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MereHealingFrames  Popular! (More than 5000 hits)
Version: 0.4.38
by: Mere [More]
The frames are now at the point they're configurable by others (I won't say easy to configure

There's config UI available by running:
/mhf config
to bring up the config dialog.

Basic buff tracking is in (stacks and timers should work) The buff/debuff lists are a priority ordered list. IE the first buff will be shown that is active from the list.

The Buff Slots are harder to explain, currently slots 1 is Top Right, then slot 5 is on the left. Eventually you'll be able to map icons to any buff slot you want. EG the tank frame is larger, and you can fit some more buff icons, then you can configure them as higher slots.

The frames support multiple layouts, along with many filter options, you can create frames that a filter based on:
  • calling (warrior, rogue, mage, cleric)
  • role (dps, tank, support, healer)
  • grouping (group 1-4)

Spell sets can be created for each spec, or shared between specs. (this functionality needs adding to the layouts as well)

To move a layout around you should be able to drag it's border to place it in a new location.

To enable debug spam run:
/mhf debug -l 5
This will enable some spammy tracing. Note this setting isn't saved.

Spells are configured using:
/mhf spell
more help can be seen with:
/mhf spell -?
Known options:
-l (--list): list current spell settings
-b (--button): mouse button (left, right, middle, four, five, up, down) (string)
-m (--modifier): modifier to apply (alt, shift, ctrl) (string)
-s (--spell): spellname (string)
-t (--target): target
-c (--custom): custom, not yet implemented (string)
-r (--reset): resets all mouse bindings
--mere: Setup Mere's test spells

To reconfigure current spells for your current spec, you can create a macro that contains the desired entries, and use it for reconfiguring spells, eg:
/mhf spell --reset
/mhf spell -b left -s "Healing Spray"
/mhf spell -b left -m ctrl -s "Healing Breath"
/mhf spell -b right -s "Restorative Flame"
/mhf spell -b right -m ctrl -s "Healing Grace"
/mhf spell -b middle -s "Cauterize"
/mhf spell -b four -s "Ward of the Ancestors"
/mhf spell -b five -s "Searing Transfusion"
/mhf spell -b up -s "Latent Blaze"
/mhf spell -b down -s "Sterilize"

Adding -n "set name" will update the specified spell set. (the set needs creating through the config UI)

Colours can be reconfigured with (eventually I'll put a UI on this):
/mhf colours -?
Note that the colour names may not mean much without looking at the code.

Thanks also to the makers of the following libraries:All of which I embed for functionality.

I also used to include:But no longer do so.
Full git log can be found on: http://git.riftui.com/?a=summary&p=MereHealingFrames

Version 0.4.38
Add support for primalist (colour might not be quite right)
This should fix the warnings from the last few people using MHF that get emailed by rift for addon errors.
Note the new version updates the saved variables from previous releases to include primalist if a layout's calling filter included all callings. Once updated it won't change the setting again.

Version 0.4.37
Fix previous change to display an error when a change occurs while in combat.

Version 0.4.36
Ask the watchdog to be quiet when processing raid changes, on some systems it triggers a performance warning.

Version 0.4.35
A few minor fixes to some exceptions.

Version 0.4.34
Fix attempt to index field ''PlayerEvents'' (a nil value) errors

Version 0.4.33
Hopefully fix performance warning from ScanAvailableSpecs, it may not help though, as I suspect that it's the time taken to build the config ui that's hurting.

Version 0.4.32
A mixture of changes are present in this build.
Tweaked some code paths to try and stop letting people do things while in combat that will break.
Start of a new event based model for moving data internally. This is hooked up to quite a few things, and longer term everything will be event driven.
Colours are more dynamic, changing some colours on the command line is likely to update them straight away. Not all colours are hooked up this way yet.

Version 0.4.31
Bug fix to /mhf spell --list
Update LibVersionCheck to 0.03

Version 0.4.30
Add ability to configure role coloured health bars.

Version 0.4.29
Add ability to configure the anchor point of layouts
Improved command line usage to display when no params are passed to subcommands.

Version 0.4.28
Add support for configuring bordersize on panels
Add support for using libversioncheck to help keep people up-to-date with the latest version.

Version 0.4.27
Fix some issues with unit tracking.

