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    posted a message on [Grid] Module request: Improved Range Checking/ Improved Cleansing
    As a healer, there are two "out of range" checks I'd like to monitor: out of healing range, and out of cleansing range. Many months ago bitbyte posted a modified version Grid that had multiple range check options, and it was recommended that this be made into a module instead of incorporated into Grid. Anyone inclined to write such a module?

    I'm not sure the best way to visually present the range information. There could be different transparency levels for different ranges. This sounds nice to me but I'd have to see it in action to know whether it's easy to distinguish 3 levels of fade. Another way would be to add a second color option to each of the Auras so that you could color your aura indicators based on range. For example I have magic debuff in the lower left corner. I could, say, have it show a green box if the player is in range of cleansing, and a gray box if the player is out of range.
    Posted in: Grid & Grid2
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    posted a message on Fubar tooltips become unclickable - affects every addon
    For me, I don't think it's an invisible frame. When I mouseover a FuBar mod the correct mouseover window comes up, it's just I can't click on the mod to get the click-menus. I tried the GetMouseFocus script but there does not seem to be anything there but the FuBar.

    Sounds like my problem is a bit different from most others are having since I do get the mouseover boxes.
    Posted in: FuBar AddOns
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    posted a message on Fubar tooltips become unclickable - affects every addon
    Happens to me as well. Just started in April when I upgraded my computer. My FuBar items become unclickable. Strangely, the mouseover panels still pop up still it's just I can't bring up the click menus. Reloadui fixes the problem (at least for a little while).

    My FuBar runs along the top of my screen. I have found that there is a teeny tiny strip along the very bottom of the FuBar that is still clickable all the time. I can bring up my menus that way but it takes some effort finding the clickable spot each time.
    Posted in: FuBar AddOns
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    posted a message on Fishing Ace! Discussion
    FishingAce does not seem to enhance my bobber sound when I equip my fishing pole. Isn't it supposed to turn off ambiant sounds and music and turn up the game volume?
    Posted in: General AddOns
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    posted a message on Loot Stats-A Farmer's Helper
    I'd like to second this idea. As I was farming warlocks in SMV today for Aldor rep and alchemy recipes, I got to wondering just how many of these guys I had killed. It seemed like hundreds but I wasn't sure. This game involves a lot of farming and getting some statistics on how successful each farming run is would make the grind a teensy bit less tedious. If you knew how many mobs you had killed, you could compare the drop rates you're getting with what's on Wowhead, for example. Anything to make farming less boring. :b

    Even if it didn't track loot (I can see what's in my bags) and just displayed how many mobs I had killed, that would be really cool. If it could tell me how many of each mob type (e.g. 132 Searing Elementals, 14 Scorch Imps) that would be even better. Maybe a FuBar plugin would make sense.

    There are a couple kill counting mods out there but they seem to all be based around XP gain. At lvl 70 these mods don't seem to work.
    Posted in: Addon Ideas
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    posted a message on addonpkg - Perl command line svn addon updater and archiver. (Mac OS X/Windows)
    Thanks for the fix! Works great. :D
    Posted in: Updaters
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    posted a message on addonpkg - Perl command line svn addon updater and archiver. (Mac OS X/Windows)
    I've recently run into troubles with how addonpkg installs the Ace2 set of libraries. Addonpkg splits up Ace2 separate addons called Ace2_##:

    Ace2
    Ace2_AceAddon-2.0
    Ace2_AceComm-2.0
    Ace2_AceConsole-2.0
    Ace2_AceDB-2.0
    Ace2_AceDebug-2.0
    Ace2_AceEvent-2.0
    Ace2_AceHook-2.1
    Ace2_AceLibrary
    Ace2_AceLocale-2.2
    Ace2_AceModuleCore-2.0
    Ace2_AceOO-2.0
    Ace2_AceTab-2.0

    I believe this is happening because addonpkg looks at the OptionalDeps line of Ace2 and sees these subpackages listed. The Ace2 toc file was recently changed and this OptionalDeps line added. Why it was added, I don't know.

