S. The previous fix to catching out debuffs needs to be applied too.
Last edited by Solf : 01-02-13 at 02:41 PM.
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Unread 12-29-12, 05:56 PM  
Solf

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Actually... I decided to take my own advice, so I went ahead and rewrote section that "Catches debuffs that are expired but did not trigger BuffRemove call":

Code:
				if cbh.UnitBuffTable[xunitident] ~= nil then
					local unitBuffList = nil -- lazy init for performance reasons
					for buffID, buffTable in pairs(cbh.UnitBuffTable[xunitident]) do
						-- Catches debuffs that are expired but did not trigger BuffRemove call
						if cbh.UnitBuffTable[xunitident][buffID].buffType ~= "buff" then
							if unitBuffList == nil then
								unitBuffList = buffList(unitID.id) -- lazy init
							end
							-- Sometimes the buff list isn't available so we need to prevent nil operations --
							if (unitBuffList == nil) or (not unitBuffList[buffID]) then
									local bs = {}
									bs[buffID] = "something"
--									print("removing: "..cbh.UnitBuffTable[xunitident][buffID].name)
									cbhBuffRemove(unitID.id, bs)
							end
						elseif cbh.UnitBuffTable[xunitident][buffID].duration ~= nil and cbh.UnitBuffTable[xunitident][buffID].begin ~= nil and cbh.UnitBuffTable[xunitident][buffID].remaining ~= nil and cbh.UnitBuffTable[xunitident][buffID].slot ~= nil then
...

I tested it and it appears to work properly (at least on the player character). Stuff under elseif (buffs) probably needs to be redone in the same way, but since I didn't have significant problems with it so far, I left it as is.
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Unread 12-29-12, 05:27 PM  
Solf

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Another bug-report -- I notice that sometimes -- particularly in instances against some bosses -- debuff indication seems to get stuck (it shows debuff notification even after they are gone). Since it's been happening in instances, it's difficult to diagnose properly.

I've been trying to understand what might be wrong, I found one thing:
in main.lua line:
cbhBuffRemove(unitID, cbh.UnitBuffTable[xunitident][buffID])

it needs to be completely rewritten to something like:
local bs = {}
bs[buffID] = "something"
cbhBuffRemove(unitID.id, bs)

otherwise it simply doesn't work, because cbhBuffRemove API is different (and do I hate script languages for this kind of stuff!).


Anyway, my fix certainly fixes issue with this invocation, however I doubt it'll fix the problem I had -- there must be something else going on. In general, I dislike code that relies on counting events (+buff, -buff, etc.) -- in my experience it WILL break sooner or later. I would propose to completely rewrite debuff tracking to actively re-check unit debuffs every second or so (in addition to doing it on 'buff remove event'). That is, if there's Rift API that provides buff/debuff info for a unit.



P.S. On the subject of nameCalc -- yes, I think it is way too short, screenshot can be found here: http://www.filedropper.com/unitname
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Unread 12-29-12, 04:16 PM  
niemassacre
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Good suggestions - I'm currently on a family vacation, but will try to address these when I get back. Some things to consider though:

nameCalc - this should be leaving enough room for the top right HoT icon as well as a raid marker icon. With that in mind, do you think it's still not showing enough?

The rest of the points are all very valid and things I'd like to address.

Thanks!


Quote:
Originally Posted by Solf
I have a request for a few features / bugfixes so that I won't need to hack the code myself every update

- Improve burnout tracking -- when unit has no remaining absorption (because it's been knocked off), then it is impossible to know whether unit still has burnout (because you can't see absorption bar color when there's no bar ). It needs something extra, I'm currently using unit name fade-out.

- Improve debuff tracking when (a) 'color whole frame when debuffed' is unchecked AND (b) 'hide health percent on frames' is checked. Currently with these options you only get tiny-tiny dot for tracking. I'm currently 'fixing' it by setting groupStatus text to " " (four spaces) instead of "" (empty string).