Version 0.4.26
Support for 20 souls/roles is now present in the ui. I may look at adding the ability to copy things between the spell/buff sets, as 20 of them won't be easy to manage (I've no idea what anyone will do with 20!)
Switch to directly use libunitchange rather than safes raid manager, mainly because safes raid manager hasn't been updated for some time, and will break with rift 2.4 (as kbm uses a different library now) From my testing I believe I've tested adding/removing members of the raid in various configurations and sequences and things appear to update correctly.
Switch shadowed text to use rift 2.3 glows (hopefully they look ok, and might be less overhead on the system)

Version 0.4.25
Fix a critical issue with 0.4.24, clicking doesn't cast spells (I'll blame the sunshine for that bug)

Version 0.4.24 --- BROKEN DO NOT USE
Switch to using new event API.
More optimization work, hopefully less performance warnings. May also be less CPU usage when running around.

Version 0.4.23
More optimizations targeting relaying panels.

Version 0.4.22
Fix a performance warning for PlanarMax events, it was used at one time to determine if the player was fully loaded, but that's since changed.
Optimize a number of code paths, particularly around health, mana, energy and power updates.
Also fix a few debug messages to pass args into debug, so if tracing is not enabled the debug line has less overhead. Previously they concatenated the string to display, which is a waste of time if it's not being logged.

Version 0.4.21
Add ability to configure health, mana and energy font sizes.
They're on the Layout->Panel Settings tab.

Version 0.4.20
Update LibSimpleWidgets to v1.13.4
Tidy up some code that was using non-existent lua globals (if someone set a global things would have broken)
Use new Event API to only hook Update.End and Update.Begin when needed, rather than always having them hooked. Should reduce CPU usage when not creating new frames, and when none of the tracked items have a timer on them.
I still need to move all Event handlers to the new API.
Fix an issue with /reloadui not setting up spellsets correctly (effect was you couldn't cast after a /reloadui)

Version 0.4.19
Update LibSimpleWidgets for 2.2.
Update LibGetOpt
Update class colours to match official colours
Adding fake frames shouldn't trigger a watchdog warning.

Version 0.4.18
Package up with patched LibSimpleWidgets.
Hopefully this fixes any other strange asserts when working with list.lua.

Version 0.4.17
Fix error when renaming sets.

Version 0.4.16
Attempt to improve performance when leaving combat and needing redrawing frames, it should cut the number of recalcs of the layout from one for each changed unit, to just one. If any oddities occur with units leaving/joining let me know.
Update to LibSimpleWidgets 1.13.1
Also fix an assert triggered from LibSimpleWidgets update:
Error: LibSimpleWidgets/list.lua:308: param 1 must be a number!
In MereHealingFrames / mhfCommands, event Slash.mhf
stack traceback:
[C]: in function ''assert''
LibSimpleWidgets/list.lua:308: in function ''SetSelectedIndex''
MereHealingFrames/ConfigUI_Spells.lua:124: in function ''ChangeSpellSetSelection''

Version 0.4.15
Added configurable colours for text on health, mana, energy and power text.
Reduce the number of times we scan the player's abilities, this will hopefully reduce the number of performance warning/killed mails I've been getting.

Version 0.4.14
Patch background loading issue with HealingBar's textFormatter.

Version 0.4.13
Fix for text formats (eg no text) not applying when the UI loaded

Version 0.4.12
Revert change to buffset loading (was an attempt to fix an issue when saved buffsets are corrupt), it breaks buffsets for everyone and reverts them to the default.

Version 0.4.11
Allow target to be a "spell", and special case it to convert to /target rather than /cast target in the macro building.
Add absorb support. As targets build up absorbs/shields they will gain a light blue border. Can be disabled in the config for panel settings by unticking:
Absorbs are shown as a border around the panels:

Version 0.4.10
When loading the config ui tell the watchdog to be quiet.

Version 0.4.9
I've actually loaded up the ui and game to take a look at if it seems to work on the latest 1.11. It does appear to.
Note that this version also includes some async loading items I was working on to reduce the time spent loading frames etc. Most of this is to avoid the watchdog complaining.

