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    posted a message on XLoot
    Liking the link all button (especially now that it doesn't disconnect me ;)), would it be possible to have an option to set a quality level of what it links? For example on a raid boss that drops 4 purples and several misc blues and greens you could have it set to only link purples or better, and then when soloing you can have it set to link blues or better.
    Posted in: General AddOns
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    posted a message on Alternative to Defend Yourself?
    Gave AutoAttack from http://www.wowace.com/files/ another try yesterday to see if it really was a viable alternative, and for me it just doesn't seem to load at all.. I have it ticked in Addons in-game and it doesn't produce any errors, but it just doesn't seem to be loaded.. no sign of it in DeuceCommander and none of the switches i tried seemed to work (/aa, /autoattack, /aattack).

    Any ideas whats going on with that?
    Posted in: General AddOns
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    posted a message on Hiding the default bar
    Quote from Tem »

    Surely you jest.


    Heh, whatever do you mean? ;)
    Posted in: General AddOns
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    posted a message on Small request for a mod
    I'm not sure if it does TSA, but this is the sort of thing you're looking for right?

    http://www.curse-gaming.com/en/wow/addons-4547-1-etherealbuffreminder.html

    Not Ace, but it works well enough for me with Battle Shout.
    Posted in: Addon Ideas
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    posted a message on Hiding the default bar
    Quote from Industrial »

    MainMenuBar:Hide()


    Yes but can someone please Ace2 this.
    Posted in: General AddOns
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    posted a message on WowAceUpdater - An update tool for Windows users.
    Quote from tekkub »

    Who's against unembedding? I think you're confusing distaste for !!!Libs with not liking unembedding.

    On that note, I've finally put up my counterattack to !!!Libs, !!!StandaloneLibraries. This is simple to use, just open the zip and drop all the folders in your addon path. Open up WinAceUpdater, detect installed addons, and update. This will put every library on your system. They're all LoD, so only onees that are dependencies will be loaded.


    I am going to try this out now, and if it works as it sounds i will be sending you very much love, from me and every laptop WoWer out there.

    EDIT: Ok, for some reason WAU doesn't extract the empty folders, just the two txt files.. so i had to go and get the zip manually, after that it seems ok.

    A few errors on login but based on what i read in README DAMNIT.txt (heh) this means there's something wrong with how these addons call the libs. Any chance of a hint as to what i should be telling the mod authors to change to make their addons work like this?

    I just have FuBar-compat-1.2, Mount (i have no addon by this name so i'm assuming its MountMe), Fubar_FishingBuddyFu and FuBar_ScreenSwitchFu throwing up lib errors.
    Posted in: Updaters
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    posted a message on WowAceUpdater - An update tool for Windows users.
    Absolutely loving this program.. even with the first release of it it was enough to get my notoriously lazy guildmates to give Ace2 a proper go, so thank you!

    Now, a suggestion for an addition:

    I'm hoping by the fact that there is an option to "Install/Update Marked Addons without Externals" that you are not completely against unembedding as some seem to be, so this suggestion won't be met with anger. Anyway what would be cool, is if you could download all the addons with externals and then once they are downloaded and installed, search them for externals and move them all to a !!!libs folder in the root of the addons folder. That way people could unembed but easily keep their own !!!libs directory up to date and only containing the libraries their mods require. Assuming that its possible to check which library is newer when multiple mods include it, the only problem i could forsee is when people come to remove addons and end up leaving behind excess libraries.

    Hope the above makes sense.

    Thanks again.
    Posted in: Updaters
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    posted a message on UI Screenshots - Show us what you use!
    ah cheers, any chance of your config for it (i assume its stored in its saved variables?). Looks like a good layout and i need a basis or i know i'll just go back to my space consuming 48 button clump.

    EDIT: Actually never mind, have just had a quick play with BT2 and i think i'll stay with Bongos for now, at least until the sticky frame issue with aguf is sorted.
    Posted in: General Chat
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    posted a message on UI Screenshots - Show us what you use!


    I like your actionbars, any chance you could tell me what they are and send me the config for them (i play a warrior too and really need to get away from my big clump of buttons).

    Cheers
    Posted in: General Chat
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    posted a message on SuperInspect Aced?
    What SuperInspect does is an amazing addition to my UI, however it does seem to be a bit hacked together and quirky these days (like the frame being unmoveable by kc_mobility, and even quite tricky to grab with visor), despite Smurfy's great efforts to keep it working with each patch.

    So although i agree that just because something isn't Ace2 that doesn't necessarily make it bad, i think SuperInspect could stand to gain something if someone were to take on the conversion.
    Posted in: Addon Ideas
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    posted a message on EQCompare: mod for QuickCompare/EquipCompare replacement.
    Thank you very much, always feels good to have a mod replaced by a smaller Ace2 version that does the same thing!

    Excellent stuff.
    Posted in: General AddOns
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    posted a message on Mendeleev / ReagentInfo
    Quote from MoonWolf »

    the old one no longer works in trunk

    I'm busy, ill announce the new version when I am done,also trunk has no externals set so that could cause problems if you try to use it right now.


    Thanks MoonWolf, all looks great.. i love this addon, awesome that you are still working on it and converting it over to Ace2.
    Posted in: Addon Ideas
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from Pastamancer »

    Seeing as how everyone seems to have a slightly different combination of ways they want health displayed, I'm going to start working on adding conditional support to the watchdog tags.  My ideal hp tag for the target frame would look something like this:

    [enemyhp|friendmissinghp|percenthp|status] [enemypercenthp]


    Show absolute hp if unit is enemy and MH3 has a value, or show missing hp if unit is friendly, or show percent hp, or show offline/dead/ghost status.  Also, show percent hp if unit is enemy.

    The conditional tag only needs to be parsed once to generate a closure, but the closure would still have to call each tag in sequence to see if it returned a (non-nil/non-empty) value.


    Sounds good, i'm just trying to get mine like Grimnir's, which i now have for myself and friendly character's but can't quite seem to get for enemies.

    when i target an enemy that mobhealth doesn't know the hp for it shows 100/100 until it figures out the hp. Other than that its perfect.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames - suggestions, requests and temp fixes thread
    Quote from maximoz »

    Health Text display

    Basically show curhp/maxhp when target self,pet,partymembers or raidmembers. Show mobhealth in curhp/maxhp if enemy. Everything else in %.
        ["smarthp"] = function (u)
        	if UnitIsDead(u) then
                return L("dead")
            elseif UnitIsGhost(u) then
                return L("ghost")
            elseif (not UnitIsConnected(u)) then
                return L("disc")
            else
                local hp = nil
                if u == "player" or u == "pet" or UnitInParty(u) or UnitInRaid(u) then
                    hp = UnitHealth(u).."/"..UnitHealthMax(u)
                    return hp
                else
                   if MobHealth3 and not UnitIsFriend(u,"player") then
                        local currValue,maxValue,MHfound = MobHealth3:GetUnitHealth(u)
                        hp = currValue.."/"..maxValue
                        return hp
                    else
                        hp = floor((UnitHealth(u)/UnitHealthMax(u))*100).."%"
                        return hp
                    end
                end
            end
        end,



    Any chance there's a way to tweak this so it doesn't show anything on hostile targets until/unless mobhealth has a value for their health?
    Posted in: Unit Frames
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