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Updated: | 05-27-18 01:29 AM |
Created: | 05-04-12 03:55 PM |
Downloads: | 49,398 |
Favorites: | 152 |
MD5: |
cast [shift] @unit Symbol of the Torch cast Symbol of the Sun
:if role == 1 or role == 6 then target @unit :end :if role == 2 then target @unit cast Healing Spray :end :if role == 3 or role == 4 or role == 5 then cast [shift] @unit Symbol of the Torch cast @unit Symbol of the Sun :end
File Name |
Version |
Size |
Author |
Date |
0.11 |
5MB |
Wildtide |
05-26-18 04:46 PM |
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0.10.19 |
10MB |
Wildtide |
05-13-18 01:09 PM |
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0.10.17 |
10MB |
Wildtide |
08-20-16 07:16 AM |
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0.10.16 |
10MB |
Wildtide |
12-27-15 06:44 AM |
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0.10.15 |
10MB |
Wildtide |
12-26-15 07:50 AM |
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0.10.9 |
10MB |
Wildtide |
11-30-15 02:10 AM |
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0.10.8 |
10MB |
Wildtide |
10-04-15 01:49 PM |
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0.10.7 |
10MB |
Wildtide |
08-30-15 11:35 AM |
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0.10.2 |
9MB |
Wildtide |
07-20-15 02:05 PM |
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0.10.0 |
9MB |
Wildtide |
07-18-15 02:49 AM |
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0.8.6 |
8MB |
Wildtide |
05-12-15 07:00 AM |
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0.8.5 |
8MB |
Wildtide |
05-05-15 05:28 AM |
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0.8.4 |
8MB |
Wildtide |
04-22-15 05:59 AM |
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0.8.3 |
8MB |
Wildtide |
04-10-15 01:52 AM |
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0.8.2 |
8MB |
Wildtide |
04-09-15 06:12 AM |
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0.8.0 |
6MB |
Wildtide |
04-08-15 01:30 PM |
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0.7.2 |
4MB |
Wildtide |
12-07-14 03:05 AM |
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0.7.1 |
4MB |
Wildtide |
10-22-14 12:26 PM |
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0.7.0 |
4MB |
Wildtide |
10-22-14 09:10 AM |
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0.6.3 |
4MB |
Wildtide |
06-24-14 12:32 AM |
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0.6.2 |
4MB |
Wildtide |
05-04-14 10:09 AM |
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0.6.0 |
4MB |
Wildtide |
05-01-14 11:13 PM |
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0.5.91 |
4MB |
Wildtide |
01-03-14 11:31 AM |
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0.5.9 |
4MB |
Wildtide |
01-03-14 09:22 AM |
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0.5.7 |
4MB |
Wildtide |
12-01-13 03:04 AM |
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0.5.61 |
4MB |
Wildtide |
11-08-13 04:28 AM |
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0.5.6 |
4MB |
Wildtide |
11-03-13 02:45 AM |
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0.5.51 |
4MB |
Wildtide |
10-16-13 06:11 AM |
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0.5.4 |
4MB |
Wildtide |
10-06-13 03:37 AM |
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0.5.3 |
4MB |
Wildtide |
10-01-13 02:39 PM |
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0.5.2 |
4MB |
Wildtide |
09-23-13 01:21 AM |
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0.5.1 |
4MB |
Wildtide |
09-22-13 11:58 PM |
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0.4.92 |
4MB |
Wildtide |
09-17-13 01:25 PM |
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0.4.8 |
3MB |
Wildtide |
07-04-13 05:39 PM |
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0.4.7 |
3MB |
Wildtide |
07-04-13 02:44 PM |
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0.4.6 |
3MB |
Wildtide |
06-21-13 03:37 PM |
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0.4.5 |
3MB |
Wildtide |
06-17-13 11:56 AM |
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0.4.4 |
3MB |
Wildtide |
06-16-13 05:45 PM |
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0.4.3 |
3MB |
Wildtide |
06-15-13 06:02 AM |
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0.4.2-beta |
3MB |
Wildtide |
06-15-13 03:11 AM |
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0.4.1-beta |
3MB |
Wildtide |
06-14-13 12:25 AM |
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0.4.0-beta |
3MB |
Wildtide |
06-13-13 05:17 PM |
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0.3.104 |
3MB |
Wildtide |
03-15-13 02:29 AM |
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0.3.103 |
3MB |
Wildtide |
03-12-13 12:40 PM |
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0.3.102 |
3MB |
Wildtide |
03-11-13 04:58 PM |
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0.3.101 |
3MB |
Wildtide |
03-06-13 02:35 AM |
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0.3.100 |
3MB |
Wildtide |
02-28-13 06:17 PM |
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0.3.99 |
3MB |
Wildtide |
02-28-13 02:24 AM |
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0.3.98 |
3MB |
Wildtide |
02-18-13 03:25 AM |
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0.3.97 |
3MB |
Wildtide |
02-18-13 02:19 AM |
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0.3.96 |
3MB |
Wildtide |
02-16-13 03:34 AM |
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Wildtide |
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11-08-12, 10:15 PM | |
Forum posts: 0
File comments: 10
Uploads: 0
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Most recent update running on Beta is showing my player unit frame floating over many other dialogs. Thoughts?