Version 0.4.8
Various tweaks for 1.9 around future compatibility.
Main "fix" is for performance at logon, hopefully, this will remove the warnings fed back via the daily error report for CheckForStrays burning too much CPU.
Also adds support for unit radius changes, so that range will allow for any changes in radius (not sure players ever can, but it at least covers that possibility)

Version 0.4.7 (the "I'm not dead yet" release)
Update supporting libraries for 1.9
Update needed env to 1.9
More changes to come once I've caught up on where things are with rift.

Version 0.4.6
Add options to configure fill of panels (under Filtering and misc)
Also update a few libraries

Version 0.4.5
Add ability to enter multiple spells into a cast button. The code accepts a list of comma seperated abilities, if splits the list into a /cast line for each spell.
If something stops working, please use /mhf tooltips and examine the generated macros.

Version 0.4.4
Bug fix: Healer's Covenant causes buff tracking issues. Any buff that can also be a debuff would cause issues if tracked in seperate trackers. I didn't see this in my testing, as I was using "Latent Blaze", but on the same tracker.

Version 0.4.3
Bug fix: when players are moved in the raid UI, we lost track of them
Bug fix: icon settings weren't being saved and loaded, so icon->buff slot mappings were lost
Bug fix: suppressmacrofailures should be used to create the macros, to avoid some casting spam.

Version 0.4.2
Bug fix an issue with buff lists that causes them to be nil, and so produce errors:
Error: MereHealingFrames/BuffManager.lua:309: attempt to index field 'BuffNameToDetails' (a nil value)
In MereHealingFrames / MereHealingFrames.Events.BuffAdd, event Event.Buff.Add
stack traceback:
MereHealingFrames/BuffManager.lua:309: in function 'BuffAdd'
MereHealingFrames/BuffManager.lua:122: in function 'BuffAdd'
MereHealingFrames/Events.lua:55: in function <MereHealingFrames/Events.lua:51>

Version 0.4.1
Add UI to configure the icons.
Currently allow 3 rows of icons, and all any mapping of icons to buff slots.
Updated LibSimpleWidgets to 1.9.4

Version 0.4.0
Fix some issues with 1.8 and sample units.
Fix range check inverted check.
Update panel status update code to handle all the different player statuses. This should make panel borders, blocked and out of range units clearer and function as expected.

Version 0.3.7
Add sample units tab to /mhf config. This adds sample units to the frames to pad them out. Units are chosen randomly from the callings, roles are based on those selected from the bars or a pre-made button. This should allow for configuration of the different filtering and other settings without needing a real raid or party.

Version 0.3.6
A few new features:
* Cleansable counter buff tracker, add a new tracker, change type to cleansable counter, and then pick a buff slot.
* Ready check monitoring (role icons becomes a tick or cross)
* Optional shadowed text for health, mana, energy and name
* More sort options for layouts:
* compact group id sorting (looks like the default rift ui)
* role then name ordering

A number of bug fixes have also been made, the one that stands out is:
* de/buff tracking sometimes had the wrong times
* group filtering was broken, it's now fixed (everything was treated as group 1)
* the rest of the bug fixes were in new features

Version 0.3.5
Add command line to lock and unlock moving or layouts:
/mhf layout --lock
/mhf layout --unlock

Add command lines to add fake raid members:
Add a five man team (1 tank, 1 heal, 1 support):
/mhf debug -f
or
/mhf debug --fiveman
Add a ten man team (2 tanks, 2 heals, 1 support):
/mhf debug -t
or
/mhf debug --tenman
Add a 20 man team (3 tanks, 6 healers, 2 support)
/mhf debug -w
or
/mhf debug --twentyman
Remove fakes:
/mhf debug -n
or
/mhf debug --nofakes
or
enter combat :)
Version 0.3.4
Refactor some code to be shared between buffs and debuffs. Fixes a bug with debuff handling not working correctly.

Fix a UI bug, if a reloaded list no longer contains the previously selected list, pick the first entry. Fixes an issue when changing buffsets, trackers weren't selected, so you could enter data into a previous tracker.

Still a bug to fix there if the list is empty, need to actually clear out the tracker data, and disable the tracker entry.

