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Updated: | 05-27-18 01:29 AM |
Created: | 05-04-12 03:55 PM |
Downloads: | 49,020 |
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 |
|
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 |
|
0.4.7 |
3MB |
Wildtide |
07-04-13 02:44 PM |
|
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 |
|
0.4.2-beta |
3MB |
Wildtide |
06-15-13 03:11 AM |
|
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 |
|
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 |
|
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 |
|
0.3.96 |
3MB |
Wildtide |
02-16-13 03:34 AM |
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Wildtide |
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07-30-12, 03:55 PM | ||
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Re: Request: Import to characters
Quote:
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Wildtide |
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07-30-12, 04:05 PM | |
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What I'm working on...
Posted this link in a reply on Curse, and thought I'd repeat it here...
My current plan for full customization is based on a Property system, which is described at a very high level here: Wildtide's Blog. |
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Wildtide |
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07-31-12, 12:15 AM | |
Forum posts: 0
File comments: 14
Uploads: 0
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Re: What I'm working on...
Can your frames be used for heaing like someof the other frame packs.
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dawnii |
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07-31-12, 05:53 PM | ||
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Re: Re: What I'm working on...
Quote:
Details are available here. |
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Wildtide |
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08-02-12, 11:48 AM | |
Forum posts: 0
File comments: 6
Uploads: 0
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When can we expect implementation of stand-alone buff/debuff tracking gadgets? Something like KBB? (which is no longer maintained!)
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Herpaderp |
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08-03-12, 10:07 AM | |||
Forum posts: 0
File comments: 10
Uploads: 0
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Error
I'm receive the following error regularly:
Quote:
Quote:
Last edited by Iron@Argent : 08-03-12 at 10:31 AM.
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08-03-12, 10:51 AM | ||
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Quote:
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Wildtide |
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08-03-12, 10:53 AM | ||
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Re: Error
Quote:
The first error message is one I've seen in my emails a few times, and have a fix for. I could do with knowing when it happens though, as I assume it's happening when altering gadgets while in combat, which isn't supposed to be possible The performance warning is a bit more difficult. I see them when I've had to reload the UI a few times (a bug in RIFT that Zorba is aware of), but not generally at other times. I'll see if I can alter the way dialogs are built to cope with this. Update: I believe I have fixes for both of these issues now, which will be in the next release.
Last edited by Wildtide : 08-03-12 at 02:38 PM.
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Wildtide |
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08-03-12, 08:08 PM | |
Guest
Join Date: Not Yet
Forum posts: 0
File comments: 0
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Wow, this add on just has so many options. It is wonderful. However, the changes I'd prefer to see are these:
--The raid frames feel too cartoony for me atm. If I could take Click Box Healer's raid frame styles and put them into this add on, that would just make me happier than turnips at a taco stand. --Remove the cast bar that over-writes the mana bar when making a new self portrait using the standard raid frame selection. Thank you for putting the time, and effort, into making this addon. It is by far the best on the market for unit frames at the moment. Keep on keeping on. |
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Uphir |
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08-04-12, 02:41 AM | ||
Forum posts: 0
File comments: 10
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Re: Re: Error
Quote:
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Iron@Argent |
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08-07-12, 11:03 AM | |
Zombie
Forum posts: 1
File comments: 14
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The checkbox to inhibit the context menu doesn't work for me. I create a player health orb and mana orb. Disabling the context menu from the mana seems to make no difference.
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Rasputin |
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08-08-12, 06:20 AM | |
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Coupe of things!
- Is it possible to have the group frame hide itself when in a raid? - Is it possible to have a unitframe gray itself if Inspect.Unit.Detail().tagged == "other" ? [edit] I've managed to achieve the 2nd one. Added a new property (colorBinding = "taggedColor") to barHealth in the frame template, and updated wtUnitDatabase.PopulateUnit() : if detail.tagged == "other" then unit.taggedColor = { r = 0.6, g = 0.6, b = 0.6, a = 1.0 } else unit.taggedColor = { r = 0, g = 0.7, b = 0, a = 1.0 } end You already catch and use Event.Unit.Detail.Tagged, so the only other change I needed to make was in SetProperty() if property == "tagged" then PopulateUnit(unitId, WT.Units[unitId]) end And on a related note - could it be possible to add in the ability for templates to provide colors to override colorbindings? The yellow you use for warrior power is a bit bright, so I have turned it down - be nice if that could be done as part of the template.
Last edited by adelea : 08-08-12 at 08:00 AM.
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adelea |
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08-08-12, 03:05 PM | ||
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Quote:
With the tagged colour binding, I think it may be better off handled as a virtual property rather than one of the hardcoded properties built directly into UnitDatabase. I tend to only use those for things that never change on a unit once it's populated (like its calling). You *should* be able to add something like the following to a template to create a new virtual property: Code:
WT.Unit.CreateVirtualProperty("taggedColor", {"tagged"}, function(unit) if unit.tagged == "other" then return { r = 0.6, g = 0.6, b = 0.6, a = 1.0 } else return { r = 0, g = 0.7, b = 0, a = 1.0 } end end) So... I will probably add your taggedColor idea as a virtual property in Gadgets/wtLibUnitFrame/wtUnitFrame_VirtualProperties.lua, which is where I define a core set of common properties.
Last edited by Wildtide : 08-08-12 at 03:11 PM.
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Wildtide |
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08-08-12, 04:20 PM | ||
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Quote:
BTW - Loving gadgets so far! EDIT : OK, this isnt working as expected... I have created 3 virtual properties - 2 are based on calling for setting resource color in a unit frame, or health color in a raid frame. The one using 'tagged' doesnt work like the others... It's doesnt seem like its settings the color in the first place. If I add in a color = {} property, then that doesnt seem to work as a default. Any ideas ? Code:
WT.Unit.CreateVirtualProperty("adeleaTagColor", { "tagged" }, function(unit) print("VP: adeleaTagColor - tagged = "..tostring(unit.tagged)) if unit.tagged == "other" then return { r = 0.4, g = 0.4, b = 0.4, a = 1.0 } else return { r = 0, g = 0.4, b = 0, a = 1.0 } end end) Code:
{ id="barHealth", type="Bar", parent="frameBackdrop", layer=10, attach = { { point="TOPLEFT", element="frame", targetPoint="TOPLEFT", offsetX=1, offsetY=1 }, { point="BOTTOMRIGHT", element="barResource", targetPoint="TOPRIGHT" }, }, growthDirection="right", binding="healthPercent", color={r=0,g=0.4,b=0,a=1}, colorBinding="adeleaTagColor", backgroundColor={r=0, g=0, b=0, a=1} }, EDIT2 : And after a nights rest, I find the solution. In the template, set the initial colour in the Construct() function: self.Elements["barHealth"]:SetBackgroundColor(0,0.4,0,1) EDIT3: No, that didnt work after all - it colored the bar OK, but didnt show HPs changing - or rather it did, but in what looked like a bar w/ the same color, but a different alpha level over the top. So I guess there is some other mechanism in play that I havent yet tracked down!
Last edited by adelea : 08-09-12 at 01:50 AM.
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adelea |
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