    The problem with splitting up the Ace2 library suite like addonpkg does is that the new addon listing is not consistent with all of the Dependencies listed in the Ace2_## toc files. For example, Ace2_Comm-2.0.toc lists

    ## Dependencies: AceLibrary, AceEvent-2.0, AceOO-2.0

    not

    ## Dependencies: AceLibrary, Ace2_AceEvent-2.0, Ace2_AceOO-2.0

    I can get around this by using addonpkg for all my other addons, and then copying Ace2 directory from the staging area rather than letting addonpkg "install" it, but it would be nice if you could fix it. :) Or should I instead be asking the Ace library maintainers why they changed Ace2.toc?
    Posted in: Updaters
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    posted a message on Is spamsentry too good?
    To save both my and the GM's time, I edited the ticket text with a line asking them to close the ticket without whispering me in-game. I don't need a personal reply everytime I report a spammer. You can modify the report text in the spamsentry options so you only have to do it once.
    Posted in: General AddOns
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    posted a message on Request for AlarmClockWrangler replacemnet...please
    You could try FuBar_TimerFu. It kinda does what you want. I'm not sure if you can enter an absolute time for the alarm to go off, but it does have a countdown timer.

    http://www.wowace.com/forums/index.php?topic=3000.msg60046

    If you wanted to be able to enter in a time like "5:00pm" instead of number of mintues till the alarm goes off, maybe you could ask in that thread.
    Posted in: Addon Ideas
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    posted a message on Buffalo
    Hmm, actually I think the only thing getting changed between Feb 17 and Mar 17 is the embedded libraries. The addon itself appears to be unchanged.
    Posted in: General AddOns
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    posted a message on Buffalo
    hmm, seems to be something weird going on with the version numbers. Take a look at http://files.wowace.com/Buffalo. Feb 17 is the first 28251 release, then it goes 28251.1, 28251.2 etc. Maybe WAU is getting confused?
    Posted in: General AddOns
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    posted a message on Unlocking oRA2 Main Tank Frames
    IIRC, you have to hold down alt, or alt-shift, or alt-control-escape-shift or some other nonintuitive thing to get the frames to move. Then again it's been months since I've used oRA's tank frames so maybe it's different now.

    (I still use oRA but haven't had occasion to use the MT frames.)
    Posted in: Raid AddOns
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    posted a message on [Request] addon to target by raid icon
    Thanks for your reply. I'm sad that it can't be done, but it's good to know why.
    Posted in: Addon Ideas
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    posted a message on [Request] addon to target by raid icon
    There are a few mods out there to help with assigning raid icons to targets, but what about to target by raid icon?

    I was in Shattered Halls last night and there are several pulls of 5-6 elites. I was assigned crowd control for 2 mobs at a time, while also having to switch back and forth on the main kill target for dps. I found myself losing a lot of time just acquiring the correct targets. The mobs were grouped up enough that mouse-targetting was hard, and tab-cycling takes time. I used my focus frame for one of the mobs, but really wished I had a few more frames.

    A mod that would help select targets by icon would be really useful. I looked through the wowwiki on macro functions, and didn't see anything that would allow you to target a specific raid icon.

    It would be lovely if a mod could put up a set of frames for every mob that has an icon. It would have to do this before combat. Perhaps you would hit a button on the anchor point for the frames, and that would set the mod in motion. It would cycle through all the mobs in the vicinity, and if the mob had an icon assigned it would put up a unit frame for that mod. You would hit the "make frames" button after the icons were assigned and just before you entered combat. A nicety would be the ability to drag and drop the frames to change their order, so that you could arrange them in the kill order, for example.

    Potential issues:

    1) raid icon changes during combat. Can't change the frames in combat, so if something new gets an icon you won't see it.

    2) mod might make an incomplete set of frames because some of the mobs are out of range. I think you could get around this by increasing your tab-target distance before making the frames, and then return that distance to the default value. If that makes any sense.

    Would anyone be interested in coding such a mod? If there are no takers, maybe I'll try to learn some lua and code it myself, if it seems doable.
    Posted in: Addon Ideas
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    posted a message on Raid Icon/Charms Bar Addons
    Give LuckyCharms a try. You can get it here:

    http://ui.worldofwar.net/ui.php?id=2761

    This is NOT the ace'd version by Kagaro. It's an outdated mod, and you have to change the version number in the TOC file to get it to load. But it's very simple and it works just fine. It gives you a movable bar like in this picture:



    The bar can be rescaled. I have macros set up to hide and show the bar, and have bound these functions to slots on my Geist bar. So I only have my charms bar showing when I'm assigning targets. Works great!
    Posted in: Addon Ideas
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