Version 0.3.3
Some bug fixes to buff handling.
Optimize the buff handling some more, particularly around the handling of timer updates, I've tried to streamline the code.
Also PTS feature, range checking has been implemented, and should work once 1.8 is released. (maybe some work to optimize the tracking)

Version 0.3.2
Add support for configuring the buffs.
Currently one buff type is support, priority lists. The first found buff in the list is displayed.
I may expand the support so that it can display over multiple slots. IE you can see the first, 2nd and 3rd buff active in the list.
Other types will be created, but I wanted to put buff configuration in.

Version 0.3.1
Fix some issues with relogging in and finding you've frames from when you logged off. In theory I've hooked a location that I think should be after we enter combat in a combat DC, so we'll keep the data, or if out of combat is safe to throw the data, and rebuild from incoming events.

Complete buff engine rework. The code for the core buff routing is complete. There's some UI present, but it doesn't save or configure anything. This breaks the buff handling code from the UI layer. However, it should have no impact on anyone.

Next I need to add config UI, and code up the buff tracking code, currently there's a priority list one coded (nothing that can be configured), IE it displays the icon of any of the listed buff/debuffs, with the icon displayed being that of the first on the list that's active.

Version 0.3.0
Added support for filtering each layout, you can filter based on:
* calling (warrior, rogue, mage, cleric)
* role (dps, tank, support, healer)
* grouping (group 1-4)
Layouts now have labels (which you can turn off, or adjust the height of)

In combat reconnects and reloads should put up frames. Not that it may not be 100% bug free right now, and needs more testing.

Version number is now shown in the config dialog, and also at startup.

Options for text formats are now available for each bar, you can round the health/mana numbers, and also change the amount of detail shown by the numbers.

You can hide mana and energy/power bars if you don't want them, or reduce the size of them.

Version 0.2.7
Rework some of the internals, this should help redisplaying of frames when relogging after a dc, as I believe I should get some basic frames up before the player is put into combat, and then the rest of the details will appear as the server sends the details over.

Also fix some group membership change issues.

Version 0.2.6 (not released due to internet outage at home last night)
Add support for renaming layouts

Version 0.2.5
Link up the command line spell interface so that it refreshes the config UI.
Make some of the command lines show success/failure messages
Support mouseover macros.

Version 0.2.4
Add support to add, rename and delete spell sets.
Add ability to pick role/soul specs for each spell set.
A spec/role can only be assigned to one spell set, but a spell set can be active for multiple specs.

Version 0.2.3
Default to layout borders allowing layouts to be moved (locks on combat)
Allow the creation of new layouts
Allow the deletion of layouts
(Note you can't rename the layouts yet)

Version 0.2.2
First implementation of spellset configuration. Rather basic right now, but should be a little easier than the macro method.

Version 0.2.1
New version to include Safe's Raid Manager 1.1.3. This includes the fix for the group issues I was seeing, without me having a private version.

Version 0.2
Fix some issues with group membership when people leave the group (note that I've a patched SafesRaidManager in this build, however, it shouldn't cause any issues with KBM)

Add initial config UI accessible with:
/mhf config

It allows configuration of the default layout, sizing changes should take instant effect, filter changes may not take effect and need a reloadui. Changing sort order should be instant.

Spells tab is work in progress, I expect to complete the spells tab in the next couple of days.

Version 0.1.3
Fix group membership issues, by handling SRM.GroupChange event
Fix Warrior power bar not changing (I thought it was energy, it's not it's power, oddly there's no powerMax like other resources)
Update default buff/debuffs so that Latent Blaze also shows the debuff

Version 0.1.2
Add ability to reset spell list
Fix nil de-ref when showing tooltips and nothing is configured for a button.