Edit: A good example is the map.
Last edited by porsche : 11-08-12 at 10:53 PM.
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porsche |
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11-08-12, 03:57 PM | ||
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Re: Re: Re: Re: Re: Re: Layers/Stratas
Quote:
In the meantime, I've been looking to see if its possible to access the UI elements directly. In my template I have: Code:
{ id="txtRange", type="Label", parent="frameBackdrop", layer=30, attach = {{ point="TOPLEFT", element="labelName", targetPoint="BOTTOMLEFT", offsetX=0, offsetY=0 }}, visibilityBinding="name",colorBinding="adeleaRangeColor", text="{range}", fontSize=10, color={r=1, g=1, b=1} }, |
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adelea |
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11-08-12, 02:58 PM | ||
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Re: Re: Re: Re: Re: Layers/Stratas
Quote:
The best way to handle it is probably to set a value directly on the unit, and then use this. To try to explain... wtLibUnitDatabase tracks every value set on any unit, so you can do something like: WT.Units[Inspect.Unit.Lookup("group01")].distanceFromPlayer = 20.0 This will then trigger a property set event from that unit, which you can either use directly with a binding, or make a virtual property dependent on it. To make this work in your distance addon, you'd probably want to track whenever the player or a raid member moves, and flag that their distance needs updating. Then in the System.Update.Begin event, you can calculate the distance for any units that need it, meaning you'll only ever calculate it once. In this update event, you would use the WT.Units[...] bit above, to trigger a binding on your raid frame template. That probably makes no sense at all, let me know if it doesn't |
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Wildtide |
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11-08-12, 01:49 PM | |
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Re: Re: Re: Re: Layers/Stratas
OK, another question!
Is it possible to add two update events to a raidframe label? The distance gadget layering issue is still there, but is very weird - sometimes it works, and sometimes mid-fight, they all get moved under the raid frame and hidden. So, I am modifying my raidframe template to add in a distance indicator on those. This is working - sort of. If the raid member moves, then it updates their distance, but if they stay still, and I move it doesnt. I do this with a virtual property: Code:
WT.Unit.CreateVirtualProperty("range", { "coord" }, function(unit) if WT.Player.coord and unit.coord then local range = WT.Utility.MeasureDistance( WT.Player.coord[1], WT.Player.coord[2], WT.Player.coord[3], unit.coord[1], unit.coord[2], unit.coord[3]) return string.format("%.01fm", range) else return "" end end) But, I cant find any easy way to get at the 20 elements making up the raid frame, in order to update the values from an outside update. |
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adelea |
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11-03-12, 05:20 AM | |||
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Re: Re: Re: Layers/Stratas
Quote:
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adelea |
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11-03-12, 05:05 AM | ||
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Re: Re: Layers/Stratas
Quote:
For the other, you're kinda stuck with either the very limited config dialog, or manually creating the whole thing (like Gadgets:Buffs does). I should really add a slider option to the standard config dialog though - it's an obvious omission. I think Wykyd might have added one for outfitter actually, but I haven't checked. You would need to define a control for the slider (as per the stuff in the 'controls' folder), and then add a method to the Dialog table to handle adding a slider. It's really really messy code unfortunately - badly written in a hurry to get the first set of gadgets finished, and I've never gone back and made it better.