- nameCalc function that estimates number of characters that can be set in frame is badly off (in my case it allows way too little characters). Unit Frame Font Size is set to 13, frame width is 100.

- absorption bar really needs an option to set its width (it's far too small currently for my tastes)

- an option to fix absorb bar position regardless of whether unit has mana -- currently it shifts depending on mana bar presence which breaks (imo) units look (when there are multiple with different bar positions) and (which is worse) it is overlayed by 'taking damage' highlight if unit has no mana

- an option for CBH to be shown only in-combat would be nice


Other than that -- great addon -- thanks!
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Unread 12-27-12, 04:33 PM  
Solf

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I have a request for a few features / bugfixes so that I won't need to hack the code myself every update

- Improve burnout tracking -- when unit has no remaining absorption (because it's been knocked off), then it is impossible to know whether unit still has burnout (because you can't see absorption bar color when there's no bar ). It needs something extra, I'm currently using unit name fade-out.

- Improve debuff tracking when (a) 'color whole frame when debuffed' is unchecked AND (b) 'hide health percent on frames' is checked. Currently with these options you only get tiny-tiny dot for tracking. I'm currently 'fixing' it by setting groupStatus text to " " (four spaces) instead of "" (empty string).

- nameCalc function that estimates number of characters that can be set in frame is badly off (in my case it allows way too little characters). Unit Frame Font Size is set to 13, frame width is 100.

- absorption bar really needs an option to set its width (it's far too small currently for my tastes)

- an option to fix absorb bar position regardless of whether unit has mana -- currently it shifts depending on mana bar presence which breaks (imo) units look (when there are multiple with different bar positions) and (which is worse) it is overlayed by 'taking damage' highlight if unit has no mana

- an option for CBH to be shown only in-combat would be nice


Other than that -- great addon -- thanks!
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Unread 12-27-12, 03:10 AM  
Yell

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I'm finding the same issue every warfront I run, and a /reloadui isn't fixing it.
I've switched back to version 1.5.1 and have had no issues, just missing being able to track link of *.
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Unread 12-22-12, 03:22 PM  
niemassacre
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Quote:
Originally Posted by hwie
hello,
i have bug with mouseover macro too (only with cbh),i play only in bg,and there is always 2/3 people who i can't heal with mouseover (the tooltip don't work too so they are not selected by the game).
sorry for my english !
So, after investigating this problem, it seems I was wrong - the add-on is already set to create the mask when you drop combat, if someone joined when you were in combat.

If possible, could you (or anyone else who has experienced this problem) try to recreate the issue and see if you can narrow down when and how this is occurring?

Thanks!
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Unread 12-20-12, 08:56 PM  
niemassacre
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Re: Congratulations

Quote:
Originally Posted by Solsis00
I just wanted to thank Niemassacre for doing such a great job with keeping up this addon. I have passed full ownership to him as he continues to push this forward. I have had a lack of time to work on this as much myself, but we continue to work on this together answering questions and ideas and will do what we can to make this the best we can. Thanks everyone for your continued support, ideas, comments, and feedback. This is all very helpful and allows us the opportunity to shape this into an all-around awesome addon that is suitable for all.

Thanks again to everyone and especially thanks to Niemassacre.

~Solsis
A big thanks to Solsis for all the work he's done and continues to do on CBH. His patient tutelage is the only reason I've been able to get up to speed on the Rift API, and he continues to help me improve the add-on for you guys. So don't think this means he's off the project - I wouldn't let him quit even if he wanted to
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Unread 12-20-12, 02:07 AM  
Solsis00
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Congratulations

I just wanted to thank Niemassacre for doing such a great job with keeping up this addon. I have passed full ownership to him as he continues to push this forward. I have had a lack of time to work on this as much myself, but we continue to work on this together answering questions and ideas and will do what we can to make this the best we can. Thanks everyone for your continued support, ideas, comments, and feedback. This is all very helpful and allows us the opportunity to shape this into an all-around awesome addon that is suitable for all.

Thanks again to everyone and especially thanks to Niemassacre.

~Solsis
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