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    posted a message on BigWigs
    Not yet and I'm hoping I don't have to. Not because I think it's bad (far from it), but because I'm hoping the recent changes are transitional.
    Posted in: Raid AddOns
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    posted a message on BigWigs
    Quote from yoshimo
    I can't think of a valid reason to remove all this stuff we got used to in all this years.


    Neither can I, tbh. While, I wasn't using BossBlock extensively and I can't really say that it has affected me that much, it's options were very much meaningful. But the Fns and custombar nukage, was pretty severe and since I'd rather die a horrible death before switching to DBM, I'm at a dead end.
    Posted in: Raid AddOns
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    posted a message on Problem with a variable set on ADDON_LOADED and not seen in PLAYER_ENTERING_WORLD
    The problem is you are setting your OnEvent script via the xml (RhadaTip1.XML), which according to the .toc is obviously getting parsed after RhadaTip.lua (note : Don't use Script file="Whatever" in your XML if you have specified the order in toc, it's not needed). My experience with such addons is, that ADDON_LOADED either doesn't fire or will have already fired before the script handler is set, at which point you are pretty much out of luck.

    Options :

    1) Screw the XML code (it's really only "needed" for templates) and do everything via lua, where you have better control over such events.
    2) Keep the XML code and do w/e your are doing on ADDON_LOADED, inside your OnLoad function handler (RhadaTip_OnLoad).
    3) Register for PLAYER_LOGIN instead of ADDON_LOADED and do the initialization there (you may also use VL but it can be unreliable in some cases).
    Posted in: AddOn HELP!
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    posted a message on Recount
    Quote from Pneumatus
    Entering a vehicle fires UNIT_ENTERING_VEHICLE and UNIT_ENTERED_VEHICLE, and on leaving fires UNIT_EXITING_VEHICLE and UNIT_EXITED_VEHICLE, if that's any help :)


    As far as I know those events do not return a unitID or GUID which makes it hard to associate the vehicle with its proper owner. Hell, I'm not even sure if they fire for any other unit, except the player himself.
    Posted in: General AddOns
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    posted a message on Recount
    Quote from Tristanian
    I will be doing Coliseum and Ulduar 25 tomorrow, so we'll see how it goes. Unfortunately, since I play a balance Druid myself, I'm always able to see my treant damage correctly merged, but the same cannot be said for our enhancement shaman's wolves (at least until last Wednesday's clear), since I used to be able to see his pets, as a separate combatant.



    Raid over. Shaman pets appear properly merged now, apparently.
    Posted in: General AddOns
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    posted a message on Recount
    I will be doing Coliseum and Ulduar 25 tomorrow, so we'll see how it goes. Unfortunately, since I play a balance Druid myself, I'm always able to see my treant damage correctly merged, but the same cannot be said for our enhancement shaman's wolves (at least until last Wednesday's clear), since I used to be able to see his pets, as a separate combatant.
    Posted in: General AddOns
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    posted a message on Profile mayhem
    Quote from garymce
    Thanks for all the advice! I'll try Reflux out, looks like just the thing.



    Too true :(


    No it isn't true, it's a generalization and a dangerous one at that. There is very good reason for certain addons to use character specific profiles by default (and the option to be able to change this of course), for example addons monitoring certain statistics or talents, which obviously vary from character to character. I can even find reasons why someone would want an addon such as Omen to use different settings per character.
    Posted in: AddOn HELP!
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    posted a message on BigWigs_Ulduar
    Quote from yoshimo
    Didn't the yogggbrain-module require a few people inside the brain using it so it can broadcast this information through the addonchannel to other peoples outside the brain using yoggbrain too? Like the kalecgos module , i cant make use of it when not enough people use this ;)

    Most of the Ulduar-Bosses ,except yogg ,dont require this type of syncing because all players are in the same phase/dimension/realm, and there are no portals like kalecgos or sartharion have.
    It would be even better if the blizzard-combatlog did reveal cl-events for the whole raid, no matter if you take a portal or released your spirit and are out of visible range.


    I'm not entirely sure but I believe that you can still see the targets of players inside the brain room. If this is true, no syncing is really required, you can just cycle through the raid targets trying to match the mob type and if found, update the health bar as necessary. I guess there would still be an error margin by using this method, but imo shouldn't be significant.
    Posted in: Raid AddOns
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    posted a message on Blizzard's floating combat text size
    As far as I remember from an older similar post, Xinhuan has stated that you cannot really modify those numbers in the way you describe it (size or position), except the font, by overriding the font file with a physical font file of your own and I believe you can also modify the color by raw hooking a certain Blizzard function.
    Posted in: AddOn HELP!
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    posted a message on Dungeon Raid Mode display/setting (LDB)
    Well, hmmm...what the hell, I'll look into a "Short text" option for difficulty only (I don't think it will look that good on the loot type :p).
    Posted in: Addon Ideas
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    posted a message on Dungeon Raid Mode display/setting (LDB)
    The ability to hide the loot method and even show instance difficulty when ungrouped, has been added to version 2.1.
    Posted in: Addon Ideas
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    posted a message on 3.2.2 | Onyxia
    I'd pay for an encounter that would rival the level 60 Naxx 4 Horsemen (despite the absurd requirements) or pre-nerf KJ. Sadly, that is not going to happen and while I'm definitely an advocate of 'old content', I do not believe that reusing said content, even for the purposes of an anniversary adds anything new or special, even for those that cherish the 'old days'. Completing Naxxramas was once considered a memorable accomplishment, today people laugh at the sound of the word. I guess my point would be, that (so far) previous experience has shown that it is very much unlikely, revamping old encounters such as Onyxia, would bring back the old 'feeling' of accomplishment and/or closure, once you defeated the encounter. It was a different time, epics were much, much more out of reach (justifying their title) and tuning was similarly different. If you didn't down Onyxia back when it was relevant, chances are you won't even notice (or perhaps even care) about this new version.
    Posted in: General Chat
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    posted a message on 3.2.2 | Onyxia
    I'd gladly take the teddy bear (and like it) than having them mess around with classic encounters that don't real require any changes or "reviving". Does this game absolutely require another epics vendor ? What's up for next year then ? C'thun Reborn ? :p
    Posted in: General Chat
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    posted a message on 3.2.2 | Onyxia
    I'll use a phrase from Akama:

    "I prefer to remember the Temple as it used to be; not the abomination it has become."

    And just for nostalgia sake. Heh, I had forgotten that initially, you could drop battle standards outside battlegrounds.
    Posted in: General Chat
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    posted a message on Dungeon Raid Mode display/setting (LDB)
    Actually...hmm...now that you mention it, I see no reason why I shouldn't make the loot type optional as well. Rolling for something will still take priority for the text display though, as that is an integral part of the original addon and I don't really feel it should be made optional, or appended to the existing text.

    I'll cook something up, in the next release.
    Posted in: Addon Ideas
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