Version 0.1.1
Add basic support for configuring spells and colours
Archived Files (55)
File Name
Version
Size
Author
Date
0.4.37
169kB
Mere
10-13-13 11:57 AM
0.4.36
169kB
Mere
10-12-13 10:42 AM
0.4.35
169kB
Mere
08-26-13 05:06 AM
0.4.34
169kB
Mere
08-03-13 08:26 AM
0.4.33
168kB
Mere
07-30-13 03:29 PM
0.4.32
169kB
Mere
07-27-13 07:44 AM
0.4.31
162kB
Mere
06-30-13 05:22 AM
0.4.30
161kB
Mere
06-27-13 07:09 PM
0.4.29
161kB
Mere
06-26-13 01:08 PM
0.4.28
160kB
Mere
06-26-13 10:51 AM
0.4.27
155kB
Mere
06-24-13 01:15 PM
0.4.26
155kB
Mere
06-22-13 07:37 AM
0.4.25
158kB
Mere
05-06-13 08:13 AM
0.4.23
158kB
Mere
03-25-13 06:03 PM
0.4.22
157kB
Mere
03-20-13 07:18 AM
0.4.21
157kB
Mere
03-13-13 06:25 PM
0.4.20
157kB
Mere
03-11-13 06:01 PM
0.4.19
157kB
Mere
03-02-13 06:01 AM
0.4.18
156kB
Mere
02-10-13 07:31 AM
0.4.17
156kB
Mere
01-30-13 04:02 AM
0.4.16
156kB
Mere
01-26-13 06:19 AM
0.4.15
136kB
Mere
12-02-12 10:53 AM
0.4.14
136kB
Mere
11-11-12 01:41 PM
0.4.13
136kB
Mere
11-11-12 09:23 AM
0.4.12
136kB
Mere
11-10-12 03:00 PM
0.4.11
132kB
Mere
11-10-12 08:15 AM
0.4.10
132kB
Mere
11-09-12 05:50 PM
0.4.9
131kB
Mere
10-26-12 08:25 AM
0.4.8
124kB
Mere
07-01-12 01:17 PM
0.4.7
124kB
Mere
07-01-12 04:41 AM
0.4.6
122kB
Mere
05-09-12 01:49 PM
0.4.5
110kB
Mere
04-26-12 01:48 AM
0.4.4
110kB
Mere
04-25-12 04:05 PM
0.4.3
110kB
Mere
04-25-12 12:26 PM
0.4.2
109kB
Mere
04-25-12 02:23 AM
0.4.1
109kB
Mere
04-21-12 12:46 PM
0.4.0
107kB
Mere
04-20-12 05:57 PM
0.3.7
107kB
Mere
04-16-12 04:14 PM
0.3.6
105kB
Mere
04-15-12 01:59 PM
0.3.5
98kB
Mere
04-12-12 04:58 PM
0.3.4
97kB
Mere
04-10-12 12:55 PM
0.3.3
97kB
Mere
04-09-12 10:24 AM
0.3.2
96kB
Mere
04-08-12 02:59 PM
0.3.1
91kB
Mere
04-07-12 01:27 PM
0.3.0
79kB
Mere
04-06-12 01:25 PM
0.2.7
75kB
Mere
04-05-12 06:12 PM
0.2.5
74kB
Mere
04-04-12 02:14 PM
0.2.4
74kB
Mere
04-03-12 04:25 PM
0.2.3
71kB
Mere
04-02-12 05:02 PM
0.2.2
70kB
Mere
04-02-12 03:12 PM
0.2.1
69kB
Mere
04-01-12 04:30 PM
0.2
69kB
Mere
04-01-12 04:21 PM
0.1.3
30kB
Mere
03-25-12 07:35 AM
0.1.2
29kB
Mere
03-23-12 08:42 PM
0.1
27kB
Mere
03-23-12 05:43 AM


Post A Reply Comment Options
Unread 08-31-13, 02:01 PM  
Fubles

Forum posts: 0
File comments: 1
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Questions questions questions

Hey there - first off I've used every healing frame out there and I love MHF, it's so responsive and detailed with buffs. I was wondering if you were going to add a toggle option for a pet group? For those "the tank threw a hissy fit but we might stand a chance with a pet" moments.

Also - I'm not by any means experienced in game dev or add-on dev but I am a professional interface software developer and have about 4-8 hours a week I could throw at MHF. I've worked with .lua files and the bizarre C they descended from before so if you could use a hand let me know!
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Unread 07-27-13, 08:16 AM  
Mere
Zombie
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Forum posts: 4
File comments: 84
Uploads: 0
I just wanted to do a quick update on the version I just released.

It's likely that 0.4.32 will be the last 0.4.x release (unless there's major bugs lurking in there) as I'm starting to rework how the healing panels work.

The latest release hooked events onto most of the current items that are monitored. My plan is to build upon the events to allow a more dynamic build out of the panels.