Last edited by Wildtide : 11-03-12 at 05:09 AM.
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Wildtide |
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11-03-12, 04:24 AM | |
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Re: Layers/Stratas
OK - figured it out =)
My Gadget was being created before the Raid Frame, so wasnt using the modified strata, so an explicit call in my gadget to set the strata resolved this. Now, I have another question! How do I place 'normal' UI elements on a config screen ? Code:
local function ConfigDialog(container) dialog = WT.Dialog(container) :Label("Some description text") :Combobox("var1", "Unit to track", "player.target", { {text="Target", value="player.target"}, {text="Target's Target", value="player.target.target"}, {text="Focus", value="focus"}, {text="Focus's Target", value="focus.target"} }, false) :ColorPicker("txtcol", "Text Color", 0.9, 0.9, 0.9, 1) So I want to add my own, whilst still using the convenience of your config options. I can create a slider no problem, but the question is - How do I attach it to some point on the ColorPicker element? |
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adelea |
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11-02-12, 03:52 PM | |
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Layers/Stratas
Hi,
Any idea what could be causing this: The blue text is set via: Code:
distance:SetLayer(90) txtRange:SetLayer(95) Code:
elements = { { -- Generic Element Configuration id="frameBackdrop", type="Frame", parent="frame", layer=0, alpha=0.8, attach = { { point="TOPLEFT", element="frame", targetPoint="TOPLEFT" }, { point="BOTTOMRIGHT", element="frame", targetPoint="BOTTOMRIGHT" } }, visibilityBinding="id", color={r=0,g=0,b=0,a=1}, colorBinding="aggroColor" }, { -- Generic Element Configuration id="frameBlocked", type="Frame", parent="frameBackdrop", layer=15, visibilityBinding="blocked", color={r=0,g=0,b=0},alpha=0.6, attach = { { point="TOPLEFT", element="frame", targetPoint="TOPLEFT", offsetX=adeleaRFMargin, offsetY=adeleaRFMargin }, { point="BOTTOMRIGHT", element="frame", targetPoint="BOTTOMRIGHT", offsetX=-adeleaRFMargin, offsetY=-adeleaRFMargin } }, }, I cant work out why this new gadget wont display over the top of the Raid frame. EDIT: OK, I can see WT.UnitFrameContext:SetStrata("hud") In wtUnitFrame.lua distance is created with: local distance = WT.UnitFrame:Create(configuration.unitSpec) So, does this :Create() method use a different context to that of unitframes built via UF:Construct(options) ?
Last edited by adelea : 11-02-12 at 04:03 PM.
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adelea |
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11-01-12, 09:43 AM | |||
Quote:
When I saw one again I assumed it was this again, but upon checking no, it has nothing to do with your addon. Sorry to bother ya, off to go post on the correct addon page LOL |
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Elaani |
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11-01-12, 08:57 AM | ||
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Quote:
Sorry! |
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Wildtide |
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11-01-12, 02:43 AM | |
got the following upon leaving a warfront today:
Code:
Error: Event Event.Unit.Detail.TitleSuffix is deprecated, the addon environment is not in compatibility mode, and LibScriptablePluginUnit_1_0 has an active hook (named Defailt.TitleSuffix). In LibScriptablePluginUnit_1_0 / Defailt.TitleSuffix, event Event.Unit.Detail.TitleSuffix stack traceback: [C]: in function 'error' |
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Elaani |
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10-25-12, 05:41 PM | ||
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Quote:
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Wildtide |
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10-23-12, 09:35 AM | |
Forum posts: 0
File comments: 5
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Hello mate, thank you for your addon and your hard work.
Is it possible to have some sort of HoT tracking on the actual boxes of the raid frames, the same way that the debuffs are displayed. Also could there be some way to see dispel-able debuffs on the targets by having the raid frame changing colour (into purple or red or something). All in all to mimic a bit healing addons like Vuhdo from wow, and others. Thanks again! |
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Dosas |
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10-23-12, 03:11 AM | |||
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Quote:
Quote:
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Wildtide |
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