Right now you have to use the basic layout I created (with some basic config)

My plan is to allow a more flexible configuration building in a layered fashion:
  • Base layer - the size of the panel
  • Borders - at the moment the borders flash random colours, and do track absorbs, however, what if you want to track range to someone, you can't right now, but you will be able to. Borders can be nested, or on-top of each other
  • Bars layer - this is where the bars will be, and you'll be able to arrange bars as you like, put them in different orders. And display anything in the bars, health, mana, absorb shield, range.
  • Text - player name etc
  • Icons Layer - similar to the current icon grid, (and initially may just be that)
  • Text overlay - currently this is used to display certain info, eg offline, out of range, blocked, but it's in an order I decided made sense, however, you might not like the layering of the info, so I'll be allowing it to be configured.
  • Click area - this is a transparent area that casts heals when you click on it.

The hooks are on things like:
  • health, mana, energy, power, absorb, (maxes where appropriate)
  • role, ready check status
  • flags for: blocked, offline, dead, afk, in cast range
  • range, cast range (cast range allows for how big people are)

I'm also expecting to add triggers, eg you want an event if health drops below 50%, or a player looses 50% health in one hit.

I'm also expecting that colour configuration will be available, so you can reconfigure the colours as you like.

I'm also thinking of converting the buff/debuff tracking system over to use events, and then you can hook a buff timer into a bar or border.

All of this is quite a bit of work, and I have started on it, I know it'll take time to get from how things currently work to where I want them to be. I'm also not expecting to have everything listed above in the first version, IE I want to build the framework, which more items can easily be added to.

Mere
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Unread 07-12-13, 10:57 AM  
Mere
Zombie
AddOn Author - Click to view AddOns

Forum posts: 4
File comments: 84
Uploads: 0
The security mode thing is because you're in combat when trying to configure the addon, I actually thought I stopped the config ui displaying while in combat, I'll have to check.

Looking at the logs I get emailed of the errors displayed, it also looks like
something is trying to display/hide the UI while in combat.

I'll add some code to protect/warn you and not let it happen, as there's not much that can be done, as the game locks out the ability to change "restricted" frames, and you need to use "restricted" frames to cast spells etc.

In theory macros etc shouldn't trigger it, unless your macros are doing things to the addon while in combat, eg hiding/re-displaying the UI?

Certainly the above could cause some issues for panels not displaying right. I will dig in some more as I did change how I track the raid membership, I thought I'd fixed the issues.

Colour changes can be done, there's a post about it a little way down the comments. Note you can change to use class/role colours they're a little softer.

I plan to make the colours have config ui at some point, however currently there isn't the ability to track colour changes, hence there's no UI, as I want the UI to change them on the fly, not require a reloadui. However, using the command line I view as an advanced config and so expect people to handle needing a reloadui.

I believe that you get a message saying that someone is "blocked" when LOS to you. It is on the list of things I want to do to make the healing panels more configurable.

Currently I can't provide an accurate arrow, as the game doesn't provide what direction you're looking in, just an x,y,z, I know someone's done an addon that tracks the direction you move and assumes it's forward (which probably isn't that inaccurate, unless you turn on the spot...)

However, I do plan to allow you to create bars which can track things like range (if you're just wanting to know how far away someone is)
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Unread 07-10-13, 11:20 PM  
Whisp

Forum posts: 0
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This may be 1 of the best Healing addons I have ever come across. The layout and configuration is as good if not better then addons for WOW. Very easy to configure with out so many options that it becomes confusing.

Encounter this issue:
Error: Incorrect security mode.
Function documentation:
Sets the macro that will be triggered when this event occurs.
Permitted only on a frame with "restricted" SecureMode while the addon environment is not secured.
Layout:EventMacroSet(handle, macro) -- eventFrame, string/nil
Parameters:
handle: A handle to a frame event, usually pulled out of the "Event.UI." hierarchy.
macro: The macro to trigger. nil to clear the macro.
In MereHealingFrames / MereHealingFrames.TextField:KeyUp
stack traceback:
[C]: in function 'EventMacroSet'
MereHealingFrames/HealingPanel.lua:491: in function 'UpdateSpells'
MereHealingFrames/HealingPanelLayout.lua:549: in function 'UpdateSpells'
MereHealingFrames/Spells.lua:64: in function 'UpdateCurrentSpells'
MereHealingFrames/ConfigUI_Spells.lua:336: in function <MereHealingFrames/ConfigUI_Spells.lua:321>


This error has come up several times tonight, it seems to be linked to using key binds on the mouse. Useing the right mouse button or middle button seems to trigger this when they are linked to healing cool downs. It happens randomly enough that I can't pinpoint the exact cause.

I also encountered a few times that the unit frames simply went blank. The box was there and it showed as a transparent grayish color. Reloading the UI fixed the issue but it would continue at random times.


Is there a way to change the color of the back panel on the health bar ? I can't seem to find a way to change it. If the color inst controllable what about a few different swap able skins like other addons are using ? The Green is so bright on led screens that it almost hurts to look at for very long.


Any chance of the addon showing an arrow or distance to a target thats out of range rather then just saying out of range ? Trying to tell if the tanks actual LOS or just out of range can still be a little uneasy, then telling what direction they went is the next challenge.

Thanks for a GREAT ADDON !
Last edited by Whisp : 07-11-13 at 12:39 AM.
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Unread 07-06-13, 04:09 AM  
Mere
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If a player leaves the group their panel shouldn't disappear till you drop out of combat, it should have an overlay saying: "Left Group"

There was a buggy version (0.4.26) that didn't track units properly, but I believe I fixed those issue.

You certainly should never lose your panel.

However, there's an issue with the dynamic nature of rift if you don't get out of combat then the frames won't be in sync (you can do a /reloadui which briefly drops you out of combat) It's annoying as it's an API issue, however, it's probably fine for raids and dungeons where your group stays pretty static.
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Unread 07-03-13, 08:37 AM  
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Quote:
Originally Posted by fostot
I keep having the frames stay but the units in them disappear
This is why I had to abandon this and other addons like it in warfronts, its not an addon issue it's an API issue. As peeps enter and leave warfronts you start losing frames. I even got down to 1 frame and it wasn't even mine.
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Unread 07-02-13, 12:37 AM  
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I keep having the frames stay but the units in them disappear
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Unread 06-28-13, 10:16 AM  
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Re: Role based health bars

Quote:
Originally Posted by Mere
Role based health bars are now in v0.4.30 under:
Layouts->Panel Settings->Health Bar Configuration

There's a new tick box:
Health Bar is role coloured
Awesome Mere!
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Unread 06-27-13, 07:14 PM  
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Role based health bars

Role based health bars are now in v0.4.30 under:
Layouts->Panel Settings->Health Bar Configuration

There's a new tick box:
Health Bar is role coloured

Note that you can have either calling or role coloured not both (as that'd make no sense) if nothing is picked then the default green is used.

I found it seemed to work more nicely with the filtering set to group by role and name, as you could see the tanks, healers, support and dps better grouped.

The role icon hasn't disappeared, that'll be something more complex as the ready check icon is tied into the role icon.
Last edited by Mere : 06-27-13 at 07:15 PM.
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Unread 06-26-13, 12:57 PM  
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Re: Something to consider going forward

Quote:
Originally Posted by Mangoes
Color frame by Role.

Yes, I know there is a role icon, I know names can be colored by calling, frames can be colored by calling, etc. However, unlike other games where I use click-healing, this game a Cleric (for example) can be a Tank, Healer, Ranged DPS, Melee DPS. And soon...EVERY CALLING CAN BE EVERY THING!

That is gonna be frustrating...healing rogues....argh.

Anyways I already color my frames uniquely, thanks to your colours.lua. Just suggesting at some point when you are bored perhaps consider tossing in a color frames by role (Tank, Healer, Ranged DPS, Melee DPS). Thanks Mere!
Yeah it's on the feature list. I did look at it, but it's quite a rework to add support for, and will wait till I change how healing panels are configured.

I guess I bought something that made sense elsewhere with colour by class, but makes little sense given the classes can do pretty much every role...

If you want to change colours (and not have to change colours.lua, or have to keep it up-to-date with new versions) you can play with /mhf colours (note that the next version will actually display more usage on the command line)

if you want a list of default colours:
/mhf colours -d
To list colours you've overridden:
/mhf colours -l

To add a colour override, eg mana as a pastel purple:
/mhf colours -n BarMana -r 0.5 -g 0.4 -b 1

To clear a colour override:
/mhf colours -n BarMana -c

Eventually there will be some UI for this, but not many people have asked to change colours.

You'll have to do a /reloadui after changing a colour for it to properly take affect.

Or if you've changed quite a few you can just add them to the savedvariables file, you'll see a section called MHF_Colours

Just to expand, the available options are:
Code:
/mhf colours should be followed by the options:
Known options: 
-a (--alpha): alpha (optional, defaults to 1.0 if not specified) (number)
-r (--red): red (scale 0.0-1.0) (number)
-g (--green): green (scale 0.0-1.0) (number)
-b (--blue): blue (scale 0.0-1.0) (number)
-n (--name): name of colour to adjust (string)
-l (--list): list current colours
-d (--default): list default colours
-c (--clear): clear named colour
--reset: Reset all non-default colours
Last edited by Mere : 06-26-13 at 12:59 PM.
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Unread 06-26-13, 11:36 AM  
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Something to consider going forward

Color frame by Role.

Yes, I know there is a role icon, I know names can be colored by calling, frames can be colored by calling, etc. However, unlike other games where I use click-healing, this game a Cleric (for example) can be a Tank, Healer, Ranged DPS, Melee DPS. And soon...EVERY CALLING CAN BE EVERY THING!

That is gonna be frustrating...healing rogues....argh.

Anyways I already color my frames uniquely, thanks to your colours.lua. Just suggesting at some point when you are bored perhaps consider tossing in a color frames by role (Tank, Healer, Ranged DPS, Melee DPS). Thanks Mere!
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Unread 06-26-13, 10:51 AM  
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Re: Re: Re: Re: Absorb border / Debuffs

Quote:
Originally Posted by demsix
Quote:
Originally Posted by Mere
you can add a line in:
Code:
		PanelSettings = {
			borderSize = 5,
			EnergyFontSize = 10,
			ManaFontSize = 10,
Done.

Again, thanks a lot. Great mod.
This is now configurable in v0.4.28, under panel Settings at the very bottom there's a bordersize slider.
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Unread 06-26-13, 10:46 AM  
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Re: Re: Re: Feature addition (or am I blind?)

Quote:
Originally Posted by Mangoes
I had not played since the update before posting previously, but I just left a game where I invited someone to party while fighting and they did not appear in MHF's frames until combat ended.
Sadly that's an api issue. If something about the raid changes while in combat I can't update the frames properly.

This is because when in combat I can't move/create new "secure" frames. If you could do so while in combat then it'd be possible to write an addon that automates casting spells so all you do is keep clicking in one area of screen.

Sadly it's a limitation that all raid frame addons will have. I could cheat and put up areas on screen before there are units, but that would consume screen space and be confusing if you did click there.

There is talk of adding something to the apis so we can manipulate frames at certain times, but it's not clear if/when it'll happen.
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Unread 06-26-13, 10:43 AM  
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Re: Question about multiple layouts

Quote:
Originally Posted by Tanza
Hi!

I have just started using your add on for cleric healing. I have 2 different roles depending if more AOE or single target healing is needed, so I set up 2 different layouts with different spells. I cannot figure out how to hide the warden layout while I'm using sentinel and vise versa. Is there a way to only show one layout at a time? It would even be great if the layouts could link to the soul tree when I activate that role.

Thanks for your time creating a great add on for healing!!

Tanza
At the moment layouts are global, but you should be able to pick which set of spells and buffs are active for each soul/role.

Do you have massively different layouts between the two? or is it just the spells and buffs that you have different?

(note that it's something I've been meaning to sort out, and there is a config tab that will eventually let you pick which soul a layout is active for)
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Unread 06-26-13, 08:27 AM  
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Question about multiple layouts

Hi!

I have just started using your add on for cleric healing. I have 2 different roles depending if more AOE or single target healing is needed, so I set up 2 different layouts with different spells. I cannot figure out how to hide the warden layout while I'm using sentinel and vise versa. Is there a way to only show one layout at a time? It would even be great if the layouts could link to the soul tree when I activate that role.

Thanks for your time creating a great add on for healing!!

Tanza
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